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This is so great to wake up to. Gonna rewatch the shit out of this
Congrats Neeb!
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Wow...wow....Nice job Neeb
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On October 03 2016 22:36 [PkF] Wire wrote:Show nested quote +On October 03 2016 22:24 Legobiten wrote:On October 03 2016 22:10 [PkF] Wire wrote:On October 03 2016 22:02 Artanis[Xp] wrote:On October 03 2016 21:56 uriel- wrote:On October 03 2016 21:47 Artanis[Xp] wrote:On October 03 2016 21:41 Legobiten wrote: Came here to confirm how fucking epic that was and all I see is whining.... SC2 community never cease to amaze.
Insane play by Neeb! So exciting battles. Love the disruptors! What a godlike control!
GG! Agreed that it was very entertaining. Don't really understand all the Disruptor-bashing, feels a lot better than the colossus era or mass tempest vs tempest to me but to each their own. Well done Neeb! That's kind of like saying dog shit is better than dog shit drowned in vomit and rancid donkey shit You're not wrong but they're all still shit watching the same composition run in circles shooting balls at each other for 20 minutes with units dying every 5 exchanges is an insult to starcraft I was at the edge of my seat throughout the entire game with every hit having the possibility of changing the outcome of the game. So in the end it kinda boils down to this ; personally, I can't really appreciate a strategy game in which 25 minutes can be ruined by one misclick or one time you looked at another place. Arguably, it happens with other things (widow mines hits for instance), but I never said I liked those things any more. But it sure creates entertaining games. So, do we want a comfortable game for the players that allows them to display actual strategic play, or do we like this every second ordeal aspect that is sure very intense to watch but excruciatingly hard and mentally exhausting for the players, resulting in games in which you'd rather make no glaring mistake than try to outthink your opponent ? Please name games were mistakes don't matter. You didn't see any strategical moves in Neebs games today? When people say these kind of things I always wonder what the game would look like. It's not supposed to be exhausting or hard and you should be able to make mistakes without risking to lose the game. Pure easy strategy? Is there such a thing? Mistakes were made in all of todays games. Some of them did cost more than others. In the end the BETTER player won. That's amazing! The sad thing is I'm pretty sure we could have a constructive chat if we were talking directly to each other. Here it's absolutely impossible because every time someone comes across something he doesn't like he gets upset and overheated and doesn't even consider the rest of the argument. I think those games are not what's desirable for SC2 although I'm really admiring of what Neeb accomplished ; you enjoy those games and that's perfectly fine -though I'll admit I'd be a little bothered if you were thinking something alongside the lines of "something exciting happened, everyone talking about anything else or not being hyped about it should be hanged, drawn and quartered". I don't see the point of discussing the matter any further.
And that's exactly what you're not doing. Talking to me. Especially with that ending.
I understand that you think it's boring to watch the game in the current state. But I was asking how a "comfortable game for the player" would look like. What does a game look like where you're not punished for mistakes?
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Double post, please delete
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Took a foreign Terran to switch to Protoss to prove to them how easy it is
User was warned for this post
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I was pretty entertained by the last match. It was very back-and-fourth, on your toes, you didn't know who was going to win because they traded the lead position so often, until finally Neeb was left with mining bases whilst simultaneously denying Trap his own.
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Wow!!! Congrats Neeb. This is really incredible. The first ever player in Starcraft 2 history to win a premier level Korean tournament!
This definitely cements Neeb as one of the best PvPers in the world for LotV. And the thing that was so amazing was his composure throughout the entire tournament, even when his life in it was on the line or when he was up against champions. It'a really amazing to see him perform at the level that we all knew he was capable of.
Are there things to be noted about his run, like the fact that he may not have won if he had played other matches? For sure, but there can be no denying that in the series he did play, he was the better player. In all the games that were macro, he lost just one.
I'm excited to see how he'll do at Blizzcon, a little worried, because I know people will use him as an example if he loses to other Koreans or foreigners. But I think this is a true example of what can happen when a player has the resources and motivation necessary to train with the best of the best.
