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It doesn't have to be high ground--trying to put the focus purely on high ground will cause blizz to simply think "well this isn't BW"
What's needed is terrain relevance on a pound-per-pound basis. A terrain difference where two equal units are no longer equal because of terrain.
Chokes only affect large numbers of units Vision is an on/off function
What's needed is something to make it so that when one stalker fights another without micro--the one in the better terrain wins. I don't care if it's low ground advantage or tree advantage or fog or whatever--but it's needed.
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Canada11266 Posts
I am very much in favour of this. The terrain has been levelled and there isn't near the positional advantage that Blizzard said they were shooting for. (Great quotes by the way.)
I think the 'random' concern is overblown and wouldn't mind a similar miss chance like BW. But I would happily adopt the WC3 version or a reduced damage version. Something so that units can use terrain to cost-effectivelyhold off larger groups. Combine this with changing the economics to encourage more expanding and I think you would get more smaller unit groups pushing out to take expansions because they can hold off a similar sized army. Without it, you might as well fold everything into your main army and avoid losing a handful of units for free.
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actually, high ground makes it super easy to defend any kind of pushes and give a high advantice in fact of vision parts you have to "go trough" etc, its so huge that some maps the high ground expansion makes it easy to go superfast 3base
making even more would make the game STOP it would be no attack for 30 minutes.... if you want that ...
i disagree in all what you say sry but unusable on level higher then diamond
ps: in fact of tanks etc it would also not make alot "sense" that i am worse shooting from ground only in fact of range and using range would make every attack useless in this game
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What about if shooting up cost you 1 range? So Marines would be effectively range 4 if attacking the high ground. This would reduce their dps density and add a consistent disadvantage to attacking high ground, without relying on randomness
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On January 24 2013 02:25 arcHoniC wrote:Show nested quote +On January 24 2013 02:02 nottapro wrote:On January 24 2013 00:49 Trotim wrote: Warcraft 3 has a brilliant "luck" system where the more often a unit misses the higher its chance of hitting gets. Basically, this is how its Pseudo Random Distribution works:
Rather than using a static percentage, the probability is first set to a small initial value, then gradually increased with each consecutive attack for which the modifier does not occur. The probability then drops back to the initial value when the attack modifier does apply. As a result, attack modifiers tend to occur non-consecutively and at more regular intervals.
That means that an effect with a 25% chance to occur actually only has a 8.5% chance to occur on 1st hit. Then the 2nd hit has a 17% chance, the third 25.5% and so on. Eventually the probability hits 100% and is guaranteed. But once the effect triggers the chance is reset to 8.5%. Overall this averages out to ~25% but it’s less likely to happen multiple times in a row, or to not happen for an extremely long time.
It's kinda sad to still see people who don't know how Warcraft 3 handled things because in my opinion it still does a ton of mechanics better than SC2 even now. Of course you can still argue there should be no randomness in SC2 at all, that's fine, but saying WC3 was overly based on luck is just wrong.
And another thing - why limit terrain (dis)advantage to cliffs? Dawn of War let mappers define areas of cover, including for example "negative cover" which slowed units and made them take more damage. Something along those lines could definitely be explored in SC2 as well. I like this idea, but replacing the miss rate, with a slightly lower damage output. So rather then have a 25% chance of missing, you have a 25% chance of doing 70% damage. Having a unit completely miss its target is a little too random. The problem with 70% of damage or something is that most damages like the marine is 5 or something and so its hard to give the same advantage to all units. A miss percentage would be equal for all units though.
I am not following you.
The way I am proposing is both. But rather then a miss percentage being no damage, its a reduction in damage. So a marine has a say 30% chance of say 50% reduced damage.
Currently. With no high ground advantage. Marine fires 10 shots, all hit at the same damage. Total Damage: 10 * 5 = 50 damage
Second proposal a flat miss rate. Lets say that is a 30% chance of missing. His first 7 would be 5 damage, his normal dps. Then 3 shots would be 0 damage, a complete miss. Total Damge: 7 x 5 + 3 x 0 = 35 damage This has the problem that people might micro but technically no bullets were fired so their micro was wasted energy. Too frustrating.
Third proposal a flat percentage rate. Lets say 70% damage reduction. All shots hit, 5 damage is reduced to 3.5. Total Damage: 10 x 3.5 = 35 damage All your units are at the same lowered damage during the entire engagement, there is no illusion of miss rate, its just a flat damage reduction with no fluctuations. Advantage, very predictable and easy to calculate, you would ALWAYS need 10 marines to come out even attacking 7 which are on highground, disadvantage, a flat rates give no fluctuating advantage to larger armys, meaing that high ground is always more favorable then larger armys.
