• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:53
CET 14:53
KST 22:53
  • 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
BW General Discussion A new season just kicks off BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube TvZ is the most complete match up
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
ZeroSpace Megathread Nintendo Switch Thread 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: 2168 users

Unlisted Patch 9 Changes! - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 25 Next All
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
April 23 2010 00:58 GMT
#341
On April 23 2010 09:57 Hold-Lurker wrote:
Show nested quote +
On April 23 2010 09:52 Krikkitone wrote:
On April 23 2010 09:48 Kralic wrote:
Umm i was mining 6 gas per trip...



This makes for a significant balance change. Any confirmation?


Regular vespene geysers are 4, there are high yield geysers in the map editor that give 6.


ahh that must be it disregard my post
Brood War forever!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-23 01:00:43
April 23 2010 01:00 GMT
#342
On April 23 2010 09:46 Liquid`NonY wrote:
Show nested quote +
On April 23 2010 09:40 Appendix wrote:
On April 23 2010 09:20 Liquid`NonY wrote:
On April 23 2010 09:11 Appendix wrote:
On April 23 2010 09:02 Liquid`NonY wrote:
On April 23 2010 08:42 Archerofaiur wrote:
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:
[quote]

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.

What he is saying is "spawn larva" not a decision, it is simply dead actions.

Yep, that's irrelevant. He's using this discussion as a springboard to go off on his favorite topic. It's absolutely not what was being talked about. Just cuz one part of what we're talking about is also one part of what he wants to talk about doesn't mean he has something useful to say.

But he is correct in my opinion. I disagree with you that actions and decisions are two different matters. Decisions should induce actions, and because of how well I believe I can perform those actions I adjust my decisions. "I think I can defend this rush without chronoboosting my gateway, and instead use the boost on my nexus. If I do it right, I will be ahead, if not I will be behind or dead." My decisions come with a prize if I'm right and a cost if I'm wrong, and that is decided by my skill.
Spawn larva offers no such considerations at no point. But I guess this is a neverending subject here, and I haven't read all the earlier discussions on it so I believe that all things already have been said.

I knew this would come up eventually. I really don't give a fuck about archerofaiur's topic. He has brought it up before, I talked about it then, and that was that. He brings it up again when it's irrelevant so I simply say it's irrelevant so maybe he'll fuck off and let the discussion I'm involved in proceed naturally without him fucking it up to feed his personal crusade. Of course he doesn't think he's being irrelevant at all and just keeps up with his routine (that poll and its question is part of his act). You are correct that it's a never-ending subject, partially because archerofaiur brings it up at every opportunity he gets. Fuck it!




This kind of posting style reminds me allot of a poster we have on StarcraftLegacy named Demosquid.


And just like there its not constructive in any way.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
mucker
Profile Blog Joined May 2009
United States1120 Posts
April 23 2010 01:01 GMT
#343
On April 23 2010 09:40 Appendix wrote:
Show nested quote +
On April 23 2010 09:20 Liquid`NonY wrote:
On April 23 2010 09:11 Appendix wrote:
On April 23 2010 09:02 Liquid`NonY wrote:
On April 23 2010 08:42 Archerofaiur wrote:
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:
[quote]

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.

What he is saying is "spawn larva" not a decision, it is simply dead actions.

Yep, that's irrelevant. He's using this discussion as a springboard to go off on his favorite topic. It's absolutely not what was being talked about. Just cuz one part of what we're talking about is also one part of what he wants to talk about doesn't mean he has something useful to say.

But he is correct in my opinion. I disagree with you that actions and decisions are two different matters. Decisions should induce actions, and because of how well I believe I can perform those actions I adjust my decisions. "I think I can defend this rush without chronoboosting my gateway, and instead use the boost on my nexus. If I do it right, I will be ahead, if not I will be behind or dead." My decisions come with a prize if I'm right and a cost if I'm wrong, and that is decided by my skill.
Spawn larva offers no such considerations at no point. But I guess this is a neverending subject here, and I haven't read all the earlier discussions on it so I believe that all things already have been said.


Have you ever played zerg? I've had many many games where my base has been attacked and used transfusion and not had enough energy to spawn larva after my opponent backed off. Or spawned larva right before an attack and been one transfusion short of holding my sunken line and lost my expansion.

