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BTW have you been reading our Macro threads (Archer's threads), what do you think about our proposed Protoss mechanics? You realize this is an attempt to get you to spill some beans about what Blizz is developing -Crazy_dave Yes, we've been following the thread you're referring to and we're quite interested in the discussion going on there. I suggest you to continue posting your suggestions because your opinion matters to us, even if we don't always reply to every single thread. -Zhydaris
In Zhydaris own words Blizzard is "quite interested" in the thread I started on BNet about giving Protoss a Gas Mechanic. So I would like to pose a few questions to this community that I posed in that thread.
Poll: Do you like the idea of giving the Protoss a Gas Macro Mechanic? (Vote): I like it. (Vote): I don't like it.
Feel free to add any concerns or suggestions you may have. Also if you guys want to make sure your thoughts on a Protoss Gas Mechanic are heard then you might want to also post in the BNET thread: http://forums.battle.net/thread.html?topicId=21730644558&sid=3000
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these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception.
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Why does it have to be a resource mechanic. Gas in particular is so boring. I can't think of anything more yawn worthy than a gas mechanic. Assimilators are supposed to sit there and look pretty and sometimes explode if the situation warrants.
Can't there be a mechanic that makes some units better, or allows you to tweak buildings, or something along that line? Or manipulating max energy sizes on casters or focusing shields from one unit type another. Or converting buildings from one mode to another similar to gateways. Or some unit back home that must be managed like a queen. Or just about anything really.
Pressing a button to make a probe return x+1 of some resource and glow for some period of time is so lame. I can't even think of the words to describe it.
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Check SCL for my input.
I can't even think of the words to describe it. \
Well, "Lame" is a start, and so is "boring." Youre on the right track I think.
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On December 16 2009 12:04 Knee_of_Justice wrote:Check SCL for my input.\ Well, "Lame" is a start, and so is "boring." Youre on the right track I think. agreed. no artificial mechaninc pls
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On December 16 2009 11:44 onmach wrote: Why does it have to be a resource mechanic. Gas in particular is so boring. I can't think of anything more yawn worthy than a gas mechanic. Assimilators are supposed to sit there and look pretty and sometimes explode if the situation warrants.
Can't there be a mechanic that makes some units better, or allows you to tweak buildings, or something along that line? Or manipulating max energy sizes on casters or focusing shields from one unit type another. Or converting buildings from one mode to another similar to gateways. Or some unit back home that must be managed like a queen. Or just about anything really.
Pressing a button to make a probe return x+1 of some resource and glow for some period of time is so lame. I can't even think of the words to describe it.
This. Definitely need to do away with the whole concept of forced pointless clicking because blizzard feels it needs to compensate for removing the need to send peons to mine. At least that action made some sense. This is just feels tacked on.
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It matters less that "resource" (Be it mins/gas or some other "resource") the mechanic acts upon, so long as it fixes what's wrong with the current Protoss macro mechanic and emulates what's right about the Terran/Zerg macro mechanic. That is, energy tension, or some kind of real choice in between when you use the ability and when you don't. "Make it a gas mechanic" doesn't solve anything, so long as there aren't any real viable alternatives.
If we're going to theorycraft, or try and come up with ideas for Blizzard to use, we should focus our efforts in that direction; making the use of this new mechanic present an interesting strategic choice.
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vote no on artificial mechanics
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What part of a video game isnt artificial?
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interesting idea, but i would like to hear about the macro mechanic blizzard is testing now first
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On December 16 2009 10:01 Archerofaiur wrote: In Zhydaris own words Blizzard is "quite interested" in the thread I started on BNet about giving Protoss a Gas Mechanic. Hahahaha that's rich.
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I don't think, it would be good if the protoss would have more gas than the zerg. Since the zerg are the most gas hungry race, always looking for an aditional gas expansion. And this is also the reason why only the zerg macro mechanic gives you more gas, and not the protoss or the terran one. It would probaly ruin the balance, and i want this game out in my life ;p
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If you give Protoss a gas mechanic, it should probably something engaging, like a repair involving different types of units you have spawned or whatnot.
