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Unlisted Patch 9 Changes! - Page 11

Forum Index > SC2 General
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wolfe
Profile Joined March 2010
United States761 Posts
April 22 2010 23:14 GMT
#201
On April 23 2010 08:12 HOLYCOWBATMAN wrote:
Show nested quote +
On April 23 2010 08:07 Spawkuring wrote:
Less whining over yet another macro debate.

More talking about unlisted changes.

Especially the new music. Someone needs to post a youtube link of it.


here is it:



you suck
Swift as the wind, felt before noticed.
Sirot
Profile Joined March 2010
48 Posts
April 22 2010 23:14 GMT
#202
On April 23 2010 07:16 Liquid`NonY wrote:
Show nested quote +
On April 23 2010 07:15 Adeeler wrote:
On April 23 2010 07:06 Senx wrote:
....
Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel. This means you cannot Spawn Larvae nor Chrono Boost by clicking on the building icons WTF!!


That is a good change..


If this is true then it single handedly pushes away all the casual/lower apm players from enjoying the game with arbitrary physical skill cap to succeed.

Casual/lower apm players don't need success to enjoy the game. Only competitive players need to be successful to enjoy the game :o


*blank stare*
Jibba
Profile Blog Joined October 2007
United States22883 Posts
April 22 2010 23:14 GMT
#203
On April 23 2010 08:11 zergporn wrote:
i can't get it. how u guys used that wireframe thing?
I mean.. let's say for example all of ur queens were on 4 and all ur hatch on 5 - so how u were able to fast switch to ur base locations? 0 9 8 for locations? Or mini-map clicking or maybe even middle button screen move?
well thats zerg discussion lol

anyways good change. simply because this nerf does not affect me at all, and seems like affects bunch of my opps.

You bound queens and hatcheries to the same key, and the game automatically choose the closest queen to do the injection.
ModeratorNow I'm distant, dark in this anthrobeat
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
April 22 2010 23:14 GMT
#204
On April 23 2010 08:11 zergporn wrote:
i can't get it. how u guys used that wireframe thing?
I mean.. let's say for example all of ur queens were on 4 and all ur hatch on 5 - so how u were able to fast switch to ur base locations? 0 9 8 for locations? Or mini-map clicking or maybe even middle button screen move?
well thats zerg discussion lol

anyways good change. simply because this nerf does not affect me at all, and seems like affects bunch of my opps.


You used to have queens+hatchs in the same group and just use shift(hold)-r and click each wireframe of each hatchery.
wolfe
Profile Joined March 2010
United States761 Posts
Last Edited: 2010-04-22 23:16:03
April 22 2010 23:15 GMT
#205
On April 23 2010 08:02 HazMat wrote:
[image loading]
No more Spine Crawler raping Spore Crawler animation.



What do you mean?

edit: Oh.... oh... I get it nvm. Never paid attention before.
Swift as the wind, felt before noticed.
iLLusive
Profile Joined March 2010
United States274 Posts
April 22 2010 23:15 GMT
#206
Is there any chance, even if it's rare one. That the new icons are intended to show where units created from that building will spawn? Heard a lot of feedback that some need for improvement to how workers come out of creation buildings needed more options.

Totally just random thought, I guess I feel it does make sense in some regard. If they do allow players to pick side and the "Larva" would possible move to one of those icons and it becomes "glowing" or active so to speak.
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving.
alexanderzero
Profile Joined June 2008
United States659 Posts
April 22 2010 23:16 GMT
#207
I don't think gimping the UI is ever a valid choice from a game design perspective. The more, easier ways there are for players to control their units, the better. When you get held up over a stupid problem with the UI it doesn't help the actual game in any way. The proper thing to do would have been to make it easier to cast mules to the nearest mineral patch without having to look at the mineral patch. Actually removing a UI feature in the name of balance is retarded.
I am a tournament organizazer.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 22 2010 23:17 GMT
#208
On April 23 2010 08:12 Carnivorous Sheep wrote:
Show nested quote +
On April 23 2010 08:07 avilo wrote:
On April 23 2010 07:56 Carnivorous Sheep wrote:
On April 23 2010 07:53 avilo wrote:
wow, turning out to be an excellent, excellent patch by blizzard. Congrats on them realizing that there is such a thing as "interface balance," (being too easy, or too hard)and using it in their design process there is no reason to wonder why these guys are top tier RTS developers.