Maybe there isn't as much decision making throughout the game as chrono boost. But a zerg player is also paying attention to creep tumors, overlords and overseers that are spread thoughout the map. Zerg players also have to think about which hatchery they want to produce from in the later game. Mid to late game making your units at the wrong hatchery can totally screw you. By contrast protoss can make their gateway units where ever they want, but have to keep up on the warpgate cycles, as well as manage their other productions.

To directly compare spawn larva to chrono boost is absurd. You need to compare one race's macro to another in full. An do it in the game, in the context of using the UI while competing, not just sit around thinking about it.
It's supposed to be automatic but actually you have to press this button.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 01:02 GMT
#344
On April 23 2010 09:56 cyclone25 wrote:
Show nested quote +
On April 23 2010 09:55 Airsick wrote:
Another unlisted change is that zerg buildings finally bleed when damaged!!


+16 rate in Korea soon!

protoss buildings now have little electricity bolts flash around when damaged
ModeratorBlame yourself or God
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 23 2010 01:03 GMT
#345
On April 23 2010 10:00 Archerofaiur wrote:
This kind of posting style reminds me allot of a poster we have on StarcraftLegacy named Demosquid.


And just like there its not constructive in any way.


Why are mommy and daddy fighting? I think you two should just make out. Or make up. Yeah, totally meant make up.
@DBWiggin, SC2 ref
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 23 2010 01:03 GMT
#346
Cant believe i missed this one

On April 23 2010 09:34 MidKnight wrote:
Building pylons/supply depots/overlords doesn't require any strategy either.
Thus it should be automated or just removed, it doesn't add any strategical depth.
I mean..


Supply is actually a example of a mechanic that does involve decision making. Specifically spacial, temporal and mineral tension.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ploy
Profile Joined January 2006
United States416 Posts
April 23 2010 01:05 GMT
#347
Hmm at 52/52 supply should I spend 100 minerals on a depot or another marauder..... yes, depots/pylons have so much mineral tension
omg.deus
Profile Blog Joined October 2009
Korea (South)150 Posts
Last Edited: 2010-04-23 01:07:42
April 23 2010 01:05 GMT
#348
On April 23 2010 09:57 Adeeler wrote:
Show nested quote +
On April 23 2010 09:34 Liquid`NonY wrote:
On April 23 2010 09:29 Adeeler wrote:
On April 23 2010 09:18 Liquid`NonY wrote:
On April 23 2010 08:54 Krikkitone wrote:
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:
[quote]

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)

Whaaat? The fun of the game? I don't care how you get your jollies. I am trying to make sure SC2 is a good competitive game. The relationship between how effective an action is and how much effort it requires is the most important thing here. The whole fun thing is still a separate issue. I agree that we should maximize the number of significant decisions required by the game. We should put as many in as we can without compromising the balance or fun of the game.

I mean, if I'm talking about how nutritious an apple is, and you say that markets are overpricing apples, we are talking about two completely separate issues. Yeah, we're both talking about apples. And yeah, you might be able to connect them in a way that is relevant to some people, like saying that overpricing a nutritious food is morally wrong... but the person talking about nutrition doesn't care about that, and the person talking about apple prices doesn't care about that.

I can see how these issues in SC2 are jumbled up together and tightly related but discussion is going to go crazy if people don't handle it carefully.


I get your point but still fell you'll lose more great players that get held back physically then players gained from the requirement of hardcore training at higher levels.

Well yeah that's true but then would anyone consider any of the top players really great? I think you remove greatness as a possibility if you have people playing the game 20 hours a less a week getting the same results as an equally talented player playing the game 40+ hours a week.

If someone wants to be great, they're going to have to play the game 40+ hours a week. That should be true of any esport. I honestly don't think having especially fast hands is required, either. Having average speed and then naturally gaining speed from playing 40+ hours a week will be good enough to be a top player.


No Nony thats complete garbage reasoning. I consider TLO amazing but if he only had 1 finger on each hand would we be better of him never being able to execute his ideas if he couldn't piss away hours overcoming physical limits?


I really believe he could still play competitively with 1 finger on each hand, not every player is going to strive to be the best in the world.
NonY
Profile Blog Joined June 2007
8751 Posts
April 23 2010 01:08 GMT
#349
On April 23 2010 09:46 Krikkitone wrote:
Show nested quote +
On April 23 2010 09:29 Liquid`NonY wrote:

How Difficult it Should be is directly related to how much of a Decision it is.