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On October 03 2016 21:59 AzAlexZ wrote:Show nested quote +On October 03 2016 21:56 uriel- wrote:On October 03 2016 21:47 Artanis[Xp] wrote:On October 03 2016 21:41 Legobiten wrote: Came here to confirm how fucking epic that was and all I see is whining.... SC2 community never cease to amaze.
Insane play by Neeb! So exciting battles. Love the disruptors! What a godlike control!
GG! Agreed that it was very entertaining. Don't really understand all the Disruptor-bashing, feels a lot better than the colossus era or mass tempest vs tempest to me but to each their own. Well done Neeb! That's kind of like saying dog shit is better than dog shit drowned in vomit and rancid donkey shit You're not wrong but they're all still shit watching the same composition run in circles shooting balls at each other for 20 minutes with units dying every 5 exchanges is an insult to starcraft oh rly?!! so how come TvT was so popular and was never hated then when it was just pure marine tank vs Marine tank and ZvZ with fuking ling bling wars or roach wars??! These were all fuking same compositions. you guys don't fuking care about the the other units, because all you guys do is just hate on protoss that's all...... salty bitches
TvT was all about marine tank positining and movement. It actually took a lot of skill to win. PvP just throwing balls of shit at eachother until one guy happens to be lookin away is stupid
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On October 03 2016 22:46 Legobiten wrote:Show nested quote +On October 03 2016 22:36 [PkF] Wire wrote:On October 03 2016 22:24 Legobiten wrote:On October 03 2016 22:10 [PkF] Wire wrote:On October 03 2016 22:02 Artanis[Xp] wrote:On October 03 2016 21:56 uriel- wrote:On October 03 2016 21:47 Artanis[Xp] wrote:On October 03 2016 21:41 Legobiten wrote: Came here to confirm how fucking epic that was and all I see is whining.... SC2 community never cease to amaze.
Insane play by Neeb! So exciting battles. Love the disruptors! What a godlike control!
GG! Agreed that it was very entertaining. Don't really understand all the Disruptor-bashing, feels a lot better than the colossus era or mass tempest vs tempest to me but to each their own. Well done Neeb! That's kind of like saying dog shit is better than dog shit drowned in vomit and rancid donkey shit You're not wrong but they're all still shit watching the same composition run in circles shooting balls at each other for 20 minutes with units dying every 5 exchanges is an insult to starcraft I was at the edge of my seat throughout the entire game with every hit having the possibility of changing the outcome of the game. So in the end it kinda boils down to this ; personally, I can't really appreciate a strategy game in which 25 minutes can be ruined by one misclick or one time you looked at another place. Arguably, it happens with other things (widow mines hits for instance), but I never said I liked those things any more. But it sure creates entertaining games. So, do we want a comfortable game for the players that allows them to display actual strategic play, or do we like this every second ordeal aspect that is sure very intense to watch but excruciatingly hard and mentally exhausting for the players, resulting in games in which you'd rather make no glaring mistake than try to outthink your opponent ? Please name games were mistakes don't matter. You didn't see any strategical moves in Neebs games today? When people say these kind of things I always wonder what the game would look like. It's not supposed to be exhausting or hard and you should be able to make mistakes without risking to lose the game. Pure easy strategy? Is there such a thing? Mistakes were made in all of todays games. Some of them did cost more than others. In the end the BETTER player won. That's amazing! The sad thing is I'm pretty sure we could have a constructive chat if we were talking directly to each other. Here it's absolutely impossible because every time someone comes across something he doesn't like he gets upset and overheated and doesn't even consider the rest of the argument. I think those games are not what's desirable for SC2 although I'm really admiring of what Neeb accomplished ; you enjoy those games and that's perfectly fine -though I'll admit I'd be a little bothered if you were thinking something alongside the lines of "something exciting happened, everyone talking about anything else or not being hyped about it should be hanged, drawn and quartered". I don't see the point of discussing the matter any further. And that's exactly what you're not doing. Talking to me. Especially with that ending. I understand that you think it's boring to watch the game in the current state. But I was asking how a "comfortable game for the player" would look like. What does a game look like where you're not punished for mistakes? OK I'm willing to try. I think some things are far too punishing in that game and deal irrecoverable damage too quickly. I'm not saying the game shouldn't come with some tension, but some things are just too much. Things like 8 marines drops or even oracles are OKish because even if the damage is done very quick you can react before you lost your entire mineral line. On the opposite, you missed a widow mine drop, a baneling drop, or a nova marching towards your army because you were managing something else ? Guess what, you probably lost the game. And I think those things may make for an entertaining game from a spectator point of view, but for a terrible esports. And I think SC2 should be made for players in priority, with viewers enjoyment just coming as a corollary. As it is, SC2 is built backwards : a lot of things were added for the "cool" factor, and players are told they just need to deal with it, even if it makes for frustrating / random games.
