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The flaw of Automine/growing HOTS casual base

Forum Index > StarCraft 2 HotS
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Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-07 03:35:51
September 05 2012 21:20 GMT
#1
TY Mods for the move.

Disclaimer: Somebody made a post on this, but I think that mine addresses something different entirely, with the only similarity being that they both have automine. My issue is not necessarily "dumbing down the skill level" but moreso how it is done.

Another Update: this is not pointless whine about how automine is useless. I believe it has a place in the game, but I disagree with its intended purpose. Blizzard could have done better. If you have come to complain about how it's useless whine on a pointless feature that doesn't change the skill cap, I respectfully request that you please take that complaint to a thread that discusses such a thing.

Another update: I guess I will add a TL;DR with my most recent thoughts at the bottom.

And I guess this could be a blog, but I thought more eyes might see it here... if it should be, then move it to blog please?

My thoughts on Auto mine and “Worker Count” per base, and why it is a fundamentally flawed way of reducing the skill level of the game for casual players

(Putting this at the top: I am aware that the auto mine is also a bug fix for people who load late into the game. But this thread is still relevant if there is ANY hint of this decision being made for new players)

Introduction

First of all, I am immensely enjoying the HOTS beta, and I am in no way taking this for granted or anything. Secondly, I would like to say that I amaware that these functions can be “disabled” through the options. The point of this post is why Blizzard is attempting to make the game easier (in my eyes) and also why they are going the wrong way about it.

The Changes
For anybody who hasn’t played the heart of the swarm beta yet, there is a new function that automatically sends your initial six workers to mine minerals. Essentially, it boxes your workers, and right clicks on the middle mineral patch and they all get to work. I believe that Blizzard’s intention in this is to show newer players the concept/idea in the beginning of the game. Much like the auto-mining and unlimited selection implemented with Wings of Liberty, it could be argued that a function like this is intended to make the game more available for newer players, and easier to understand.

The second change is the “worker counts” per base. Basically, if you have 14 workers mining minerals, then it displays “Worker Count: 14/24” over your Nexus/CC/Hatchery. And for Gas, it displays “Workers: 1/3” over each individual gas. This change by itself isn’t as big of a deal as the initial change, but I will try and address it as well.

The “Idea” behind the changes
Blizzard wants to make the game easier for casual players. This is evident with the relative dumbing down of mechanics compared to Brood War. By queuing workers to go mine for you, I think that Blizzard intends to lead you into the idea that “oh, my workers need to mine minerals.” This in itself is a good idea, but I think it is badly implemented (my solution later).
With the worker count tooltip, blizzard wants to give you the idea of “oh, I shouldn’t have more than 24 workers.” If you know that you have 25/24, it seems reasonable for somebody who has never even played the game to say “one worker is going to waste.” This idea is to help lower level players manage their economies – now you won’t get bronze players who know how to produce SCVs, but have 37 on one base, and 4 on the other. While this idea isn’t necessarily flawed, and it could even be relevant in the game, I’m not sure it has a place either.

The Inherent Problem (As I see it)
So, we want to make the game easier for new players. We can do this by sending their workers to mine right? I disagree. There are two main problems with this. First, a new player needs to understand how their workers are getting to the minerals. Let’s think about (in Wings of Liberty) the actions that need to be performed in the first five seconds of the game.

1) Send workers to the minerals to mine
2) Queue a worker to build
3) Rally your nexus to the minerals

Now, think about what is inherent to an RTS. Even somebody who has never played Starcraft II before should know that at the heart of any strategy game is the need to obtain resources and turn those resources into an army. Therefore, it should make sense to (at some point) tell your workers to mine. The hardest part should be realizing that those 6 little bugs/machines/people are workers. But that’s different. This information should be inherent to anybody trying out RTS. Taking that assumption is the basis of my post.

Now, let’s think about what is NOT inherent. Rallying workers. Even if you know that you need to gather resources, not as many people may gather that you need to choose your nexus and right click on the minerals. And even worse, the new change may make this problem even harder to understand. If your first six workers go straight to mine, a new player might assume that this is always the case (rational to me at least). This means they should not need to set a rally! So they build there worker, and all of a sudden it pops out and doesn’t do anything, and they are confused.
+ Show Spoiler +

Spoiling out because it's not needed/overblown on second glance.
Not only do they not know why their worker is moving, they don’t know how to get it to the minerals (this has already been done for them). They know they need to gather resources, but they have not seen that they need to actually make workers go to the mineral line.
So: the worker automine causes two problems. First, it performs a function that should be basic knowledge to somebody playing a RTS (I need to gather resources). Secondly, it removes the “idea” that the player needs to rally workers to the mineral line. It creates the impression that this is automatically done.