No... there should be a certain level of difficulty of doing actions across the board, just to keep the game physically demanding (for competitive and strategical reasons)




so you suggest that there be a difficulty to the action of having my marine fire on the only enemy unit in range?

The current difficulty of that action is exactly 0, all military units are on autoattack and can't even be switched off.
the reason for that is that the decision making in that case is almost 0 as well

current spawn larva should not be any more difficult than autoattack

Show nested quote +

Then there should be a balancing of difficulty of actions based on what kind of actions they are. This helps to create style and diversifies strategies. The simplest demonstration of how this goes wrong: If all the macro actions are really easy, then everyone will do them nearly perfectly, so you'll never have a macro player who specializes in doing macro actions well. So you want a bit of difficulty in as wide a range of actions as possible so that people can specialize according to their style.

That's it.


I agree, the macro actions should Not be easy, they should involve significant decisions.
or be cut

The way I would prioritize the alternatives

1. New Zerg macromechanic that involves decision making
2. No Zerg Macromechanic
3. Current Spawn Larva mechanic with ruined UI (which affects transfusion as well)

I'm making the argument that #2 is better than #3 (and #1 would be a Lot better)

Your first response to me doesn't make sense. You're the one that said how difficult an action should be is directly related to how much decision making was involved. That's all I had to do to refute that is to explain how and why there are other factors involved when determining how difficult an action should be. The best solution is for there to be enough significant decisions involved in the game to reasonably distribute the amount of actions it takes to keep the game competitively healthy. In my opinion, it's more important for the game to be competitively healthy than for every action to involve a decision. But we can have both. I'm sure there is a certain percentage of meaningful actions you need to have fun while playing the game just as there is a certain difficulty of performing actions needed to keep the game competitive. They are both important considerations. You wanted to say there was only one. I am saying there is another. Responding to me by acting as if I'm saying there is only one is feeble.

Your second response is also sort of tossing my post out the window. Macro moves need to require a significant amount of action to keep diversity of strategy alive. Cutting them too severely isn't an option. If people are saying they can't have fun playing the game because when they play Zerg they don't like having to do Spawn Larva, and they'd have fun if a more significant decision was involved when doing Spawn Larva, then sure let's have Blizzard make it have more of a decision. But severely reducing the difficulty of the act of doing it (or removing it completely) has major repercussions for other aspects of the game.
"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.'
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-23 01:10:13
April 23 2010 01:10 GMT
#350

The incredible irony of this whole arguement is that Nony, for all the fight hes putting up, agrees that Spawn Larva should have more decision making.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 23 2010 01:10 GMT
#351
On April 23 2010 10:00 Archerofaiur wrote:
Show nested quote +
On April 23 2010 09:46 Liquid`NonY wrote:
On April 23 2010 09:40 Appendix wrote:
On April 23 2010 09:20 Liquid`NonY wrote:
On April 23 2010 09:11 Appendix wrote:
On April 23 2010 09:02 Liquid`NonY wrote:
On April 23 2010 08:42 Archerofaiur wrote:
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:
[quote]
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.

What he is saying is "spawn larva" not a decision, it is simply dead actions.

Yep, that's irrelevant. He's using this discussion as a springboard to go off on his favorite topic. It's absolutely not what was being talked about. Just cuz one part of what we're talking about is also one part of what he wants to talk about doesn't mean he has something useful to say.

But he is correct in my opinion. I disagree with you that actions and decisions are two different matters. Decisions should induce actions, and because of how well I believe I can perform those actions I adjust my decisions. "I think I can defend this rush without chronoboosting my gateway, and instead use the boost on my nexus. If I do it right, I will be ahead, if not I will be behind or dead." My decisions come with a prize if I'm right and a cost if I'm wrong, and that is decided by my skill.
Spawn larva offers no such considerations at no point. But I guess this is a neverending subject here, and I haven't read all the earlier discussions on it so I believe that all things already have been said.

I knew this would come up eventually. I really don't give a fuck about archerofaiur's topic. He has brought it up before, I talked about it then, and that was that. He brings it up again when it's irrelevant so I simply say it's irrelevant so maybe he'll fuck off and let the discussion I'm involved in proceed naturally without him fucking it up to feed his personal crusade. Of course he doesn't think he's being irrelevant at all and just keeps up with his routine (that poll and its question is part of his act). You are correct that it's a never-ending subject, partially because archerofaiur brings it up at every opportunity he gets. Fuck it!




