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Levels and rewards

Forum Index > StarCraft 2 HotS
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Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-03-08 12:00:13
February 22 2013 18:30 GMT
#1
To summarize what rewards (portraits, dance animations, unit skins and decals) we will get per level and how many experience need to reach each level, I've decided to create a simply picture which displays what rewards will be for every level you reach per race.

[image loading]
FancyCaTSC2
Profile Joined February 2013
56 Posts
Last Edited: 2013-02-22 18:36:58
February 22 2013 18:35 GMT
#2
Holy crap some amazing portraits in there, especially the female terrans <3

I hope they will add more level in another patch and maybe fill up the ones without rewards, (cause it seems to be a bit strange and random to have no reward every 6th level).

Thanks for this makes me look forward to spamming HOTS games.

Edit: Look at the cute widow mine, I think I've fallen in love :3
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 22 2013 18:44 GMT
#3
That new battlecruiser portrait is amazing! Also I really love the unit skins <3
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Kakaru2
Profile Joined March 2011
198 Posts
February 22 2013 18:46 GMT
#4
What level is this cute widow mine? I think I'm going blind here....
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
February 22 2013 18:51 GMT
#5
I guess it's the level 11 one. Although its "cuteness" is subjective at best.
Crabs
BisuDagger
Profile Blog Joined October 2009
Bisutopia19225 Posts
February 22 2013 18:51 GMT
#6
All I can say is....

Gotta catch em all!
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Ctesias
Profile Joined December 2012
4595 Posts
February 22 2013 18:57 GMT
#7
New banshee one is my favorite. Thanks for the compilation!
Flash | Mvp
crashpoint
Profile Joined April 2012
Austria44 Posts
February 22 2013 19:02 GMT
#8
how can i get the skins there happens nothing when i go with the mouse abovee the pic
Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness. - Day9
Blackknight232
Profile Joined July 2011
United States169 Posts
February 22 2013 19:04 GMT
#9
Is it me or does the Marauder pic look a whole like the Marauder kill team one from the campaign?
HelloSon
Profile Joined April 2010
United States456 Posts
February 22 2013 19:13 GMT
#10
existor OPs ftw
yo
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 22 2013 19:25 GMT
#11
On February 23 2013 04:02 crashpoint wrote:
how can i get the skins there happens nothing when i go with the mouse abovee the pic

All new rewards will be available 12th March with HOTS release

Also you can't level up in WOL, it's available only for HOTS
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 22 2013 19:56 GMT
#12
thanks for the list. And Terrans in tournaments need level 10 for dancing manner mule
Tuczniak
Profile Joined September 2010
1561 Posts
February 22 2013 20:07 GMT
#13
Nice.
phodacbiet
Profile Joined August 2010
United States1740 Posts
February 22 2013 20:17 GMT
#14
So how is this leveling system different from the wol system where u get portraits for x wins? I guess you do get exp for losing but its not much so i dont see much difference, maybe save 10-20 games for max level i guess.
Noizhende
Profile Joined January 2012
Austria328 Posts
February 22 2013 20:17 GMT
#15
no portraits for random?
Die neuen Tempel haben schon Risse - künftige Ruinen - einst wächst Gras auch über diese Stadt - über ihre letzte Schicht
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 22 2013 20:19 GMT
#16
On February 23 2013 05:17 phodacbiet wrote:
So how is this leveling system different from the wol system where u get portraits for x wins? I guess you do get exp for losing but its not much so i dont see much difference, maybe save 10-20 games for max level i guess.

The difference is that instead cheeses you need to play long macro games to get more experience. If games will be short so you will not be able to produce/kill a lot which will result in less experience at the end of game
MockHamill
Profile Joined March 2010
Sweden1798 Posts
February 22 2013 20:55 GMT
#17
So does the number of xp for each level differ compared to the beta version? In beta you max out on levels very fast.
Penguinator
Profile Joined December 2010
United States837 Posts
February 22 2013 21:06 GMT
#18
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.
Towelie.635
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 22 2013 21:19 GMT
#19
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.

The bad thing is that it's similar to 90-100 macro-games as each race to reach maximum level.