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As long as its balanced why not... i really like that idea. What if every race had 3 mechanics?.. but could only use 1 at a time! that would leave for some good desision makeing.. such as 1 mineral mechanic, 1 gas mechanic, and 1 popluation mechanic.. but only 1 could be at any given time.
ex. zerg is low on population and instead of using its mineral mechanic.. it uses its population one and queen builds a "Nest of Death" or something that permantly increases its population by like 4 or something until its destroyed. after that that he can continue to go back to the mineral/gas mechanics when the queens energy is recovered.
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As long as using it does not deplete geysers any faster I am happy with this. I want all races to be equally viable at the starvation part of play.
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lol brilliant!
On December 16 2009 16:12 ZERG_RUSSIAN wrote:Show nested quote +On December 16 2009 10:01 Archerofaiur wrote: In Zhydaris own words Blizzard is "quite interested" in the thread I started on BNet about giving Protoss a Gas Mechanic. Hahahaha that's rich.
Im not getting the joke unfortunately. I think a whole bunch of people are interpreting my posts as "Blizzards putting my idea in the game!!!!!11111" Thats not what I said. I said there were interested in this thread on BNET about protoss mechanics. He really did say that. That doesnt mean they ARE putting a gas mechanic in the game.
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just remove automine and be done with it.
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You and I both know that Blizzard is never going to remove automine, no matter how much you whine about it.
Re: The war3 pic
That's not really a macro mechanic, is it? I mean, it's just five workers at vespene geyser instead of 2. Though it's still kinda funny.
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On December 16 2009 17:12 wrote: As long as its balanced why not... i really like that idea. What if every race had 3 mechanics?.. but could only use 1 at a time! that would leave for some good desision makeing.. such as 1 mineral mechanic, 1 gas mechanic, and 1 popluation mechanic.. but only 1 could be at any given time.
ex. zerg is low on population and instead of using its mineral mechanic.. it uses its population one and queen builds a "Nest of Death" or something that permantly increases its population by like 4 or something until its destroyed. after that that he can continue to go back to the mineral/gas mechanics when the queens energy is recovered.
this
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I'm sure it's possible to have a balanced game with a gas mechanic for one race. If Protoss requires more gas for some units then I think they should get a macro mechanic for it.
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If there's going to be any gas mechanic, make it different for each race. All three races have their own distinct feel and storyline, so why not add something to expand upon that?
Terran: We ran out of gas? DRILL DEEPER!!!
The recent addition to the Kor'pulu sector, namely humans, have always been a bit wasteful. They go from planet to planet, hastily consuming resources without any thought as to their impact on the environment. When minerals run dry, they head elsewhere. When a gas vein dries up, they should drill deeper, or blast deeper! Allow terran players to spend a certain amount of minerals to replenish a certain amount of gas in their geyser once it is depleted.
Zerg: Biologically efficient!
The Zerg are not so much collecting and using this gas as a fuel. They're consuming it! The hatcheries probably inhale the stuff nigh constantly. It goes straight into the blood, helps run their little evil space bug minds, etc. How about a drone only takes half the gas from the extractor than it takes to the hatchery? So it grabs 4 gas from the extractor, and the Zerg player gains 8 gas as per usual. This could explain how the Zerg are more efficient than the clumsy Terrans, or the environmentally-friendly Protoss. Zerg gas geysers would last longer, but ultimately would run dry and end up "depleted" just like all other geysers.
Protoss: A good Protoss plants a Vespane tree for every one he cuts! ...or something like that!
The Protoss have the most advanced technology in the galaxy, (unless the Xel'naga show up that is). They strive to maintain a balance in the universe, and dislike the wasteful ways of the Terrans, and the all-consuming Zerg. They are very environmentally conscious, and would not want to take more from a world than what they can give back. So how about Assimilators slowly regenerate gas? No advantage in the short term, but a Protoss player will never quite run out of gas. His geysers will always slowly replenish themselves.