NOW………..

We get to the mineral count/base idea. I think this idea could work. As a masters player who sucks at it, I actually like the idea of it. But I don’t think it should be in the game. This is why: The majority of information in the HUD of Starcraft II is graphical, not text based. You have a minimap. You have unit portraits to count, not “10 zealots, 5 sentries, stalker.” Fungal growth has a portrait and a tooltip, but not many people actually bother using the tooltip, they know what the spell is by the picture. And in the idea of grid layout for hotkeys, the spells are arranged in such a way that they form a logical “grid” – all graphical representations.
So in a game where we have all of our information “outside the game” displayed in a graphical way, we now have information being displayed to us in a textual way. There isn’t anything necessarily wrong with this, and this is where my opinion is much less logical/rational and more a matter of consistency, but I believe that the “Worker count per base” idea interferes with the consistency of the game and just does not fit into the general flow of Starcraft II. The information is just projected incorrectly.

My Solutions

Now let’s revisit the core problems. We know that (if you take my logic) the automine interferes with both knowledge of needing to rally troops, and the idea of how to get workers to mine. Additionally, the idea they’re trying to implement is something that is much more ingrained into the idea of an RTS than say, rallying troops. So, my solution is this: Instead of making units automine, require players to send their own workers to the minerals. Additionally, automatically rally the Nexus/Command Center/Hatchery to the minerals.
+ Show Spoiler +

This is irrelevant because it's already in the game

How many players in bronze-silver do you see without worker rallies? I have seen plenty of games (from my friends and otherwise) where they don’t rally new workers to minerals, nor do they know how to set a rally. By automatically rallying your workers, the new players can be aware that newly created workers are rallied to minerals when they see a worker “walk” to the mineral patch. This doesn’t affect anybody over gold in any way whatsoever, and I think it’s an excellent way to cover one of the crutches/confusions of being new.

Additionally, implement tooltips seen in dota games like League of Legends. Think of the champion selection screen – if you are new, it tells you how to choose a champion, how to lock in, select summoner spells etc. These tooltips, most importantly, provide no in game differences/advantages to players, rather they teach you how to play. The tooltips in the loading screen aren’t really enough. Blizzard has already done it with wow, they can easily have it enabled in Starcraft II. At the beginning of the game, a simple “Left click to box your workers, and right click on minerals to make them mine” would suffice. Additionally, as soon as they click on the Nexus, a tooltip that says “your nexus has been automatically rallied to the minerals. Newly trained workers will automatically mine. To re-rally your units, do this…” would be possible.

This makes the game (in my opinion) even more user-friendly than the current implementation, while being non-obtrusive to better players. It also provides no tangible in-game benefit to players who have it enabled versus disabled. Yes, you can disable the auto-mine and worker count per base, but doing so (in a way) can disadvantage you. I don’t think you should have options that should hold inherent advantages/disadvantages.
Worker Count per Base fix

As for fixing the worker count per base, I think it should be used as an observer tooltip only. The observer function of the game exists to make casters capable of analyzing the game in an effective, and engaging way. And it is textually based. You can see the number of workers, total income, workers lost etc. All of these are effective tools for casters to analyze and illustrate the advantage/disadvantage that one particular player is at.

That’s why I think the “Worker count per base” should belong here. It allows a caster to say “MarineKing has 22 workers at his main base, but only 10 at his expansion. To maximize his economy, he should have 16 at both bases.”

Why are these different from auto mine and unit select?

There are differences, again in my opinion, between these changes and the changes with Wings of Liberty. Wings of Liberty removed mindless mechanical things like telling each individual worker to mine, and have 12 army hotkeys that all needed to be moved at once. Those are sensible changes (whether or not they dilute the game too much is a different matter and not one I want to have discussed) that simply remove “mindless” mechanical things.
Being able to automatically mine minerals IS mindless, but it is also the POINT of a strategy game. There isn’t anything to do at the beginning of the game, so it isn’t something to worry about. Knowing how many workers you have per base is NOT mindless, and that’s why it should not be provided. Learning to manage your economies is a skillset that must be developed. Anybody can mindlessly tell workers to mine minerals (like in BW) so this was removed. The only prerequisite to doing this is the APM necessary for it. Managing an economy properly is a mental aspect of the game that requires you to learn the optimal saturation for a base, and then using that to gain an advantage. Unlike no automine in brood war, it requires a conscious, active thought process throughout the course of the game, constrained by more than just APM.