Ofc today the better player won. Zero doubt about that. Trap made so many control mistakes I don't understand why he didn't diverge from blink disruptor. There are many compositions you can try vs a blink disruptor player, especially phoenix based ones. But as I said before, I think that Trap played rather bad. Give us a good and an excellent PvP player, if they both go blink disruptor it's too unpredictable imo.
So I'd like those things -all those things that deal instant, potentially irrecoverable damage- to be gone. I don't think that's going to happen. But I can advocate it, even in a blissful day for the foreign scene.
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On October 03 2016 22:50 mechengineer789 wrote: Took a foreign Terran to switch to Protoss to prove to them how easy it is
I understand this position, and there is some validity to it.
Terran has units that deal more damage faster and has more flexible build options (build a Command Center inside your base, and then float it out to your next base location, can use energy for Mules or Scans, can salvage bunkers, etc.) but requires more micro to get the best value from these abilities.
On the other hand, Protoss has units with higher hit points and easier control and more defensive options, but the play style is much more rigid. To get the best value from the Protoss abilities, there is more meta-game strategy required to produce the right counters at the right time.
I have no doubt that in the right hands Terran can absolutely destroy Protoss. In HOTS Maru dominated most Protoss players who didn't innovate their meta game, with multitask and micro. Look at Byun, playing macro games against 'Toss on New Gettysburg...Absolutely ridiculous micro was required, but he even wrecked 'Toss players with a simple double racks into double drop.
So the races aren't really "Equal", but they are balanced. You have to leverage a different skill set to get an advantage with 'Toss or Terran, but they are equally powerful when used correctly.
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On October 03 2016 23:15 Foxer1 wrote:Show nested quote +On October 03 2016 22:50 mechengineer789 wrote: Took a foreign Terran to switch to Protoss to prove to them how easy it is So the races aren't really "Equal", but they are balanced. You have to leverage a different skill set to get an advantage with 'Toss or Terran, but they are equally powerful when used correctly.
But is it equally easy to use the races correctly? Or is one race easier to use correctly than others? That is the question.
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On October 03 2016 23:04 [PkF] Wire wrote:Show nested quote +On October 03 2016 22:46 Legobiten wrote:On October 03 2016 22:36 [PkF] Wire wrote:On October 03 2016 22:24 Legobiten wrote:On October 03 2016 22:10 [PkF] Wire wrote:On October 03 2016 22:02 Artanis[Xp] wrote:On October 03 2016 21:56 uriel- wrote:On October 03 2016 21:47 Artanis[Xp] wrote:On October 03 2016 21:41 Legobiten wrote: Came here to confirm how fucking epic that was and all I see is whining.... SC2 community never cease to amaze.
Insane play by Neeb! So exciting battles. Love the disruptors! What a godlike control!