In this way we could make a little interesting mechanic which would create strategic decisions for at least one race, and further diversify the three armies. And add a little bit to the story while we're at it! Thoughts?
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Poll: Which do you like better? (Vote): No race gets gas mechanic (Vote): One race gets gas mechanic (Vote): All races get same gas mechanic (Vote): All races get different gas mechanics
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On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception.
EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW.
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On December 17 2009 11:21 edahl wrote:Show nested quote +On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW.
Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in.....................
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On December 16 2009 23:07 Archerofaiur wrote:lol brilliant! Show nested quote +On December 16 2009 16:12 ZERG_RUSSIAN wrote:On December 16 2009 10:01 Archerofaiur wrote: In Zhydaris own words Blizzard is "quite interested" in the thread I started on BNet about giving Protoss a Gas Mechanic. Hahahaha that's rich. Im not getting the joke unfortunately. I think a whole bunch of people are interpreting my posts as "Blizzards putting my idea in the game!!!!!11111" Thats not what I said. I said there were interested in this thread on BNET about protoss mechanics. He really did say that. That doesnt mean they ARE putting a gas mechanic in the game.
Yeah, but isnt that statement the correct one to give when put on the spot with such a question. Anyone with any form of marketing / public relation skills would say the exact same thing, even if they truely were NOT reading the thread. It keeps the people on the forum, and keeps them active and posting, because now they feel as though they can post ideas and have them looked at.
Im not saying blizzard is not looking / reading your thread, but there is also a good possibility that they are just saying that to save face / keep healthy public relations.
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On December 17 2009 11:28 Archerofaiur wrote:Show nested quote +On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in.....................
Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming.
There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much.
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On December 17 2009 11:39 edahl wrote:Show nested quote +On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much.
Mining robot drops from orbit.Mines.
How hard was that?
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On December 17 2009 11:44 Archerofaiur wrote:Show nested quote +On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that?
Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" EDIT: If it just adds up to a few more models, a few more shining object, ..., it's redundancy, and that's astonishing enough to not be there.
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On December 17 2009 11:47 edahl wrote:Show nested quote +On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?"
The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played.
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On December 17 2009 11:56 Archerofaiur wrote:Show nested quote +On December 17 2009 11:47 edahl wrote:On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played.
Differentiate micro and macro play styles? I wonder, what does that even mean? While you're out there microing your units, I'm back at home actually using the macro mechanics. If anything, this will probably just heighten the ceiling for good, solid management play. The good old "have more stuff" will always be true in SC, unless you make it a completely different game.
EDIT: The balance between micro and macro does not boil down to different play styles, it boils down to "have a lot of units", and "use the units well.
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On December 03 2009 16:02 Kennigit wrote: TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.
DB: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.
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If anything, this will probably just heighten the ceiling for good, solid management play. Which is always good.
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On December 17 2009 12:24 fOscB.Sulik.SLR wrote:Show nested quote +If anything, this will probably just heighten the ceiling for good, solid management play. Which is always good.
Sure, maybe, but it's not what Mr. DB was thinking about. Who knows, really, what he's thinking about.
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On December 17 2009 11:56 Archerofaiur wrote:Show nested quote +On December 17 2009 11:47 edahl wrote:On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played.
It seems like he doesnt really know what he is saying. Micro and Macro are not different types of playstyle, they are both needed in order to be decent at the game. Breaking them down into 2 different playstyles changes the game quite a bit. Also, it just doesnt seem to make much sense to state that you can play 2 different styles (micro or macro). There are more than 1 style of play for each race already, that utilizes both micro and macro together to accomplish their goal. Saying they should be seperated into playstyles just doesn't add up, nor make sense.
Also, how would they even stack up? A macro player will obviously win the game, because he is able to take map control, out produce and eventually just attack move to victory. The point is , micro and macro are used together to create playstyles, not on their own.
