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No fix to clumpy unit movement - Page 5

Forum Index > StarCraft 2 HotS
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boomudead1
Profile Blog Joined June 2012
United States186 Posts
October 23 2012 23:50 GMT
#81
alternative 3 feels so realistic. i like. marine split will be easier. but i think slingbane wont take much spash dmg either. and muta easily magic box.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
October 23 2012 23:52 GMT
#82
On October 24 2012 08:13 BisuDagger wrote:
Show nested quote +
On October 24 2012 07:50 Xiphos wrote:
Most people here seems to not understand that Brood War do not force units to push each other out of the way.

As of now, SC2's units move in to a certain location and form a huge blob around it. And in the process of moving the units to a specific location, the units will curve their path to find the optimal length of arriving to the destination.

In BW, instead your army move at the same formation that you have originally set them up unless that there are some obstacles in way to collides with them. But that doesn't mean that the units will spread out voluntarily in any other way. You can totally clump out your units at the start of the movement, they'll remain clump throughout the game.

So what's is the advantage of this type of games? Well in StarCraft 2, the battles don't last long while BW, sometime last up to one full minute of back and forth pushing. That's because one player will have one formation while the opposition have set up their own. With the units all spread out, it gives the players more time to locate their army to counter the shape of the opponent's thus allowing more room to micro.

But however at the same time, there are very much specific occasion where clumping your units is more optimal than having them spread out. Like vs Mutalisks flocks, you don't want your units to roll out in a tango lines but more or less having one deathball of Bio Units as they will get picked off one by one. And in the case vs Zergling surrounds or Zealot ones, having them clumped out will optimize your dmg output and to not let those pesky units to penetrate your bio wall.

In the case of Sc2, player's micromanagement style is pretty much restricted by this clumping engine. And that's what Day[9] means in his analogy of Baseball (forced movement) vs Frisbee (dynamic movements).

That being said, this whole design features can be observed with just a tiny VODs samples from each game of let's say 10 video/game. The fact that DB is overlooking those points proves to us that he obviously has never carefully examine BW and why it reached such a grand stage but just plain ignorant.


A very true and well written post. I liked when units weren't pushed out of the way by other units. In fact the only time that this fascinated me was when the Archon could be pushed during morph. I think they can leave that part in. But otherwise I agree with what you wrote.

Actually, I disagree. I like it when units are slightly nudged out of the way when not on hold-position. If I want some Stalkers to go down a ramp that I carelessly left some Zealots on, I like it when the Stalkers are able able to go down the ramp with no problem by nudging the Zealots out of the way. It would be an inconvenience to manually rearrange my units so that my Stalkers could simply walk down my ramp. Maybe I shouldn't have been so careless as to leave my Zealots on my ramp. Maybe a truly better player would be able to have enough foresight to avoid these pathing inconveniences. Nevertheless, when I look at pathfinding, I at least want my units to be able to go from point A to point B in the quickest, most convenient way possible. SC2's pathfinding at least succeeds in this respect, though clumping is still an issue.

A solution to clumping would be great, but only if it's smart and doesn't inconvenience simple movement.
ㅇㅅㅌㅅ
Belisarius
Profile Joined November 2010
Australia6233 Posts
October 24 2012 00:47 GMT
#83
It's true that players normally give move commands close to the units they're moving; if every unit beelines to that location, they naturally clump even if they started out spread... but that's hardly insurmountable.

All they really need to do is bring back some kind of ground magic box. The simplest fix would surely be to create a cutoff.

A move command at a location greater than some (close) distance would cause the centre of the control group to move to that location, rather than each individual unit in the control group. They'd then retain their offsets, at least while entering combat.

A move command at a very close location would override the formation and cause each individual unit to move as close to the target as possible.

....I feel like that's really all you need....
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-10-24 01:18:34
October 24 2012 01:15 GMT
#84
Two more blue posts.

Which problem are we trying to solve here?

A) Pros can't split their units so esports looks bad.
B) Ladder players can't split their units and it should be easier to split your units.


If "A" then I would say the problem is solved. They should split their units. Pros who do so will win games, Pros who do not will lose games. Should we make the game easier for Pros? The impression I have gotten from the community and the Pros themselves on this subject is a resounding "No."

If "B" then I'm not sure we want to solve this? If it's a game of skill, then you need to learn to split your units. In Broodwar you had to learn to move your units. With a limited unit selection it was difficult to move a large army. Now it is easy to move your army, but harder to use them correctly in a big fight.