+ Show Spoiler +
Conclusion

I don’t have much of a conclusion, and I don’t want much of a TL;DR because you should read this and give your opinion. I put work into it, you should take some time to read it  Thank you TeamLiquid and Battle.net for reading, and hopefully you have some nice thoughts for me in return.

I'll edit this for clarity and spacing, unfortunately "tabs" didn't follow through from word. And maybe add pictures when I'm home and can access SC2
TL;DR
1) Auto mine is an acceptable (but poor) fix to the "entering a game late" scenario.
2) Auto mine serves two functions: fixing that bug and helping new players. Tooltips would be a MUCH more useful method of helping new players with the game, and they would be much more all encompassing than simple auto mine. It's a win-win for both new players and "elitists"
3) Worker count per base interrupts with the idea of "microing" your economy.
4) Completely subjectively: I don't like WC/B because it interrupts with the feeling of the game in my opinion. WC/B is much more subject to opinion than my ideas about automine, as I see it. (Need of a tooltip that is)
5) Ultimately I would be ok with both changes going through (particularly WC/B because I still do it badly at masters) but I still dislike the change for the function it's intended to serve.

Another solution I saw: Instead of automated WC/B, just provide a numeric value after you box workers. It seems like a reasonable compromise between the two. Such a thing already exists (check out here) and something like this could probably be implemented into HOTS, for a more subtle way of giving a quick numerical number, while still requiring an action on the users part.

EDITS: Something that should be mentioned!

On September 06 2012 06:40 BlackPanther wrote:
I think the reason its implemented is because there is usually some lag that occurs when you enter the game. There are times where you can be delayed by as much as 4-5 seconds when the game starts.


I have heard about that. In that case, I still think Blizzard should change the idea of how to make it easier to new players. I should address that in my OP because I actually have a friend with this problem. That said, it should be something that Blizzard should be able to fix, but it's a good point. This is definitely something worth considering, but in that case you get the "problem" that newer players run into of not realizing workers need to be rallied to minerals.

My other argument to this: Every business decision is made to maximize profit in a way. Balance is changed because blizzard wants to keep people in the game, and raging is bad for staying interested. I think these decisions may be designed with the load drop for the same reason, but to also help out new players.

EDIT 2:
On September 06 2012 06:41 corpuscle wrote:
Show nested quote +
On September 06 2012 06:35 Alryk wrote:
In WoL, yes they don't have an issue with that, but that's because you have to do it. Imagine if you were brand new and you had never rallied workers to minerals. Then you load a game and it does it for you! You build a worker, and it pops out and you don't know what to do because the last six were done automatically.


HotS automatically sets your rally point to minerals for you at the beginning of the game, just in case you didn't realize.

It's more appropriate to say "what if a new player makes an expansion like the game tells them to and doesn't understand why their workers aren't mining automatically from their new base."


Also a flaw in my research abilities. So blizzard does what I wanted them to. That's good heh. But I still think that if the objective is to help new players, something like tooltips is necessary, because then the question IS why their nexus doesn't queue to minerals after an expansion.
Team Liquid, IM, ViOlet!
Inex
Profile Joined October 2010
Bulgaria443 Posts
September 05 2012 21:28 GMT
#2
I don't think anyone else is really bothered by this, apart from some random dudes on the battle.net/TL forums. Boxing and sending my probes won't increase my skill, nor is the worker per base count. If you can't spend your money efficiently, no matter how facilitated the macro aspect becomes, you will still be a bad player. Let us all chill and enjoy the awesome new content.
ref4
Profile Joined March 2012
2933 Posts
September 05 2012 21:31 GMT
#3
wait so what your are proposing is still rallying workers to mineral patches, how is that different than what SC2 is already doing right now?

I agree the worker saturation per base is kind of stupid and unnecessary. I mean, how hard is it to box all your workers and count how many rows of 8's you have.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-09-05 21:33:05
September 05 2012 21:32 GMT
#4
Isn't there a thread on this already? keep it to one thread dude.

You have an interesting point regarding that they'd assume new workers would auto-mine as well, but the assumption that a player wouldn't think of or know to try selecting the worker and clicking the minerals is preposterous.