My proposal Flat miss rate is replaced with damage reduction. He fires 10 shots. 7 Hit at 5 damage, his normal dps. Then 3 shots would be reduced say by 50% damage = 2.5. (values are for example purposes only) Total damage: (7 x 5) + (3 * 2.5) = 42.5 This is the best of both worlds, all your shots hit, but damage rate fluctuates, maintaining the illusion of missed shots while not sacrificing micro or flattening the percentage of damage done over time.
So sometimes 10 units will completely destroy 7 marines, or sometimes they will come out even. The larger army at the bottom, won't have its micro canceled, the engagement is somewhat predictable, but larger armys still have a fluctuating advantage, making it a risk for both sides to chose to engage.
See previous quotes to see how this system is implemented properly imitating the Warcraft 3 code.
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On January 23 2013 23:50 drkcid wrote:Show nested quote +On January 23 2013 23:40 Henk wrote: No. Attacks hitting or missing based on luck are BS and should not be implemented in SC. It would only encourage turtling even more, and units with a low range attack (basically all of zerg's viable units except the Hydra) wouldn't really benefit from this. Siege tanks and Colossi would benefit the most. It wont encourage turtling because if someone plays too defensive waiting to be attacked on a high ground position the other player can get map control, better economy, better tech. Also drops, nydus or small distracting attacks would become more important. Nobody is going to throw a deathball to another deathball in a defensive position with new high ground mechanics.
Isn't that the definition of turtling?
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In my opinion, randomness is the default solution. It's not great, but it would get the job done fairly simply, and fixed-probability randomness with clear results is acceptable over enough iterations.
Damage increase/decrease for high/low ground is a very poor solution, as it greatly influences unit interactions inconsistently across the board. Flat damage massively affects ranged units with low individual damage. Proportional damage wrecks unit interactions wholesale.
A flat range increase is a mediocre solution because it benefits short range units disproportionately. A unit with 3 range will have its range increased to 4, while a unit with 13 range will have its range only increased to 14. It's workable, but it also changes unit interactions to favor ranged units with short ranges, which are already very good units due to how efficiently they distribute their damage.
I think the best solution is a proportional range increase. Say, 10% increase for firing down from high ground, and a 10% range penalty for firing up into high ground, which stacks with multiple levels' height difference. For units with short range, if they are fighting other shorter-range units, this conveys an equally large advantage that it provides to longer-range units fighting other longer-range units. Furthermore, by not improving their vision, this increases the need for spotters not to fire up into the high ground, but to fire down from the high ground as well.
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Okay i like to bring up a point to this "WC3 did it right! thing"
Take a look at the ladder maps from WC3 TFT: http://classic.battle.net/war3/maps/war3xmappictures.shtml
It is not what you should look for, it is what you shouldn't look for: Ramps.
In general maps in WC3 were mostly flat and most maps would never allow use of this high ground advantage. You may say that this is because of it is a different game and such but reality of the situration was that maps that allows High ground advantage on the WC3 ladder are about as common as gold bases on the SC2 ladder. If i recall
I don't know if there once was a time in WC3 where ramps was more used but it seems to be that it was very rarely used.
It can't be that rarely used in SC2 through. High ground and vision are an essential part of mapmaking in SC2. So i would say Blizzard is right in being careful with a system that was so underused in their previous title.
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On January 24 2013 03:20 Warpath wrote:I made a similar topic yesterday morning, but it didnt seem to get much attention at all. Hope you get some more notice, as it stands maps are just chokes everywhere. if you want to see the arguements i made, though it can be TLDR'd to saying ramps = chokes + Show Spoiler +http://us.battle.net/sc2/en/forum/topic/7708811684 Ah. I've been sitting on this post for a while... Funny the timing would work out this way. I'll give your thread a read.
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I don't know if I agree. Brood War has several differences with SC2 that influence positional play, it might be that if you only introduce high ground advantages you might run into some problems that can only be solved by making even further changes. At this point you're looking at a major overhaul to the game, which I would be in favor of, but it's not ever going to happen. It's nice to make these posts, but it's mostly an exercise in futility.
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United Kingdom14103 Posts
Oh wow I agree with this thread so much, it would allow for smaller armies to be used to hold areas and create so many new options in both builds and map making.
Just imagine being able to use like 5 tanks and a siege turret to hold several different high ground points on the map, ahh I can dream at least ^^
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A range decrease seems reasonable, maybe a damage reduction can be better. That said, some extra balances should be made to keep early pressure and all-ins viable as I'm supporting this change mainly for mid-late game battles rather than early game.
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first of all : imo i dont think there is much need for defender advantage , is alredy hard to punish zerg 3 base or terran 3 fast cc if you open 1 gate expand or ffe as protoss .
adding stuff like : has X% chance to miss , is DUMB . you cant be seriously with having a % to do something if we want that sc2 to be taken as a serious sport/esport . all random chances were removed from sc2 , why should we bring them back ? defender advantage is already big and is hard to punish greedie play in sc2 atm .
