
Edit: Oh yeah, Psyonic introduced me to Tapatio. Thanks =]
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Tsagacity
United States2124 Posts
![]() Edit: Oh yeah, Psyonic introduced me to Tapatio. Thanks =] | ||
Squallcloud
France466 Posts
On February 26 2010 17:38 choboPEon wrote: suggestions for other interviews, anyone? list as many as you want. make them as outlandish as you want. Boxer? Tossgirl? :D . Maybe Day[9]? Tasteless? | ||
Boblion
France8043 Posts
On February 26 2010 17:38 choboPEon wrote: suggestions for other interviews, anyone? list as many as you want. make them as outlandish as you want. Idra Tasteless Nazgul FA Artosis Saddles ( if he has a key ). | ||
intrudor
Canada446 Posts
a bunch of people are saying its not that good because of the AI and other stuff and another bunch of people, like Psyonic_Reaver etc, seem to enjoy it because they "havent been sleeping much since the beta came out" and are happy to tell everyone that they place near the top of their platinum leagues, but no one except for Liquid'Drone is saying that the game is straight up really good the most common type of feedback seems to be; yeah dude, im playing a lot, im like #3 on that golden plated platinum league | ||
We Are Here
Australia1810 Posts
On February 26 2010 20:31 Boblion wrote: idra and artosis have been done, its in the OPShow nested quote + On February 26 2010 17:38 choboPEon wrote: suggestions for other interviews, anyone? list as many as you want. make them as outlandish as you want. Idra Tasteless Nazgul FA Artosis Saddles ( if he has a key ). | ||
Bane_
United Kingdom494 Posts
On February 26 2010 17:38 choboPEon wrote: suggestions for other interviews, anyone? list as many as you want. make them as outlandish as you want. A KHB interview would interest a lot of folk I think. | ||
Boblion
France8043 Posts
On February 26 2010 21:02 We Are Here wrote: Show nested quote + idra and artosis have been done, its in the OPOn February 26 2010 20:31 Boblion wrote: On February 26 2010 17:38 choboPEon wrote: suggestions for other interviews, anyone? list as many as you want. make them as outlandish as you want. Idra Tasteless Nazgul FA Artosis Saddles ( if he has a key ). Missed the update ;d I will suggest Inc and Nony ( give him a couple of days after TSL ). | ||
FieryBalrog
United States1381 Posts
Its a new game, deal with it, don't play it, play it, whatever. Oh and actions per minute has absolutely nothing to with strategic depth; the constant babysitting and clicking going on in SC1 creates a high skill ceiling but we could achieve the same thing by making you play Simon Says each time you want to move a unit in SC2. Strategy it ain't. After getting into chess a bit more I can see that SC1 is not a strategically deep game, no RTS is. Just enjoy the gameplay instead of getting butthurt about "catering to casuals", and thank the Gods Blizzard doesn't hate you like Nintendo does so there's no tripping in SC2. | ||
SubtleArt
2710 Posts
+ Show Spoiler + "Strategy game should only be about strategy and not macro / micro / multitask tahts obtained through practice" + Show Spoiler + SC ratings have been dropping since Oov / Boxer / Nal ra?" + Show Spoiler + "When you multitask 3 separate groups of units....thats micromanaging them. How much simpler of a definition do you want?" You can get fancy and obscure / simplify definitions until the eagles choke but you get what hes trying to say. If the only macro is click hotkey 1 + press a move on map, repeat for hotkey 2 and 3 then thats technically micro but pretty fucking lame and obivously not what this community strives for. + Show Spoiler + "So basically make every unit a spellcaster This is close to what WC3 did, and we see how well-loved that game is on here." By micro tricks he meant trick moves like muta stack, dragoon hold and vulture patrol. Not special abilities. Read closer Either Yoshi is an idiot or a horrible troll. I pick the latter Also this pretty much sums it up + Show Spoiler + its always humorous when n00bsters from other RTS games come on TL.net and act like they know more than senior members of the Starcraft community about how SC2 needs to be in order to be a worthy successor of the greatest (or only?) RTS game ever made. The aforementioned n00blets tend to be more eager to voice their opinions whenever issues like MBS, automining, auto-surround, pathfinding,intrusively high unit AI and other automations are discussed. Guys, we like your fancy analogies and fine debating skills. But please, most of us have been playing Starcraft since 1998. so here's a tip; Shut the fuck up? it's that simple. you don't need to complicate it. You don't need to be an intuitive genius to know that all these things will dangerously degrade Starcraft 2's gameplay both at a casual and professional level. And since in Starcrafting terms, gameplay is King, all the cool looking features like amazing graphics and being able to add your grandmother on B.net 2.0 won't salvage SC2's capacity to potentially become one of the greatest hobbies of this decade. Added spoilers to make my post smaller and less obnoxious ![]() | ||
chobopeon
United States7342 Posts