I prefer to see doubled amount of experience needed for each level. It will be longer to level up than now, but shorter and require less time, than 1k wins for Dark Voice and similar achievements/portraits
Louis8k8
Profile Joined December 2011
Canada285 Posts
Last Edited: 2013-02-22 21:21:04
February 22 2013 21:19 GMT
#20
On February 23 2013 05:17 Noizhende wrote:
no portraits for random?

No love for the likes of us ;_;

What the heck is #8 Terran?

My favorite tier is the supply unit models for all 3 races.

SoK decal as last terran decal is kind of bleh :S The other races get two completely new decals and terran's is like a reused one.
TheSkunk
Profile Joined September 2010
82 Posts
Last Edited: 2013-02-22 21:27:49
February 22 2013 21:27 GMT
#21
On February 23 2013 05:55 MockHamill wrote:
So does the number of xp for each level differ compared to the beta version? In beta you max out on levels very fast.

For comparison, to get level 30 in the beta you need 125,000 XP. That would be level six for live. Level 30 (for each race) is 100,000 XP higher then in the beta.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
February 22 2013 21:32 GMT
#22
I would prefer if higher leagues get points multipliers for the games they play.
Knowing is half the battle... the other half is lasers.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 22 2013 21:33 GMT
#23

What the heck is #8 Terran?

Hellbat

SoK decal as last terran decal is kind of bleh :S The other races get two completely new decals and terran's is like a reused one.

Reused? I think it's a completely new decal
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
February 22 2013 21:40 GMT
#24
disappointed with lvl 29 terran,i mean come on...
RIP MKP
Weird
Profile Blog Joined April 2010
United States832 Posts
February 22 2013 22:05 GMT
#25
I'm in love with Terran #20.
Nerevar
Profile Joined January 2013
547 Posts
February 22 2013 22:13 GMT
#26
On February 23 2013 06:40 shid0x wrote:
disappointed with lvl 29 terran,i mean come on...

Jim Raynor is not as legit as Kerrigan or Zeratul?

Who else is there to fill his place? Mengsk? DuGalle?
GinDo
Profile Blog Joined September 2010
3327 Posts
February 22 2013 23:02 GMT
#27
I wonder, Do you have to play WOL to unlock the old portraits. Or can we continue in HOTS. Especially considering that each are won in different ways. WOL by how many wins, and HOTs by EXP.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 22 2013 23:05 GMT
#28
On February 23 2013 06:33 Existor wrote:
Show nested quote +

What the heck is #8 Terran?

Hellbat

Show nested quote +
SoK decal as last terran decal is kind of bleh :S The other races get two completely new decals and terran's is like a reused one.

Reused? I think it's a completely new decal


I'm leaning way more towards widow mine than hellbat. Hellbat is still a person inside a vehicle. Just like the viking has a different portrait but it's still a person when it transforms.
Beakyboo
Profile Joined May 2010
United States485 Posts
February 22 2013 23:07 GMT
#29
I really hope these end up tuned to be somewhat difficult to get, with level 30 at least on par with 1,000 wins or so. They probably shouldn't give exp for custom games either, but whatever.
imPermanenCe
Profile Joined July 2011
Netherlands595 Posts
February 22 2013 23:09 GMT
#30
On February 23 2013 08:02 GinDo wrote:
I wonder, Do you have to play WOL to unlock the old portraits. Or can we continue in HOTS. Especially considering that each are won in different ways. WOL by how many wins, and HOTs by EXP.

It would be sensible to continue in HotS. Lot of people didn't play ladder, but now with unranked you can also earn the portraits. I sure hope they will continue counting wins/achievements from WoL to HotS.
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
Tuczniak
Profile Joined September 2010
1561 Posts
February 22 2013 23:10 GMT
#31
On February 23 2013 08:02 GinDo wrote:
I wonder, Do you have to play WOL to unlock the old portraits. Or can we continue in HOTS. Especially considering that each are won in different ways. WOL by how many wins, and HOTs by EXP.
I think in Hots you would be able to get all portraits except those for WoL campagin.
Novacute
Profile Joined September 2011
Australia313 Posts
February 22 2013 23:25 GMT
#32
On February 23 2013 06:19 Louis8k8 wrote:
Show nested quote +
On February 23 2013 05:17 Noizhende wrote:
no portraits for random?

