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The flaw of Automine/growing HOTS casual base - Page 8

Forum Index > StarCraft 2 HotS
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Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-06 04:52:47
September 06 2012 04:50 GMT
#141
On September 06 2012 13:41 RaiZ wrote:
How come this thread isn't closed yet ? I still don't understand why it's a big deal. Do you seriously have nothing else to do than complain to the most trivials things you see in each patch (expansion in this case) ?...


Why the senseless hate? I'm not really "complaining," and you implying that I am seems a bit silly, considering I've at least tried to make my OP very "solution based" instead of "problem based."

I didn't ask to remove any features blizz put in, (I guess WC/B but I'd rather it be retooled, not removed), rather I'm saying that there are better ways to do what I think they're trying to do. I'm not sure why you think I'm complaining about "trivial things."

On September 06 2012 13:48 Herper wrote:
Really don't see how showing the worker count per base is a bad thing. Your enemy doesn't see it, only yourself. You already can see the amount of workers you have by doing it the old way, this information isn't hidden from you.


Yeah, it's basically opinion.

I said it earlier - I think managing worker saturation is a matter of economic micro, one of the finer points of the economy that helps give you an edge, much like splitting or multitasking - therefore, to me, it's as integral to the game as splitting. Whether or not you agree with that train of thought is entirely up to you, and I think it's been split basically down the middle in responses.
Team Liquid, IM, ViOlet!
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-06 04:53:25
September 06 2012 04:52 GMT
#142
+ Show Spoiler +
On September 06 2012 13:48 Herper wrote:
Really don't see how showing the worker count per base is a bad thing. Your enemy doesn't see it, only yourself. You already can see the amount of workers you have by doing it the old way, this information isn't hidden from you.


Yeah, it's basically opinion.

I said it earlier - I think managing worker saturation is a matter of economic micro, one of the finer points of the economy that helps give you an edge, much like splitting or multitasking - therefore, to me, it's as integral to the game as splitting. Whether or not you agree with that train of thought is entirely up to you, and I think it's been split basically down the middle in responses.
Didn't mean to double post again
Team Liquid, IM, ViOlet!
HypaSnipa
Profile Joined June 2010
64 Posts
Last Edited: 2012-09-06 04:57:55
September 06 2012 04:56 GMT
#143
This isn't a skill based variable by any means. You shoiuldn't win a game based off lag at the beginning or your ability to quickly split workers. Its such a miniscule point of interest, these threads are ridiculous.

Your initial 6 workers mine minerals, thats what they do, thats what they'll always do. There's no decision or strategy or game-breaking changes you can do with your first 6 workers. Evening out the playing field for people who have intermittent lag at the beginning of the game can ONLY be a good thing.

There is a campaign as you all may seem to forget, and many, if not all casual players will try it at some point if they spent 60 dollars on the game. The campaign will teach you basic things such as mineral/gas gathering and rally points. I really hope everyone is aware of this fact.

And lastly, what could possibly be wrong with having worker counts above ur cc/refineries. Regardless of your skill level, it doesn't impact anything minus the ability to check ur counts without boxing. A skilled player will know how many workers they want at each base, and having a "max" count won't change anything for them. And for bronzies, it will help them realize that 24 workers is the "max" and they will have a reasonable economy, even if they don't know what they're doing.

I just don't see the aforementioned change to the "skill ceiling" with these changes. They implemented it pretty well, and no advantages are given (or taken away) to anyone skilled or not.
RaiZ
Profile Blog Joined April 2003
2813 Posts
September 06 2012 05:11 GMT
#144
You're putting a big paragraph as to why it should become clear to make them mine minerals manually because otherwise they'd not understand why they're doing it in the first place.

I really really did my best to not say "F.. off" because all you're trying to explain is already explained to the new players : I call it "Campaign".

Yeah right there.

The worker count again is not a big fucking deal. Seriously, Do you really want every player to count the workers every fucking minute ? I know i don't. If this "not so aesthetic" thing is really bothering you because it doesn't fit with your perfect vision of the elitist game called BW, then lemme say "f. you". Argh.