GG! Agreed that it was very entertaining. Don't really understand all the Disruptor-bashing, feels a lot better than the colossus era or mass tempest vs tempest to me but to each their own. Well done Neeb! That's kind of like saying dog shit is better than dog shit drowned in vomit and rancid donkey shit You're not wrong but they're all still shit watching the same composition run in circles shooting balls at each other for 20 minutes with units dying every 5 exchanges is an insult to starcraft I was at the edge of my seat throughout the entire game with every hit having the possibility of changing the outcome of the game. So in the end it kinda boils down to this ; personally, I can't really appreciate a strategy game in which 25 minutes can be ruined by one misclick or one time you looked at another place. Arguably, it happens with other things (widow mines hits for instance), but I never said I liked those things any more. But it sure creates entertaining games. So, do we want a comfortable game for the players that allows them to display actual strategic play, or do we like this every second ordeal aspect that is sure very intense to watch but excruciatingly hard and mentally exhausting for the players, resulting in games in which you'd rather make no glaring mistake than try to outthink your opponent ? Please name games were mistakes don't matter. You didn't see any strategical moves in Neebs games today? When people say these kind of things I always wonder what the game would look like. It's not supposed to be exhausting or hard and you should be able to make mistakes without risking to lose the game. Pure easy strategy? Is there such a thing? Mistakes were made in all of todays games. Some of them did cost more than others. In the end the BETTER player won. That's amazing! The sad thing is I'm pretty sure we could have a constructive chat if we were talking directly to each other. Here it's absolutely impossible because every time someone comes across something he doesn't like he gets upset and overheated and doesn't even consider the rest of the argument. I think those games are not what's desirable for SC2 although I'm really admiring of what Neeb accomplished ; you enjoy those games and that's perfectly fine -though I'll admit I'd be a little bothered if you were thinking something alongside the lines of "something exciting happened, everyone talking about anything else or not being hyped about it should be hanged, drawn and quartered". I don't see the point of discussing the matter any further. And that's exactly what you're not doing. Talking to me. Especially with that ending. I understand that you think it's boring to watch the game in the current state. But I was asking how a "comfortable game for the player" would look like. What does a game look like where you're not punished for mistakes? OK I'm willing to try. I think some things are far too punishing in that game and deal irrecoverable damage too quickly. I'm not saying the game shouldn't come with some tension, but some things are just too much. Things like 8 marines drops or even oracles are OKish because even if the damage is done very quick you can react before you lost your entire mineral line. On the opposite, you missed a widow mine drop, a baneling drop, or a nova marching towards your army because you were managing something else ? Guess what, you probably lost the game. And I think those things may make for an entertaining game from a spectator point of view, but for a terrible esports. And I think SC2 should be made for players in priority, with viewers enjoyment just coming as a corollary. As it is, SC2 is built backwards : a lot of things were added for the "cool" factor, and players are told they just need to deal with it, even if it makes for frustrating / random games. Ofc today the better player won. Zero doubt about that. Trap made so many control mistakes I don't understand why he didn't diverge from blink disruptor. There are many compositions you can try vs a blink disruptor player, especially phoenix based ones. But as I said before, I think that Trap played rather bad. Give us a good and an excellent PvP player, if they both go blink disruptor it's too unpredictable imo. So I'd like those things -all those things that deal instant, potentially irrecoverable damage- to be gone. I don't think that's going to happen. But I can advocate it, even in a blissful day for the foreign scene.
Ok, fair enough! I don't think that necessarily will make the game better. Of course it's a matter of taste but all those things that you mentioned are also potential ways to get back into a game where you are down. That's a fantastic ability both for playing and viewing in my opinion. A game where there are very few ways of turning the tide once your down a bit tends to be like Monopoly. Once down, you stay there.
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On October 03 2016 23:21 Legobiten wrote:Show nested quote +On October 03 2016 23:04 [PkF] Wire wrote:On October 03 2016 22:46 Legobiten wrote:On October 03 2016 22:36 [PkF] Wire wrote:On October 03 2016 22:24 Legobiten wrote:On October 03 2016 22:10 [PkF] Wire wrote:On October 03 2016 22:02 Artanis[Xp] wrote:On October 03 2016 21:56 uriel- wrote:On October 03 2016 21:47 Artanis[Xp] wrote:On October 03 2016 21:41 Legobiten wrote: Came here to confirm how fucking epic that was and all I see is whining.... SC2 community never cease to amaze.
Insane play by Neeb! So exciting battles. Love the disruptors! What a godlike control!
