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Dustin Browder Interview - April 12 - Page 14

Forum Index > SC2 General
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a176
Profile Blog Joined August 2009
Canada6688 Posts
April 15 2010 20:44 GMT
#261
They're like, "I don't want to lose a game, thank you very much, let alone in the first 20 seconds." But we feel like that's part of what makes the game really exciting, and really intense, and such an adrenaline rush, such an intense emotional experience.


Browder should play some games with mass marauder, and then have another interview. Can't wait to read that!
starleague forever
Half
Profile Joined March 2010
United States2554 Posts
April 15 2010 21:01 GMT
#262
On April 15 2010 20:46 Klive5ive wrote:
Show nested quote +
On April 15 2010 19:56 Kim_Hyun_Han wrote:
so i see

they didnt have any goals

they tried to repeat the fluke

They're gonna throw so much money at it they might get something in the end; Monkey and typewriter style.

What baffles me is if they say they tried to create interesting and unique units... why did they take the vulture and spider mine out?


Unique


This kind of answers itself lol. Obviously, stuff in the previous game isn't unique -_-.
Too Busy to Troll!
_awake_
Profile Joined August 2007
196 Posts
Last Edited: 2010-04-16 15:11:12
April 16 2010 15:10 GMT
#263
On April 15 2010 19:24 Mothxal wrote:
Remember that both the original Starcraft and Warcraft 3 were bland and uninteresting compared to the expansions and that Blizzard was willing to significantly adjust unit roles and playstyles. While at this point in beta they aren't likely to fundamentally change the way the game plays, except to nudge it in what they see as the right direction and proper balance, this is a possibility for Heart of the Swarm and the inspiration they will draw on for those changes are threads such as these, so it's worthwhile to have these discussions.


the original SC had close to zero useless units. i'm worried about what would happen when they introduce new units in the next 2 'expansions'.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
April 20 2010 07:11 GMT
#264
"For instance, a year ago we didn't really have a Zerg race that was that much fun to play."

Is it possible to have a Zerg less fun than what we see now? IF the changes are too big to make in the closed beta, Dustin have to blow the whistle, close the beta and return to the dev stadium once more. Blizzard used to be different, they could postpone a game, rework and even scratch concepts for years until they released a product, but now it seem as they´re unable too anymore. Perhaps they´ve gotten too big, but they should be able to afford to release only top notch products because they made lots of money on WoW.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
emuscles
Profile Joined March 2010
Canada12 Posts
April 20 2010 07:55 GMT
#265
the hellion is a cool unit.
i beat the game
gozima
Profile Joined April 2010
Canada602 Posts
April 20 2010 08:37 GMT
#266
They're gonna nerf warp gates? NO!
abrasion
Profile Joined April 2010
Australia722 Posts
April 20 2010 10:51 GMT
#267
I have to agree with some posters here that SC2 is lacking in regards to unit diversity.
There are lots of units in the game but so many perform the function that other units perform, rendering them useless or at least not as useful and rarely used.
NOTE: I'm a newb user!
Examples.
Brood Lord and Ultralisk, 9 times out of 10 - you may as well just build the BL
Seige Tank and Thor.
Marauder overall strength, it's such a strong, cheap and fast unit to build, why not just mass those with one or 2 marines (and people do)
The roach and hydras move so quickly, attack so quickly that zerglings are not as useful as they probably should be.

Let's look at the Seige tank, I think the only logical way to make it more useful is to make it unique, why not make the Seige tank range /even longer/ ? or perhaps make the ST more powerful than the Thor?
Perhaps reduce the Thor range and attack rate or something along these lines.
(Don't take my word as gospel)

I think most of you will get the point, there's little reason to build some of the units in the game and I think that's a bit of a shame. I'd love to go up against seige tanks but basically I never see them, or Ultralisks etc, units need to be made more unique.
Perhaps Marauders should do less damage against Zerglings, Zealots, Marines and more vs Armored - making them less likely to be massed

Etc etc.
derpmods
gedassan
Profile Joined March 2010
Lithuania83 Posts
April 20 2010 11:14 GMT
#268
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.
...


Well, first of all, why don't you stop talking about "we" and talk about "I". Then you will have credibility at least.

You say that it is not important how you teach people into this game. Why should people even care about this game if they:

1) have not played SC1, or
2) cannot get in easily (as in simple to use, difficult to master)?

And if people do not care, they will not get better. You will be stuck with the current player base which, while fine, is not as big or varied as it could be.

I am not for dumbing the game down, but the more competition to choose from, the merrier.
The way is made clear when viewed from above.
gedassan
Profile Joined March 2010
Lithuania83 Posts
April 20 2010 13:40 GMT
#269
On April 13 2010 21:06 SubtleArt wrote:
Interesting units and the best they came up with was roach / hydra / stalker / marauder / a HEALING DROPSHIP (what were they smoking)?

Nice one



Healing dropship is a very interesting and useful unit, which actually has its roots in the real world (infantry transport copter where they perform first aid on those in need). Not every unit needs to be a pokemon, you know.
The way is made clear when viewed from above.
abrasion
Profile Joined April 2010
Australia722 Posts
April 20 2010 14:24 GMT
#270
The healing dropship is like the warm prism though - they basically buffed the transport units significantly and surprisingly.


I mean not only do we retain the drop ability (good - it makes for dynamic play) we now have made the item which does the drop more powerful - overlord creep, warm prism transports AND makes obviously the energy field and the terrans one heals the units.

I don't know what to think of this, it makes them cooler yes but from a balance perspective - it makes drops quite powerful - especially Terran ones.
derpmods
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
April 20 2010 14:32 GMT
#271
On April 20 2010 16:11 HowardRoark wrote:
"For instance, a year ago we didn't really have a Zerg race that was that much fun to play."

Is it possible to have a Zerg less fun than what we see now? IF the changes are too big to make in the closed beta, Dustin have to blow the whistle, close the beta and return to the dev stadium once more. Blizzard used to be different, they could postpone a game, rework and even scratch concepts for years until they released a product, but now it seem as they´re unable too anymore. Perhaps they´ve gotten too big, but they should be able to afford to release only top notch products because they made lots of money on WoW.

Meh, probably better to get the game out and wait for the expansion - it's like 1 year away if their SC and WC3 timelines hold true.
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
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