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On December 17 2009 12:50 eXigent. wrote:Show nested quote +On December 17 2009 11:56 Archerofaiur wrote:On December 17 2009 11:47 edahl wrote:On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played. It seems like he doesnt really know what he is saying. Micro and Macro are not different types of playstyle, they are both needed in order to be decent at the game. Breaking them down into 2 different playstyles changes the game quite a bit. Also, it just doesnt seem to make much sense to state that you can play 2 different styles (micro or macro). There are more than 1 style of play for each race already, that utilizes both micro and macro together to accomplish their goal. Saying they should be seperated into playstyles just doesn't add up, nor make sense. Also, how would they even stack up? A macro player will obviously win the game, because he is able to take map control, out produce and eventually just attack move to victory. The point is , micro and macro are used together to create playstyles, not on their own.
Exactly. Adding artificial "macro mechanics" to "differentiate macro micro play styles". Sure, it's cute for an "eureka" but you have to consider the possibility that the eureka was based on false pretenses. It's like doing mathematics when you're drunk. It's fun at first, but you're probably wrong. The way it's going, I see nothing but one base zergs and APM-sinks. "Sorry".
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I think he really means that he wants to preserve the boom/rush/turtle cycle that makes SC so great. You can do a combo of any of them, and what you do it with, when you do it and how you do it determine the outcome of the game. You can turtle into an expansion, or contain/expand or whatever else...
The macro mechanics should add new life to this cycle, not disrupt it.
I think the macro mechanics should cost resources to use which will preserve the simplicity of the game, but add another skill to master, not another chore to perform.
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WARP IN IS A MACRO MECHANIC - IT WORKS PERFECTLY AND IS EASY TO BALANCE. NOTHING MORE IS REQUIRED.
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On December 17 2009 15:32 0neder wrote: WARP IN IS A MACRO MECHANIC - IT WORKS PERFECTLY AND IS EASY TO BALANCE. NOTHING MORE IS REQUIRED.
1) Caps lock have feelings too.
and 2) Here is the reason for Macro Mechanics if you missed it the first time. Ill let you figure out why just having Warp-In and no other macro mechanics doesnt cut it.
On December 03 2009 16:02 Kennigit wrote: TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.
DB: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.
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I think the rebut to Mr. DB is made in an earlier reply to this thread.
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On December 17 2009 22:39 edahl wrote: I think the rebut to Mr. DB is made in an earlier reply to this thread.
Im not even going to try and refute the "Lead Designer of Starcraft 2 doesnt know what hes talking about" conspiracy theory. If thats where your starting from theres no way I can convince you otherwise :p
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On December 17 2009 22:44 Archerofaiur wrote:Show nested quote +On December 17 2009 22:39 edahl wrote: I think the rebut to Mr. DB is made in an earlier reply to this thread. Im not even going to try and refute the "Lead Designer of Starcraft 2 doesnt know what hes talking about" conspiracy theory. If thats where your starting from theres no way I can convince you otherwise :p Conspiracy? Rich. I tried to make a point about the dangers of throwing too much potential redundancy into the game, and that it is very unlikely that it will 'differentiate micro and macro playstyles', whatever that is. eXigent also had a great reply encapsulating the problem of DB's notion of just these 'micro and macro playstyles', and why we probably don't really want that distinction. These are all good points, and you might want to try to address these. If you don't I hope Blizzard will. Few are saying that these kinds of mechanics will necessarily fluke, but it is important to tread carefully, and to have a solid backup plan.
Restating the words of DB, however many times, is not going to cut it. They have already been answered. So the way discussion works; you may want to try a new angle, sharpen your point a bit, tell us how the notion of a micro macro balance is wrong, or how macro mechanics will differentiate 'micro macro playstyles', or indeed why we'd want to do that. Not to mention how a Protoss gas mechanic would facilitate that.
This may be slightly off-topic, so we may probably want to move it to another thread.
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On December 17 2009 12:50 eXigent. wrote: Micro and Macro are not different types of playstyle, they are both needed in order to be decent at the game. Breaking them down into 2 different playstyles changes the game quite a bit. I think your taking the two seperate playstyles thing too literally. Read how Dustin phrases it. Its not absolute like you describe it.