WTF is interface balance? There is nothing "too easy" or "too hard." That's like saying Protoss in BW is "easy," cause you just "1a2a3a."


Interface balance is a concept of how easy it is to play a game mechanically. You have RTS games such as dune, cnc1, war2 that are on one spectrum of the interface balance, aka way too hard and hindering input of what you can do in the game.

Then you have Starcraft, which is perfectly in between everything (theoretically) as you have a very nice interface, not too easy, but also not so hard. This is why Starcraft has the highest skill differential among top players period.

Then you have newer modern games that are very "easy," such as warcraft 3, redalert 3, cnc3, where macro and game input is very easy, almost too easy, such that the skill differential between top players is very little (that goes for cnc games, not war3).

So basically, you have the original RTS games that are one end, the newer RTS on the other end of interface balance, and Starcraft right smack dab in the middle.

Dune ++++++++++++++ STarcraftBroodWar +++++++++++ cnc/war3/modern RTS

and then you have SC2, which Blizzard has designed well enough that I would say from playing/watching has a high skill differential, while also having an easier interface than brood war, but not so easy it takes the skill differential of the game away like many other 1 year life cycle RTS games.

so you have:

Dune/cnc1 +++++++++++ SC BW ++++++++ SC2 +++++++++ cnc/war3/modern RTS
that is interface balance...



That is an absurd concept. As far as I'm concerned, when X years from now and we can link minds with our computers, that is when RTS games can be perfected. How fast.well you can physically input something should have absolutely no bearing on a strategy game.


So judging from your recent posts, I can assume you think that Starcraft Broodwar is the shittiest RTS of all time beacuse of all the mindless UI and gameplay(unit AI) -hurdles you had to overcome in order to become a really good player?

I think alot of people have a different opinion about that on this site.
"trash micro but win - its marine" MC commentary during HSC 4
segfix
Profile Joined February 2010
United States32 Posts
April 22 2010 23:17 GMT
#209
On April 23 2010 08:02 Senx wrote:
Show nested quote +
On April 23 2010 07:59 segfix wrote:
On April 23 2010 07:52 Senx wrote:
On April 23 2010 07:45 Carnivorous Sheep wrote:
On April 23 2010 07:42 Senx wrote:
Blizzard just made the game a tiny bit harder to macro well (for zergs and Protoss) and the QQ is just pouring in..

If we want this game to be a great e-sport, we should welcome changes like this. I know its hard for casual players to deal with, but most didn't even know about the wireframe-trick nor do they care about finding the most optimal way to play the game.



Let's make it so that when you call down a MULE, it doesn't start auto mining. You have to manually tell it to mine after it lands. This would be great since it adds more control and complexity to the game, and higher APM players would benefit from it.


And how is that on par with the other mechanics in difficulty? Now that every mechanic requires you to go back to your base it is now really unfair all the sudden. Gosh!


So do you agree that zerg players should be able to stockpile queen energy and cast multiple spawn larva on a hatchery at the same time?


Do you agree that zergs macro mechanic is the strongest out of the 3?
Does it make sense that a stronger mechanic should also be harder to pull off?

If the answer is no, I can't really help you.


Whether the zerg macro mechanic is imba is not the issue. Your original claim was that all 3 macro mechanics require equal attention, which is false.

On April 23 2010 07:14 Senx wrote:
Show nested quote +
On April 23 2010 07:12 Mastermind wrote:
On April 23 2010 07:03 Zelniq wrote:
the most major change I've found, that's extremely detrimental:

Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel. This means you cannot Spawn Larvae nor Chrono Boost by clicking on the building icons WTF!!

They must have done this to balance the zerg and protoss macro mechanics with the terran's mule which was the only mechanic which actually required you to go back to your base.
I dont think I like that change though.


Yea that just doesn't make sense, why would they want all 3 macro mechanics to require similar amounts of attention???

