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[D] Wireframe Casting Removed - Page 5

Forum Index > SC2 General
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Elegy
Profile Blog Joined September 2009
United States1629 Posts
April 24 2010 02:08 GMT
#81
i'm liking this change more and more, when blizzard removes minimap casting it'll be even better. The great thing about BW was that players could always become better at mechanics, etc, and that really set players apart from each other. strategy is one thing, but having great mechanics is something that really differentiated a lot of players, especially on iccup imo. good to see a semblance of BW-style macro being preserved to help weed out "good" from "great"
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
Last Edited: 2010-04-24 02:09:06
April 24 2010 02:08 GMT
#82
On April 24 2010 10:41 Zelniq wrote:
i just wish backspace wasnt so damn far away. maybe i'll have to rebind a key or something, worried about the legality of such moves though

rebind to tilde?
oh no imba he changed it from backspace to tilde unfair advantage oasdfaosofud
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
sysrpl
Profile Joined February 2010
United States222 Posts
April 24 2010 02:10 GMT
#83
I would like add my voice to the opinion that this change is a horrible idea.

Arbitrary decisions to reduce the fluid use of the game interface only serves to frustrate game players. If being in your base is important, then players who decide to spend game time in their base will do better than those who do not. Creating a system which forces you to go back to your base for no reason other than to force you to go back to your base is just an attempt to create unnecessary busy work.

Perhaps the developers would have better spent their time improving units or game mechanics rather than putting up road blocks.
SteeJanS
Profile Joined March 2010
Canada111 Posts
April 24 2010 02:10 GMT
#84
On April 24 2010 10:50 YunhOLee wrote:
well, this should at least help notice the gap between a good and a great player, this is what made BW this great right?


It's what make BW great for the 100 or so top players in the entire world, ten years after the game was released. I think it's premature to try to mold the game into a e-sport before it has even been released.

Starcraft became a successful e-sport because Blizzard made it the best game possible, and through happy co-incidence it ended up as a pro-sport many years later. I don't agree with purposefully making macro mechanics frustrating and repetitive just because one day in the future it may help one pro-gamer gain an edge on another pro-gamer.

/low post count so my opinion doesn't count, even though I've been playing RTS online since WC2 on Kali
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-24 02:16:03
April 24 2010 02:12 GMT
#85
On April 24 2010 10:35 QibingZero wrote:
Show nested quote +
On April 24 2010 10:33 PokePill wrote:
Really surprised by the polls.

The TL community is the only reason there are macro mechanics at all, and now you guys are complaining, overhwhelmingly, that they are too hard. Or maybe it's just all the single digit posters are voting YES.


Reading comprehension... 'YES' means they support the change.


My mistake, is the "reading comprehension" really necessary or does it make you feel special?
MelancholyMark
Profile Joined February 2010
United States39 Posts
April 24 2010 02:14 GMT
#86
On April 24 2010 10:57 liq3 wrote:
I absolutely hate this change and it makes me sad.

RTS games in general should not be trying to implement ways to make mechanics harder, but easier. Mechanics are NOT the game, the game is stuff like building the right units, timing pushes, picking the right tech, etc etc.

It's like golf getting a rule where you have to play one handed. It just doesn't make any sense.

PS. I really am sick to my stomach that blizzard would a change like that. It's technologically backwards.


Your analogy doesn't really work with golf considering you are required to be mechanically skilled to be good at golf, while at the same time knowing strategy of how to hit the ball, where to hit it, etc. And for some people that mechanic part of the game is fun and helps distinguish it from say a turn based game where you have all the time in the world to make strategic decisions.
eNtitY~
Profile Joined January 2007
United States1293 Posts
April 24 2010 02:16 GMT
#87
I'm kind of confused on this, does this basically mean I can't just hit my hotkey for my nexus and click on remote buildings when my nexus isn't in view?

Does this effect Warp gates?
http://www.starcraftdream.com
DuneBug
Profile Joined April 2010
United States668 Posts
Last Edited: 2010-04-24 02:26:09
April 24 2010 02:22 GMT
#88
On April 24 2010 11:10 sysrpl wrote:
Arbitrary decisions to reduce the fluid use of the game interface only serves to frustrate game players. If being in your base is important, then players who decide to spend game time in their base will do better than those who do not. Creating a system which forces you to go back to your base for no reason other than to force you to go back to your base is just an attempt to create unnecessary busy work.