Stop comparing this game to BW, It's not BW. This game is trying to make all the trivials things called auto mine and mbs to be automatic so that you can focus on a more strategic approach of the game. If, for you, winning the game because you did a perfect split of workers on each 3 bases instead of focusing more on your army, is what you call a win then lemme say you're wrong. I want this game to be awarded solely to the most strategic player, not for the player who has the most apm (And no i don't have low apm in case you're wondering, in fact i just don't fucking care).


Argh. I'll probably get a warning or a perm ban but i don't care. I'm so annoyed at all those whinning bitches. Just please stop whinning for every minor changes there's in the game. Focus on the most importants changes that are the new units.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-06 05:23:15
September 06 2012 05:14 GMT
#145
On September 06 2012 13:56 HypaSnipa wrote:
This isn't a skill based variable by any means. You shoiuldn't win a game based off lag at the beginning or your ability to quickly split workers. Its such a miniscule point of interest, these threads are ridiculous.

Your initial 6 workers mine minerals, thats what they do, thats what they'll always do. There's no decision or strategy or game-breaking changes you can do with your first 6 workers. Evening out the playing field for people who have intermittent lag at the beginning of the game can ONLY be a good thing.

There is a campaign as you all may seem to forget, and many, if not all casual players will try it at some point if they spent 60 dollars on the game. The campaign will teach you basic things such as mineral/gas gathering and rally points. I really hope everyone is aware of this fact.

And lastly, what could possibly be wrong with having worker counts above ur cc/refineries. Regardless of your skill level, it doesn't impact anything minus the ability to check ur counts without boxing. A skilled player will know how many workers they want at each base, and having a "max" count won't change anything for them. And for bronzies, it will help them realize that 24 workers is the "max" and they will have a reasonable economy, even if they don't know what they're doing.

I just don't see the aforementioned change to the "skill ceiling" with these changes. They implemented it pretty well, and no advantages are given (or taken away) to anyone skilled or not.


Comments like these are well thought out, but not for my thread X.X

My issue (AGAIN) is not with the skill ceiling, or lag, or any of that. I even agree with auto mine. I think it's an ok fix (certainly not the best) to the lag issue. Better fixes could include a game countdown or just plain better code.

I have multiple friends who skipped the campaign. And I also have friends who played all the way through and are still stuck in bronze. Even though the campaign explains these things, retaining it is entirely different - you can play the campaign on "casual" and practically win with any strategy at all. You could probably do it with mass scv's if you had enough tenacity.

The point to that is that the campaign doesn't really properly prepare you for multiplayer, you have abnormal situations and units, and the game difficulty is tweaked so weirdly. And even though it SHOULD explain things like constantly training SCVs and rallying workers, bronze players still fail at these core mechanics. It explains attack move, but so many bronze players fail at even this (see Gheed's worker rushing blogs)

Bronzies should already know that 24 workers is the max, because its a loading screen tip And I've explained my sense of economic "micro" and why I believe worker saturation is relevant to the skill ceiling in the game, and I'm too lazy to do it again, look three posts up if you want to see why (at which point you can continue to hold your opinion if you're so inclined. and I have no issue with that)

On September 06 2012 14:11 RaiZ wrote:
You're putting a big paragraph as to why it should become clear to make them mine minerals manually because otherwise they'd not understand why they're doing it in the first place.

I really really did my best to not say "F.. off" because all you're trying to explain is already explained to the new players : I call it "Campaign".

Yeah right there.

The worker count again is not a big fucking deal. Seriously, Do you really want every player to count the workers every fucking minute ? I know i don't. If this "not so aesthetic" thing is really bothering you because it doesn't fit with your perfect vision of the elitist game called BW, then lemme say "f. you". Argh.

Stop comparing this game to BW, It's not BW. This game is trying to make all the trivials things called auto mine and mbs to be automatic so that you can focus on a more strategic approach of the game. If, for you, winning the game because you did a perfect split of workers on each 3 bases instead of focusing more on your army, is what you call a win then lemme say you're wrong. I want this game to be awarded solely to the most strategic player, not for the player who has the most apm (And no i don't have low apm in case you're wondering, in fact i just don't fucking care).