On December 17 2009 12:50 eXigent. wrote: Also, it just doesnt seem to make much sense to state that you can play 2 different styles (micro or macro). There are more than 1 style of play for each race already, that utilizes both micro and macro together to accomplish their goal. Saying they should be seperated into playstyles just doesn't add up, nor make sense. These statements dont make sense. There are different styles of playing the game so you cant make more?
On December 17 2009 12:50 eXigent. wrote: Also, how would they even stack up? A macro player will obviously win the game, because he is able to take map control, out produce and eventually just attack move to victory. The point is , micro and macro are used together to create playstyles, not on their own.
How can I refute statements like this? Its all assumptions.
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What about having the dark pylon give the ability to boost 1 probe with a proton charge. Last 5 minutes and gives it the mining/gas bonus. 30 energy requirement. You would have to select which probe you want to boost and it would affect a maximum of 10 probe/ dark pylon because of the duration.
This would also promote killing proton charged probes for raiders.
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In my opinion the only "macro mechanic" that really needs work is for protoss. Queens and the orbital command seem fine to me. The main problem with proton charge is it feels so artificial. Just a task to repeat every so often to increase resource intake. Zerg and Terran's mechanics feel better in my opinion, mainly because of the tradeoffs. For Zerg there are considerations for making queens or hatcheries, using injection for drones or for a unit production boost. It feels like you are making a tactical decision. The same goes for Terran. You have to decide to upgrade that CC to orbital command, instead of leaving it as a CC or making it a planetary fortress. Once it is a planetary fortress, you have important decisions on how you want to spend your energy: mules, comstats, or supplies.
Proton charge at the very least needs something viable to create energy tension, to make it an actual decision to use it instead of mindless clicks. In my opinion it should just be removed. I think warp in is a good enough mechanic by itself. But if blizzard is bent on adding a "macro mechanic" to protoss; it has to be more than just mindless clicks.
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If they made it cost resources, i guarantee you that you wont be clicking that button mindlessly. ;p
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Workers are a macro mechanic that costs resources so you tell me how mindless that is.
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Yeah but at least with workers you have the choice to cut them for certain strategies, make your timing push or all in attack stronger at the cost of hurting yourself in the long run if it fails. I suppose you could say the same thing about the obelisk. It could be cut for all ins, but as soon as its made any tension or decisions are gone. You just spam proton charge.
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On December 18 2009 03:53 789 wrote: Yeah but at least with workers you have the choice to cut them for certain strategies, make your timing push or all in attack stronger at the cost of hurting yourself in the long run if it fails. I suppose you could say the same thing about the obelisk. It could be cut for all ins, but as soon as its made any tension or decisions are gone. You just spam proton charge.
Exactly my point. And this isn't the first time i have made it either...
Tension would be maintained by continued use of energy as well. It would have to cost both to succeed, and it would have to be balanced so that continual use of it would not be beneficial to every strategy.
For example, if it cost 60-ish energy and was a channeling ability (were thinking about proton charge) so the energy wouldnt regenerate during the duration, you would only have enough energy to use it 3 times in succession before running out of energy and having to wait before using it again. This can also be augmented by a cooldown.
I also think that their current approach of adding counter-balance abilities (like scanner sweep) will make this a more diverse mechanic.
I think of the distinction like this:
1) building probes: necessary for income: increase in actual minerals 2) macro mechanic: strategic boosts to your economy at the cost of a down-payment 3) expanding: increases potential minerals
The probes increase real mineral income, expansions increase potential mineral income. The macro mechanics would fall somewhere in between, not increasing actual mineral capacity (new fields) but merely making your current mining more efficient (as it does now). The difference is that you have to sacrifice actual minerals to do it instead of streamlining your economy at no real cost. The energy balance would make it so you cannot abuse this.
To make it more interesting, extra abilities (like sweep) could force you to decide if you want to use them instead.
