I think that you should change the name of the project though -- it seems that people are TL;DR'ing, getting entirely the wrong idea about what the project is about, and then cluttering the thread with useless dribble when it's clear that it is not the point of this to be an appointed dictatorship on balance, but rather a constructive forum to test/implement everyone's ideas.
One Community, One Dialogue: A United Scene - Page 5
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upperbound
United States2300 Posts
I think that you should change the name of the project though -- it seems that people are TL;DR'ing, getting entirely the wrong idea about what the project is about, and then cluttering the thread with useless dribble when it's clear that it is not the point of this to be an appointed dictatorship on balance, but rather a constructive forum to test/implement everyone's ideas. | ||
ItWhoSpeaks
United States362 Posts
On November 27 2012 09:41 upperbound wrote: Honestly, I gave up on SC2 a while ago but if this kind of constructive stuff were going on while I was still a frustrated low-masters Terran I probably would have stuck around longer. I think that you should change the name of the project though -- it seems that people are TL;DR'ing, getting entirely the wrong idea about what the project is about, and then cluttering the thread with useless dribble when it's clear that it is not the point of this to be an appointed dictatorship on balance, but rather a constructive forum to test/implement everyone's ideas. I totally agree, the name of the mod is clearly upsetting some people and more importantly, distracting from our goal. We are discussing name changes. | ||
Vasoline73
United States7751 Posts
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Unshapely
140 Posts
Have you considered making a TL poll or some such thing -- to get everyone's opinion on a more suitable name? P.S: (This question is really out of place but I've been meaning to ask this - are you of American origin?) | ||
gCgCrypto
Germany297 Posts
Right now "i" as a pert of the community feel ignored by them. even Morrows post about forcefields has not even got a response by Blizzard. (And if it got one via provate mail etc they are simply dumb. SHOW THE COMMUNITY THAT YOU CARE WHAT WE ARE DOING PLEASE!) | ||
MrF
United States320 Posts
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ItWhoSpeaks
United States362 Posts
On November 27 2012 18:46 Unshapely wrote: Why don't you let the community here decide what the [new] name of the project should be? We'll at least feel a little more involved. It seems that many people have already dubbed you the TL.net designer. Have you considered making a TL poll or some such thing -- to get everyone's opinion on a more suitable name? P.S: (This question is really out of place but I've been meaning to ask this - are you of American origin?) We are actually talking about that right now! We will see about getting a poll up and running. If you have any thoughts on the matter, please email us at onevoicemod@gmail.com; we would love to know how we can do better. I was raised in Montana and I went to college in Washington state. I currently reside in Redmond, WA. | ||
gronnelg
Norway354 Posts
Or rather, it's my take on other peoples ideas. One of the problems, is that it eliminates the defenders advantage. Yet is an interesting and fun mechanic, at least as I see it. So people have suggested various versions of limiting the warp-in potential of pylons, and implementing distance to nexus and such. How about: Pylons within a given range of a nexus, has normal warp-in like they do now (you need that to properly defend). However pylons (and warp prisms?) outside nexus range have a max warp-in, with cooldown. E.g. a proxy pylon can only warp in 4 units, before it enters a refractory periode. This would still leave the potential for harass, but would make it harder to reinforce, and thus leave at least some defenders advantage. Obviously you could just make several pylons side by side, but if you have to make, say 4 pylons, it would still take longer, and having clumps of 4 pylons here and there would be costly. | ||
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