Argh. I'll probably get a warning or a perm ban but i don't care. I'm so annoyed at all those whinning bitches. Just please stop whinning for every minor changes there's in the game. Focus on the most importants changes that are the new units.


Ugh. More "not reading"

You could have at LEAST bothered to read the TL;DR instead of not reading the entire thing. I mean, you sound like you read it a little bit, but you clearly missed the point.


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.


Where in this do I ask for the game to be dumbed down? Where in this do I want the game to be elitist? I do compare to BW, but only to point out that the WoL changes are GOOD because they convert mindless tasks that HAVE to be done to automatically done tasks. Then, I go on to point out that the changes like WC/B are NOT mindless, they require an active micro of your economy, so to speak. I make a comparison like that three posts up or so and won't do it again.

When did I advocate making the game elitist? I want tooltips. I want WC/B in observer mode. I WANT auto-mine in. How does that make the game elitist? PLEASE enlighten me. Or at least please read/understand my post.

The campaign: Already covered. It explains attack move - why do bronze players fail at this (Ex. Gheed's worker rush threads)? It explains building workers - why do bronze-masters players fail at this? (Ex. Common sense). It explains rallying units - why do bronze players fail at this? (Replays, friends, etc.) Because there are no tooltips explaining how they work in the concept of multiplayer! Singleplayer is an entirely different beast from multiplayer, and I don't believe its adequate to explain the game. There are crutches built into singleplayer to make it easier (auto gas refinery, 2 SCVs at a time). It's really unsuited for multiplayer, unless you already know how to play.

But please, continue insulting me without making a single point relevant to my arguments.
Team Liquid, IM, ViOlet!
KookyMonster
Profile Joined January 2012
United States311 Posts
September 06 2012 05:26 GMT
#146
It's not really removing a skill away from the game. It allows top-tier gamers to focus on other things, increasing the skill cap in that manner, not things like worker splits or boxing and counting workers.
Paper is Imba. Scissors is fine. -Rock
Random_Guy09
Profile Joined April 2012
Canada1010 Posts
September 06 2012 05:42 GMT
#147
On September 06 2012 10:52 YyapSsap wrote:
Lowering the skill gap yet again.. Mind as well have automated BOs built in while we are at this.


Hell even better just make the game build workers for these people that need auto split and auto mine already ffs.. Pretty much what the game might aswell be heading to. Dont have to worry about splitting, setting rally points for workers, worker saturation (which takes 1 box of minerals and 1 click per gas to see satuation) might aswell leave you to make production structures and have hte computer build a god damn army and have you just control that and forget about macro.
Skiblet
Profile Joined August 2011
South Africa206 Posts
September 06 2012 05:50 GMT
#148
If these features are in HoTS I swear I will find a way to sue Blizzard..your solutions are good though. Its clearly a marketing ploy by blizzard to get more casuals in their game.
"Just fucking kill 'em" Day[9]
RaiZ
Profile Blog Joined April 2003
2813 Posts
September 06 2012 06:22 GMT
#149
On September 06 2012 14:14 Alryk wrote:
Then, I go on to point out that the changes like WC/B are NOT mindless, they require an active micro of your economy, so to speak.

Like i said, big fucking deal. Actually i want my apm spent on counting workers, being spent elsehwere. Which is exactly what i said on my previous post :
RaiZ wrote:
If, for you, winning the game because you did a perfect split of workers on each 3 bases instead of focusing more on your army, is what you call a win then lemme say you're wrong. I want this game to be awarded solely to the most strategic player, not for the player who has the most apm.

It means i don't want this feature to be observer only, otherwise i'd have to spend every second dragboxing my workers or ctrl leftclicking every base instead of focusing my army more (i.e, templars vs ghost, tanks line with vikings sights, mutas endless harass, and probably more).

Alryk wrote:
The campaign: Already covered. It explains attack move - why do bronze players fail at this (Ex. Gheed's worker rush threads)? It explains building workers - why do bronze-masters players fail at this? (Ex. Common sense). It explains rallying units - why do bronze players fail at this? (Replays, friends, etc.) Because there are no tooltips explaining how they work in the concept of multiplayer! Singleplayer is an entirely different beast from multiplayer, and I don't believe its adequate to explain the game. There are crutches built into singleplayer to make it easier (auto gas refinery, 2 SCVs at a time). It's really unsuited for multiplayer, unless you already know how to play.


