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It's over Anakin! - Page 9

Forum Index > SC2 General
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oberon
Profile Joined May 2009
United States1320 Posts
March 04 2010 16:37 GMT
#161
I think people are underestimating Blizzard's designers a bit.

I'm a pretty inexperienced game designer, but not a complete neophyte. If I were working on WoL, one of the points of emphasis would be that the game should be more dynamic and aggressive than BW. TvT is the obvious example, but in general defensive advantages allow a player in a weaker position to prolong the game, but rarely to win it (given map control issues). Another point would be to limit the power of early aggression, cutting down on the number of 7-minute microfests (4-pool, bunker rush, etc.). A final point would be to reduce pseudo-random effects, in a nod towards competitive/professional play. I'm not saying this is "right", and I'm not saying Blizzard's designers agree, but I don't think it's unreasonable.

If Blizzard were to have these goals, the current mechanic makes a fair amount of sense. A wall of melee units to block a ramp, with ranged units behind them, is more powerful for early defense (0% chance to hit ranged units instead of 50%), while less powerful late (100% chance to hit instead of 50%). That discourages ultra-early aggression, while encouraging less late-game turtle-play. It also removes a random element, satisfying all three of the points of emphasis above.

Does this mean things are great as they are? Not necessarily. But I suspect there are multiple designers at Blizzard with a quite specific (and quite long!) list of goals who carefully considered this, and continue to carefully consider it. I don't think a couple weeks into the beta is the right time to say "Screw it, it's horrible, back to the BW system!"

Consider this less a suggestion of a solution, and more a plea for patience. Blizzard has good game designers, and I think they deserve a chance to refine things throughout the beta.

--oberon
Dr.Frost
Profile Joined April 2009
United States389 Posts
March 04 2010 16:37 GMT
#162
I don't this k its should be random like in sc1 but I do think it should be more similar. It should be if you are fighting up hill all damage is reduced by 10% (or maybe in sc2 terms fighting up hill, units on top all have +1 or +2 armor). J think this would be a fine change that takes out 'chance' but adds a similar mechanic as sc1.
They are here to right our fall, they have heard someones troubled call???
Volshok
Profile Joined August 2008
United States349 Posts
March 04 2010 16:40 GMT
#163
Range Modifiers?

Units firing up a hill have half the range, or some such?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
March 04 2010 16:42 GMT
#164
The only recent game I could think of where the miss chance made all the difference:



Flash's vulture barely slips by on the ramp and gives him the intel he needs to decide to do a timing push to punish Stork's greedy build.

Some of you will look at this and say, "See? Pure randomness and luck let Flash win that crucial ace match. It doesn't belong in Starcraft." Others will say, "See? The crowd and commentators held their breath in utter suspense when that vulture was about to be taken out. This is what watching Starcraft is all about." And then others will say, "See? Stork ignored a fundamental strategical element of the game, didn't react fast enough or guard his front better, and paid the price. Things like this are why Starcraft is such a strategically deep game."

Of course, the people in the live thread just said, "2400!! FLASH BONJWA!!!"
I'm not as thunk as dreople pink I am.
Biff The Understudy
Profile Blog Joined February 2008
France7928 Posts
March 04 2010 16:45 GMT
#165
On March 04 2010 20:10 IdrA wrote:
randomness isnt a good thing, but the old way was better than this

it should be every 4th shot misses or something that provides the same effect without having the situations arise where 20 goons are shooting uphill at a tank and take 3 volleys to kill it/2 goons are shooting uphill at a tank and dont miss once in 4 volleys.

Alternatively they could just make a penalty or 75% or 80% damage only and, why not, reducing the range, which would also makes sense. I don't really like the idea that the 4th shoot will miss, because it makes it predictible and you would just avoid to shoot 4 time something which is on a cliff.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
Last Edited: 2010-03-04 16:56:01
March 04 2010 16:55 GMT
#166
I started a thread on this matter on the beta forums. Hoping to get some more discussion going on the matter and...who knows? Maybe even a blue response.
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
iSiN
Profile Blog Joined March 2009
United States1075 Posts
March 04 2010 16:57 GMT
#167
I agree the random misses kind of suck BUT the -1 range to low ground sounds like it's the best fix for positional army placement and defending. I enjoy this idea.
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
March 04 2010 17:01 GMT
#168
I think 4-player maps should be removed from the game because whether people spawn at cross or side positions is a random effect that can have a large effect on the game.

On March 05 2010 00:10 Floophead_III wrote:
Another example: HoN (or DoTA for those of you who haven't migrated yet) has a miss uphill chance. Often fights and ganks and laning come down to a 1 hit difference in that game. I can't even count the number of times I had a great play and launched that beautiful finishing attack to watch it land on the ground with the fat letters "miss" as my enemy just barely escapes. It's clear that I'm getting shafted here as the better player.

It looks more to me like you got shafted because your opponent had the high ground advantage.
But why?
crate
Profile Blog Joined May 2009
United States2474 Posts
March 04 2010 17:06 GMT
#169
On March 05 2010 00:10 Floophead_III wrote:
Random or pseudo-random events in games are AWFUL.

