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.
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.
Well I guess here is where we disagree... SC:BW supports almost 300 Koreans playing SC:BW full time. And there are hundreds (thousands?) more Koreans who would play it full time if they had the opportunity. And there are a lot of non-Koreans who would do it too, though it's hard to say how many. I don't want someone who is playing 20 hours a week to be a top player. Maybe we are just using the words good/great differently. Yeah, someone playing 20 hours ought to be able to be pretty good, but not winning major tournaments...
well ok, the zerg may want to spawn larva at all times, but he still has to decide if he wants drones or units, something that other races dont have to do to this extend, that should redeem zerg macro.
And spawn larvae is quite powerful, but much more difficult to use now than for example terran MULEs, you have to use it every time its up or you loose the benefit for as long as you forget while terrans can use the energy later and make up for their failure. You also need to use it double as often and you have to click at multiple locations instead of a single mineral line.
Also, handling your time spend at doing stuff is ALSO decision making. And there are games that tried to cut off all the stuff that could be automated and it turned out that it makes the game less interesting. For example Age of Mythology's expansion The Titans introduced automated building of units and workers, fans found that (and other stuff) terrible and after a bit they just stopped using the xpack completely and just played the vanilla game for multiplayer.
Edit:
The better mind should win everytime not the best muscles/genes/lifestyle that allows access to the most practice time.
Sc2 is a RTS, time you need for your actions matter. Otherwise you could just play a turnbased startegy game in simultaneous mode. And as everything at life, poeple that put effort in things tend to be better than others, its like this in sports, science etc, its also like this in MP-games. This is a very common discussion in MMO forums btw since there time spend directly equals the amount of content you can access, but some people want to see all content no matter how much time invested because they payed the same as the hardcore players.
Green health bar fix good. I'd like to see them make health bars transparent or make a TRUE toggle (press ALT once and it stays one, press ALT again and it stays off)... just so the game would look a little cleaner. Always on obviously is very beneficial, but it just looks bad.
On April 23 2010 08:23 _EmIL_ wrote: lol didnt even know that Z had so easy to macro
wtf? So the "game" told the closest queen to inject the hatch? Such a crap tbh. doesnt deserve to be in the game
It was an extension of the smart casting. When you have multiple spellcasters selected, when told to cast a spell, the caster with enough energy closest to the place you told it to cast will be the one that casts at that location.
What doesn't "deserve" to be in SC2 is such a shittily designed macro mechanic. If a macro mechanic was intended to add a gain from having APM spent on macro, or create an additional decision making process with "energy tension" of the macro mechanic, or just make the player look back at their base, the design of spawn larva failed all three. The solution would clearly be to rethink spawn larva, not remove ability/spellcasting on wire-frames.
this most people dont know but blizzard intentionally added chronoboost/mule/spawn larva just to make macro more demanding, smart casting "bug" made it easier as intended thats why they fixed it in this patch.
On April 23 2010 10:21 ploy wrote: Archerofaiur your saying that building depots/pylons/overlords having decision making tensions is, at absolute best, a huge stretch.
Do you really want to get into a debate about which has more decision making supply or Spawn Larva? Pretty sure Id win that one
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.
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.
Well I guess here is where we disagree... SC:BW supports almost 300 Koreans playing SC:BW full time. And there are hundreds (thousands?) more Koreans who would play it full time if they had the opportunity. And there are a lot of non-Koreans who would do it too, though it's hard to say how many. I don't want someone who is playing 20 hours a week to be a top player. Maybe we are just using the words good/great differently. Yeah, someone playing 20 hours ought to be able to be pretty good, but not winning major tournaments...
I agree completely with this. Its actually a very subtle subject thinking about it. Its all about the balance of what it should take to be a top player. Playing 40 hours compared to 20 should give a reward for the extra effort that's for sure. But after a certain point(a physical skill check i.e. xyz apm) hours played the physical check should become irrelevant between top players and its all about the strategy and decisions weighed. So I guess I just want the maximum number of ppl to get over the physical check/requirement to get to focus on the mind part of the game so that we have the biggest possible scene where it would one day be viable outside of Korea to play games full time in the near future rather then just a pipe dream.
I also find it a good measure how much ppl should play that often korean progamers say they wouldn't let their children become progamers, but i'd wonder if the hours where a lot less if they'd think differently so that their kids could have a 'normal' social/work life also.
Its all so subjective. Lets just hope servers can get online asap so we can just play more eitherway =)
Very interesting changes, Bind locations is going to be very useful. New textures / animations are always a good thing to see, as well as new mouse cursors. Also I'd really love to hear the new Protoss track.
I think to enforce that the macro mechanics should take the same amount of skill, they should reduce the energy capacities for the Orbital Command and Nexus to 50 and 25 respectively.
does anyone know why they haven't listed some of these changes? and damn, bind locations are back which i'm glad but they're f5-8 and i have small hands, plus my current keyboard has the fkey row about an inch away from the number row =( i'll just have to be a fuckin champ and suck it up