• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:10
CET 13:10
KST 21:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT24Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0226LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Liquipedia WCS Portal Launched ByuL: The Forgotten Master of ZvT Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) How do the "codes" work in GSL? Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup: 2025 Grand Finals (Feb 10-16) Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
A new season just kicks off BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube TvZ is the most complete match up ACS replaced by "ASL Season Open" - Starts 21/02
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Zealot bombing is no longer popular? Current Meta
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Diablo 2 thread Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1732 users

Unlisted Patch 9 Changes! - Page 14

Forum Index > SC2 General
Post a Reply
Prev 1 12 13 14 15 16 25 Next All
omg.deus
Profile Blog Joined October 2009
Korea (South)150 Posts
April 22 2010 23:52 GMT
#261
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.


Couldn't have said it better myself. SC2 doesn't need to be as hard as SC1...but even with the new mechanics it needs to be a hell of a lot harder.
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
April 22 2010 23:52 GMT
#262
only thing i hate about the larva change is that now i have to go back to my base every once in a while, while in BW i never had to :p

other than that, sounds like a good change. zerg macro was definately waaaaaay too easy without this change.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
Krikkitone
Profile Joined April 2009
United States1451 Posts
April 22 2010 23:54 GMT
#263
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.



It does change how easy the process Should be though.

If something involves no decision making, but requires effort on my part, then it is bad for the fun of the game.

Something that requires a decision that requires effort on may part is not bad for the fun of the game.

It would be bad for a macro mechanic to be autocast (I agree with you there)

Current Spawn Larva decision making does not justify it not being autocast

ergo, Spawn Larva is bad rather than the UI*


Also, The inability to cast on the wireframe is a significant nerf to abilities like Repair and Transfusion. (Which messes the Queen up even more)

Simplest way to deal with it is for Spawn Larva to be made an instant cast and then rebalance it from there. (including rebalancing Hatchery Larva production)
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-22 23:57:41
April 22 2010 23:56 GMT
#264
On April 23 2010 08:52 Appendix 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.

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?


Dont insult progamers. Not here.



But yah the whole arguement is ridiculous cause half the people are saying "we want physically demanding mechanics" and the other half are saying "we want decision making".



And the cold hard truth is you can have both.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
cyclone25
Profile Blog Joined December 2009
Romania3344 Posts
April 22 2010 23:56 GMT
#265
"Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel." ->> this will make the game even more boring than it is now.
Blizzard wants the player to focus even more on his base/macro rather than on harassing, taking map control, microing in fights, etc. ...
Macroing as it is now was a big reason for zergs to play so passive (camping with the army in base 95% of the game, and then make a final a-move push or move their army to the next expand). Not forgetting larvae injection is really important, since it doesn't work like chronoboost or mules to just spam it 3-4 times in case you forgot it.
I always tried to take map control, harass, scout, or w/e, but now I'm forced to return in my base/expands every 20-30 seconds ...

Btw, notice that all those who agreed with this change have a terran avatar near their tl name = biased opinion by zerg haters.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
April 22 2010 23:56 GMT
#266
@ Nony, the I suppose it's just a difference in ideology and opinion on what kind of a game SC and RTSs should be.

I'm not against having APM be a requirement, I am against purposefully making it one. To say I don't like RTSs however was an absurd an pointless comment.
TranslatorBaa!
DaggerRage
Profile Joined April 2010
United States30 Posts
April 22 2010 23:56 GMT
#267
Is the Zerg decal in your picture a swastica? :o
MidKnight
Profile Joined December 2008
Lithuania884 Posts
April 22 2010 23:57 GMT
#268
On April 23 2010 08:50 Liquid`NonY wrote:
Show nested quote +
On April 23 2010 08:38 Adeeler 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.


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...


QFT.

If you still can't get it, sucks to be you.
There are plenty of turn based games out there.

Yea, it seems like a very elitist way to distinguish player skill.
Training more hours and becoming better mechanically doesn't require a lot of thinking.