Poker? Magic: The Gathering? Card games in general cannot recognizably exist without randomness, are they all bad games?

Randomness does not inherently make a game bad competitively.

I agree that it doesn't add anything to Starcraft and probably detracts, but this blanket statement annoys me every time I see it.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
iSiN
Profile Blog Joined March 2009
United States1075 Posts
March 04 2010 17:10 GMT
#170
On March 05 2010 02:06 crate wrote:
Show nested quote +
On March 05 2010 00:10 Floophead_III wrote:
Random or pseudo-random events in games are AWFUL.

Poker? Magic: The Gathering? Card games in general cannot recognizably exist without randomness, are they all bad games?

Randomness does not inherently make a game bad competitively.

I agree that it doesn't add anything to Starcraft and probably detracts, but this blanket statement annoys me every time I see it.

the randomness of MTG pisses me off so much. either land rich or land dead every draw i swear to god
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
koreasilver
Profile Blog Joined June 2008
9109 Posts
March 04 2010 17:10 GMT
#171
On March 05 2010 00:10 Floophead_III wrote:
Random or pseudo-random events in games are AWFUL.

Build orders. Initial scouting in 3+ player maps.
mucker
Profile Blog Joined May 2009
United States1120 Posts
March 04 2010 17:29 GMT
#172
Another vote for a range adjustments rather than damage reduction. % chance to miss is the best imo but I can understand Blizzard wanting to eliminate as many random elements as possible.

I'd actually like to see high-attacks-low get a +1 range and low-attacks-high get -1 range combined with the current spotter mechanic. A more extreme the high ground advantage gives the game more depth, which will lengthen the game's longevity and raise the ceiling for competitive performance.
It's supposed to be automatic but actually you have to press this button.
Rho_
Profile Blog Joined January 2009
United States971 Posts
March 04 2010 17:32 GMT
#173
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.
CommanderFluffy
Profile Joined June 2008
Taiwan1059 Posts
March 04 2010 17:41 GMT
#174
I believe SC2 needs that bit of high ground adv and randomness. Lower ground units could have a higher chance of missing if firing on units with indirect vision, then a lower chance of missing when firing on direct vision.
Pain is temporary, but glory is forever.
seppolevne
Profile Blog Joined February 2009
Canada1681 Posts
March 04 2010 17:41 GMT
#175
On March 05 2010 02:32 Rho_ wrote:
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.

An 11 seed beating a 1 seed is not a random event. It has low probability, but it is not determined by uncontrollable factors.
J- Pirate Udyr WW T- Pirate Riven Galio M- Galio Annie S- Sona Lux -- Always farm, never carry.
ShinyGerbil
Profile Blog Joined June 2008
Canada519 Posts
March 04 2010 17:43 GMT
#176
Poll should be added to OP imo. something with options like:
- No change
- Randomness (chance to miss)
- Reduced damage %
- Every nth hit misses

personally i'm a fan of reduced damage. It may not be the most realistic thing in the world, but it properly rewards cliff advantages and imo does it in the most concrete and suitable way.
[s]savior[/s] jaedong fighting! // member of LighT eSports
riotjune
Profile Blog Joined January 2008
United States3394 Posts
March 04 2010 17:44 GMT
#177
Luck is skill.
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
March 04 2010 17:44 GMT
#178
AHHH I Hate you! I'm also on fire.
oberon
Profile Joined May 2009
United States1320 Posts
March 04 2010 17:45 GMT
#179
On March 05 2010 02:32 Rho_ wrote:
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.


Starcraft is, for the most part, about execution. The vernacular is "micro" and "macro". Even a "build-order win" can be lost if the other player is simply a superior player. The idea that eliminating pseudo-random effects would create a solved game is absurd on its face.

--oberon
Rho_
Profile Blog Joined January 2009
United States971 Posts
March 04 2010 17:48 GMT
#180
On March 05 2010 02:41 seppolevne wrote:
Show nested quote +
On March 05 2010 02:32 Rho_ wrote:
Unpredictability (a random event) is key to making something enjoyable to watch. Prime example? March Madness. Would it be nearly as fun if an 11 seed didn't come out and upset a 1 seed every once in a while? No.

Without the threat of an upset, what is the point of watching, unless you're a fan of the favorite? If every win is a build order win, why don't players just declare their BO at the beginning and then decide who wins? The fact that randomness can overcome superior skill and strategy is a good thing, not a bad thing.

An 11 seed beating a 1 seed is not a random event. It has low probability, but it is not determined by uncontrollable factors.


It's not? How can you control if a player has a cold or hot night shooting? Even the best shooters have ups and downs, and at the college level you see it all the time. Guard X will be a 30% 3 point shooter on the season, but will be hitting 50% in the tournament. Or some other player will be a 90% FT shooter, and brick one to stay in the game. How can you control the bounces on rebounds?

It's just like the high ground advantage. Sure, over the course of thousands of shots, a player will have a predictable average, but in any given single game, he can go hot or cold.
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