No love for the likes of us ;_;

What the heck is #8 Terran?

My favorite tier is the supply unit models for all 3 races.

SoK decal as last terran decal is kind of bleh :S The other races get two completely new decals and terran's is like a reused one.


#8 is the hellbat
Nerevar
Profile Joined January 2013
547 Posts
February 22 2013 23:32 GMT
#33
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.
Beakyboo
Profile Joined May 2010
United States485 Posts
February 22 2013 23:37 GMT
#34
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.
tg4u
Profile Joined January 2007
Bulgaria125 Posts
February 22 2013 23:46 GMT
#35
Dancing colosus ! i must see that
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 22 2013 23:56 GMT
#36
On February 23 2013 08:37 Beakyboo wrote:
Show nested quote +
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.

If you're agree, support this thread please
http://us.battle.net/sc2/en/forum/topic/7978988097
DKo
Profile Joined July 2010
United States187 Posts
February 23 2013 00:18 GMT
#37
the terran units in those portraits look like they've been through some shit.
birchman
Profile Blog Joined February 2011
Sweden393 Posts
February 23 2013 00:35 GMT
#38
These updated portraits look dope! Looking forward to styling them on the ladder!
Oh, the usual. I bowl. Drive around. The occasional acid flashback.
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
February 23 2013 01:28 GMT
#39
Really want kerrigan portrait.
Too bad I play terran
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 23 2013 01:35 GMT
#40
On February 23 2013 08:56 Existor wrote:
Show nested quote +
On February 23 2013 08:37 Beakyboo wrote:
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.

If you're agree, support this thread please
http://us.battle.net/sc2/en/forum/topic/7978988097


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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 23 2013 01:43 GMT
#41
On February 23 2013 10:35 Infernal_dream wrote:
Show nested quote +
On February 23 2013 08:56 Existor wrote:
On February 23 2013 08:37 Beakyboo wrote:
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.

If you're agree, support this thread please
http://us.battle.net/sc2/en/forum/topic/7978988097


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.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 23 2013 02:03 GMT
#42
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
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
February 23 2013 10:26 GMT
#43
damn. once again, the protoss ones look SO SICK

I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
February 23 2013 12:37 GMT
#44
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!
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
Last Edited: 2013-02-23 12:44:16
February 23 2013 12:37 GMT
#45
DAMNIT! Do I still have to win 750 team games to unlock Executor Selendis? :'( I don't think I'll ever unlock that portrait.

*EDIT*

Ooo, just realised something, are Lv20 and 30 new skins for in-game units? That’s really cool.
ZenithM
Profile Joined February 2011
France15952 Posts
February 23 2013 12:44 GMT
#46
Level 30 skins are badass.
SoleSteeler
Profile Joined April 2003
Canada5414 Posts
February 23 2013 12:47 GMT
#47
So do you still get the WoL portraits for wins too?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
March 02 2013 08:44 GMT
#48
On February 23 2013 21:47 SoleSteeler wrote:
So do you still get the WoL portraits for wins too?

yes, they still work
Siggeh
Profile Joined January 2012
Norway71 Posts
March 02 2013 08:53 GMT
#49
Oh really wanted the new queen model T_T
Still a lot of awesomeness tho : D
Existor
Profile Joined July 2010
Russian Federation4295 Posts
March 02 2013 08:58 GMT
#50
On March 02 2013 17:53 Siggeh wrote:
Oh really wanted the new queen model T_T
Still a lot of awesomeness tho : D