Sounds like a better experience for a newer user to me? It's certainly what I would want as a player. If I'm going to be challenged I don't want it to be "how can I get my units into the fight." I would rather it be "my units got to the fight, how do I optimize their positions."


-Dustin Browder

You can easily test this yourself using the editor. I don't think you will find it makes much of a difference. We had multiple groups of people play and we could not tell that anything had actually happened. We were not trying to manipulate the units in any unusual way, we just played normally.

Since clumping is beneficial in many situations I don't think this will change the way the game is played unless you are about to fight Banelings, Fungal, Psi Storm, etc. Only then should you split. In that case I don't think we want splitting to be automated. We want avoiding splash to be a skill thing. Right?


-Dustin Browder

Looks like he's pretty determined with his decision.

For me, it's C

C. Improves the watchability of the game.
MMA: The true King of Wings
rollAdice
Profile Joined June 2012
Germany32 Posts
Last Edited: 2012-10-24 01:30:28
October 24 2012 01:28 GMT
#85
Damn,

i don't think he gets it. Even though he realized that splitting is in most cases not necessary they don't realize that positioning is now easier because the clumped deathball is the best battle formation in most cases and it requires absolutly no skill because the game automatically clumps up units. Splash however should absolutly be a skill thing, of course, more than splitting!
Falling
Profile Blog Joined June 2009
Canada11450 Posts
Last Edited: 2012-10-24 01:40:30
October 24 2012 01:39 GMT
#86
On October 24 2012 03:00 Evangelist wrote:
Show nested quote +
On October 24 2012 02:53 two_sheds wrote:
On October 24 2012 02:43 Evangelist wrote:
So basically they found what every single person with any common sense already knew and figured out it made not a jot of difference.

Of course, you're so obsessed with making this into BW, you don't understand that BW had its pathing/hitboxes precisely because it was poorly coded. Face it. You aren't getting it.

It also fundamentally changes the nature of terrain and positioning when a small ramp actually affects how long it takes to move troops. Are you saying that the apart from the annoyance factor, this doesn't make a better and more interesting game, especially for competition?


It doesn't make a damn bit of difference. It's artificial difficulty.


What's wrong with artificial difficulty ?
Great things have come out of this poor coding and bugs in BW, as Falling explains it nicely in his today's blog.

Great post by Falling:
http://www.teamliquid.net/blogs/viewblog.php?topic_id=377409


Artificial difficulty ie. fighting against the interface is not only counterintuitive to game design but also detrimental to the game in the long term. Yes, BW was an amazing competitive game after 5 or 6 years, but it is not in todays market nor is it competing with todays games.

You would have gotten no one playing SC2 if they all thought it was BW2. Thankfully, it isn't. Which is wonderful for players like me who finally got to enjoy a proper multiplayer RTS designed by people who knew what they were doing - not designed by people obsessed with the past.

This thread reminds me of the kind of people who see a scientific discovery and decide to just ignore it because "their way is better". Well it ain't. The point of attack move behaviour is to be predictable. At the moment it IS predictable. Your way would ensure it wasn't. In fact, attack moving up a cliff would result in exactly the same behaviour and would make it even easier to hold cliffs that it already is.

Then again, we're talking about a community convinced that the problem with the colossus is that it doesn't have a buggy attack that flies around randomly and hits some random unit for infinite damage, not the fact it is basically designed to kill concaves - a point not a single person besides myself brings up.

Couldn't auto-clumping be considered fighting against the interface? You want to spread your high templars, but they keep clumping up. So you order them to spread again, and they clump again. Isn't that just as much fighting the interface?

Personally I think that the army spreading out in a large column when in long transit would be much better so there is a difference between travelling and actually being in position. (Also makes it easier to harass a reinforcing army.) Then maybe fix magic box so you have a more powerful tool to spread. But any sort of change to current unit movement would be nice. The armies are just so hard to see on screen- especially when all the healthbars are up.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Robotix
Profile Joined August 2012
United States51 Posts
October 24 2012 01:42 GMT
#87
In my opinion, all of these "alternative movement" ideas are stupid.

Currently, SC2 has what is probably the most optimal movement possible at all levels (if there is a better one, I haven't seen it). It is easy for lower level players to get right into and use the units with SC2's movement and still allows for pros to maximize the effectiveness of unit groups with great micro and precision. Units don't randomly run around as if their head was on fire and move in smooth, predictable paths. Contrary to this was Broodwar's movement system which was VERY bad.