But it ensures that a player who wants to be at the very top is dedicated to the game.

It's not always about clicking faster, it has a lot to do with being able to split your attention in REAL TIME.

Bibdy
Profile Joined March 2010
United States3481 Posts
April 22 2010 23:57 GMT
#269
On April 23 2010 08:54 Krikkitone wrote:
Show nested quote +
On April 23 2010 08:38 Liquid`NonY wrote:
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.



It does change how easy the process Should be though.

If something involves no decision making, but requires effort on my part, then it is bad for the fun of the game.

Something that requires a decision that requires effort on may part is not bad for the fun of the game.

It would be bad for a macro mechanic to be autocast (I agree with you there)

Current Spawn Larva decision making does not justify it not being autocast

ergo, Spawn Larva is bad rather than the UI*


Also, The inability to cast on the wireframe is a significant nerf to abilities like Repair and Transfusion. (Which messes the Queen up even more)

Simplest way to deal with it is for Spawn Larva to be made an instant cast and then rebalance it from there. (including rebalancing Hatchery Larva production)


You keep talking about the blandness of Spawn Larva, in argument to a completely different concept.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 22 2010 23:57 GMT
#270
On April 23 2010 08:56 cyclone25 wrote:
"Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel." ->> this will make the game even more boring than it is now.
Blizzard wants the player to focus even more on his base/macro rather than on harassing, taking map control, microing in fights, etc. ...
Macroing as it is now was a big reason for zergs to play so passive (camping with the army in base 95% of the game, and then make a final a-move push or move their army to the next expand). Not forgetting larvae injection is really important, since it doesn't work like chronoboost or mules to just spam it 3-4 times in case you forgot it.
I always tried to take map control, harass, scout, or w/e, but now I'm forced to return in my base/expands every 20-30 seconds ...

Btw, notice that all those who agreed with this change have a terran avatar near their tl name = biased opinion by zerg haters.


I am a zerg player and I already go back to my base and do all that. I agree with the change completely just like the warpgates no longer being able to press W to select all. I think it was dumb allowing that in the first place.
When I think of something else, something will go here
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
April 22 2010 23:58 GMT
#271
On April 23 2010 08:50 Bennaya13 wrote:
Show nested quote +
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.


yeah cause pros want the game to be easier so every casual person could play near their level, thus making them less special, and therefore decreasing their paychecks. right.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
Black Octopi
Profile Joined March 2010
187 Posts
April 22 2010 23:58 GMT
#272
On April 23 2010 08:56 DaggerRage wrote:
Is the Zerg decal in your picture a swastica? :o
If you mean swastika, then NO. It just resembles one.
unAimed
Profile Joined April 2010
Germany33 Posts
April 22 2010 23:58 GMT
#273
Could somebody plz ask if this ui/macro change was intentional on the official forum? I didn't see a thread yet...
The darkest hour is just before the dawn.
omg.deus
Profile Blog Joined October 2009
Korea (South)150 Posts
Last Edited: 2010-04-22 23:59:58
April 22 2010 23:59 GMT
#274
On April 23 2010 08:56 cyclone25 wrote:
"Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel." ->> this will make the game even more boring than it is now.
Blizzard wants the player to focus even more on his base/macro rather than on harassing, taking map control, microing in fights, etc. ...
Macroing as it is now was a big reason for zergs to play so passive (camping with the army in base 95% of the game, and then make a final a-move push or move their army to the next expand). Not forgetting larvae injection is really important, since it doesn't work like chronoboost or mules to just spam it 3-4 times in case you forgot it.
I always tried to take map control, harass, scout, or w/e, but now I'm forced to return in my base/expands every 20-30 seconds ...

Btw, notice that all those who agreed with this change have a terran avatar near their tl name = biased opinion by zerg haters.