There is only new queen dance
Proof.
Profile Joined August 2011
535 Posts
March 02 2013 10:46 GMT
#51
I can't wait to see some super sick bm in hots with mule dances.
He who has a why to live can bear almost any how
nomyx
Profile Joined June 2012
United States2205 Posts
March 02 2013 11:31 GMT
#52
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.
daralharb
Profile Joined January 2011
United States59 Posts
March 02 2013 12:02 GMT
#53
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.
Scootaloo SC2
Profile Blog Joined March 2011
United States122 Posts
March 02 2013 12:48 GMT
#54
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
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 02 2013 14:01 GMT
#55
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.
ModeratorBlame yourself or God
Infernal_dream
Profile Joined September 2011
United States2359 Posts
March 02 2013 16:17 GMT
#56
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.
Noocta
Profile Joined June 2010
France12578 Posts
March 08 2013 02:29 GMT
#57
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'm not gonna fight you. I'm gonna kick your ass ! "
Noocta
Profile Joined June 2010
France12578 Posts
March 08 2013 02:31 GMT
#58
On February 23 2013 08:46 tg4u wrote:
Dancing colosus ! i must see that




Here you go
" I'm not gonna fight you. I'm gonna kick your ass ! "
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
Last Edited: 2013-03-08 03:16:13
March 08 2013 03:12 GMT
#59
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.

Disengaged
Profile Joined July 2010
United States6994 Posts
March 08 2013 03:22 GMT
#60
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
March 08 2013 03:22 GMT
#61
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.


It's exactly this attitude that is holding the game back from expanding it's audience and being more fun (and profitable)!

Zelniq is absolutely right — from a pro perspective. Zelniq is literally in the 97-98th percentile of players that sees no value and has no need for dances.

Now, for the millions and millions of potential customers that just might not become a grandmasters, masters, or even a diamond league players, dancing is a cool add-on feature. Hell, customers might even be willing to pay extra for cool and unique animations.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
Last Edited: 2013-03-08 03:27:20
March 08 2013 03:25 GMT
#62
On March 08 2013 12:22 Disengaged wrote:
Show nested quote +
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?
BigRedDog
Profile Joined May 2012
461 Posts
March 08 2013 03:40 GMT
#63
Exactly. The idea is to give you some sort of reward if you keep playing. That's the same idea why games like mafia or farmville are so popular. They are nothing but just numbers moving around. They make you do something every now and then and give you reward every now and then. Just like how slot machine works.

Though I want to say I will never sit for hours to grind game after game after game to get these award. Then again, I did that for a few times at WOL LOL.

We like achievements. Even if it ain't just about improving skills or climbing the ladder or winning. We still enjoy the feeling when we get something for it.

These awards means nothing anyways.....it doesn't make me play better or make my race stronger....it is all look and feel.

Remind me of what Napoleon said...A soldier will fight long and hard for a bit of colored ribbon.


On March 08 2013 12:25 Defacer wrote:
If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?
Big Red Dog!
Proof.
Profile Joined August 2011
535 Posts
March 08 2013 03:41 GMT
#64
On March 08 2013 12:25 Defacer wrote:
Show nested quote +
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?

Couldn't something similar to that be implemented through a custom map?
He who has a why to live can bear almost any how
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
March 08 2013 03:50 GMT
#65
On March 08 2013 12:41 Proof. wrote:
Show nested quote +
On March 08 2013 12:25 Defacer wrote:
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?

Couldn't something similar to that be implemented through a custom map?


Sure, but I don't know if it would offer enough depth and variety.

Just to clarify, I'm not saying there should be any crossover between a fun, 'sandbox' ladder, and a real ladder suitable for esports. It's just that Blizzard is in the best position to implement and integrate meaningful bonus features.

Imagine if by playing on 'The Pro Ladder' you could earn XP you can uses to unlock items on 'The Fun Ladder' or the single-player campaign. Hey, if you wanted to provide incentive to play The Pro Ladder maybe the XP is worth more on that ladder. Maybe some items like skins and animations cross over from one Ladder to another, but others (like units) obviously don't.

There's a million ways to make SC2 more fun, IF you're able to separate 'the real game' from the fun one.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
Last Edited: 2013-03-08 03:53:28
March 08 2013 03:53 GMT
#66
On March 08 2013 12:40 BigRedDog wrote:
Exactly. The idea is to give you some sort of reward if you keep playing. That's the same idea why games like mafia or farmville are so popular. They are nothing but just numbers moving around. They make you do something every now and then and give you reward every now and then. Just like how slot machine works.