Auto mine is not a problem for new players. In fact addressing what you said, auto-mine even demonstrates to the player that the starting units are workers and not something else, and that they're all supposed to mine at the start instead of build something or attack.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Aunvilgod
Profile Joined December 2011
2653 Posts
September 05 2012 21:33 GMT
#5
On September 06 2012 06:28 Inex wrote:
I don't think anyone else is really bothered by this, apart from some random dudes on the battle.net/TL forums. Boxing and sending my probes won't increase my skill, nor is the worker per base count. If you can't spend your money efficiently, no matter how facilitated the macro aspect becomes, you will still be a bad player. Let us all chill and enjoy the awesome new content.


In order to be a good player in WoL you have to count your workers per base. In HotS you don´t which equalizes good and bad players. It lowers the skill ceiling as good macro is easier to achieve.

It does not seem to me like Blizzard is interested in this "eSports" thing at all, apart from the additional sales.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Alryk
Profile Blog Joined November 2011
United States2718 Posts
September 05 2012 21:35 GMT
#6
On September 06 2012 06:31 ref4 wrote:
wait so what your are proposing is still rallying workers to mineral patches, how is that different than what SC2 is already doing right now?

I agree the worker saturation per base is kind of stupid and unnecessary. I mean, how hard is it to box all your workers and count how many rows of 8's you have.


No, I'm proposing that the nexus be automatically rallied to minerals, not the first six probes. So that new players don't have to worry about the idea of "rallying" workers. They still have to send workers to the minerals.

Yes, new players can learn to right click on the minerals. But why would they expect that's necessary if it's been done for them? In the current implementation, a new player has NO way of knowing that they need to right click on minerals - its being done for them with absolutely zero indication that "right clicking" is necessary.

In WoL, yes they don't have an issue with that, but that's because you have to do it. Imagine if you were brand new and you had never rallied workers to minerals. Then you load a game and it does it for you! You build a worker, and it pops out and you don't know what to do because the last six were done automatically.

Obviously playing the campaign would fix this, but not everybody does that.
Team Liquid, IM, ViOlet!
Inex
Profile Joined October 2010
Bulgaria443 Posts
September 05 2012 21:36 GMT
#7
On September 06 2012 06:31 ref4 wrote:

I agree the worker saturation per base is kind of stupid and unnecessary. I mean, how hard is it to box all your workers and count how many rows of 8's you have.


So what's the problem with having it, then? It benefits new players and in no way hinders professional players. Everybody wins.
SilSol
Profile Joined April 2012
Sweden2744 Posts
September 05 2012 21:36 GMT
#8
Wow so many HOTS threads lately
http://fragbite.se/user/117868/silsol since 2006 http://www.reddit.com/u/silsol77
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-05 21:40:15
September 05 2012 21:37 GMT
#9
On September 06 2012 06:32 Xapti wrote:
Isn't there a thread on this already? keep it to one thread dude.

You have an interesting point regarding that they'd assume new workers would auto-mine as well, but the assumption that a player wouldn't think of or know to try selecting the worker and clicking the minerals is preposterous.

Auto mine is not a problem for new players. In fact addressing what you said, auto-mine even demonstrates to the player that the starting units are workers and not something else, and that they're all supposed to mine at the start instead of build something or attack.


No. There isn't. There's a thread on how auto mine reduces the skill of SC2. MY thread involves auto mine, but it acknowledges what blizzard is trying to do, explaining why I disagree with their logic, and suggesting an alternative.

It's like two separate discussions on the display in an iphone and the operating system of iOS imo. Same "iphone" (core topic) completely different subject.


On September 06 2012 06:36 Inex wrote:
Show nested quote +
On September 06 2012 06:31 ref4 wrote:

I agree the worker saturation per base is kind of stupid and unnecessary. I mean, how hard is it to box all your workers and count how many rows of 8's you have.


So what's the problem with having it, then? It benefits new players and in no way hinders professional players. Everybody wins.


I think the problem with it is there is an advantage to having it enabled. Also, it's a required skillset that requires active thinking to learn, kind of like microing an army, you're "microing" your economy. You can 1-a with an army the same way that you can just mass build workers, but the "micro" comes in at splitting, or properly splitting your workers to maximize economy. That said, my argument is weakest and most susceptible to an opinion switch in the worker count idea, but I still don't like how it's implemented.
Team Liquid, IM, ViOlet!
BlackPanther
Profile Blog Joined April 2011
United States872 Posts
September 05 2012 21:40 GMT
#10
I think the reason its implemented is because there is usually some lag that occurs when you enter the game. There are times where you can be delayed by as much as 4-5 seconds when the game starts.
Najda
Profile Joined June 2010
United States3765 Posts
Last Edited: 2012-09-05 21:41:25
September 05 2012 21:40 GMT
#11
I think people are forgetting other implications of this change; sometimes players join the game at slightly different times because of load speed differences and this nullifies the difference.