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United Kingdom14103 Posts
On January 24 2013 06:20 xsnac wrote: first of all : imo i dont think there is much need for defender advantage , is alredy hard to punish zerg 3 base or terran 3 fast cc if you open 1 gate expand or ffe as protoss .
adding stuff like : has X% chance to miss , is DUMB . you cant be seriously with having a % to do something if we want that sc2 to be taken as a serious sport/esport . all random chances were removed from sc2 , why should we bring them back ? defender advantage is already big and is hard to punish greedie play in sc2 atm .
Yes because BW was never considered a serious esport.
Defender's advantage in SC2 is basically 0, so I'm not quite sure what you're on about.
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Lowered range against high ground units (or extended range for units on high ground) would be cool, but i have no idea how that'd get balanced as it helps terran a lot more then Protoss or Zerg.
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On January 24 2013 04:00 nottapro wrote:Show nested quote +On January 24 2013 02:25 arcHoniC wrote:On January 24 2013 02:02 nottapro wrote:On January 24 2013 00:49 Trotim wrote: Warcraft 3 has a brilliant "luck" system where the more often a unit misses the higher its chance of hitting gets. Basically, this is how its Pseudo Random Distribution works:
Rather than using a static percentage, the probability is first set to a small initial value, then gradually increased with each consecutive attack for which the modifier does not occur. The probability then drops back to the initial value when the attack modifier does apply. As a result, attack modifiers tend to occur non-consecutively and at more regular intervals.
That means that an effect with a 25% chance to occur actually only has a 8.5% chance to occur on 1st hit. Then the 2nd hit has a 17% chance, the third 25.5% and so on. Eventually the probability hits 100% and is guaranteed. But once the effect triggers the chance is reset to 8.5%. Overall this averages out to ~25% but it’s less likely to happen multiple times in a row, or to not happen for an extremely long time.
It's kinda sad to still see people who don't know how Warcraft 3 handled things because in my opinion it still does a ton of mechanics better than SC2 even now. Of course you can still argue there should be no randomness in SC2 at all, that's fine, but saying WC3 was overly based on luck is just wrong.
And another thing - why limit terrain (dis)advantage to cliffs? Dawn of War let mappers define areas of cover, including for example "negative cover" which slowed units and made them take more damage. Something along those lines could definitely be explored in SC2 as well. I like this idea, but replacing the miss rate, with a slightly lower damage output. So rather then have a 25% chance of missing, you have a 25% chance of doing 70% damage. Having a unit completely miss its target is a little too random. The problem with 70% of damage or something is that most damages like the marine is 5 or something and so its hard to give the same advantage to all units. A miss percentage would be equal for all units though. I am not following you. The way I am proposing is both. But rather then a miss percentage being no damage, its a reduction in damage. So a marine has a say 30% chance of say 50% reduced damage. Currently. With no high ground advantage. Marine fires 10 shots, all hit at the same damage. Total Damage: 10 * 5 = 50 damage Second proposal a flat miss rate. Lets say that is a 30% chance of missing. His first 7 would be 5 damage, his normal dps. Then 3 shots would be 0 damage, a complete miss. Total Damge: 7 x 5 + 3 x 0 = 35 damage This has the problem that people might micro but technically no bullets were fired so their micro was wasted energy. Too frustrating. Third proposal a flat percentage rate. Lets say 70% damage reduction. All shots hit, 5 damage is reduced to 3.5. Total Damage: 10 x 3.5 = 35 damage All your units are at the same lowered damage during the entire engagement, there is no illusion of miss rate, its just a flat damage reduction with no fluctuations. Advantage, very predictable and easy to calculate, you would ALWAYS need 10 marines to come out even attacking 7 which are on highground, disadvantage, a flat rates give no fluctuating advantage to larger armys, meaing that high ground is always more favorable then larger armys. My proposal Flat miss rate is replaced with damage reduction. He fires 10 shots. 7 Hit at 5 damage, his normal dps. Then 3 shots would be reduced say by 50% damage = 2.5. (values are for example purposes only) Total damage: (7 x 5) + (3 * 2.5) = 42.5 This is the best of both worlds, all your shots hit, but damage rate fluctuates, maintaining the illusion of missed shots while not sacrificing micro or flattening the percentage of damage done over time. So sometimes 10 units will completely destroy 7 marines, or sometimes they will come out even. The larger army at the bottom, won't have its micro canceled, the engagement is somewhat predictable, but larger armys still have a fluctuating advantage, making it a risk for both sides to chose to engage. See previous quotes to see how this system is implemented properly imitating the Warcraft 3 code.