Though I want to say I will never sit for hours to grind game after game after game to get these award. Then again, I did that for a few times at WOL LOL.

We like achievements. Even if it ain't just about improving skills or climbing the ladder or winning. We still enjoy the feeling when we get something for it.

These awards means nothing anyways.....it doesn't make me play better or make my race stronger....it is all look and feel.

Remind me of what Napoleon said...A soldier will fight long and hard for a bit of colored ribbon.


Show nested quote +
On March 08 2013 12:25 Defacer wrote:
If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?


Oh man, imagine a gambling mechanic introduced in SC2? Like if you could bet XP on yourself or other players on the outcome of the game?

So many more players would be on Battle.net JUST to gamble.
Disengaged
Profile Joined July 2010
United States6994 Posts
March 08 2013 03:55 GMT
#67
On March 08 2013 12:25 Defacer wrote:
Show nested quote +
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?


Exchanging XP for currency and then turning in said currency in for more minerals and gas at the start of a match would ruin the game because people who play the game for hours and hours on end would have a clear advantage over those who don't.

If Blizzard should do something then it cannot affect the game/gameplay. Look at LoL. The things that they have and release is purely cosmetic unless you want to count hero's and it doesn't affect the gameplay.

Portraits, new skins, dances, etc, is more then enough to keep people interested. The problem that arises is that if Blizzard doesn't keep adding new skins, dances, portraits, then yes people can lose interest. Now, I can see exchanging xp for currency to get new skins work. Anything that affects the gameplay cannot.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
March 08 2013 04:01 GMT
#68
On March 08 2013 12:55 Disengaged wrote:
Show nested quote +
On March 08 2013 12:25 Defacer wrote:
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?


Exchanging XP for currency and then turning in said currency in for more minerals and gas at the start of a match would ruin the game because people who play the game for hours and hours on end would have a clear advantage over those who don't.

If Blizzard should do something then it cannot affect the game/gameplay. Look at LoL. The things that they have and release is purely cosmetic unless you want to count hero's and it doesn't affect the gameplay.

Portraits, new skins, dances, etc, is more then enough to keep people interested. The problem that arises is that if Blizzard doesn't keep adding new skins, dances, portraits, then yes people can lose interest. Now, I can see exchanging xp for currency to get new skins work. Anything that affects the gameplay cannot.


Trading XP for minerals is fucking broken. That's the point.

Think about it: the current ladder is really good at measuring and rewarding merit. The best players rise up the ladder and win.

But the current ladder is HORRIBLE at rewarding participation. It's absolutely radioactive to new or young players, or even average gamers that want to play for funsies.

I would never introduce a currency for The Pro Ladder, but for a separate ladder? Why not? If a poor noob loses six or seven games in a row, give him the power to trade in his crappy experience for a free win.


Disengaged
Profile Joined July 2010
United States6994 Posts
Last Edited: 2013-03-08 04:16:33
March 08 2013 04:15 GMT
#69
On March 08 2013 13:01 Defacer wrote:
Show nested quote +
On March 08 2013 12:55 Disengaged wrote:
On March 08 2013 12:25 Defacer wrote:
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?


Exchanging XP for currency and then turning in said currency in for more minerals and gas at the start of a match would ruin the game because people who play the game for hours and hours on end would have a clear advantage over those who don't.

If Blizzard should do something then it cannot affect the game/gameplay. Look at LoL. The things that they have and release is purely cosmetic unless you want to count hero's and it doesn't affect the gameplay.

Portraits, new skins, dances, etc, is more then enough to keep people interested. The problem that arises is that if Blizzard doesn't keep adding new skins, dances, portraits, then yes people can lose interest. Now, I can see exchanging xp for currency to get new skins work. Anything that affects the gameplay cannot.


Trading XP for minerals is fucking broken. That's the point.

Think about it: the current ladder is really good at measuring and rewarding merit. The best players rise up the ladder and win.

But the current ladder is HORRIBLE at rewarding participation. It's absolutely radioactive to new or young players, or even average gamers that want to play for funsies.

