|
On April 23 2010 07:04 Tundravalco wrote: What are the decals used for if anything other than looking cool?
terrible terrible profit. i wonder if this is gonna means that every time i play someone with custom decals that i have to download those thus slowing load time?
|
you guys are a bunch of QQers srsly. good larva inject and chrono boost management will now set apart the good zergs/toss from the bad ones instead of it being on easy mode from the previous patches.
you ppl just dont like the fact that something that was EASY to do is now made slight harder and u need slightly more effort put into it. get the hell over it and learn to deal with it like any other good player instead of crying about it.
|
On April 23 2010 08:25 Feefee wrote: Honestly who cares about design philosophy or repetitive action that might as well be automated? Is dribbling in basketball a stupid repetitive task that has no point other than to make the game artificially harder? Yes.. but it'd be a boring ass game for pansies if you just carried a ball across the court and threw it in a basket. Say what you want but if I didn't have to do any base management, or if said base management was too trivial, I'd be staring at units duking it out and yawning. SC2, at least for me, is fun because no matter how hard I try, I always feel like I could've been doing more. Meaningful or not, if I forget to press s every 10 seconds to make an scv I'll lose the game, and that's challenging for me in a good way.
Dribbling actually has a lot of depth to it. For example, if you are moving ahead towards the basket and encounter two opposing players in your way, your ability to control the ball (dribbling) decides if you are capable of going past them. Something like going forward, spinning counter-clockwise to block the player to the left (showing your back to him and not allowing him to reach the ball) requires technique in being able to control the position of the ball during this maneuver.
Spawning Larva requires you to remember to do it every 40 seconds.
|
United States7166 Posts
On April 23 2010 08:39 omninmo wrote:Show nested quote +On April 23 2010 07:04 Tundravalco wrote: What are the decals used for if anything other than looking cool? terrible terrible profit. i wonder if this is gonna means that every time i play someone with custom decals that i have to download those thus slowing load time? no peopel cannot make their own custom decals, some people will get access to unique/special decals provided by blizz
|
On April 23 2010 08:38 Liquid`NonY wrote:Show nested quote +On April 23 2010 08:34 Archerofaiur wrote:On April 23 2010 08:31 Liquid`NonY wrote:On April 23 2010 08:17 Carnivorous Sheep wrote:On April 23 2010 08:17 Senx wrote: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. The health of BW's competition 10 years after release has a lot to do with the difficulty of inputting actions into the game. There has been a ton of discussion on TL.net as to why it's good for the competitive scene to have a limited UI. Honestly the best argument that can be made by people of your opinion is to just pull out of the argument and say that RTS, or the type of RTS SC:BW is, isn't your favorite kind of game. There is something uniquely good about having the most effective strategies be very difficult, essentially impossible, to perform perfectly and it ought to be a feature of all StarCraft RTS games. If you don't like it, play different kinds of games. Again MULE and Chronoboost show you can have both base management AND decision making. Completely missing the point there. This discussion is about the ease of use of the interface. Whether or not an action involves a significant decision does not change how easy the process of doing the action is. We are talking about going from thinking "I want to do this action" to the game actually doing the action. How you came to think that you want to do that action is irrelevant.
No its not. Its intrinsically tied with how the player percieves the game. Dont believe me? Run a poll asking which people perfered more: Proton Charge or Chronoboost.
|
Dribbling in basketball isn't really analogous to a macro mechanic in the first place. Dribbling is an essential requirement for the game of basketball to even exist. If players didn't dribble, and instead only carried the basketball, then they couldn't steal from each other.
|
Changelings are now auto-fired if units are on hold position. Chrono boost now has a new sound. Peons gather resources to the closest HQ, even if it is of a different race (Say you're Zerg and have a probe, he can mine to your hatchery)
|
I can understand how players that trained up those skills(mechanics, multitasking) want to keep there advantage over other players but its as if they are scared they will be beaten by noob players. That belittles themselves if their own strategies if they fail to any mindless noob just cos that noob can macro easily.
|
On April 23 2010 08:42 HazMat wrote: Changelings are now auto-fired if units are on hold position.
Wait, enemy changelings will automatically be killed without me even knowing if I have my units on hold position? LOL
|
On April 23 2010 08:42 alexanderzero wrote:Dribbling in basketball isn't really analogous to a macro mechanic in the first place. Dribbling is an essential requirement for the game of basketball to even exist. If players didn't dribble, and instead only carried the basketball, then they couldn't steal from each other. 
Actually, basketball was originally created without dribbling; they could only pass the ball. But dribbling was later defined as continuously passing the ball to yourself.
|
On April 23 2010 08:44 TieN.nS) wrote:Show nested quote +On April 23 2010 08:42 HazMat wrote: Changelings are now auto-fired if units are on hold position. Wait, enemy changelings will automatically be killed without me even knowing if I have my units on hold position? LOL
I hope that isn't true. That would basically defeat the purpose of changelings.
|
Is this spawn larva thing intentional? If it was a bug in the first place why did they wait 9 patches and why isnt it documented? Its a huge deal...
|
On April 23 2010 08:44 TieN.nS) wrote:Show nested quote +On April 23 2010 08:42 HazMat wrote: Changelings are now auto-fired if units are on hold position. Wait, enemy changelings will automatically be killed without me even knowing if I have my units on hold position? LOL That's what it looks like. I was going around clicking 'H' with my stalker and he would shoot changelings if they were the closest. I don't know the priority of it though.