Wait what ? Are you actually implying there's not enough informations on the campaign in order to play multiplayer ? Right now you're exactly teaching a fish how to swim.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Alryk
Profile Blog Joined November 2011
United States2718 Posts
Last Edited: 2012-09-06 06:48:03
September 06 2012 06:44 GMT
#150
On September 06 2012 15:22 RaiZ wrote:
Show nested quote +
On September 06 2012 14:14 Alryk wrote:
Then, I go on to point out that the changes like WC/B are NOT mindless, they require an active micro of your economy, so to speak.

Like i said, big fucking deal. Actually i want my apm spent on counting workers, being spent elsehwere. Which is exactly what i said on my previous post :
Show nested quote +
RaiZ wrote:
If, for you, winning the game because you did a perfect split of workers on each 3 bases instead of focusing more on your army, is what you call a win then lemme say you're wrong. I want this game to be awarded solely to the most strategic player, not for the player who has the most apm.

It means i don't want this feature to be observer only, otherwise i'd have to spend every second dragboxing my workers or ctrl leftclicking every base instead of focusing my army more (i.e, templars vs ghost, tanks line with vikings sights, mutas endless harass, and probably more).

Show nested quote +
Alryk wrote:
The campaign: Already covered. It explains attack move - why do bronze players fail at this (Ex. Gheed's worker rush threads)? It explains building workers - why do bronze-masters players fail at this? (Ex. Common sense). It explains rallying units - why do bronze players fail at this? (Replays, friends, etc.) Because there are no tooltips explaining how they work in the concept of multiplayer! Singleplayer is an entirely different beast from multiplayer, and I don't believe its adequate to explain the game. There are crutches built into singleplayer to make it easier (auto gas refinery, 2 SCVs at a time). It's really unsuited for multiplayer, unless you already know how to play.


Wait what ? Are you actually implying there's not enough informations on the campaign in order to play multiplayer ? Right now you're exactly teaching a fish how to swim.


Dude read my post. I never complained about how they have it implemented. And "big fucking deal" nice way of iterating something that plenty of people have said without cursing, and in far more meaningful and knowledgeable ways too. That's your opinion, mine differs, if you dislike my evidence or refuse to read it we will just agree to disagree. You think that you shouldn't have to spend time managing your economy (along with many others); I do (along with many others) so we will have to agree to disagree. Hopefully respectfully, but you kind of already threw that out the window. I stated my opinions, you were more than welcome to do so with yours, but plenty of people have gotten across the exact same point as you without being insulting/cussing over it, I'm not sure why you feel the need to be different other than blind hate for a topic you aren't understanding properly.

I didn't say the campaign does not have enough information, I pointed out that the campaign actually explains this information, yet we still see people struggling with it because they don't retain it after playing through the campaign once. How can I be implying the campaign doesnt explain things when I explicitly say what it explains?

Do you think that the campaign prepares you for a suitable multiplayer environment, with its tweakable units, casual setting (50% unit HP) and random settings of starting points? Yes it explains basic concepts, but there are very few campaign maps that are like the multiplayer 1v1 scenario.

You are missing the point. We're BOTH arguing for a "more casual/easier to learn" game, just in different ways. But you seem hell bent on insulting this made up image of me touting the necessities of a BW-elitist like game.

Edit: AND, your example of what you think is "microing economy" I.E. splitting 3 units at the beginning of the game, is terrible and the exact opposite of what I've been getting at all along, but you refuse to read my proper example of it and addressing THAT.
Team Liquid, IM, ViOlet!
tsuxiit
Profile Joined July 2010
1305 Posts
September 06 2012 07:02 GMT
#151
If Blizzard really implemented this automine shit in response to the fact that people with lower tier computers enter games late, that's probably literally the worst example of problem solving I've ever seen out of Blizzard as a game company. I mean, really, that's just incredibly lazy. Off the top of my head I can think of like 10 different better ways to solve that problem.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
September 06 2012 07:25 GMT
#152
When WoL started, I discovered TL and quickly realized, how much feedback is there and wondered why Blizzard consistently refuses to hear it and was angry at Blizzard. Slowly I realized, that 99 % of the feedbackis at least as stupid as this thread and became very, very glad that Blizzard refuses to hear it (there are bright expections, such as better unit movement, fewer resources per base, etc., but they are very, very rare) .