Lastly, if it is able to be disrupted (on a raid, for example) it would make players more careful about using it. For example, if you just paid money for a macro boost and your enemy swings by for a colossus drop, not only did you spend actual minerals on that boost, but you lost whatever potential minerals you would have earned as well.
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The probes increase real mineral income, expansions increase potential mineral income. The macro mechanics would fall somewhere in between, not increasing actual mineral capacity (new fields) but merely making your current mining more efficient (as it does now). The difference is that you have to sacrifice actual minerals to do it instead of streamlining your economy at no real cost. The energy balance would make it so you cannot abuse this.
To make it more interesting, extra abilities (like sweep) could force you to decide if you want to use them instead.
Certainly the extra abilities to make you think before you click is necessary. If not... The main problem with proton charge is it feels so artificial. Just a task to repeat every so often to increase resource intake.
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I wish we had two seperate words for macro mechanics which do and do not effect ecconomy. At the moment Both Warp-in and Proton Charge are 'macro mechanics'. That is true, but you don't compare Warp-in to MULE. We need a second name for the ecconomy based mechanics. 1) Macro Mechanic 2) Economy Mechanic or something similar.
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Warp in I would call a production mechanic, as with the reactor add-on and spawn larvae (which is also the economic macro mechanic). Thats just what I think.
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I still think that the Protoss and Terran mechanics feel too artificial. I don't think the Protoss really need a resource mechanic, but something that allows for flexibility and requires actual decision-making by the player. The only macro mechanic that I think fits into the personality of the race is the Queen's spawn larvae ability.
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On December 17 2009 13:02 edahl wrote: Exactly. Adding artificial "macro mechanics" to "differentiate macro micro play styles". Sure, it's cute for an "eureka" but you have to consider the possibility that the eureka was based on false pretenses. It's like doing mathematics when you're drunk. It's fun at first, but you're probably wrong. The way it's going, I see nothing but one base zergs and APM-sinks. "Sorry".
Something with larvae is the way to go, but we definitely dont want a macro mechanic that gives you less incentive to expand. The zerg macro mechanic should give you a LOT of incentive to expand since that is one of their traits. Putting 2.5 hatcheries worth of larvae on one hatch isnt a good idea from that point of view.
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Knee_of_Justice
You cannot really use Terran "MULE/Scan energy choice" to tweak Protoss Obelisk. Not until you move Proton Charge to a Nexus - or else there will be not one but two obelisks per expansion, that's it.
But i really like the idea of "channelling proton charge" that can be disrupted by hitting the Obelisk (Nexus?). That would really promote harass play vs Protoss - although it is a subject to balance.
As a side note - i don't really like the current "1 base Queen" trend. Come on - sitting on a single base spamming larva from a single hatchery? Not Zergish at all. Sounds more like "1 hatch muta rush 2x2 with a sunken wall"
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The ultimate fix to all this BS is simply to remove mineral line waypoint ... It won't feel artificial or dated, because in SC you control every unit manually, that's kind of a thing. And also, it requires some attention to keep it going. That's all Proton Charge and Mule really is; a replacement for the manual worker control because that felt too artificial (did you ever notice in BW?). I cannot imagine how this is any better. Just shave off the redundancy and remove it. That's my 5 cent rant.
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You can't use scan, but you can come up with a similar energy sink.
As for making more to cover energy tension I was thinking about this cause it's clear that a 200m obelisk is spammable. It would be neat if they had it so obelisks could only be built ON minerals or perhaps within a short range of them. They would emit a small power field which would be their range. Any overlapping power fields double the cost.
Personally the nexus should upgrade (or get an upgrade) for macro and the cc should get an add on just like it used to.
They would have to prevent obelisk spamming somehow
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I had an idea for protoss macro. Make pylons have a slightly smaller power radius, and make it so that any production building (other than nexus) works 50% faster when it is powered by more than one pylon. This could create some interesting possibilities for timing pushes, as well as going for faster research/upgrades at the cost of extra minerals. What do you guys think of this?
