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No fix to clumpy unit movement - Page 9

Forum Index > StarCraft 2 HotS
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theWalrusSC2
Profile Joined December 2010
United States78 Posts
October 25 2012 14:36 GMT
#161
I gave it a T-down. It'd be nice if there was a "hold formation" movement button (alongside attack, patrol, move, and hold).

I watched that entire mass ghost vid in the OP just to hear the CLACK CLACK CLACK CLACK of the canister rifles. So soothing.
DuSt Gaming http://www.teamdust.net/
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
October 25 2012 14:45 GMT
#162
On October 25 2012 21:25 SarcasmMonster wrote:
Props to Archer for linking to this thread http://us.battle.net/sc2/en/forum/topic/6573699544?page=6#104

If you guys have really good arguments, you should post them in that BNet thread.


People in that thread seem to mostly get it but aren't using the term "magic box."

That's the key to this whole argument. The magic box will allow us to do what we want while adding micro and taking nothing away.

Someone needs to remind blizzard what a true magic box looks like
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 25 2012 14:56 GMT
#163
On October 25 2012 23:45 Knee_of_Justice wrote:
Show nested quote +
On October 25 2012 21:25 SarcasmMonster wrote:
Props to Archer for linking to this thread http://us.battle.net/sc2/en/forum/topic/6573699544?page=6#104

If you guys have really good arguments, you should post them in that BNet thread.


People in that thread seem to mostly get it but aren't using the term "magic box."

That's the key to this whole argument. The magic box will allow us to do what we want while adding micro and taking nothing away.

Someone needs to remind blizzard what a true magic box looks like


We need Nony to make another micro video ^_^
MMA: The true King of Wings
achristes
Profile Blog Joined March 2011
Norway653 Posts
October 25 2012 15:09 GMT
#164
Of all the things to complain about, this?
Made me sad.
youtube.com/spooderm4n | twitch.tv/spooderm4n | Random videos and games I feel like uploading
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 25 2012 15:14 GMT
#165
It's a big issue for a spectator sport.
MMA: The true King of Wings
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
October 25 2012 16:11 GMT
#166
Blizz has to understand that it's already in the game. It just needs to be tweaked.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Falling
Profile Blog Joined June 2009
Canada11369 Posts
Last Edited: 2012-10-25 17:12:25
October 25 2012 17:11 GMT
#167
On October 25 2012 21:25 SarcasmMonster wrote:
Props to Archer for linking to this thread http://us.battle.net/sc2/en/forum/topic/6573699544?page=6#104

If you guys have really good arguments, you should post them in that BNet thread.

Aw dang I didn't realize it was in the HotS beta forum. I was going to post about viewability, opportunity (harass army on the move), and playability (functional tools).
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...
kratos-23
Profile Joined March 2011
303 Posts
October 25 2012 17:12 GMT
#168
On October 25 2012 17:31 [F_]aths wrote:
Show nested quote +
On October 25 2012 06:19 WinterNightz wrote:
On October 25 2012 05:48 [F_]aths wrote:
On October 25 2012 05:28 Apolo wrote:
We have already decided it's not useful, that's why we didn't put it in a patch. I'm not going to waste time, energy and resources testing something that doesn't do anything positive for the game. A change like this will require extensive testing and take a lot of effort to make sure it didn't break anything in campaign or anywhere else in the game.

If you don't agree, that is totally cool. Go test it now. You have an editor. I'm not stopping you. =)


-Dustin Browder


So much passion... wait...

Telling the community, their customers, that they're wrong about their preferences. Nice. Each time they talk, it surprises me less and less why their recent games haven't been up to their usual (older) standards.

DB is an RTS expert compared to almost any unit movement complainer. We can trust his conclusion more than the wish of someone who does not understand the game to a level as an expert.

I really have to ask: where does this confidence come from? Is there anything in his resume that screams "this guy knows what he's doing"? The only question I really need to ask myself is, "what exists in SC2 that wasn't taken straight from BW that has actually added interesting gameplay dynamics?". At least in my mind, the only examples are the Phoenix and the current incarnation of the Widow Mine.

I just think: why would anyone look to DB and be so inspired to have faith when there's incredibly smart people like QXC and Day[9] (I admit I'm biased. hmc'10) that clearly understand what makes an RTS interesting and entertaining so much better.

Qxc and Day[9] were probably under the impression that it would be possible to have it not only appear more BW-like, but to have it play out more like BW.

SC2 is not BW, and Dustin Browder knows that. One would need to not only change movement and spreading, you have to make a whole new game, only to remake an old game. An old game which found almost no new players in the western world.

