On February 23 2013 08:32 Nerevar wrote: So assuming that we get about 50,000 per game (assuming macro games), this means that it would take about 95 games to max out on a race. Assuming that these games are 20 minutes each, this would mean about 32 hours to max out per race, which would make maxing out on all races take at least 95 hours.
However, there are a lot of unrealistic assumptions with these calculations, such as not factoring in cheese games, waiting, and other anomalies. Nevertheless, providing incentives for at least 95 hours of gameplay, regardless of wins or losses, seems like a good move.
The experience per level in beta won't necessarily be the same as at release, or at least I'd hope it's not. I'd find it really strange if you can get the top tier portrait in HotS in 100 games when the WoL ones required 1000 wins.
Agree, they're over-nerfed that progression and hardness for newer players. They should increase amount of experience by 2x or 4x times more than now.
Uh, what he's saying is that you're going to get "end game" rewards much sooner than 1000 games. What you're saying is we need even more xp, which would reduce that number even more. Honestly, they should nerf the xp. It only taking probably a max of 300 games to get the equivalent of the 1k win portraits is pretty dumb.
I mean that 25-30 level rewards must be acceptable a bit harder than now, but still easier than 750-1000 wins rewards. Maybe 500 games per each race or 400, but not one hundred macro-games 50k exp each.
man I'm loving this leveling system. I so want the level 22 zerg decal. I'll probably stick to the storyline portraits though (even though I don't yet know what they are xD) much like I was always Tychus in WoL
I really like what they're doing, and even though I'm quite a competative player I enjoy this kind of stuff a lot while I'm trying to get better, so this is definately a motivator for a lot of people!
On February 23 2013 06:06 Penguinator wrote: The difference with the leveling system in HotS is that you get experience based on resources mined, united killed, etc., meaning that you will also gain experience from losing games, just not as much. This is to deter people from farming portraits by cheesing every single game, as the amount of wins is no longer a factor. For example: let's say you 6 pooled 5 games in a row, and each game lasts 6 minutes. You would probably gain the same amount of experience from playing a 30 minute long macro game.
Amount of wins still matter because you can still get the WoL version of the portraits.
I think the reward system is awesome, and I like the fact that the wins from WOL will stack with the HOTS leveling system (double portraits and I can work towards the ones I didn't get in WOL) My only complaint is that there is no leveling system for random. I would love a new Viking portrait.
I really like the reward system as well. I know it's not particularly popular amongst "serious" players, but I enjoy seeing numbers indicating a vague sense of progress on my Score Screen. It appeals to my arcade days, and I actually wish all the numbers were arbitrarily scaled up so that I could earn millions of XP per game (ah, pinball scores). : )
At first I thought I was going to disable the in-game earned XP values, but they grew on me really fast, so I'm keeping 'em on. My only hope is that the level cap gets raised at some point. I'm sure it will, but I would rather not be capped for too long. All the wasted XP! : p
Dancing is a weird reward.. Who really uses dances in real games except to act like an ass to their opponent. It would be better if after your opponent leaves the game, your units automatically dance or something. Or perhaps if your units are idle for long enough, they randomly start dancing heh. Of course they'd have to fix it so the dancing wouldn't interfere with their responsiveness when action is needed.
On March 02 2013 23:01 Zelniq wrote: Dancing is a weird reward.. Who really uses dances in real games except to act like an ass to their opponent. It would be better if after your opponent leaves the game, your units automatically dance or something. Or perhaps if your units are idle for long enough, they randomly start dancing heh. Of course they'd have to fix it so the dancing wouldn't interfere with their responsiveness when action is needed.
WHy do you consider dancing to be "bm"? It's fun. If he dances on me he clearly thinks he won and 99% of the time he did, he should get to enjoy that moment. If in tournaments terran can spam scans or mules I think we should all have some sort of manner something.
By the way, if people don't realize, only the zergling model is new.
Marine is the mercenary Marine from the WoL campaign Zealot is what was used by the Taldarim ( not the map, the bad guy protoss from the WoL campaign )
I think this is a step in the right direction towards making the game actually fun, but as I mentioned in another thread, it isn't nearly a dramatic enough feature to widened the audience for SC2, which something the scene and community desperately needs.
There aren't enough rewards, and the rewards themselves are strictly cosmetic. As an addiction loop (a gaming activity that rewards persistent and repetitive play) is isn't very strong.
But at least they're trying. For far too long Blizzard has been relying on the Arcade or free contributions to make their game actually fun.* It's not the community's job to attract new users to their product, it's theirs.
A much stronger loop would be to turn XP into currency, and allow players to trade in XP for minerals/gas at the start of the next game, unlock access to maps, or earn new units or hero characters that you can use in 1v1 or team games. It could exist on a separate ladder, or what I like to call my Imaginary Wood League.
What Blizzard needs to do is open up the creative floodgates, and stop catering strictly to the criticism of professional players and die-hard fans obsessed with balance. The best solution would be an entirely separate online ladder, that they can use as a sandbox to introduce every dream unit (lurkers! Odins! Kerrigan) and ability (vortex! everlasting neural parasite! nydus destroyers!) that they want to include but the hardcore community is too stubborn or elitist to tolerate.
*I just want to clarify I think SC2 is fun as is — but it takes a very specific kind of masochistic personality to enjoy a game as difficult and punishing as SC2. Hardcore gamers from other communities look at SC2 and think to themselves, 'Fuck that shit!' It is not 'fun' by normal standards.
A much stronger loop would be to turn XP into currency, and allow players to trade in XP for minerals/gas at the start of the next game, unlock access to maps, or earn new units or hero characters that you can use in 1v1 or team games. It could exist on a separate ladder, or what I like to call my Imaginary Wood League.