Atleast mention the problem with armor in your calculation and then say that the damage reduction would have to be applied after the armor would have been subtracted hehe. But nothing beats the miss chance. Games before decided they are better for a reason. And Sc2 has random burrow times, so it isn't random free anyway.
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On January 24 2013 03:56 awesomoecalypse wrote: What about if shooting up cost you 1 range? So Marines would be effectively range 4 if attacking the high ground. This would reduce their dps density and add a consistent disadvantage to attacking high ground, without relying on randomness I like that idea. Quite subtle, and no luck involved.
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I'd rather they fix things like this, resource gathering, and how armies move/engage, and rebalance the game, than toss in all the silly oracles or swarm hosts they can clumsily jam in.
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On January 23 2013 16:25 Yoshi Kirishima wrote:Show nested quote +As long as the enemy does not reveal them, they can blow him into pieces without resistance. Zerg profit the least from height advantage, since their ground range units do not fire very far. But with the Overlord and the Overseer they field two very good spotters You have a good point here about it being easy to spot high advantage. He even admits it here, saying that Zerg has two good spotters, both of which are not very valuable nor hard to get. Like you say, I am one of those who do not feel a chance factor belongs in SC2. However, what they could do is something similar to the semi-random system in WC3, in which it wasn't pure random (AKA it would be pretty consistent over small sample sets), or make it even less random by making it something like "miss every Xth attack". But beyond that, I can't think of anything that Blizzard and I would both like. Skill: I think you may need some clarification here, I don't really see your point. So I get that you like for there to be some forgiveness and comeback ability. Show nested quote +When a player has the ability to engage with a huge advantage like this, it could end up creating 1-sided battles where the low-ground player, who gets caught in a bad spot, loses the battle. It's important, for this to work, to give the player the opportunity to retreat from a bad position. But then... you say that it can create 1 sided battles. You say it's important "for this to work", for what to work? Do you want or not want them to retreat, to have abilities like time warp to stop them from retreating or to help them escape? Make it unforgiveable to run into a bad spot, but overall make games be more forgiveable via comebacks through running into bad spots? I would like to see what you mean here, can you elaborate? I believe Blizz is most likely still open (as usual) on this topic as long as there is a good solution, but I can't think of anything else. Maybe something like an increase in armor? A decrease % in damage was also suggested on Bnet, but that can cause complications like decimals and such (IIRC there are decimal damages in the game already though, with things like Mutalisk attack bounce and such -- maybe this would be best). If anything I think a % decrease would be best, and a very small one of course, since small differences end up causing a big difference in the result. People talk about chance then forget about the fog of war, it's one of the biggest randomizing factors in the entire game....
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On January 24 2013 08:51 Serpico wrote:Show nested quote +On January 23 2013 16:25 Yoshi Kirishima wrote:As long as the enemy does not reveal them, they can blow him into pieces without resistance. Zerg profit the least from height advantage, since their ground range units do not fire very far. But with the Overlord and the Overseer they field two very good spotters You have a good point here about it being easy to spot high advantage. He even admits it here, saying that Zerg has two good spotters, both of which are not very valuable nor hard to get. Like you say, I am one of those who do not feel a chance factor belongs in SC2. However, what they could do is something similar to the semi-random system in WC3, in which it wasn't pure random (AKA it would be pretty consistent over small sample sets), or make it even less random by making it something like "miss every Xth attack". But beyond that, I can't think of anything that Blizzard and I would both like. Skill: I think you may need some clarification here, I don't really see your point. So I get that you like for there to be some forgiveness and comeback ability. When a player has the ability to engage with a huge advantage like this, it could end up creating 1-sided battles where the low-ground player, who gets caught in a bad spot, loses the battle. It's important, for this to work, to give the player the opportunity to retreat from a bad position. But then... you say that it can create 1 sided battles. You say it's important "for this to work", for what to work? Do you want or not want them to retreat, to have abilities like time warp to stop them from retreating or to help them escape? Make it unforgiveable to run into a bad spot, but overall make games be more forgiveable via comebacks through running into bad spots? I would like to see what you mean here, can you elaborate? I believe Blizz is most likely still open (as usual) on this topic as long as there is a good solution, but I can't think of anything else. Maybe something like an increase in armor? A decrease % in damage was also suggested on Bnet, but that can cause complications like decimals and such (IIRC there are decimal damages in the game already though, with things like Mutalisk attack bounce and such -- maybe this would be best). If anything I think a % decrease would be best, and a very small one of course, since small differences end up causing a big difference in the result. People talk about chance then forget about the fog of war, it's one of the biggest randomizing factors in the entire game....
Fog of war in and of itself is not random no more than hotkeys are random.
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