ITS BLASPHEMY I TELL YOU!


kxr1der
Profile Joined March 2009
United States213 Posts
April 22 2010 23:17 GMT
#210
On April 23 2010 07:18 Archerofaiur wrote:
Show nested quote +
On April 23 2010 07:16 Liquid`NonY wrote:
On April 23 2010 07:15 Adeeler wrote:
On April 23 2010 07:06 Senx wrote:
....
Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel. This means you cannot Spawn Larvae nor Chrono Boost by clicking on the building icons WTF!!


That is a good change..


If this is true then it single handedly pushes away all the casual/lower apm players from enjoying the game with arbitrary physical skill cap to succeed.

Casual/lower apm players don't need success to enjoy the game. Only competitive players need to be successful to enjoy the game :o




I agree with Senx. This will drive new players away leaving Starcraft 2 just for us devoted fans.


This isn't true at all. Even though I was aware of the feature I went back to my base to do it all the time. I still manage to win games and Im in silver division which is decent imo. Im sure most less talented players dont use this function to begin with.
Ighox
Profile Joined July 2009
Norway580 Posts
April 22 2010 23:17 GMT
#211
On April 23 2010 08:15 iLLusive wrote:
Is there any chance, even if it's rare one. That the new icons are intended to show where units created from that building will spawn? Heard a lot of feedback that some need for improvement to how workers come out of creation buildings needed more options.

Totally just random thought, I guess I feel it does make sense in some regard. If they do allow players to pick side and the "Larva" would possible move to one of those icons and it becomes "glowing" or active so to speak.

There are decals outside of the spawning pool so I doubt it.
It's probably just some random decoration, it really fit ok on the Nexus, but on hatchery/spawning pool it just looked plain stupid and I don't think many people would disagree there.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
Last Edited: 2010-04-22 23:18:54
April 22 2010 23:17 GMT
#212
On April 23 2010 08:17 Senx wrote:
Show nested quote +
On April 23 2010 08:12 Carnivorous Sheep wrote:
On April 23 2010 08:07 avilo wrote:
On April 23 2010 07:56 Carnivorous Sheep wrote:
On April 23 2010 07:53 avilo wrote:
wow, turning out to be an excellent, excellent patch by blizzard. Congrats on them realizing that there is such a thing as "interface balance," (being too easy, or too hard)and using it in their design process there is no reason to wonder why these guys are top tier RTS developers.


WTF is interface balance? There is nothing "too easy" or "too hard." That's like saying Protoss in BW is "easy," cause you just "1a2a3a."


Interface balance is a concept of how easy it is to play a game mechanically. You have RTS games such as dune, cnc1, war2 that are on one spectrum of the interface balance, aka way too hard and hindering input of what you can do in the game.

Then you have Starcraft, which is perfectly in between everything (theoretically) as you have a very nice interface, not too easy, but also not so hard. This is why Starcraft has the highest skill differential among top players period.

Then you have newer modern games that are very "easy," such as warcraft 3, redalert 3, cnc3, where macro and game input is very easy, almost too easy, such that the skill differential between top players is very little (that goes for cnc games, not war3).

So basically, you have the original RTS games that are one end, the newer RTS on the other end of interface balance, and Starcraft right smack dab in the middle.

Dune ++++++++++++++ STarcraftBroodWar +++++++++++ cnc/war3/modern RTS

and then you have SC2, which Blizzard has designed well enough that I would say from playing/watching has a high skill differential, while also having an easier interface than brood war, but not so easy it takes the skill differential of the game away like many other 1 year life cycle RTS games.

so you have:

Dune/cnc1 +++++++++++ SC BW ++++++++ SC2 +++++++++ cnc/war3/modern RTS
that is interface balance...



That is an absurd concept. As far as I'm concerned, when X years from now and we can link minds with our computers, that is when RTS games can be perfected. How fast.well you can physically input something should have absolutely no bearing on a strategy game.


So judging from your recent posts, I can assume you think that Starcraft Broodwar is the shittiest RTS of all time beacuse of all the mindless UI and gameplay(unit AI) -hurdles you had to overcome in order to become a really good player?

I think alot of people have a different opinion about that on this site.


Way to not read posts. I had said that I am fine with limiting factors in terms of UI. But when you have something that improves UI, and then to go back and actively remove it, is beyond me.