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On December 19 2009 06:15 Sentient66 wrote: I had an idea for protoss macro. Make pylons have a slightly smaller power radius, and make it so that any production building (other than nexus) works 50% faster when it is powered by more than one pylon. This could create some interesting possibilities for timing pushes, as well as going for faster research/upgrades at the cost of extra minerals. What do you guys think of this?
I think that's a really cool idea. But it's too synergistic with itself as conceived... you have to build pylons for supply anyway so in the case of a timing push, you're killing two birds with one stone. What's the cost of upping your buildings with pylons? I guess you might have built a nexus instead of made your buildings produce/research faster. But you got more supply and effectively increased your number of gateways at the same time, as opposed to just building more gateways and getting no increased supply; one is strictly better, unless you adjust costs, in which case one is probably better anyway.
What if the dark pylon had this boost effect on workers and buildings? That gives you the tension of choosing, and provides relevant options that lead to interesting strategies. You could power up your main with a ton of dark pylons but you're really just chewing through the main's resources faster, at the cost of a significant initial investment. This is analogous to the expand/aggression balance in BW.
The idea of being able to research faster is reeeeeeeeeally interesting to me. Fast +1 zealots off dark pylon yummmm. Also the geometric aspect of smaller power radius and doubling up power by location is really simple but satisfyingly deep, that's the kind of thing that makes players of any level feel good about how they place their buildings.
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On December 17 2009 11:07 Haemonculus wrote: If there's going to be any gas mechanic, make it different for each race. All three races have their own distinct feel and storyline, so why not add something to expand upon that?
Terran: We ran out of gas? DRILL DEEPER!!!
The recent addition to the Kor'pulu sector, namely humans, have always been a bit wasteful. They go from planet to planet, hastily consuming resources without any thought as to their impact on the environment. When minerals run dry, they head elsewhere. When a gas vein dries up, they should drill deeper, or blast deeper! Allow terran players to spend a certain amount of minerals to replenish a certain amount of gas in their geyser once it is depleted.
Zerg: Biologically efficient!
The Zerg are not so much collecting and using this gas as a fuel. They're consuming it! The hatcheries probably inhale the stuff nigh constantly. It goes straight into the blood, helps run their little evil space bug minds, etc. How about a drone only takes half the gas from the extractor than it takes to the hatchery? So it grabs 4 gas from the extractor, and the Zerg player gains 8 gas as per usual. This could explain how the Zerg are more efficient than the clumsy Terrans, or the environmentally-friendly Protoss. Zerg gas geysers would last longer, but ultimately would run dry and end up "depleted" just like all other geysers.
Protoss: A good Protoss plants a Vespane tree for every one he cuts! ...or something like that!
The Protoss have the most advanced technology in the galaxy, (unless the Xel'naga show up that is). They strive to maintain a balance in the universe, and dislike the wasteful ways of the Terrans, and the all-consuming Zerg. They are very environmentally conscious, and would not want to take more from a world than what they can give back. So how about Assimilators slowly regenerate gas? No advantage in the short term, but a Protoss player will never quite run out of gas. His geysers will always slowly replenish themselves.
In this way we could make a little interesting mechanic which would create strategic decisions for at least one race, and further diversify the three armies. And add a little bit to the story while we're at it! Thoughts?
I like it!
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Macro is far too important as it is in SC and it takes away from the excitement of the game. Contrary to belief, in my opinion spectators aren't excited by "awesome macro". They're excited by awesome battles and huge armies. If everyone can have huge armies, that's fine too, and it will be exciting to see those huge armies used properly.
It still annoys me when watching big battles in Starcraft how clumsy the unit management is. This is for two reasons- the "clicks" are more valuably spent on spamming your rax/factories/gates/hatches than they are microing the units properly; and the bad pathfinding of the units. Both should be fixed IMO.
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Has anyone thought of making a resource mechanic like obelisks a choice? Like you can ONLY use them for mineral mining or ONLY use them for gas mining. that way you can focus on one distinct strategy and are forced to sacrifice one for the other. Like if you went a tech-heavy build you'd focus on gas mining and sacrifice some minerals
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