GG! Agreed that it was very entertaining. Don't really understand all the Disruptor-bashing, feels a lot better than the colossus era or mass tempest vs tempest to me but to each their own. Well done Neeb! That's kind of like saying dog shit is better than dog shit drowned in vomit and rancid donkey shit You're not wrong but they're all still shit watching the same composition run in circles shooting balls at each other for 20 minutes with units dying every 5 exchanges is an insult to starcraft I was at the edge of my seat throughout the entire game with every hit having the possibility of changing the outcome of the game. So in the end it kinda boils down to this ; personally, I can't really appreciate a strategy game in which 25 minutes can be ruined by one misclick or one time you looked at another place. Arguably, it happens with other things (widow mines hits for instance), but I never said I liked those things any more. But it sure creates entertaining games. So, do we want a comfortable game for the players that allows them to display actual strategic play, or do we like this every second ordeal aspect that is sure very intense to watch but excruciatingly hard and mentally exhausting for the players, resulting in games in which you'd rather make no glaring mistake than try to outthink your opponent ? Please name games were mistakes don't matter. You didn't see any strategical moves in Neebs games today? When people say these kind of things I always wonder what the game would look like. It's not supposed to be exhausting or hard and you should be able to make mistakes without risking to lose the game. Pure easy strategy? Is there such a thing? Mistakes were made in all of todays games. Some of them did cost more than others. In the end the BETTER player won. That's amazing! The sad thing is I'm pretty sure we could have a constructive chat if we were talking directly to each other. Here it's absolutely impossible because every time someone comes across something he doesn't like he gets upset and overheated and doesn't even consider the rest of the argument. I think those games are not what's desirable for SC2 although I'm really admiring of what Neeb accomplished ; you enjoy those games and that's perfectly fine -though I'll admit I'd be a little bothered if you were thinking something alongside the lines of "something exciting happened, everyone talking about anything else or not being hyped about it should be hanged, drawn and quartered". I don't see the point of discussing the matter any further. And that's exactly what you're not doing. Talking to me. Especially with that ending. I understand that you think it's boring to watch the game in the current state. But I was asking how a "comfortable game for the player" would look like. What does a game look like where you're not punished for mistakes? OK I'm willing to try. I think some things are far too punishing in that game and deal irrecoverable damage too quickly. I'm not saying the game shouldn't come with some tension, but some things are just too much. Things like 8 marines drops or even oracles are OKish because even if the damage is done very quick you can react before you lost your entire mineral line. On the opposite, you missed a widow mine drop, a baneling drop, or a nova marching towards your army because you were managing something else ? Guess what, you probably lost the game. And I think those things may make for an entertaining game from a spectator point of view, but for a terrible esports. And I think SC2 should be made for players in priority, with viewers enjoyment just coming as a corollary. As it is, SC2 is built backwards : a lot of things were added for the "cool" factor, and players are told they just need to deal with it, even if it makes for frustrating / random games. Ofc today the better player won. Zero doubt about that. Trap made so many control mistakes I don't understand why he didn't diverge from blink disruptor. There are many compositions you can try vs a blink disruptor player, especially phoenix based ones. But as I said before, I think that Trap played rather bad. Give us a good and an excellent PvP player, if they both go blink disruptor it's too unpredictable imo. So I'd like those things -all those things that deal instant, potentially irrecoverable damage- to be gone. I don't think that's going to happen. But I can advocate it, even in a blissful day for the foreign scene. Ok, fair enough! I don't think that necessarily will make the game better. Of course it's a matter of taste but all those things that you mentioned are also potential ways to get back into a game were you are down. That's a fantastic ability both for playing and viewing in my opinion. A game where there are very few ways of turning the tide once your down a bit tends to be like Monopoly. Once down, you stay there. I can understand your pov.
I think a lot of my opinion on the topic comes from the fact I grew up playing a fair lot of chess when I was younger. In chess, above a certain level, once you're down a pawn without compensation / realistic drawing chances (certain rook endgames) you resign. I tend to play and contemplate sc2 the same way. For instance, on ladder, if I get hit early by a widow mine / baneling drop / oracle and lose too many probes, I gg. I see no point trying to drag the game out, reach disruptors and pray for a good hit, or going "when behind, dark shrine". But then again, top level chess has indeed become quite frustrating for viewers.