On February 26 2010 22:19 FieryBalrog wrote: The more I read, the less I care about what Western "pro gamers" have to say. Its a new game, deal with it, don't play it, play it, whatever. Oh and actions per minute has absolutely nothing to with strategic depth; the constant babysitting and clicking going on in SC1 creates a high skill ceiling but we could achieve the same thing by making you play Simon Says each time you want to move a unit in SC2. Strategy it ain't. After getting into chess a bit more I can see that SC1 is not a strategically deep game, no RTS is. Just enjoy the gameplay instead of getting butthurt about "catering to casuals", and thank the Gods Blizzard doesn't hate you like Nintendo does so there's no tripping in SC2. There is a spectrum. Just because SC1 is not Chess does not mean has no strategic depth. There's a middle ground. Also, planning the most effective and efficient actions possible for your capabilities (your APM) has at least a tiny bit of strategy involved. It's not chess (it's been around a decade, for god's sake), but it's not without strategy. | ||
chobopeon
United States7342 Posts
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Kyouya
Mexico318 Posts
On February 26 2010 22:19 FieryBalrog wrote: The more I read, the less I care about what Western "pro gamers" have to say. This. | ||
SoL[9]
Portugal1370 Posts
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L
Canada4732 Posts
On February 27 2010 07:18 Kyouya wrote: Show nested quote + On February 26 2010 22:19 FieryBalrog wrote: The more I read, the less I care about what Western "pro gamers" have to say. This. The derisive quotes on pro gamers really solidifies the argument here. | ||
intrudor
Canada446 Posts
is SC2 any good? | ||
Irrelevant
United States2364 Posts
On February 27 2010 16:35 intrudor wrote: i just have one question is SC2 any good? no it absolutely sucks, now give me a beta key! | ||
Von
United States363 Posts
On February 26 2010 08:29 BlackYoshi wrote: Show nested quote + On February 26 2010 03:55 Von wrote: On February 25 2010 22:23 BlackYoshi wrote: did you just want a reskinned Brood War, with all the same AI flaws? What is your exact suggestion to "add micro" back in to the game? I've read other threads that have addressed this issue, and halfway through this one without hearing anyone approach the actual (fairly obvious, actually )solution to this problem: The solution is not "completely inert AI requiring clickfest babysitting" VS "super intelligent AI requiring no player input" The solution is: "competent AI with intelligent pathfinding, that is augmented by special moves for each unit" Analogy: What separated the kick ass player from the average guy in Mortal Combat? Answer: Special Moves: Each fighting charachter had a basic sequence of moves that it could do simply. If you pressed one, maybe two buttons fast enough you could kick straight, or punch straight. If you added more buttons to a sequence you could do more sophisticated moves: roundhouse kicks, and uppercuts. Some of these were only effective if you had your avatar in the right position vs your opponents. However, the uber Special Moves were the Fatalities: If you knew the moves and could execute them fast enough in the right sequence, 4 or 5 button presses would do those wicked cool Fatalities that made everyone laugh .. they totally kicked ass. This is what Starcraft needs for every unit. The answer is to add special micro abilities to every unit, and make them precise enough to be difficult to pull off with consistency in the heat of strategizing, macroing and battle. It's things like using the Patrol button to force a retreating Vulture to fire at pursuing zerglings on the move. It involves tweaking the "auto surround" to only take effect when say ... you have a group of zerglings selected, then right clicking on a target, then immediately right clicking twice *behind* the target to activate the surround. In this way you satisfy all parties, the casual gamers (mass sales) that Blizz needs to profit ...and the truly skilled players that will elevate the game from a casual hobby to an art. Peeps need to step outside the "either / or" box that they are trapped in in order to see this /obvious . So basically make every unit a spellcaster This is close to what WC3 did, and we see how well-loved that game is on here. No, not what I am proposing does not involved making every unit a spellcaster ... at all. The solution to the micro problem is so elegant and simple I think I might make a new thread for this so that peeps can brainstorm on it. I wrote that the solution to the micro problem is "Additive Micro Abilities". This does not equal spellcasting. Lets use the Vulture example again. Here's a video someone made of a Vulture micro trick By using the Patrol command and clicking in the proper way on the screen - in front then back of the unit in rapid succession - you can attack (fire) while moving away from the pursuing units. Either by intent or by accident Blizzard allowed you to make the Vulture do something it wouldn't ordinary be able to do ... unless you know about this and are skilled enough to do it. Regardless of how this kind of thing came about, this kind of thing is what brings the concept of "micro" up to another level - and allows the depth of gameplay peeps are craving - without making the game impossible to play for new players. Other examples: 'Hold Lurkers' by clicking on a building in the fog of war to keep the Lurkers hidden until the victim is on top of you. 'Muta Stacking' to trick mutas into clumping up into a more concentrated force. What kind of abilities can be added to SC2 units to make them more finely controlled? Here's one off the top of my head: Units have a tendency to clump up more in groups when issued a move command. This is a result of the more intelligent pathing. How about adding a simple spread command for groups of selected units. Again off the top of my head: Select units in a group. Move the group. As the group is moving, click on the screen twice (Left, Right) in rapid enough succession in front of the group. The group will then spread in a line formation. If you don't think this is a workable control scheme, then think of another one. Possibly using a special designated 'micro' hotkey in conjunction with screen clicks. But the core of what I am saying is the answer to this whole issue. Never mind that I dont have a 5000 postcount and a D+ rating on ICCUP (LOL). It still is ![]() | ||