I agree with this change and I only play zerg in BW and SC2 and also have a terran avatar near my name. I didn't even know u could use the wireframes and I thought the game was too easy before.
Pwere
Profile Joined April 2010
Canada1557 Posts
April 23 2010 00:00 GMT
#275
On April 23 2010 08:52 WiljushkA wrote:
only thing i hate about the larva change is that now i have to go back to my base every once in a while
No, you don't. You can simply bind all your queens to a single group, hit R (V), and click on any hatch on the minimap, and the closest queen will go there to inject larva. If you click anywhere else, it won't work, so you can just do it really fast and not care about whiffing.

I kinda hate that Z is the only race that "wastes" macro energy if its timing is not insanely good, but this is a completely unrelated issue.
Azide
Profile Joined March 2010
Canada566 Posts
April 23 2010 00:01 GMT
#276
Ok this change is huge.

Colossi CANNOT walk past/over FORCE FIELDS.
Azide and SuperNinja - Best Double Protoss 2v2 Team!
NonY
Profile Blog Joined June 2007
8751 Posts
April 23 2010 00:02 GMT
#277
On April 23 2010 08:42 Archerofaiur wrote:
Show nested quote +
On April 23 2010 08:38 Liquid`NonY wrote:
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.

I have no idea what you're saying here. Are you responding to just my last sentence? The context before it matters. How you came to think that you want to an action is irrelevant to how easy the process of doing the action is. The process of doing an action is prompted by a decision. It begins after a decision has been made. Whatever difficulty, or lack of difficulty, was in the process of making the decision is not relevant. First you make the decision. Then you do something as a result of making the decision. When you do things on purpose, you must first decide things. What am I going to do? Once you have decided what you are going to do, you have to do it. The discussion here is about how difficult it is to do it. Should we make it difficult on purpose? Should we make it as easy as possible? Should we not pay attention to it at all? Is it okay to make it easy and then make it more difficult? These issues are relevant to the discussion. Anything having to do with making the decision is outside of the discussion.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
cyclone25
Profile Blog Joined December 2009
Romania3344 Posts
April 23 2010 00:02 GMT
#278
On April 23 2010 08:57 blade55555 wrote:
Show nested quote +
On April 23 2010 08:56 cyclone25 wrote:
"Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel." ->> this will make the game even more boring than it is now.
Blizzard wants the player to focus even more on his base/macro rather than on harassing, taking map control, microing in fights, etc. ...
Macroing as it is now was a big reason for zergs to play so passive (camping with the army in base 95% of the game, and then make a final a-move push or move their army to the next expand). Not forgetting larvae injection is really important, since it doesn't work like chronoboost or mules to just spam it 3-4 times in case you forgot it.
I always tried to take map control, harass, scout, or w/e, but now I'm forced to return in my base/expands every 20-30 seconds ...

Btw, notice that all those who agreed with this change have a terran avatar near their tl name = biased opinion by zerg haters.


I am a zerg player and I already go back to my base and do all that. I agree with the change completely just like the warpgates no longer being able to press W to select all. I think it was dumb allowing that in the first place.


I heard the copper players don't know they can group hatcheries or units. Let's remove control grouping ... you're clever.
Ballistixz
Profile Joined January 2010
United States1269 Posts
April 23 2010 00:05 GMT
#279
On April 23 2010 08:58 WiljushkA wrote:
Show nested quote +
On April 23 2010 08:50 Bennaya13 wrote:
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.


yeah cause pros want the game to be easier so every casual person could play near their level, thus making them less special, and therefore decreasing their paychecks. right.


theres alot of casual players that got into platinum just because they do all in builds every game. so i hardly think all of the high platinum players are special when other guys from gold or even silver can completely annihilate someone from platinum just because most platinum players got in there purely from cheesing/all inning and winning most of there games cuz of it. and the sad part is alot of ppl refer to them as "good" players.