In Broodwar, new players would hit a wall as soon as they started playing: the movement system. Just getting units to a fight was ridiculous. Pretty much all army movement was just the player moving 12 units at a time X times until all of the units you wanted to move were finally moving. But of course, some silly Dragoon or Hydralisk would inexplicably end up miles from where you told him to go. Even pros didn't do much with the Broodwar movement aside from more effectively keeping their units together.

As for the modified movement mods and ideas: I dislike them. With some of them (such as in Alternative 1), units tend to move in random paths with unpredictable movements which removes skill and adds randomness. With most of them, units are able to spread out and stay that way, which takes away a lot of player skill (such as MarineKing's epic Marine splits against Banelings). This just makes the game less interesting and takes away a lot of those "OH MY GOD! DID YOU SEE THAT EPIC MARINE SPLIT?!?" moments that make us non-pros wish we had skills like that.

In short, I agree entirely with Dustin Browder.
"Dumb shit happened" - Idra
Falling
Profile Blog Joined June 2009
Canada11450 Posts
October 24 2012 01:48 GMT
#88
@Robotix

There is actually only a limited number of units that would freak out. The dragoon would freak out because it was bigger than the programming had told it. So the dragoon was always try to fit into places it couldn't and than spaz. That's a totally separate issue from more spread out unit pathing.

Even pros didn't do much with the Broodwar movement aside from more effectively keeping their units together.

And this is just patently false.

As for more spread out units, you can always balance spalsh to account for that. In addition, auto-clumping adds just as much randomness to unit movement because they keep pushing and shoving each other to flow around. They don't necessarily stay in a predictable spot except to clump really close. Compare this to magic box movement where the units stay exactly where you had positioned them. Completely predictable because they stay in formation.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
rembrant
Profile Joined July 2012
62 Posts
October 24 2012 01:54 GMT
#89
I think the most important factor here is also quite a superficial one: the game will simply look better with more spread out units, it will be far more visually appealing to watch...not to mention if units at least somewhat moved in formations it would make large armies way more interesting as their formations would mean a whole lot more than being a giant indescernable blob of shifting death.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
October 24 2012 01:56 GMT
#90
Falling I'm sure it wasn't exactly your purpose but when I read "The dragoon would spaz." I got a huge happy grin on my face thinking about all the times bad mechanics have resulted in me finding 3 or 4 dragoons pathing around the top of the base on Andromeda, failing to make it down the ramp. At the time, man I was pissed. But I know if I was a better player I wouldn't have that issue and it's silly and funny to find them just colliding into each other, stumbling around.

Dragoons have character is what I'm trying to say I guess. Your post brought out precisely that to me. As you said, it was a totally different issue but an issue all the same (for a separate discussion- why SC2 units have no personality)
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 24 2012 02:00 GMT
#91
Look at that personality

[image loading]
MMA: The true King of Wings
Robotix
Profile Joined August 2012
United States51 Posts
October 24 2012 02:06 GMT
#92
On October 24 2012 10:48 Falling wrote:
As for more spread out units, you can always balance spalsh to account for that. In addition, auto-clumping adds just as much randomness to unit movement because they keep pushing and shoving each other to flow around. They don't necessarily stay in a predictable spot except to clump really close. Compare this to magic box movement where the units stay exactly where you had positioned them. Completely predictable because they stay in formation.


You really can't balance splash to account for spread out units without redesigning the entire game. This could probably work for Starcraft 3 but not Starcraft 2.

And what could be more predictable than all of your units going exactly where you tell them to go? Spread units just takes skill out of the game. :\
"Dumb shit happened" - Idra
Falling
Profile Blog Joined June 2009
Canada11450 Posts
Last Edited: 2012-10-24 02:23:40
October 24 2012 02:12 GMT
#93
On October 24 2012 11:06 Robotix wrote:
Show nested quote +
On October 24 2012 10:48 Falling wrote:
As for more spread out units, you can always balance spalsh to account for that. In addition, auto-clumping adds just as much randomness to unit movement because they keep pushing and shoving each other to flow around. They don't necessarily stay in a predictable spot except to clump really close. Compare this to magic box movement where the units stay exactly where you had positioned them. Completely predictable because they stay in formation.


You really can't balance splash to account for spread out units without redesigning the entire game. This could probably work for Starcraft 3 but not Starcraft 2.

And what could be more predictable than all of your units going exactly where you tell them to go? Spread units just takes skill out of the game. :\

So you want to deliberately keep things harder to force players to micro more. Isn't this the 'fight the interface' that always gets thrown around?

But more seriously, this is why I would want to see more spread out on the move and better ground magic box. So they still clump on the battlefield, but you have the tool to separate them without them being auto spread all the time. But even then, I'd like to see more spread between units in general. It's way too clustered to make any sense of the army composition.