bendez
Canada283 Posts
On February 28 2010 04:16 Von wrote: Show nested quote + On February 26 2010 08:29 BlackYoshi wrote: On February 26 2010 03:55 Von wrote: On February 25 2010 22:23 BlackYoshi wrote: did you just want a reskinned Brood War, with all the same AI flaws? What is your exact suggestion to "add micro" back in to the game? I've read other threads that have addressed this issue, and halfway through this one without hearing anyone approach the actual (fairly obvious, actually )solution to this problem: The solution is not "completely inert AI requiring clickfest babysitting" VS "super intelligent AI requiring no player input" The solution is: "competent AI with intelligent pathfinding, that is augmented by special moves for each unit" Analogy: What separated the kick ass player from the average guy in Mortal Combat? Answer: Special Moves: Each fighting charachter had a basic sequence of moves that it could do simply. If you pressed one, maybe two buttons fast enough you could kick straight, or punch straight. If you added more buttons to a sequence you could do more sophisticated moves: roundhouse kicks, and uppercuts. Some of these were only effective if you had your avatar in the right position vs your opponents. However, the uber Special Moves were the Fatalities: If you knew the moves and could execute them fast enough in the right sequence, 4 or 5 button presses would do those wicked cool Fatalities that made everyone laugh .. they totally kicked ass. This is what Starcraft needs for every unit. The answer is to add special micro abilities to every unit, and make them precise enough to be difficult to pull off with consistency in the heat of strategizing, macroing and battle. It's things like using the Patrol button to force a retreating Vulture to fire at pursuing zerglings on the move. It involves tweaking the "auto surround" to only take effect when say ... you have a group of zerglings selected, then right clicking on a target, then immediately right clicking twice *behind* the target to activate the surround. In this way you satisfy all parties, the casual gamers (mass sales) that Blizz needs to profit ...and the truly skilled players that will elevate the game from a casual hobby to an art. Peeps need to step outside the "either / or" box that they are trapped in in order to see this /obvious . So basically make every unit a spellcaster This is close to what WC3 did, and we see how well-loved that game is on here. No, not what I am proposing does not involved making every unit a spellcaster ... at all. The solution to the micro problem is so elegant and simple I think I might make a new thread for this so that peeps can brainstorm on it. I wrote that the solution to the micro problem is "Additive Micro Abilities". This does not equal spellcasting. Lets use the Vulture example again. Here's a video someone made of a Vulture micro trick http://www.youtube.com/watch?v=kJouj2BHjyA By using the Patrol command and clicking in the proper way on the screen - in front then back of the unit in rapid succession - you can attack (fire) while moving away from the pursuing units. Either by intent or by accident Blizzard allowed you to make the Vulture do something it wouldn't ordinary be able to do ... unless you know about this and are skilled enough to do it. Regardless of how this kind of thing came about, this kind of thing is what brings the concept of "micro" up to another level - and allows the depth of gameplay peeps are craving - without making the game impossible to play for new players. Other examples: 'Hold Lurkers' by clicking on a building in the fog of war to keep the Lurkers hidden until the victim is on top of you. 'Muta Stacking' to trick mutas into clumping up into a more concentrated force. What kind of abilities can be added to SC2 units to make them more finely controlled? Here's one off the top of my head: Units have a tendency to clump up more in groups when issued a move command. This is a result of the more intelligent pathing. How about adding a simple spread command for groups of selected units. Again off the top of my head: Select units in a group. Move the group. As the group is moving, click on the screen twice (Left, Right) in rapid enough succession in front of the group. The group will then spread in a line formation. If you don't think this is a workable control scheme, then think of another one. Possibly using a special designated 'micro' hotkey in conjunction with screen clicks. But the core of what I am saying is the answer to this whole issue. Never mind that I dont have a 5000 postcount and a D+ rating on ICCUP (LOL). It still is ![]() Good read, but ultimately, those are bugs, and blizzard fixed them in SC2 or made it into an actual function, such as hold fire (different command from hold position). | ||
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