Why is this stupid? Because it is bitching for the sake of bitching. Someone once convinced the TL userbase that it is good for a game to be "difficult". Most of the people have no idea what does it mean, but it they feel better if they deffend a "good thing". The big blob of text in the OP is just made up arguments in a desperate attempt to make it look "deep", but it does nto make it any better.

Automine at the beginning of the game does not change shit about the difficulty of the game. It has absolutely no effect on anything. It just removes one stupidly boring action that you had to do at the beginning of every game, no matter what. Most of the whiners probably have dead-end jobs that consist of nothing but boring, repeated tasks, so they are conditioned to accept them. But I hate boring, repeated tasks and I believe that anyone with a half of brain should do as well.

So If you really want to micro your workers, nobody prevents you from doing that. You can even try to fight the AI split, if you think you are better! But please, stop ruining good things for the others.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2012-09-06 07:38:08
September 06 2012 07:33 GMT
#153
Fine, let's do this way, you can't argue I didn't read your post :
On September 06 2012 06:20 Alryk wrote:
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.
This is your own opinion. As a master player and i'm pretty sure i don't speak for myself alone, this change is heartly welcomed. I can perfectly split all my workers up to 3 differents patches but it doesn't matter, because it's not gamebreaking at all. This new way means that there's no advantages / disadvantages for every player that fucked the split up or that got a lag. It's common sense to have them automine right away.
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).
Once again, that's your own opinion. I used to play bw and i had no problem with it. This automine thing has been welcomed too because it allows you to focus your apm on something else.
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.


Like i said, everything is explained in the campaign. After that it's common sense. And then it's all about getting it in the most efficient way which is exactly what you're doing as long as you're playing more and more games. This whole paragraph is just completely irrelevant. Seeing bronze players still doing the same errors is not because blizz did a poor job but because the players aren't putting enough efforts in understanding the game, or worse, they just don't care and simply want to have fun

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.
I'm not familiar with LoL, just with WoW, but even with the tooltips it was far better to experiment it yourself. But why not ? As long as i can disable it, just do what you please.

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.
Or maybe not, for the players who aren't lagging it's roughly the same. Either way it's not gamebreaking at all, therefore not a big deal to have this option on or not.

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.
Like i said in the previous posts, i disagree. I want it on in game because it saves time to count workers. Having to drag the workers every minute to be sure you're efficiently mining is just stupid.


I stopped here because after that it was a conclusion that weren't much to say. Hope it helps.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Chalaza
Profile Joined May 2010
Canada46 Posts
September 06 2012 07:42 GMT
#154
On September 06 2012 06:49 Link_Drako wrote:
This game is already killing my love for SC2.... They are taking away all of the skill based variables. >.<

i didnt have NEAR as much love for sc2 as i did for bw, even though i am better at sc2 than i am at bw. now seeing the changes their making to hots, i am not sure how this will affect my love for the game. this upcoming expansion might be the make or break for me.
"I am honored to receive Idra's rage" - Masq
Hermanoid
Profile Joined March 2011
Sweden213 Posts
September 06 2012 08:02 GMT
#155
A different solution to all this would be to, for example, forcibly disable these faciliations of macro as soon as the player enters Diamond-Masters, and he/she could be considered playing the game as a sport rather than a timekiller. (I don't know if this has already been suggested)

I agree that these changes, when implemented for all levels of skill, remove yet another element that keeps SC2 the most synapse-frying and entertaining game of our time. Atleast let the top level of play remain what it is today.
xyzåäö
exog
Profile Joined April 2010
Norway279 Posts
September 06 2012 08:07 GMT
#156
I totally disagree with OP.

Casual players need this help to focus on the game and the strategies. The pros allready do this "perfectly" and gain little, while the casuals can enjoy the game more.