Excellent post.

As the technology has grown players have expected more basic intelligence from games. Regardless of the E-Sports community if Blizzard wants to make a decent RTS they needed to add things like auto-rally to minerals, waypoint building, and smartcasting.

I think artificially creating the need for APM's to do basic base management is a stupid mechanic that won't increase the E-Sport viability of SC2 at all. Especially for a mechanic that was already in Warcraft 3, taking a step backwards always seems like a bad idea.

The best way to make apm's more important and exciting is to put more units like scourge, banelings, siege tanks, reavers into the game. Stuff that can be used simply with attack move but is used far better with good micro.
TIME TO SAY GOODNIGHT BRO!
oolon
Profile Joined August 2009
United States27 Posts
April 24 2010 02:25 GMT
#89
On April 24 2010 10:47 Blacklizard wrote:
I have a bad feeling Blizzard is having trouble with fine tuning balance with the given units and are feeling like they are running out of time, so the easiest way is to reduce harass options by making macro harder during harass. From a design point of view, it's a cop out as far as I am concerned.


You're crazy if you think this game will be released in a state you could describe as "fine tuned". Stop expecting this. No game is ever released this way, especially pvp-heavy games.
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 24 2010 02:30 GMT
#90
On April 24 2010 11:25 oolon wrote:
Show nested quote +
On April 24 2010 10:47 Blacklizard wrote:
I have a bad feeling Blizzard is having trouble with fine tuning balance with the given units and are feeling like they are running out of time, so the easiest way is to reduce harass options by making macro harder during harass. From a design point of view, it's a cop out as far as I am concerned.


You're crazy if you think this game will be released in a state you could describe as "fine tuned". Stop expecting this. No game is ever released this way, especially pvp-heavy games.


You really have no idea how much I know that. You really don't. But to strive for perfection now will make the game better sooner and give it credibility.
liq3
Profile Joined March 2009
Australia34 Posts
April 24 2010 02:40 GMT
#91
On April 24 2010 11:14 MelancholyMark wrote:
Show nested quote +
On April 24 2010 10:57 liq3 wrote:
I absolutely hate this change and it makes me sad.

RTS games in general should not be trying to implement ways to make mechanics harder, but easier. Mechanics are NOT the game, the game is stuff like building the right units, timing pushes, picking the right tech, etc etc.

It's like golf getting a rule where you have to play one handed. It just doesn't make any sense.

PS. I really am sick to my stomach that blizzard would a change like that. It's technologically backwards.


Your analogy doesn't really work with golf considering you are required to be mechanically skilled to be good at golf, while at the same time knowing strategy of how to hit the ball, where to hit it, etc. And for some people that mechanic part of the game is fun and helps distinguish it from say a turn based game where you have all the time in the world to make strategic decisions.

I'll give a better analogy then.


"The fix to wireframe casting MBS is intentional and will not be reverted in the foreseeable future. The designers really like the idea of having the player need to get back to their base and take care of these special abilities buliding units instead of being able to control them build them remotely while looking elsewhere. Hopefully, this will give the player a better feeling of actually managing their base, rather than just clicking pictures on your hotkey bar or selection frames. pressing buttons. "
BG1
Profile Blog Joined January 2005
Canada1550 Posts
April 24 2010 02:48 GMT
#92
Umm I don't know, I was playing zerg without using the new system, just hotkeying all my queens like I would hatcheries in BW - 5,6,7,8,9. Doesn't take long at all once you get used to it.
There was once a dream that was Esports. You could only whisper it. Anything more than a whisper and it would vanish... Now is the time to make that dream a reality!
fantomex
Profile Joined June 2009
United States313 Posts
April 24 2010 02:55 GMT
#93
seemed kind of dumb that you could macro your entire zerg game while looking at the enemy base.
Replay or GTFO
gravity
Profile Joined March 2004
Australia1847 Posts
April 24 2010 02:56 GMT
#94
I think this is a terrible idea, I'm against any unnecessary crippling of the interface.
Thamoo
Profile Joined March 2010
Canada234 Posts
April 24 2010 03:01 GMT
#95
I also think this is a terrible idea.
wat?
SoleSteeler
Profile Joined April 2003
Canada5420 Posts
April 24 2010 03:01 GMT
#96
I definitely agree with this change.

