SC2 Weekly - March 29 - Page 2
Forum Index > SC2 General |
Kare
Norway786 Posts
| ||
Gonozal
Germany320 Posts
![]() | ||
R0YAL
United States1768 Posts
| ||
FarbrorAbavna
Sweden4856 Posts
| ||
chobopeon
United States7342 Posts
| ||
foeffa
Belgium2115 Posts
![]() | ||
Synwave
United States2803 Posts
| ||
jax1492
United States1632 Posts
| ||
Astro Boy
United States54 Posts
| ||
DefMatrixUltra
Canada1992 Posts
On March 30 2010 17:45 ICCup.Tesla wrote: If you were talking about the PvP side of Guild wars then you had it right..but to compare Guild Wars & Starcraft 2 isn't a very good idea imo. I am a GvG player from Guild Wars. I play a monk mainly..Though I will play ele or mes as needed for my team...the skills are different. While its tactics based its not nearly as similar as you try to make it sound or try to compare it in the article..So if that offends you..but I am a fickler about getting information right. -_- (Btw if you don't believe me about my guild wars interactions just look up: Dj Telsa or Tesla on the Guild wars wiki sometime) "The top 100 guilds in the ladder had all of their matches broadcasted live on a 15 minute delay so that everyone logged into the game could see their matches. The great advantage of this was that everyone could see the builds, classes and strategy that the teams used. This advanced Guild Wars's metagame extremely fast." No..there is more than a delay and some of those guilds wait up to over an hour to get a match and then their match stays in the observer mode for at least an hour unless their is alot of activity...But such activity is normally from the European guys. You also have to remember that there is more PvP to Guild wars besides just the GvG...There is also HA...which there are a lot of debates on all of that. So I will just skip saying anything for that. "The other side effect of this was that Arenanet could better balance the game by seeing which strategies and builds were dominating and tweaking them so that other lesser used skills would be. The game was patched literally every few weeks for years." Anet does work on balancing and takes the community into account. Have you not heard of Test Krewe? Btw in a GvG match this doesnt include the vent or skype call where the whole team is communicating and everyone is doing micro of each other XD. Mainly the warriors or callers do it though...and everyone just follows their lead. In Starcraft if you do something wrong its your fault...In Guild Wars for GvG if your team mate does something wrong (just in like 2v2) it can cost you the whole game. Rather annoying to be honest. One last thing to say on this topic is that sadly all the really great players for Guild wars (GvG) have left or don't play. EviL (Korean Guild) retired and doesnt play anymore. Even the American Guilds like Rawr don't really play much anymore. So...Its really not as competitive as it use to be. The last really big competitive tournament for Guild wars GvG: http://www.guildwars.com/competitive/funseason/tseries2007/rules.php With that...I am done posting on this for now XD. As a former competitive GW player, I've gotta disagree with you, and lean more towards the article's perspective. I think the author gets it right that having the transparency provided by Observer Mode is something that made the game 100x better than it would have been otherwise. Before OM, single teams would simply dominate the ladder by having a build which no one could figure out the mechanics of properly. Koreans are the exception to this because they raped everyone regardless. By the way, you mentioned EvIL but not War Machine - a far more menacing opponent in my opinion (-instant- loss in every game we played them). It wasn't until iQ came around and decided to basically open up to the community about every aspect of competitive GvG that the metagame really came into existence. Before that, no one really knew what to do, and progress (in the metagame sense) was very slow. When observer mode came out, it was incredible. You could see all the nuances of play that made builds work. This paved the way for more 'standard' strategies to be played because weaker 'gotcha' strategies would get found out pretty soon after they became popular. People might bitch and whine about this, but it made the games a lot better. You didn't have some situation where you load up into the match and realize that it's practically an autoloss. People that played risky builds got booted down to sub-100 rank lightning fast. ---- I will give you some ground, however, with the exact effect of this on SC2. In GW, transparency was a 100% good thing. When you've got 8 people taking hours of their day in order to meet all at the same time and do something very difficult in a team-oriented fashion, you do not want to meet up with 'creative' teams that made up some utterly retarded build (they would auto-lose versus a large number of teams) that you happen to have minimal defense against (because of the metagame). You want to pit your team and your skills against their team and their skills. But SC2 I feel would benefit from extreme cheese every now and then. I would make the argument that transparency is not going to hold back anyone's creativity or ingenuity when it comes to BoX's, but it's a tough argument to make. In GW, creativity was rewarded a little differently since the patches came like a flood after OM came out. The creative types would craft builds for the team that made use of something the designers did not have in mind. I personally really enjoyed this aspect of the game, and in fact wasted far too many hours just watching OM and designing builds. Perhaps a similar phenomenon could happen with SC2, though the concept of patch floods is a bit alien to the "the game should be balanced"-oriented thinking of BW players. | ||
![]()
micronesia
United States24631 Posts
| ||
qwsss
Canada36 Posts
![]() GJ as always artosis ! | ||
| ||