If I thought SC was a shitty game I wouldn't be on this site watching streams at 5am every night.
TranslatorBaa!
DrSmoke
Profile Joined April 2010
United States175 Posts
April 22 2010 23:18 GMT
#213
I think people are neglecting one key point here:

sc2 will not be finished on release day. I would be surprised if they got the balance right before 2011 even.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 22 2010 23:22 GMT
#214
On April 23 2010 08:17 segfix wrote:
Show nested quote +
On April 23 2010 08:02 Senx wrote:
On April 23 2010 07:59 segfix wrote:
On April 23 2010 07:52 Senx wrote:
On April 23 2010 07:45 Carnivorous Sheep wrote:
On April 23 2010 07:42 Senx wrote:
Blizzard just made the game a tiny bit harder to macro well (for zergs and Protoss) and the QQ is just pouring in..

If we want this game to be a great e-sport, we should welcome changes like this. I know its hard for casual players to deal with, but most didn't even know about the wireframe-trick nor do they care about finding the most optimal way to play the game.



Let's make it so that when you call down a MULE, it doesn't start auto mining. You have to manually tell it to mine after it lands. This would be great since it adds more control and complexity to the game, and higher APM players would benefit from it.


And how is that on par with the other mechanics in difficulty? Now that every mechanic requires you to go back to your base it is now really unfair all the sudden. Gosh!


So do you agree that zerg players should be able to stockpile queen energy and cast multiple spawn larva on a hatchery at the same time?


Do you agree that zergs macro mechanic is the strongest out of the 3?
Does it make sense that a stronger mechanic should also be harder to pull off?

If the answer is no, I can't really help you.


Whether the zerg macro mechanic is imba is not the issue. Your original claim was that all 3 macro mechanics require equal attention, which is false.

Show nested quote +
On April 23 2010 07:14 Senx wrote:
On April 23 2010 07:12 Mastermind wrote:
On April 23 2010 07:03 Zelniq wrote:
the most major change I've found, that's extremely detrimental:

Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel. This means you cannot Spawn Larvae nor Chrono Boost by clicking on the building icons WTF!!

They must have done this to balance the zerg and protoss macro mechanics with the terran's mule which was the only mechanic which actually required you to go back to your base.
I dont think I like that change though.


Yea that just doesn't make sense, why would they want all 3 macro mechanics to require similar amounts of attention???

ITS BLASPHEMY I TELL YOU!




Where in my post did the word equal appear? I can't find it.
"trash micro but win - its marine" MC commentary during HSC 4
_EmIL_
Profile Joined March 2010
Sweden138 Posts
April 22 2010 23:23 GMT
#215
lol didnt even know that Z had so easy to macro

wtf? So the "game" told the closest queen to inject the hatch? Such a crap tbh. doesnt deserve to be in the game
Losing is winning
Genesis Brood
Profile Blog Joined May 2007
United States193 Posts
April 22 2010 23:23 GMT
#216
If it's like this now, imagine what it'll be like when they add in 2 expansions
I'll love you like I love the palm of my hand.
Neon_Monkey
Profile Joined February 2008
United States270 Posts
Last Edited: 2010-04-22 23:25:17
April 22 2010 23:24 GMT
#217
They changed zerg macro exactly as I was hoping they would, but then they changed spawn larvae from R to V... Why would you introduce the F hotkeys and then move spawn larvae twice as far from the F keys as they were previously? I mean they changed burrow from W to R for some reason, but last I checked queens do not burrow...
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
April 22 2010 23:24 GMT
#218
I welcome the macro mechanic change!
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 22 2010 23:24 GMT
#219
That there are times when UI limitations are good for gameplay is true. However Spawn Larva goes above and beyond any reasonable considerations for what is good gameplay.


The macro mechanics do not have to be without decision making.
Orbital Command and Chronoboost proved that.


The macro mechanics do not have to be absolutly unforgiving.
Orbital Command and Chronoboost proved that.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 22 2010 23:24 GMT
#220
On April 23 2010 08:23 _EmIL_ wrote:
lol didnt even know that Z had so easy to macro

wtf? So the "game" told the closest queen to inject the hatch? Such a crap tbh. doesnt deserve to be in the game


Thats why it was removed but it was also like that for protoss press W and all warp gates are selected which was dumb. I am glad both were removed (although I went to my base anyway :D)
When I think of something else, something will go here
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