This kind of posting style reminds me allot of a poster we have on StarcraftLegacy named Demosquid.


And just like there its not constructive in any way.



He grew tired beacuse you're trying to have a debate with him on a topic that he wasn't even talking about in the first place?
"trash micro but win - its marine" MC commentary during HSC 4
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 23 2010 01:11 GMT
#352
Really cool additions (aesthetically that is). The new dmg being shown on Protoss buildings is awesome and welcome back bleeding zerg buildings!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-23 01:11:39
April 23 2010 01:11 GMT
#353
On April 23 2010 10:10 Senx wrote:
Show nested quote +
On April 23 2010 10:00 Archerofaiur wrote:
On April 23 2010 09:46 Liquid`NonY wrote:
On April 23 2010 09:40 Appendix wrote:
On April 23 2010 09:20 Liquid`NonY wrote:
On April 23 2010 09:11 Appendix wrote:
On April 23 2010 09:02 Liquid`NonY wrote:
On April 23 2010 08:42 Archerofaiur wrote:
On April 23 2010 08:38 Liquid`NonY wrote:
On April 23 2010 08:34 Archerofaiur wrote:
[quote]


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.

What he is saying is "spawn larva" not a decision, it is simply dead actions.

Yep, that's irrelevant. He's using this discussion as a springboard to go off on his favorite topic. It's absolutely not what was being talked about. Just cuz one part of what we're talking about is also one part of what he wants to talk about doesn't mean he has something useful to say.

But he is correct in my opinion. I disagree with you that actions and decisions are two different matters. Decisions should induce actions, and because of how well I believe I can perform those actions I adjust my decisions. "I think I can defend this rush without chronoboosting my gateway, and instead use the boost on my nexus. If I do it right, I will be ahead, if not I will be behind or dead." My decisions come with a prize if I'm right and a cost if I'm wrong, and that is decided by my skill.
Spawn larva offers no such considerations at no point. But I guess this is a neverending subject here, and I haven't read all the earlier discussions on it so I believe that all things already have been said.

I knew this would come up eventually. I really don't give a fuck about archerofaiur's topic. He has brought it up before, I talked about it then, and that was that. He brings it up again when it's irrelevant so I simply say it's irrelevant so maybe he'll fuck off and let the discussion I'm involved in proceed naturally without him fucking it up to feed his personal crusade. Of course he doesn't think he's being irrelevant at all and just keeps up with his routine (that poll and its question is part of his act). You are correct that it's a never-ending subject, partially because archerofaiur brings it up at every opportunity he gets. Fuck it!




This kind of posting style reminds me allot of a poster we have on StarcraftLegacy named Demosquid.


And just like there its not constructive in any way.



He grew tired beacuse you're trying to have a debate with him on a topic that he wasn't even talking about in the first place?


As ive said before the underlying issue, and the reason this UI change took place, is the inherient shallowness of the macro mechanics.


Or is discussing the root of the problem somehow not applicable to a discussion of a problem?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
SleepSheep
Profile Blog Joined December 2009
Canada344 Posts
April 23 2010 01:12 GMT
#354

On April 23 2010 07:06 Senx wrote:
....
Show nested quote +
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..


i didn't even know u could do that, haha
woulda made things a whole lot easier
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
April 23 2010 01:12 GMT
#355
On April 23 2010 10:05 omg.deus wrote:
Show nested quote +
On April 23 2010 09:57 Adeeler wrote:
On April 23 2010 09:34 Liquid`NonY wrote:
On April 23 2010 09:29 Adeeler wrote:
On April 23 2010 09:18 Liquid`NonY wrote:
On April 23 2010 08:54 Krikkitone wrote:
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:
[quote]

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)

Whaaat? The fun of the game? I don't care how you get your jollies. I am trying to make sure SC2 is a good competitive game. The relationship between how effective an action is and how much effort it requires is the most important thing here. The whole fun thing is still a separate issue. I agree that we should maximize the number of significant decisions required by the game. We should put as many in as we can without compromising the balance or fun of the game.