|
Wow, the macro change is ... huge. Come to think of it, it kind of gives me an advantage. I only really used it to cast Chrono on my Nexuses. I clicked on the actual building itself any other time. I don't like setting all my buildings to the same hotkey. I end up setting my Probe rally points to the front door of my opponent's base, or sending Collossi to furiously guard mineral patches while there's a massive battle going on.
|
So changelings are useless? Awesome...
|
8748 Posts
On April 23 2010 08:38 Adeeler wrote:Show nested quote +On April 23 2010 08:31 Liquid`NonY wrote:On April 23 2010 08:17 Carnivorous Sheep wrote:On April 23 2010 08:17 Senx wrote: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. The health of BW's competition 10 years after release has a lot to do with the difficulty of inputting actions into the game. There has been a ton of discussion on TL.net as to why it's good for the competitive scene to have a limited UI. Honestly the best argument that can be made by people of your opinion is to just pull out of the argument and say that RTS, or the type of RTS SC:BW is, isn't your favorite kind of game. There is something uniquely good about having the most effective strategies be very difficult, essentially impossible, to perform perfectly and it ought to be a feature of all StarCraft RTS games. If you don't like it, play different kinds of games. Wasn't BW realistically dead outside of Korea other then the spurt since SC2 was announced? The fact BW didn't stay popular(to the masses) shows that a scene might not survive the initial boom period of launch and last long if all but the most committed players can train there hands with dull tasks. I understand making a game hard to cause skill gaps between players to seperate the different calibre of players but a phyiscal gap instead of a mental gap is meant for physical sports not a strategy game whose name explains its raison d'être. BW definitely wasn't dead prior to SC2. If anything, SC2 made the BW scene worse. And now that SC2 beta is out, the BW scene is pretty much dead.
I don't understand what making it popular to the masses means or why Korea shouldn't be counted. Most of the fans of BW in Korea are not good players. They appreciate the skill it takes to play and do not expect to be able to play the game as well as professionals.
As far as I know, most veteran SC:BW fans love the analogy to physical sport. The game is supposed to have a physical component to it. I don't know why it shouldn't -- because it's on a computer? But clearly the traditional view of computer games is that they require speed and accuracy with the tools of the computer, the mouse and keyboard. Because it's a strategy game? Well changing the game based on what genre you place it in is confusing the cause and effect of creating games and placing them in genres. Games are created first and then people attempt to label them and put them in genres. It is a completely misguided argument to say what the game ought to be like because "it's a strategy game." One ought to take an un-biased approach when looking at the components of the game and see if they're good or not. People have done that with SC:BW and have figured that the physical component is good and want that aspect to be consistent for future StarCraft titles.
Even if you want to use the genre, the genre is RTS. The game happens in real time. Strategy is supposed to be imperfect in a real time game. As many have said before me, the "third resource" in StarCraft is time. You must consider that you have a limited amount of time to carry out your strategy and if you cannot do it perfectly, then you should account for that as part of your strategy. RTS games that are essentially turn-based games because they're so slow are kinda ridiculous...
|
On April 23 2010 08:03 HeyZeus wrote: I don't understand why high-level players (especially those with SC1 backgrounds) continue to defend UI elements that are repetitive and/or arbitrary for the sake rewarding higher APM.
Would the game be better if: - Unit selection max is 1 unit? That would require some sick APM just to not attack in a straight line! - Workers don't return minerals automatically after mining? - No unit production queues? - Every hotkey changes throughout the course of the game, at pre-defined time intervals? The truly pro would memorize every hot key at minute 1, minute 2, minute 3, etc. - You were forced to play Bop-It during SC2, and every time you mess up you lose resources?
More repetitive, arbitrary APM-demanding mechanics just dilutes the "strategy" part of "RTS".
Thank you! I mean honestly why would anyone want to tediously make extra clicks like that? How is that fun IN ANY WAY? You would think pros might want anything they can get to avoid repetitive stress injuries.
|
|
On April 23 2010 08:31 Liquid`NonY wrote:Show nested quote +On April 23 2010 08:17 Carnivorous Sheep wrote:On April 23 2010 08:17 Senx wrote: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. The health of BW's competition 10 years after release has a lot to do with the difficulty of inputting actions into the game. There has been a ton of discussion on TL.net as to why it's good for the competitive scene to have a limited UI. Honestly the best argument that can be made by people of your opinion is to just pull out of the argument and say that RTS, or the type of RTS SC:BW is, isn't your favorite kind of game. There is something uniquely good about having the most effective strategies be very difficult, essentially impossible, to perform perfectly and it ought to be a feature of all StarCraft RTS games. If you don't like it, play different kinds of games. To some degree I have to question what health you mean? The one where 18 year old Korean boys spend 14 hours a day, seven days a week to keep themselves at a competitive level?
I would say the great parts of BW were the economic management, timing and micro, ie the decision making in small and large. Not the 400 apm part.
Spawn larva is, if not a step away from that, at least not a step towards it. I agree very much with Archer.
|
On April 23 2010 08:46 Sent wrote: So changelings are useless? Awesome... I find flying with an overseer into the back of someones base and dropping changelings still useful.
|
|
|
|