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Blizzard is experimenting with new Protoss Macro! - Page 4

Forum Index > SC2 General
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StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
December 01 2009 04:57 GMT
#61
so updating a previous macro/protoss macro thread is to hard yes?
Hwaseung Oz fan for life. Swing out, always swing out.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-12-01 05:14:05
December 01 2009 05:13 GMT
#62
On December 01 2009 09:40 Archerofaiur wrote:
You an Ork fanboy FA?

Waaaagh imo.

Red ones go faster, blue ones are lucky.

Yeah, I love the 40k Orks, so cute =]
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-01 05:31:47
December 01 2009 05:20 GMT
#63
On December 01 2009 13:57 StorrZerg wrote:
so updating a previous macro/protoss macro thread is to hard yes?


I could have but I dont think as many people would notice it. To clarify I dont think a thread is nessisary every time there is twitter news. But this specific news certainly is!

Consider if they said the Mothership was being removed and the protoss were getting a new capital ship. Would you stick it as a footnote in a Carrier thread?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
December 01 2009 05:33 GMT
#64
On December 01 2009 06:38 grobo wrote:
for every mouse1 click you instantly spawn a free DT at a random location on the map.


Don't even joke about this
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
DoX.)
Profile Joined December 2008
Singapore6164 Posts
December 01 2009 05:56 GMT
#65
On December 01 2009 06:07 Amber[LighT] wrote:
Show nested quote +
On December 01 2009 05:52 Slaughter wrote:
They are just trying to figure out a way to evolve 1a2a3a win into 1b2b3b win.


oh no he didn't.... *finger snap*

this is funny :D
DanceDance
Profile Joined November 2008
226 Posts
December 01 2009 06:08 GMT
#66
I think macro mechanics is the right way to go - if they can pull it off. With each race having a unique mechanic, I can see it being very difficult to balance. Obviously they aren't happy, who knows how long this will take them to figure out. This will probably delay beta even more
0neder
Profile Joined July 2009
United States3733 Posts
December 01 2009 06:12 GMT
#67
I have a macro mechanic for all three races: build as many workers as you want when you want, and expand when you want.
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 01 2009 06:44 GMT
#68
I wonder what was wrong with the old macro. I thought the zerg midgame was the biggest issue in balance
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2009-12-01 07:13:32
December 01 2009 07:13 GMT
#69
qft meeple and others that said the same about nothing being wrong with SC1 macro.

I love blizzard after 4-5 years+ of development on this vaporware of a game still is refusing to acknowledge they are looking for solutions to an imaginary problem.

SC1 macro is perfect. SC1 interface ended up being perfectly balanced between human input and how much the game helps you.

SC2 is not going to come out at this rate with such condilluded development over and over again on unneeded macro mechanics.

How come the cnc developer Dustin Browder appeases the SC community by saying a few times, "if things do not work, we can always go to SC1 macro," yet there has been NO SIGN AT ALL that Browder has attempted pure SC1 macro within their SC2 development process at this stage.

It is time for Browder to try a "different solution" that is "out of the box" for what they are currently trying -> aka SC1 macro which is already tried and tested for 10 years. That's right, a decade.

Solution to macro mechanics? There never was a problem in the firstplace.

/facepalm.

Browder claims to want to make the game great and that it is possible to attempt SC1 macro as a "solution" yet at this stage of development he has not considered it as an option.
Sup
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 01 2009 08:18 GMT
#70
I disagree with you 100%.

there have been many many many posts and topics on TL alone which say that the Protoss macro mechanic (Proton Charge) is not up to par with thenother two races. Reasons vary from the effect of Proton Charge on new (low saturated) bases thru to the lack of decision making requirements that it shares with the other oblisk abilties.

Furthermore the Zerg and Terran macro mechanics appear to not only work, but to enrich the entire play experience, creating more diversity and individuality to both the race and to that of the players.

Only 1/3 races has a problem, and that problem is being addressed. The proposal to scrap th entire macro mechanic system is both unjustified and laughable at this point in development with all that it brings to the table.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
December 01 2009 10:19 GMT
#71
On December 01 2009 16:13 avilo wrote:
qft meeple and others that said the same about nothing being wrong with SC1 macro.

I love blizzard after 4-5 years+ of development on this vaporware of a game still is refusing to acknowledge they are looking for solutions to an imaginary problem.

SC1 macro is perfect. SC1 interface ended up being perfectly balanced between human input and how much the game helps you.

SC2 is not going to come out at this rate with such condilluded development over and over again on unneeded macro mechanics.

How come the cnc developer Dustin Browder appeases the SC community by saying a few times, "if things do not work, we can always go to SC1 macro," yet there has been NO SIGN AT ALL that Browder has attempted pure SC1 macro within their SC2 development process at this stage.