I mean, if I'm talking about how nutritious an apple is, and you say that markets are overpricing apples, we are talking about two completely separate issues. Yeah, we're both talking about apples. And yeah, you might be able to connect them in a way that is relevant to some people, like saying that overpricing a nutritious food is morally wrong... but the person talking about nutrition doesn't care about that, and the person talking about apple prices doesn't care about that.

I can see how these issues in SC2 are jumbled up together and tightly related but discussion is going to go crazy if people don't handle it carefully.


I get your point but still fell you'll lose more great players that get held back physically then players gained from the requirement of hardcore training at higher levels.

Well yeah that's true but then would anyone consider any of the top players really great? I think you remove greatness as a possibility if you have people playing the game 20 hours a less a week getting the same results as an equally talented player playing the game 40+ hours a week.

If someone wants to be great, they're going to have to play the game 40+ hours a week. That should be true of any esport. I honestly don't think having especially fast hands is required, either. Having average speed and then naturally gaining speed from playing 40+ hours a week will be good enough to be a top player.


No Nony thats complete garbage reasoning. I consider TLO amazing but if he only had 1 finger on each hand would we be better of him never being able to execute his ideas if he couldn't piss away hours overcoming physical limits?


I really believe he could still play competitively with 1 finger on each hand


hehe yeh probably

I just don't see why anyone should need to live a skrewed up life just cos of a shit UI in a game they enjoy just to stay competative. The better mind should win everytime not the best muscles/genes/lifestyle that allows access to the most practice time.

20 hours a week seems like enough to me. 40 hours if its your actual job you'd put that in as a matter of course but should we be doing that just to be mechanically capable as non-pro-housed players? I think not.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
April 23 2010 01:13 GMT
#356
Usually when it isn't documented it is a bug.
Brood War forever!
NonY
Profile Blog Joined June 2007
8751 Posts
April 23 2010 01:13 GMT
#357
On April 23 2010 09:57 Adeeler wrote:
Show nested quote +
On April 23 2010 09:34 Liquid`NonY wrote:
On April 23 2010 09:29 Adeeler wrote:
On April 23 2010 09:18 Liquid`NonY wrote:
On April 23 2010 08:54 Krikkitone wrote:
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:
[quote]

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)

Whaaat? The fun of the game? I don't care how you get your jollies. I am trying to make sure SC2 is a good competitive game. The relationship between how effective an action is and how much effort it requires is the most important thing here. The whole fun thing is still a separate issue. I agree that we should maximize the number of significant decisions required by the game. We should put as many in as we can without compromising the balance or fun of the game.

I mean, if I'm talking about how nutritious an apple is, and you say that markets are overpricing apples, we are talking about two completely separate issues. Yeah, we're both talking about apples. And yeah, you might be able to connect them in a way that is relevant to some people, like saying that overpricing a nutritious food is morally wrong... but the person talking about nutrition doesn't care about that, and the person talking about apple prices doesn't care about that.

I can see how these issues in SC2 are jumbled up together and tightly related but discussion is going to go crazy if people don't handle it carefully.


I get your point but still fell you'll lose more great players that get held back physically then players gained from the requirement of hardcore training at higher levels.

Well yeah that's true but then would anyone consider any of the top players really great? I think you remove greatness as a possibility if you have people playing the game 20 hours a less a week getting the same results as an equally talented player playing the game 40+ hours a week.

If someone wants to be great, they're going to have to play the game 40+ hours a week. That should be true of any esport. I honestly don't think having especially fast hands is required, either. Having average speed and then naturally gaining speed from playing 40+ hours a week will be good enough to be a top player.


No Nony thats complete garbage reasoning. I consider TLO amazing but if he only had 1 finger on each hand would we be better of him never being able to execute his ideas if he couldn't piss away hours overcoming physical limits?

Edit i'm harsh to say garbage. I only think we will lose out on new great protosses mainly, its for them i fear.