I have lost tons of games due to bad worker micro and this is really a welcome addition that helps casuals without affecting pro-players very much.

Great job blizzard!
Tone_
Profile Joined May 2009
United Kingdom554 Posts
September 06 2012 08:14 GMT
#157
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 disagree 100% that it helps new players in the slightest. How does it?

I mean literally the very first custom game you make, you may learn that you have to send those worker guys to those blue crystal things. I'm pretty sure you'll pick that up anyway. There are enough resources / tutorials available.

So once you've got the actual box and move command down, what is it helping?

No, it's not a HUGE change, but it's just one more thing that is done for you instead of you having to do yourself. If you change all the small things to be automated, you don't have much of a game left.

I liked the small things.
Hasta La Victoria Siempre | 톤
734pot
Profile Joined June 2012
Australia294 Posts
September 06 2012 08:14 GMT
#158
On September 06 2012 16:25 opisska wrote:
When WoL started, I discovered TL and quickly realized, how much feedback is there and wondered why Blizzard consistently refuses to hear it and was angry at Blizzard. Slowly I realized, that 99 % of the feedbackis at least as stupid as this thread and became very, very glad that Blizzard refuses to hear it (there are bright expections, such as better unit movement, fewer resources per base, etc., but they are very, very rare) .

Why is this stupid? Because it is bitching for the sake of bitching. Someone once convinced the TL userbase that it is good for a game to be "difficult". Most of the people have no idea what does it mean, but it they feel better if they deffend a "good thing". The big blob of text in the OP is just made up arguments in a desperate attempt to make it look "deep", but it does nto make it any better.

Automine at the beginning of the game does not change shit about the difficulty of the game. It has absolutely no effect on anything. It just removes one stupidly boring action that you had to do at the beginning of every game, no matter what. Most of the whiners probably have dead-end jobs that consist of nothing but boring, repeated tasks, so they are conditioned to accept them. But I hate boring, repeated tasks and I believe that anyone with a half of brain should do as well.

So If you really want to micro your workers, nobody prevents you from doing that. You can even try to fight the AI split, if you think you are better! But please, stop ruining good things for the others.


Splendid argument! Nothing better to support your point than ridiculing those whom you disagree with. Your logic seems to be that checking worker saturation constantly is a boring repetitive task, which I guess I could agree with. But if you actually look at the game nearly everything considered in isolation is a boring, repetitive task. By the same logic I could say that the game should undertake many other tasks for me because they are not particularly enjoyable (mineral boosting, mineral pairing, building workers etc.)

If you want a game that is purely made up of strategy without any mechanics then perhaps you should consider playing chess.
Pabs
Profile Joined April 2010
93 Posts
September 06 2012 08:31 GMT
#159
There is a large and compelling reason for the worker count per base addition. Zergs were disadvantaged in wings of liberty because their workers are consumed for buildings. This forced zergs to spend more time than the other races adjusting worker counts. I agree the worker counter feels gimicky but it fixes a straight up macro imbalance.
Opinions Are like assholes; Everyone has one and they all stink
Tone_
Profile Joined May 2009
United Kingdom554 Posts
September 06 2012 08:37 GMT
#160
On September 06 2012 17:31 Pabs wrote:
There is a large and compelling reason for the worker count per base addition. Zergs were disadvantaged in wings of liberty because their workers are consumed for buildings. This forced zergs to spend more time than the other races adjusting worker counts. I agree the worker counter feels gimicky but it fixes a straight up macro imbalance.


How so? How does looking at a base, seeing how many workers are there and making a learned, skilled decision regarding whether this base is saturated or not change if you've used some drones for buildings or not? Many factors affect whether you are able to competently saturate a base, including harassment - killed workers & running workers, repairs, maynard transfers, pulling workers for an attack etc.

Point being, whether you've used some workers for buildings or not, you're looking at the same mineral line and making the same judgements as other races.

Furthermore, I don't think they key is to just flatten everything out to make all races "even" or "balanced". I think balance is better achieved through each race having their own disadvantages and advantages. This actually adds some skill and unique talent requirements for each race.
Hasta La Victoria Siempre | 톤
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