I've been doing it with all races regardless, and it's not that bad... We really do need reasons to go back to our base.

For Zerg users complaining, at least you don't have to go back to your base to build farms like Terran/Protoss.
Shpiel
Profile Joined April 2010
United States47 Posts
April 24 2010 03:02 GMT
#97
Adding another layer of macro? Cool.
Life! Enjoy it.
solistus
Profile Joined April 2010
United States172 Posts
April 24 2010 03:20 GMT
#98
I hate this change. Making mechanics harder to use in ways that do not add any strategic depth is a BAD thing, dammit! The game would be harder to control if you had to move the cursor with arrow keys instead of a mouse, and it would widen the learning curve arbitrarily which is apparently a good thing according to many of you, but I don't think it would improve the game. I like my time-sensitive skills testing elements to be based on skill and thinking on the fly. This is pure busywork.

How about making you fill out a CAPTCHA before producing every unit? That would put way more time pressure on macroing, right?

Maybe it's cuz I'm a newb who hasn't touched BW in a decade and thinks its dated UI makes it annoying and unpleasant to play, not better balanced, but I'd rather have it be easy to implement orders once you decide exactly what order you want to give to exactly which unit. Double-tapping my hotkey for hatchery+queen to spawn my larvae doesn't take any more skill; it just means I can't do it while in combat as easily (which seems imbalanced, really, since Protoss and Terran can save their macro energy up and still get economic use out of it while Zerg cannot) and makes it a little bit more of a pain to do.

To those who like this change: what exact types of changes to make the controls less convenient would you support or not support? What about this 'extra macro layer' in particular makes it a good or valuable one to add to the game?
Units don't counter units. Strategies counter strategies.
tyCe
Profile Joined March 2010
Australia2542 Posts
April 24 2010 03:24 GMT
#99
On April 24 2010 12:01 SoleSteeler wrote:
I definitely agree with this change.

I've been doing it with all races regardless, and it's not that bad... We really do need reasons to go back to our base.

For Zerg users complaining, at least you don't have to go back to your base to build farms like Terran/Protoss.


Exactly this.
Betrayed by EG.BuK
SoleSteeler
Profile Joined April 2003
Canada5420 Posts
April 24 2010 03:25 GMT
#100
On April 24 2010 12:20 solistus wrote:
I hate this change. Making mechanics harder to use in ways that do not add any strategic depth is a BAD thing, dammit! The game would be harder to control if you had to move the cursor with arrow keys instead of a mouse, and it would widen the learning curve arbitrarily which is apparently a good thing according to many of you, but I don't think it would improve the game. I like my time-sensitive skills testing elements to be based on skill and thinking on the fly. This is pure busywork.

How about making you fill out a CAPTCHA before producing every unit? That would put way more time pressure on macroing, right?

Maybe it's cuz I'm a newb who hasn't touched BW in a decade and thinks its dated UI makes it annoying and unpleasant to play, not better balanced, but I'd rather have it be easy to implement orders once you decide exactly what order you want to give to exactly which unit. Double-tapping my hotkey for hatchery+queen to spawn my larvae doesn't take any more skill; it just means I can't do it while in combat as easily (which seems imbalanced, really, since Protoss and Terran can save their macro energy up and still get economic use out of it while Zerg cannot) and makes it a little bit more of a pain to do.

To those who like this change: what exact types of changes to make the controls less convenient would you support or not support? What about this 'extra macro layer' in particular makes it a good or valuable one to add to the game?


These types of arguments have been used over and over and they are very bad.

There needs to be a semblance of balance between micro and macro, the game doesn't need to be arbitrarily too hard.

That said, it does add some strategic depth. People who choose to macro and go back to their base while in a battle trade micro in battle for extra resources/whatever later... It's a strategic choice, and one that players can and do make.

But, remember this is an RTS... we need always need an element of "real-time" in the game. Players who are quicker should be able to take advantage of that skill. And this is one of the ways that works. If you want a game where pure strategy decides games, play a turn-based strategy game.
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