I would never introduce a currency for The Pro Ladder, but for a separate ladder? Why not? If a poor noob loses six or seven games in a row, give him the power to trade in his crappy experience for a free win.




Well, I think thats why Blizzard put in Unranked play so people that are afraid to ladder or for new or young people could play for fun and not fear of losing more then just a game. But it might not be enough but . . yeah
BigRedDog
Profile Joined May 2012
461 Posts
Last Edited: 2013-03-08 06:00:32
March 08 2013 05:58 GMT
#70
I like unrank mode. I use it to work on my games. Practice specific build. Or use it to play with race i am not familair with.

I like the little badgets, awrads, profiles, dances and unit skins.

For those who are laddering seriously, that stuff doesn't matter. But for majority of the crowd, it is fun. It is a nice little touch.


Big Red Dog!
mYiKane
Profile Blog Joined March 2011
Canada1772 Posts
March 08 2013 06:29 GMT
#71
sexy!
Infernal_dream
Profile Joined September 2011
United States2359 Posts
March 08 2013 06:58 GMT
#72
On March 08 2013 13:01 Defacer wrote:
Show nested quote +
On March 08 2013 12:55 Disengaged wrote:
On March 08 2013 12:25 Defacer wrote:
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?


Exchanging XP for currency and then turning in said currency in for more minerals and gas at the start of a match would ruin the game because people who play the game for hours and hours on end would have a clear advantage over those who don't.

If Blizzard should do something then it cannot affect the game/gameplay. Look at LoL. The things that they have and release is purely cosmetic unless you want to count hero's and it doesn't affect the gameplay.

Portraits, new skins, dances, etc, is more then enough to keep people interested. The problem that arises is that if Blizzard doesn't keep adding new skins, dances, portraits, then yes people can lose interest. Now, I can see exchanging xp for currency to get new skins work. Anything that affects the gameplay cannot.


Trading XP for minerals is fucking broken. That's the point.

Think about it: the current ladder is really good at measuring and rewarding merit. The best players rise up the ladder and win.

But the current ladder is HORRIBLE at rewarding participation. It's absolutely radioactive to new or young players, or even average gamers that want to play for funsies.

I would never introduce a currency for The Pro Ladder, but for a separate ladder? Why not? If a poor noob loses six or seven games in a row, give him the power to trade in his crappy experience for a free win.




So you want to give the carebears something? At the cost of players who are actually trying to become better? Sorry, that's a retarded idea. You should never give something that gives a statistical advantage in an RTS game. I could just lose a billion games in a row and then get extra minerals at the start of my next 50 games and 6 pool instantaneously and reach masters league. Obviously exaggerated but it displays how broken your idea is. You shouldn't be rewarded for losing. That's purpose defeating. It removes the goal all together.
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
March 08 2013 09:28 GMT
#73
Cool rewards, nice enough. One stupid question though: I am forced to see the modified units from my opponent or is the different skin only visible from his perspective?
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 08 2013 11:56 GMT
#74
I'm actually really looking forward to the new levels now :3
11/5/14 CATACLYSM | The South West's worst Falco main
Existor
Profile Joined July 2010
Russian Federation4295 Posts
March 08 2013 12:01 GMT
#75
Updated picture, now with better images of unit skins
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
Last Edited: 2013-03-09 00:04:23
March 09 2013 00:02 GMT
#76
On March 08 2013 15:58 Infernal_dream wrote:
Show nested quote +
On March 08 2013 13:01 Defacer wrote:
On March 08 2013 12:55 Disengaged wrote:
On March 08 2013 12:25 Defacer wrote:
On March 08 2013 12:22 Disengaged wrote:
On March 08 2013 12:12 Defacer wrote:

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.




I'm sorry but that is pretty stupid.


If you knew anything about game development, you would know that it's not. It basically a way of turning the SC2 ladder experience into something closer to WoW, improving the stickiness of the product and given new users reason to continue to playing the game.

Most people aren't even capable of playing at a Diamond level, and never will no matter how hard they try. Ask yourself, how do you keep those players interested and addicted to the game for the next five years?