theres only a select few really really good plat players and most if not all of them come from TL.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 23 2010 00:07 GMT
#280
On April 23 2010 09:02 cyclone25 wrote:
Show nested quote +
On April 23 2010 08:57 blade55555 wrote:
On April 23 2010 08:56 cyclone25 wrote:
"Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel." ->> this will make the game even more boring than it is now.
Blizzard wants the player to focus even more on his base/macro rather than on harassing, taking map control, microing in fights, etc. ...
Macroing as it is now was a big reason for zergs to play so passive (camping with the army in base 95% of the game, and then make a final a-move push or move their army to the next expand). Not forgetting larvae injection is really important, since it doesn't work like chronoboost or mules to just spam it 3-4 times in case you forgot it.
I always tried to take map control, harass, scout, or w/e, but now I'm forced to return in my base/expands every 20-30 seconds ...

Btw, notice that all those who agreed with this change have a terran avatar near their tl name = biased opinion by zerg haters.


I am a zerg player and I already go back to my base and do all that. I agree with the change completely just like the warpgates no longer being able to press W to select all. I think it was dumb allowing that in the first place.


I heard the copper players don't know they can group hatcheries or units. Let's remove control grouping ... you're clever.


You're pissed beacuse your race now has to return to their base to use its macro mechanic like the terran has had to do all along. Just calm dude, your race still has the strongest macro mechanic.
"trash micro but win - its marine" MC commentary during HSC 4
Prev 1 12 13 14 15 16 25 Next All
Please log in or register to reply.
Live Events Refresh
Epic.LAN
12:00
#47 - Day 1
Liquipedia
PiG Sty Festival
09:00
Group B
Clem vs Percival
Zoun vs Solar
PiGStarcraft1061
TKL 347
IndyStarCraft 188
Rex142
BRAT_OK 123
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1061
TKL 347
IndyStarCraft 188
Rex 142
Lowko133
BRAT_OK 123
StarCraft: Brood War
Horang2 7211
Rain 3346
PianO 2420
GuemChi 2194
BeSt 1233
Jaedong 1018
Hyuk 502
actioN 330
Light 295
Hyun 199
[ Show more ]
Soma 183
Mini 163
ZerO 158
Snow 120
Pusan 109
Dewaltoss 98
ggaemo 77
hero 77
Rush 71
Aegong 70
Soulkey 70
Killer 68
Mong 66
Mind 60
Barracks 54
Sharp 50
JYJ 50
Sea.KH 42
Nal_rA 37
ToSsGirL 37
Backho 36
Hm[arnc] 32
sSak 30
JulyZerg 27
Free 27
[sc1f]eonzerg 26
Icarus 22
910 20
Yoon 20
GoRush 19
yabsab 17
Movie 16
zelot 15
Bale 14
Shine 13
Noble 13
SilentControl 12
NotJumperer 9
ivOry 5
Terrorterran 3
Britney 2
Dota 2
Gorgc2779
XaKoH 552
XcaliburYe89
canceldota12
Counter-Strike
olofmeister2092
zeus1182
m0e_tv398
Other Games
singsing2110
shoxiejesuss753
B2W.Neo610
Fuzer 238
crisheroes158
Happy111
ToD107
Hui .98
Trikslyr27
ZerO(Twitch)19
Organizations
Counter-Strike
PGL32709
Other Games
gamesdonequick644
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• escodisco323
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV226
League of Legends
• Stunt636
Upcoming Events
Big Brain Bouts
4h 50m
Harstem vs MaNa
Reynor vs SKillous
Replay Cast
11h 50m
PiG Sty Festival
20h 50m
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
21h 50m
Epic.LAN
23h 50m
Replay Cast
1d 11h
PiG Sty Festival
1d 20h
Serral vs YoungYakov
ByuN vs ShoWTimE
Sparkling Tuna Cup
1d 21h
Replay Cast
2 days
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
3 days
Replay Cast
3 days
WardiTV Winter Champion…
3 days
Replay Cast
4 days
WardiTV Winter Champion…
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-19
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Escore Tournament S1: King of Kings
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.