Back to the topic, I'd say that the fact those mechanics give consistent comeback opportunities for all races in fact makes comebacks less impressive. I can remember and admire comebacks where a player microed his heart out in every engage from the point he was down on, grinding up unit after unit, ending up equal and then riding his momentum to victory... That's beautiful to watch. A comeback because a mine got all banes or because a nova got all the opponent's disruptors ? Meh imo.
I'm happy we could have a fair chat. Have a nice day.
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On October 03 2016 21:20 SC2Toastie wrote:Show nested quote +On October 03 2016 21:19 Gwavajuice wrote: Ok guys, now everybody hugs the poor guys that refused to watch WCS because they only wanted "the highest level of skill".
You're too many to be listed, but it's ok, don't you cry, you can still catch up and watch the vods. I watched. Need plays very well. It is PvP though, and the map pool ffavors his race hard. And Neeb has, in my opinion, not been truely tested in this run. And I still think WCS16 killed KR scene.
That protoss favored map pool means we had protoss winning tournaments recently right? Oh wait
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So after the semifinals I completely stopped caring who wins the tournament and did something else. I came back and just saw the final 5 or so minutes of game 4 from Neeb vs Trap.
Good lord disruptors make PvP stupid.
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On October 03 2016 23:30 [PkF] Wire wrote:Show nested quote +On October 03 2016 23:21 Legobiten wrote:On October 03 2016 23:04 [PkF] Wire wrote:On October 03 2016 22:46 Legobiten wrote:On October 03 2016 22:36 [PkF] Wire wrote:On October 03 2016 22:24 Legobiten wrote:On October 03 2016 22:10 [PkF] Wire wrote:On October 03 2016 22:02 Artanis[Xp] wrote:On October 03 2016 21:56 uriel- wrote:On October 03 2016 21:47 Artanis[Xp] wrote: [quote] Agreed that it was very entertaining. Don't really understand all the Disruptor-bashing, feels a lot better than the colossus era or mass tempest vs tempest to me but to each their own.
Well done Neeb! That's kind of like saying dog shit is better than dog shit drowned in vomit and rancid donkey shit You're not wrong but they're all still shit watching the same composition run in circles shooting balls at each other for 20 minutes with units dying every 5 exchanges is an insult to starcraft I was at the edge of my seat throughout the entire game with every hit having the possibility of changing the outcome of the game. So in the end it kinda boils down to this ; personally, I can't really appreciate a strategy game in which 25 minutes can be ruined by one misclick or one time you looked at another place. Arguably, it happens with other things (widow mines hits for instance), but I never said I liked those things any more. But it sure creates entertaining games. So, do we want a comfortable game for the players that allows them to display actual strategic play, or do we like this every second ordeal aspect that is sure very intense to watch but excruciatingly hard and mentally exhausting for the players, resulting in games in which you'd rather make no glaring mistake than try to outthink your opponent ? Please name games were mistakes don't matter. You didn't see any strategical moves in Neebs games today? When people say these kind of things I always wonder what the game would look like. It's not supposed to be exhausting or hard and you should be able to make mistakes without risking to lose the game. Pure easy strategy? Is there such a thing? Mistakes were made in all of todays games. Some of them did cost more than others. In the end the BETTER player won. That's amazing! The sad thing is I'm pretty sure we could have a constructive chat if we were talking directly to each other. Here it's absolutely impossible because every time someone comes across something he doesn't like he gets upset and overheated and doesn't even consider the rest of the argument. I think those games are not what's desirable for SC2 although I'm really admiring of what Neeb accomplished ; you enjoy those games and that's perfectly fine -though I'll admit I'd be a little bothered if you were thinking something alongside the lines of "something exciting happened, everyone talking about anything else or not being hyped about it should be hanged, drawn and quartered". I don't see the point of discussing the matter any further. And that's exactly what you're not doing. Talking to me. Especially with that ending. I understand that you think it's boring to watch the game in the current state. But I was asking how a "comfortable game for the player" would look like. What does a game look like where you're not punished for mistakes? OK I'm willing to try. I think some things are far too punishing