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On April 23 2010 14:05 Funchucks wrote:Show nested quote +On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.
You chose the wrong site to drop this bit of truth. Brace for flames.
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doesnt seem to be that strong currently, but that might change once someone figures out the optimal build.
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On April 23 2010 14:05 Funchucks wrote:Show nested quote +On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.
Maybe units should have 2 lives, cause losing your army to a small micro mistake is too harsh...
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Need some replays of this. I wanna see how it does against a 2 rax or 2 gate wall in.
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haven't seen this posted, but if you 6 pool then do extractor trick as well, you can pump 12 instead of 10 =)
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They should keep it, zerglings sucks anyways 
I fended off a 6 pool with my workers only (took casualties but not as many as i thought.) Basically we should what three post up says find out if it really is that imba before chanting NERF
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On April 23 2010 14:05 Funchucks wrote:Show nested quote +On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market. You know whats really UNFUN for casual players?
Unstoppable 12 ling 8 pool rushes every game.
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if this isnt jus a rare bug , aw man, i probably wont ladder ne time soon
maybe if i know my opp isnt a zerg
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Damn... that;s really scary... It will probably be patched soon if it starts getting out of hand.
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On April 23 2010 14:23 PanzerDragoon wrote:Show nested quote +On April 23 2010 14:05 Funchucks wrote:On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market. You know whats really UNFUN for casual players? Unstoppable 12 ling 8 pool rushes every game. There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit.
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I am pleased that this exploit exists.
Now they will change things back to the way they were.
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On April 23 2010 14:29 Funchucks wrote:Show nested quote +On April 23 2010 14:23 PanzerDragoon wrote:On April 23 2010 14:05 Funchucks wrote:On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market. You know whats really UNFUN for casual players? Unstoppable 12 ling 8 pool rushes every game. There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit. At what situation would one misclick put you at a "might as well quit" disadvantage?
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Has this bug been posted in the SC2 battle net forums yet?
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Multiple times in bug report, general and feedback.
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yea... i just got ling rushed and it was ridiculous...
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On April 23 2010 14:32 ZapRoffo wrote: At what situation would one misclick put you at a "might as well quit" disadvantage?
I'm thinking a CC..
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On April 23 2010 14:32 ZapRoffo wrote:Show nested quote +On April 23 2010 14:29 Funchucks wrote:On April 23 2010 14:23 PanzerDragoon wrote:On April 23 2010 14:05 Funchucks wrote:On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market. You know whats really UNFUN for casual players? Unstoppable 12 ling 8 pool rushes every game. There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit. At what situation would one misclick put you at a "might as well quit" disadvantage? Canceling your 14CC :p
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On April 23 2010 14:41 PanzerDragoon wrote:Show nested quote +On April 23 2010 14:32 ZapRoffo wrote:On April 23 2010 14:29 Funchucks wrote:On April 23 2010 14:23 PanzerDragoon wrote:On April 23 2010 14:05 Funchucks wrote:On April 23 2010 13:33 Puosu wrote: I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ.. Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week. A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences. While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year. For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game. Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market. You know whats really UNFUN for casual players? Unstoppable 12 ling 8 pool rushes every game. There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit. At what situation would one misclick put you at a "might as well quit" disadvantage? Canceling your 14CC :p LOOOL yes, that was a very unfortunate misclick.
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Id be suprised if blizzard didnt hotfix this bug by tomorrow morning.
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