Someone with a physical disability is outside of my reasoning... but what more can I say than that there is a physical component? People don't approach other established and successful competitions and complain to them that they have arbitrary requirements, that they'd rather some of the requirements be dropped so people that excel in the other requirements can have more success... I'm just a guy who thinks SC:BW was absolutely brilliant and a wonderful game and I'd love for SC2 to be like it in essence, as a sequel should be, but with updated content. There is a strong physical component in the game we play here and that's just the way it is. It could be worse. Like I said, I think no special talent is required for the physical part of the game. Average ability + sufficient training = good enough to be a top player.
"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.'
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 23 2010 01:15 GMT
#358
On April 23 2010 10:13 Liquid`NonY wrote:
Show nested quote +
On April 23 2010 09:57 Adeeler wrote:
On April 23 2010 09:34 Liquid`NonY wrote:
On April 23 2010 09:29 Adeeler wrote:
On April 23 2010 09:18 Liquid`NonY wrote:
On April 23 2010 08:54 Krikkitone wrote:
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:
[quote]

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)

Whaaat? The fun of the game? I don't care how you get your jollies. I am trying to make sure SC2 is a good competitive game. The relationship between how effective an action is and how much effort it requires is the most important thing here. The whole fun thing is still a separate issue. I agree that we should maximize the number of significant decisions required by the game. We should put as many in as we can without compromising the balance or fun of the game.

I mean, if I'm talking about how nutritious an apple is, and you say that markets are overpricing apples, we are talking about two completely separate issues. Yeah, we're both talking about apples. And yeah, you might be able to connect them in a way that is relevant to some people, like saying that overpricing a nutritious food is morally wrong... but the person talking about nutrition doesn't care about that, and the person talking about apple prices doesn't care about that.

I can see how these issues in SC2 are jumbled up together and tightly related but discussion is going to go crazy if people don't handle it carefully.


I get your point but still fell you'll lose more great players that get held back physically then players gained from the requirement of hardcore training at higher levels.

Well yeah that's true but then would anyone consider any of the top players really great? I think you remove greatness as a possibility if you have people playing the game 20 hours a less a week getting the same results as an equally talented player playing the game 40+ hours a week.

If someone wants to be great, they're going to have to play the game 40+ hours a week. That should be true of any esport. I honestly don't think having especially fast hands is required, either. Having average speed and then naturally gaining speed from playing 40+ hours a week will be good enough to be a top player.


No Nony thats complete garbage reasoning. I consider TLO amazing but if he only had 1 finger on each hand would we be better of him never being able to execute his ideas if he couldn't piss away hours overcoming physical limits?

Edit i'm harsh to say garbage. I only think we will lose out on new great protosses mainly, its for them i fear.

Someone with a physical disability is outside of my reasoning... but what more can I say than that there is a physical component? People don't approach other established and successful competitions and complain to them that they have arbitrary requirements, that they'd rather some of the requirements be dropped so people that excel in the other requirements can have more success... I'm just a guy who thinks SC:BW was absolutely brilliant and a wonderful game and I'd love for SC2 to be like it in essence, as a sequel should be, but with updated content. There is a strong physical component in the game we play here and that's just the way it is. It could be worse. Like I said, I think no special talent is required for the physical part of the game. Average ability + sufficient training = good enough to be a top player.


This is why the servers need to be back up ^

Flame wars should never involve Nony.
Half man, half bear, half pig.
owenowens33
Profile Joined April 2010
United States94 Posts
April 23 2010 01:15 GMT
#359
On April 23 2010 09:57 Adeeler wrote:
Show nested quote +
On April 23 2010 09:34 Liquid`NonY wrote:
On April 23 2010 09:29 Adeeler wrote:
On April 23 2010 09:18 Liquid`NonY wrote:
On April 23 2010 08:54 Krikkitone wrote:
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:
[quote]

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)

Whaaat? The fun of the game? I don't care how you get your jollies. I am trying to make sure SC2 is a good competitive game. The relationship between how effective an action is and how much effort it requires is the most important thing here. The whole fun thing is still a separate issue. I agree that we should maximize the number of significant decisions required by the game. We should put as many in as we can without compromising the balance or fun of the game.

I mean, if I'm talking about how nutritious an apple is, and you say that markets are overpricing apples, we are talking about two completely separate issues. Yeah, we're both talking about apples. And yeah, you might be able to connect them in a way that is relevant to some people, like saying that overpricing a nutritious food is morally wrong... but the person talking about nutrition doesn't care about that, and the person talking about apple prices doesn't care about that.

I can see how these issues in SC2 are jumbled up together and tightly related but discussion is going to go crazy if people don't handle it carefully.


I get your point but still fell you'll lose more great players that get held back physically then players gained from the requirement of hardcore training at higher levels.

Well yeah that's true but then would anyone consider any of the top players really great? I think you remove greatness as a possibility if you have people playing the game 20 hours a less a week getting the same results as an equally talented player playing the game 40+ hours a week.