in that game and deal irrecoverable damage too quickly. I'm not saying the game shouldn't come with some tension, but some things are just too much. Things like 8 marines drops or even oracles are OKish because even if the damage is done very quick you can react before you lost your entire mineral line. On the opposite, you missed a widow mine drop, a baneling drop, or a nova marching towards your army because you were managing something else ? Guess what, you probably lost the game. And I think those things may make for an entertaining game from a spectator point of view, but for a terrible esports. And I think SC2 should be made for players in priority, with viewers enjoyment just coming as a corollary. As it is, SC2 is built backwards : a lot of things were added for the "cool" factor, and players are told they just need to deal with it, even if it makes for frustrating / random games. Ofc today the better player won. Zero doubt about that. Trap made so many control mistakes I don't understand why he didn't diverge from blink disruptor. There are many compositions you can try vs a blink disruptor player, especially phoenix based ones. But as I said before, I think that Trap played rather bad. Give us a good and an excellent PvP player, if they both go blink disruptor it's too unpredictable imo. So I'd like those things -all those things that deal instant, potentially irrecoverable damage- to be gone. I don't think that's going to happen. But I can advocate it, even in a blissful day for the foreign scene. Ok, fair enough! I don't think that necessarily will make the game better. Of course it's a matter of taste but all those things that you mentioned are also potential ways to get back into a game were you are down. That's a fantastic ability both for playing and viewing in my opinion. A game where there are very few ways of turning the tide once your down a bit tends to be like Monopoly. Once down, you stay there. I can understand your pov. I think a lot of my opinion on the topic comes from the fact I grew up playing a fair lot of chess when I was younger. In chess, above a certain level, once you're down a pawn without compensation / realistic drawing chances (certain rook endgames) you resign. I tend to play and contemplate sc2 the same way. For instance, on ladder, if I get hit early by a widow mine / baneling drop / oracle and lose too many probes, I gg. I see no point trying to drag the game, reach disruptors and pray for a good hit, or going "when behind, dark shrine". But then again, top level chess has indeed become quite frustrating for viewers. Back to the topic, I'd say that the fact those mechanics give consistent comeback opportunities for all races in fact makes comebacks less impressive. I can remember and admire comebacks where a player microed his heart out in every engage from the point he was down on, grinding up unit after unit, ending up equal and then running his momentum to victory... That's beautiful to watch. A comeback because a mine got all banes or because a nova got all the opponent's disruptors ? Meh imo. I'm happy we could have a fair chat. Have a nice day.
Cool!
I love to play chess but I don't watch it that much because of what you just described. Bullet and Blitz make chess more exciting for me to watch since there is room for mistakes that wouldn't occur in a normal game, but I hate playing it Maybe what you described is best for the players in the long run but for the sake of e-sports I think it's far more exciting to watch the nerve wrecking tension that was shown today. But, hey, that's just my opinion.
Good day to you as well!
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On October 03 2016 23:46 Elentos wrote: So after the semifinals I completely stopped caring who wins the tournament and did something else. I came back and just saw the final 5 or so minutes of game 4 from Neeb vs Trap.
Good lord disruptors make PvP stupid. You missed the great parts of the game. The army control and positioning was unreal.
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Fiddler's Green42661 Posts
HAHAHAHHAHAHAHAHHAHA
Good shit Neeb. Triple victory for Neeb, against the super annoying fans and for Mvp.
Back in Mvp's day he had to play against bl/infestor, ket lag and foreigners with a broken back.
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Honestly thought TY got this tournament wrap up but he disappoints yet again. Congrats to neeb!
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On October 04 2016 00:25 stuchiu wrote: HAHAHAHHAHAHAHAHHAHA
Good shit Neeb. Triple victory for Neeb, against the super annoying fans and for Mvp.
Back in Mvp's day he had to play against bl/infestor, ket lag and foreigners with a broken back. I cannot tell if you are actually serious (anymore) or just memeing at this point
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