Exchanging XP for currency and then turning in said currency in for more minerals and gas at the start of a match would ruin the game because people who play the game for hours and hours on end would have a clear advantage over those who don't.

If Blizzard should do something then it cannot affect the game/gameplay. Look at LoL. The things that they have and release is purely cosmetic unless you want to count hero's and it doesn't affect the gameplay.

Portraits, new skins, dances, etc, is more then enough to keep people interested. The problem that arises is that if Blizzard doesn't keep adding new skins, dances, portraits, then yes people can lose interest. Now, I can see exchanging xp for currency to get new skins work. Anything that affects the gameplay cannot.


Trading XP for minerals is fucking broken. That's the point.

Think about it: the current ladder is really good at measuring and rewarding merit. The best players rise up the ladder and win.

But the current ladder is HORRIBLE at rewarding participation. It's absolutely radioactive to new or young players, or even average gamers that want to play for funsies.

I would never introduce a currency for The Pro Ladder, but for a separate ladder? Why not? If a poor noob loses six or seven games in a row, give him the power to trade in his crappy experience for a free win.




So you want to give the carebears something? At the cost of players who are actually trying to become better? Sorry, that's a retarded idea. You should never give something that gives a statistical advantage in an RTS game. I could just lose a billion games in a row and then get extra minerals at the start of my next 50 games and 6 pool instantaneously and reach masters league. Obviously exaggerated but it displays how broken your idea is. You shouldn't be rewarded for losing. That's purpose defeating. It removes the goal all together.


Again, this is exactly the attitude that is hurting the growth of SC2's popularity, the community, and esports.

Read my posts. I'm suggesting the 'Pro' Ladder and the 'Fun' Ladder should be two separate things.

One should be a ladder with a tightly balanced game, that rewards skill with wins, spectators and recognition.

The other should be ladder with awards and achievements outside of winning the game.

Have you ever gone to the gym and watched guys play pick up basketball? They're competitive, but they're also trying to have fun. They're not calling every foul or travel. They're not trying to become pro's. They switch players whenever the game is getting out of hand, talk shit, throw behind the back passes out of bounds, and all go out to beer afterwards together— even the losers!

The SC2 Community is so diehard about e-sports they are actually forgetting what makes someone want to play a game for fun.

banjoetheredskin
Profile Blog Joined November 2012
United States744 Posts
March 09 2013 00:23 GMT
#77
I think #8 terran might be a hellbat
Writer#1 CJ fan | http://www.teamliquid.net/forum/starcraft-2/508947-wcs-dreamhack-austin-interviews
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 09 2013 06:03 GMT
#78
On March 08 2013 12:22 Defacer wrote:
Show nested quote +
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.


It's exactly this attitude that is holding the game back from expanding it's audience and being more fun (and profitable)!

Zelniq is absolutely right — from a pro perspective. Zelniq is literally in the 97-98th percentile of players that sees no value and has no need for dances.

Now, for the millions and millions of potential customers that just might not become a grandmasters, masters, or even a diamond league players, dancing is a cool add-on feature. Hell, customers might even be willing to pay extra for cool and unique animations.

Didn't say that. Just saying it would be better if there was some other way you'd see the dances except having to type /dance. Even for casual players, I imagine the majority of the players would mostly try out the dances after they unlock them, and in some rare occasions do more /dance, but otherwise seems unlikely it'd be a semi-regular thing they'd type in. I guess when they get bored at times midgame they may try it..still think it would be better if they tried something like I suggested in that post. I like the long-idle unit having a chance to dance, but not effect gameplay/responsiveness. And an option to disable it.
ModeratorBlame yourself or God
Stefanovich
Profile Joined March 2013
United States26 Posts
March 09 2013 07:33 GMT
#79
I think those unit skins are awesome. I just wish they had more if them for other units.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
March 09 2013 08:49 GMT
#80
Just add hotkey command "Dance" or add button on the UI with it's own hotkey, somewhere under minimap buttons.

For example I've created macros "press enter - write /dance - press enter". Blizzards disallows macroses which are affecting gameplay, but /dance writing does not affects gameplay so it's okay
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