If someone wants to be great, they're going to have to play the game 40+ hours a week. That should be true of any esport. I honestly don't think having especially fast hands is required, either. Having average speed and then naturally gaining speed from playing 40+ hours a week will be good enough to be a top player.


No Nony thats complete garbage reasoning. I consider TLO amazing but if he only had 1 finger on each hand would we be better of him never being able to execute his ideas if he couldn't piss away hours overcoming physical limits?


No. THIS is complete garbage reasoning, and a complete misunderstanding of what Nony was trying to convey with his post. Of course, any sort of videogame or a physical sport will have limitations based on the human body, at least until we invent some sort of game that plays solely through the mind (chess is like this). Peyton Manning is one of the greatest quarterbacks of all time, largely in part because he is a true student of the game. But if he doesn't have arms then he can't be the player he is right now. True. Obviously true. But this kind of argument is completely irrelevant to the point above.

The point is that a game should allow for a very high ceiling of play or competition in order to even have '"truly great" players. For example, there is no serious Wii Mario Kart scene at the moment, nor do I think there ever will be one. This is because a child who plays the game 10 hours a week can become just as good as a man playing 40 hours a week due to the randomness of the game, its easy mechanics, and the tendency to rubberband last place players back into the game. A serious E-sport game is going to require that a player who practices more or more effectively will usually win over another player who does not practice as much. And the greatest e-sports have insanely high skill caps. Both Counterstrike and Starcraft create an environment in which initial or nascent skill must be developed through countless hours of practice in order to reach a high level of competitive play.
Success is never final; failure is rarely fatal.
NonY
Profile Blog Joined June 2007
8751 Posts
April 23 2010 01:16 GMT
#360
On April 23 2010 10:10 Archerofaiur wrote:

The incredible irony of this whole arguement is that Nony, for all the fight hes putting up, agrees that Spawn Larva should have more decision making.

It's not ironic at all. So what if I have the same conclusion as you do in the topic you're trying to bring up? I wasn't avoiding your topic because I disagree with its conclusion. The point is that it wasn't what people were talking about before you came along. I liked the discussion that was going on and I wanted to see it to the end without you turning it into something else. That's the reason for all the fight I put up and it makes perfect sense.
"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.'
Prev 1 16 17 18 19 20 25 Next All
Please log in or register to reply.
Live Events Refresh
Epic.LAN
12:00
#47 - Day 1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1232
IndyStarCraft 180
StarCraft: Brood War
Horang2 4181
GuemChi 3099
Rain 1850
Jaedong 891
Hyuk 822
Soma 352
Mini 280
actioN 224
Rush 217
Hyun 187
[ Show more ]
EffOrt 149
Snow 140
Barracks 127
Hm[arnc] 124
Pusan 120
ggaemo 116
Soulkey 115
hero 104
Killer 95
Dewaltoss 89
Aegong 81
JYJ 77
Mind 69
Sharp 65
Sea.KH 55
Backho 51
Nal_rA 46
sSak 36
[sc1f]eonzerg 34
Free 32
ToSsGirL 28
910 26
Yoon 23
Movie 21
zelot 20
JulyZerg 18
Shine 17
yabsab 15
SilentControl 11
Noble 10
ivOry 6
Britney 1
Dota 2
Gorgc5261
qojqva450
XcaliburYe126
canceldota57
Counter-Strike
fl0m2644
olofmeister2477
shoxiejesuss1395
zeus1156
byalli143
edward48
Other Games
singsing2231
B2W.Neo722
hiko330
Lowko286
Fuzer 265
crisheroes167
XaKoH 165
Hui .108
ToD54
Trikslyr26
Organizations
Counter-Strike
PGL54387
Other Games
gamesdonequick645
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• iHatsuTV 11
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV377
• lizZardDota234
League of Legends
• Nemesis2971
• TFBlade813
Upcoming Events
Big Brain Bouts
3h 7m
Harstem vs MaNa
Reynor vs SKillous
Replay Cast
10h 7m
PiG Sty Festival
19h 7m
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
20h 7m
Epic.LAN
22h 7m
Replay Cast
1d 10h
PiG Sty Festival
1d 19h
Serral vs YoungYakov
ByuN vs ShoWTimE
Sparkling Tuna Cup
1d 20h
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.