In addition, what could be more predictable than units going where you tell them go, by not only going where you tell them to go, but how you want them to go. Ordered to spread out, stay spread out on arrival. I don't imagine anyone actually wants their entire army to occupy one space, stacked on top of each other. So if I want them to go to point A, but if I also manually order them to spread out, it would be nice if they would also arrive spread out at Point A. (But outside the magic box they'll clump up so it's still a skill.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-24 02:51:26
October 24 2012 02:13 GMT
#94
I have to completely agree with Dustin on that the change makes no difference.

I played several games on the MM movement map a few months ago and it made almost no difference. The only thing I noticed was that units tended to move around corners in a line rather than a blob.

This issue wont be solved by simply altering the magic box, there needs to be huge modifications done to the AI. Not as extreme maverick's mod but something like that and alternative 1.
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 24 2012 02:18 GMT
#95
I really thought this was an issue that the entire community would agree on

You guys are okay with the clumping
MMA: The true King of Wings
Aetherial
Profile Joined August 2010
Australia917 Posts
October 24 2012 03:10 GMT
#96
Looks like Dustin is quite engaged in the discussion on the HOTS beta forums. Those of you with good arguments for a change please post on the HOTS beta forum... we have his ear, so lets win him over!
boomudead1
Profile Blog Joined June 2012
United States186 Posts
October 24 2012 03:13 GMT
#97
its not like this only buff T. zerg raised the skill cap because they can now split banelings so they dont all die to 1 tank shot. b4. they wud clump up. how many times do we see a bunch of lings just all die in 1 take volley. how many lings wud survive the initial charge if theyre pre split? tank wouldnt do shit. also muta are already magic boxed. flying units wont insta die to 2 thor shots when all clumped up. marine has low dps when theyre separated too. its not all about marine splitting against banelings. it would take marine longer to travel across the map than it is for Z. its just that the way blizz designed the game to be a deathball. they dont wanna ruin that. since theyve been balancing it for ever. that would means more work for them.
for toss. if unit doesnt clump up that mean less dps. blizz can always work with aoe. they just dont wanna do all those work over
Probe1
Profile Blog Joined August 2010
United States17920 Posts
October 24 2012 03:20 GMT
#98
Not only did I see nothing wrong with that gif, it's going on my desktop so I can watch it whenever I hover over another gif of a tank doing donuts from ThSL. .. this is off topic.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 24 2012 03:30 GMT
#99
What Blizzard is trying to do is make deathballs usable, but make it so that there are much better ways to utilize your units, nearly every new unit in HotS is being developed with this philosophy. Instead of attacking it head on by changing the pathing outright, thus making it a non-issue for everyone, they're providing attractive alternatives to the deathball, that don't require your units to split but encouraging you to do it yourself. If they succeed, then what we'll have is something akin to the old BW pathing: something that doesn't come easy to non-pros, and is vital to succeed in pro-level play. The big difference is, it's more accessible to new players, as it's more intuitive, and it's easier to appreciate the skill involved with precise micro(the E factor, if you wanna go there), thereby accomplishing 2 of Blizzard's main goals with this game as opposed to BW.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
winsonsonho
Profile Joined October 2012
Korea (South)143 Posts
October 24 2012 03:53 GMT
#100
Obviously this post is not about making pathing retarded like in BW. Its about making pathing more controllable. Surly this is would be better than both BW and WOL? As the vids show, it doesn't dumb down pathing, it just allows the player to keep units in formation if they want to or ball up otherwise.

However, the issue still remains that players CAN still ball up, which looks and feels ridiculous. Should 200/200 supply be able to fit into such a tight space? I think not. In BW this was not possible mainly because of retarded unit pathing. But whatever pathing system is used in SC2, players have the potential to make their units have mass orgies. In a war I don't think you would ever put your whole army in one small area. In war you cover strategic positions with seperate parts of your army. Imagine D-Day invasion with the Allied army clumped up and running towards the bunkers. They'd obviously have gotten slaughtered.. It should be the same in SC2, a big fat ball should be less than optimal in almost every situation.

What I think is needed along with slight unit pathing changes is an increase to unit collision radius. No more fat unit orgies. Yes there would need to be rebalance and buffs to aoe and possibly slightly wider ramps, etc. But drastic times call for drastic measures Increasing unit collision radius essentially nerfs ranged units the larger the ball of units get. Small squads of units have negligible 'range nerf', whereas a big ball of units has a larger 'nerf' to range. This might promote positional play. Death to the Deathball!
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