Unit clumping can be good to focus damage, but bad to avoid splash damage. Unit clumping makes it harder to follow a battle, but you can only do so much for entertainment value.

I really doubt that Day[9] or Qcx know *better* how to make a game than DB with his team. (Dustin just leads the team, he does not make all decisions by himself.) DB already led a team which made WoL, the most successful RTS in years. Day and Qcx are only players. Very smart players, but they have not shown yet that they can develop a game like Starcraft. They probably would use what they already know – Broodwar.

it's only the most successful because of it's predecessor and the big name "blizzard", not because it is the best rts game. and i'am sure qxc and day9 would make a better game than bowder and kim.
Rabiator
Profile Joined March 2010
Germany3948 Posts
October 25 2012 18:09 GMT
#169
On October 25 2012 05:48 [F_]aths wrote:
Show nested quote +
On October 25 2012 05:28 Apolo wrote:
We have already decided it's not useful, that's why we didn't put it in a patch. I'm not going to waste time, energy and resources testing something that doesn't do anything positive for the game. A change like this will require extensive testing and take a lot of effort to make sure it didn't break anything in campaign or anywhere else in the game.

If you don't agree, that is totally cool. Go test it now. You have an editor. I'm not stopping you. =)


-Dustin Browder


So much passion... wait...

Telling the community, their customers, that they're wrong about their preferences. Nice. Each time they talk, it surprises me less and less why their recent games haven't been up to their usual (older) standards.

DB is an RTS expert compared to almost any unit movement complainer. We can trust his conclusion more than the wish of someone who does not understand the game to a level as an expert.

I have to disagree here, because none of the Blizzard devs seem to understand the problems they have caused by creating a game which gives the players a totally ridiculously high "dps per area" by making the units move and fight in such perfectly tight formations. This is the reason why defensive play is impossible in the game and part of the reason why there is no defenders advantage. Compare the "dps per area" in BW and SC2 and you see that the second one is MUCH higher. And yet they think the problem of the game can be solved by twiddling around with the numbers of the units? Such naivete and narrowsightedness is astonishing. Oh and "DB the RTS expert" did ruin which other RTS series again? Yeah, C&C was popular ... in the good old days, but the last ones were terrible. Of which RTS does THAT remind me again? Hint: the name begins with an "S" and it ends with "craft".

The problem is that Dustin Browder and David Kim and all the other developers are too involved in the process and are basically all hamsters running in their treadmill. Sometimes it is necessary to take a break and look at something this big from an impartial and distant perspective to see the flaws. The "dps per area" is just such an example, but there are others like the "production speed boosts" for the three races, which kick in at different times. Who thinks that this will NOT be a bad thing for casual players who might be overwhelmed by the sheer multitasking of the game? This is the reason why I am not playing anymore for example.

As a viewer of competitive gameplay I get terribly bored by deathball "max army vs max army" engagements, because we have seen them for 2-3 years now without any other viable strategy being possible. This is again a consequence of the "dps per area" problem in combination with the number of units per control group and the tight unit movement. Defensive structures only matter in the very beginning of the game OR when you can afford to build 20 Spine Crawlers later on; at any other time they simply get overwhelmed in 2 seconds by tightly packed formations of attackers.

These problems exist, but everything the Blizzard devs say shows that they are ignorant of these NOT UNIT RELATED THINGS. In addition there are the countless problems with BNet 0.2 which have been promised and havent been included.
If you cant say what you're meaning, you can never mean what you're saying.
Swwww
Profile Blog Joined July 2010
Switzerland812 Posts
October 25 2012 18:10 GMT
#170
I have always said from the very start that unit clumping is the biggest problem sc2 will ever face.
"What is this TeamSupportGroup?" - mahnini.
kratos-23
Profile Joined March 2011
303 Posts
Last Edited: 2012-10-25 19:00:34
October 25 2012 18:59 GMT
#171
yep they have to fix the clumping. it destroys observability, micro and defenders advantage and it is responsible for maxed battles that last 5 seconds that leads to one big battle and the game is decided (too much dps in tight space).
bole
Profile Joined January 2011
Serbia164 Posts
Last Edited: 2012-10-25 20:04:06
October 25 2012 19:55 GMT
#172
Its not juts Pathing problem with this game....Micro almost dont exist !!!! ... You dont see micro like in SC BW and WC3 at all in game...

split isnt Micro i think it is but not like normal mico from WC3 or SC BW.... moving one unite away at the time that is Micro we dont see in this game..