It is time for Browder to try a "different solution" that is "out of the box" for what they are currently trying -> aka SC1 macro which is already tried and tested for 10 years. That's right, a decade.

Solution to macro mechanics? There never was a problem in the firstplace.

/facepalm.

Browder claims to want to make the game great and that it is possible to attempt SC1 macro as a "solution" yet at this stage of development he has not considered it as an option.


I love to see how after 10 years when there is a problem in gameplay aka PvZ people don't really start using things that were in the game for the whole time but just think if they should.

Why progamers aren't the strongest force opposing this but random foreigners in red ranks?
wwww
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
December 01 2009 12:29 GMT
#72
On December 01 2009 09:10 CharlieMurphy wrote:
ROFL, is this because David Kim lost to Nada TvP ???

WUT
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
December 01 2009 12:54 GMT
#73
On December 01 2009 05:56 Hot_Bid wrote:
Maybe you'll get 10 minerals for every forum post you making whining about ZvP imbalance.

To enhance community participation for everyone!
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
NiGoL
Profile Joined September 2008
1868 Posts
December 01 2009 13:03 GMT
#74
hope they wont mess it all up!
http://www.twitter.com/NiGoLBW playing league on a competitive level
ix
Profile Joined July 2003
United Kingdom184 Posts
December 01 2009 13:37 GMT
#75
They're going to waste so much time trying to hammer in the macro mechanics. It's always harder to fit bad ideas into games.
edahl
Profile Joined February 2008
Norway483 Posts
December 01 2009 13:39 GMT
#76
On December 01 2009 09:31 Archerofaiur wrote:
Show nested quote +
On December 01 2009 09:26 edahl wrote:
I wonder if this is the result of the "additive vs. exponential macro mechanics" article on I believe it was SCLegacy. That would be way cool.



That was Demosquid's article about how Proton Charge was impossible to balance. Without going into too many details for how he is completly wrong, Blizzard has never said anything about the Obelisk being imbalanced. Rather they said that there wasnt allot of tension.


While were on the subject have you checked out this shameless plug?

http://sclegacy.com/feature/9-contributor/543-examining-the-macro-mechanics

[image loading]


I don't remember his mathematics, because the notation was so horrible. My general model for mineral harvesting would look something like the following:

Let b be the number of probes built throughout the game (assuming a continuous buildup). If w is the number of starting workers, then clearly the number of workers at time b(t) would be w+b. If k is the number of minerals collected each round-trip, and r is the number of round trips, the expression would yield C=kr(w+b) where C is the number of minerals collected in total. To account for time, we let instead the two constants b and r account for the time it takes to build workers and collect minerals respectively. The new expression would be C(t)=krt(w+bt), which would assume a continuous rate of collection, and a continuous rate of worker production.

At which point I got bored for now, I should drink coffee and work on differential equations o_O
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
December 01 2009 14:20 GMT
#77
On December 01 2009 22:37 ix wrote:
They're going to waste so much time trying to hammer in the macro mechanics. It's always harder to fit bad ideas into games.

Can't blame them for the whines of players.

Personally, I think Dune 2 unit mechanics are perfect, and multiple unit select is the first step to failure. We all know that every unit should be controlled individually!~
Lovin
Profile Joined May 2009
Denmark812 Posts
December 01 2009 14:22 GMT
#78
On December 01 2009 10:21 sob3k wrote:
Hey, you know what would be really cool?

Instead of a macro ability that increases your own gather rate, why not have one that negatively impacts your opponent?. Like a reverse proton charge, or a big cork that goes into their gas, or manner pylons that drop from the sky. That would be awesome! Not to mention so much more fun to use that some dumb worker buff.

dude, manner pylons that drop from the sky!
WHO'S WITH ME!


I'm sure there's a reason for that to be completely retarded, but it sounds awesome!
AKA SuddenSalad
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 01 2009 14:40 GMT
#79
On December 01 2009 Archerofaiur wrote:What are the new Protoss Macro Mechanics you are experimenting with? Thank you


Sorry, I thought this was a good answer. Yes, there have been some changes and we hope to be able to give you details on them quite soon, as personally I love them already. But we want to make sure that the developpment team is happy with how they play out before announcing details.

While you wait, feel free to speculate and write down your own ideas of how you'd like them to work.
-Xordiah
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
onmach
Profile Blog Joined March 2009
United States1241 Posts
December 01 2009 14:47 GMT
#80
Why don't they turn warp in into a macro mechanic. Make it to where gateways can only turn into warpgates temporarily, say a minute to a minute and a half. Then they just automatically convert back into normal gateways. So you have to keep putting them into warpgate mode.
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