Edit: post above me owned me
Doubting
Profile Joined August 2012
Canada981 Posts
September 05 2012 21:41 GMT
#12
splitting hairs
Life: The New Champion!!
Alryk
Profile Blog Joined November 2011
United States2718 Posts
September 05 2012 21:41 GMT
#13
On September 06 2012 06:40 BlackPanther wrote:
I think the reason its implemented is because there is usually some lag that occurs when you enter the game. There are times where you can be delayed by as much as 4-5 seconds when the game starts.


I have heard about that. In that case, I still think Blizzard should change the idea of how to make it easier to new players. I should address that in my OP because I actually have a friend with this problem. That said, it should be something that Blizzard should be able to fix, but it's a good point.
Team Liquid, IM, ViOlet!
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
September 05 2012 21:41 GMT
#14
On September 06 2012 06:35 Alryk wrote:
In WoL, yes they don't have an issue with that, but that's because you have to do it. Imagine if you were brand new and you had never rallied workers to minerals. Then you load a game and it does it for you! You build a worker, and it pops out and you don't know what to do because the last six were done automatically.


HotS automatically sets your rally point to minerals for you at the beginning of the game, just in case you didn't realize.

It's more appropriate to say "what if a new player makes an expansion like the game tells them to and doesn't understand why their workers aren't mining automatically from their new base."
From the void I am born into wave and particle
scsequeL
Profile Joined June 2012
47 Posts
September 05 2012 21:44 GMT
#15
Catchy title, yet you drag out your opinions over long paragraphs saying that there is a flaw and something is wrong with the ideas that Blizzard have implemented but in the solution you say that there is nothing wrong with it. What was the point of writing such a big write up for 2 very small things ? As a player of the HOTS beta don't you have any valuable things to discuss.
go go go
Akhee
Profile Joined January 2011
Brazil811 Posts
September 05 2012 21:47 GMT
#16
good players will constantly check workers in every base and setting rallies to where it should have a good saturation

now any scrub can do that to the same level

putting worker per base to observers only would be awesome, but NOT in the game

and automine is ridiculous
Alryk
Profile Blog Joined November 2011
United States2718 Posts
September 05 2012 21:47 GMT
#17
On September 06 2012 06:41 corpuscle wrote:
Show nested quote +
On September 06 2012 06:35 Alryk wrote:
In WoL, yes they don't have an issue with that, but that's because you have to do it. Imagine if you were brand new and you had never rallied workers to minerals. Then you load a game and it does it for you! You build a worker, and it pops out and you don't know what to do because the last six were done automatically.


HotS automatically sets your rally point to minerals for you at the beginning of the game, just in case you didn't realize.

It's more appropriate to say "what if a new player makes an expansion like the game tells them to and doesn't understand why their workers aren't mining automatically from their new base."


Also a flaw in my research abilities. So blizzard does what I wanted them to. That's good heh. But I still think that if the objective is to help new players, something like tooltips is necessary, because then the question IS why their nexus doesn't queue to minerals after an expansion.
Team Liquid, IM, ViOlet!
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-05 21:50:33
September 05 2012 21:48 GMT
#18
On September 06 2012 06:44 scsequeL wrote:
Catchy title, yet you drag out your opinions over long paragraphs saying that there is a flaw and something is wrong with the ideas that Blizzard have implemented but in the solution you say that there is nothing wrong with it. What was the point of writing such a big write up for 2 very small things ? As a player of the HOTS beta don't you have any valuable things to discuss.


What? I didn't say there was "nothing wrong with it" I said it was implemented incorrectly. There's a difference.

And how do I not have valuable things to discuss? O.o

The idea behind a relatively (and hopefully) sensible post was for you to respond to it relatively sensibly. If you think I have nothing of value, please contribute something of value. And in the least sarcastic way I can, please illustrate where I said there was nothing wrong with it, because that wasn't my intention and I easily could have lost my train of thought while typing this.
Team Liquid, IM, ViOlet!
xxpack09
Profile Blog Joined September 2010
United States2160 Posts
September 05 2012 21:49 GMT
#19
This is a really good thread that explains what the problems and solutions are very clearly and concisely. If it were a blog, 5 stars for sure.
Link_Drako
Profile Joined April 2011
United States53 Posts
September 05 2012 21:49 GMT
#20
This game is already killing my love for SC2.... They are taking away all of the skill based variables. >.<
To get smarter, you first have to play a smarter opponent. -Fundamentals of Chess (1883)
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