I watch Morrow stream hi is terran and I see only trades of army... who have bather trade he wins .. almost no micro involved battles ...

Sige Tanks Hellbats ghost army vs Toss army immortals zealots HTs Arcons all A MOVE UNITES...

this become bad game from E sport spectator pont to player less micro intensive skill to from every angle this is BAD GAME....

Unites are also not only problem A move unites.... problem is in game speed ... How ? Simply no Human cant micro vs that high DPS per sec ....

Massive dps in short time kill micro easy.. A move unites kill micro also... And ofc Pathing is one problem that need to be solved to....
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 25 2012 22:08 GMT
#173
The last 4 posts basically cover it, saying it in their different ways.

The thread on b.net is a garbage pile that missed the true point from the beginning. Would it even be worth it to post in there? I feel like it'd just come off as further whining.

I don't blame Browder and Kim at all for their response to community outcry, because usually it is senseless yammering. For example, the biggest "fix SC2" issue since the beginning was about individual unit and ability design, when I think it's clear from this thread and remote analysis that the underlying fundamentals are the problem, but no one ever articulates that clearly and it's much harder to understand.
Comprehensive strategic intention: DNE
Zombo Joe
Profile Joined May 2010
Canada850 Posts
October 26 2012 00:32 GMT
#174
Asking Browder to fix SC2 is like asking an elementary Math teacher to teach calculus.
I am Terranfying.
barwick11
Profile Joined July 2012
44 Posts
October 26 2012 01:59 GMT
#175
ACK! I accidentally voted "thumbs up" because I didn't read the whole question... durrrh... and now I can't change my vote
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
October 26 2012 03:07 GMT
#176
I think the unlimited selection but much more spread out pathing (vulture video was rlly good IMO but the other ones are also acceptable) would benefit the game a lot. You could still "a-move" but focusing on control would definitely a lot more rewarding. You would have to make sure your units don't just stream to their death, flanks a lot more deadly, ect.

And fuck it, it's the beta. Why not try out more shit to make the game the best that it can be?
You mean I just write stuff here and other people can see it?
Falling
Profile Blog Joined June 2009
Canada11369 Posts
October 26 2012 03:40 GMT
#177
Oh hurrah. I got Beta. Now I can actually play the game rather than armchair critique. But the forums are available again
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...
Rabiator
Profile Joined March 2010
Germany3948 Posts
October 26 2012 03:41 GMT
#178
On October 26 2012 12:07 shizaep wrote:
I think the unlimited selection but much more spread out pathing (vulture video was rlly good IMO but the other ones are also acceptable) would benefit the game a lot. You could still "a-move" but focusing on control would definitely a lot more rewarding. You would have to make sure your units don't just stream to their death, flanks a lot more deadly, ect.

And fuck it, it's the beta. Why not try out more shit to make the game the best that it can be?

... because the shit they add is just another unit or two and those really wont fix any of the problems they *should be* working on. The excuses they give about testing dynamic unit movement or any changes to that are just weak and this leaves me to believe that they genuinely do not see the problem (either from lack of ability or from lack of will to see them). That is depressing, because the problems and the solutions are so blatantly obvious ...

So any "oh lets just play the beta" comment is just the same as giving up, because most people will then just stop thinking and become happy little hamsters in their treadmills ... "gotta ... play ... more ... games".
If you cant say what you're meaning, you can never mean what you're saying.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
October 26 2012 03:44 GMT
#179
I never quite got why everyone hates clumping so much. I've never noticed how it's supposedly painful to look at or anything like that.
"How are you?" "I am fine, because it is not normal to scream in pain."
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2012-10-26 03:49:05
October 26 2012 03:47 GMT
#180
Even though I've posted it a thousand times, this is another great place to post it.

I think it is VASTLY underestimated how much the "great" pathing of SC2 is a detriment to the game. The speed that a 200/200 army can go up a ramp, through a choke, make controlling space almost worth nothing. The speed at which buildings can be sniped for no cost- marauders still, snipe, get out... makes the game what we see today.

On the other hand, the clunky units in BW made static defense worth so much more, space worth so much more, chokes worth more, high ground, micro... the list goes on and on. The "ease of control" is also proportional to the "ease" of losing your army to 1 click. Being 1 second late to A-Move respond to your opponents A move into your army, can cost you a game. Because the Auto-Play pathing from their side has annihilated your army.

The base race, building sniping, deathball, base trade game we know today is directly a result of this sort of pathing, which pushes the units around and turns the game into each team trying to create 1 giant eraser.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
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