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Anyone else wants a ingame match timer? - Page 2

Forum Index > SC2 General
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kyarisan
Profile Joined May 2010
United States347 Posts
July 18 2010 16:41 GMT
#21
i think its a good thing for practicing, but shouldnt be allowed in tournaments and stuff obviously its a bit of an unfair advantage

its always helped me with practicing stuff though especially in bw1, it mainly just helps me get to speed on things when i see the timer and realize im not executing my build fast enough or not expanding early enough or whatever, but it probably would help lower level players like myself more than a better player in fine tuning early game stuff... either way its definitely unfair for tournaments and definitely should not be a feature in SC2
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-07-18 16:43:07
July 18 2010 16:42 GMT
#22
SC2 already shows you there are idle workers;
SC2 already lets you find them by pressing a single key;
SC2 already let the workers automine;
SC2 already has smartcasting;
SC2 already has multiple building selection.

edit: Like the guy said before in his post: supply count is your timer.
"When the geyser died, a probe came out" - SirJolt
pilsken
Profile Joined April 2010
Germany441 Posts
Last Edited: 2010-07-18 17:04:44
July 18 2010 17:04 GMT
#23
SC2 already shows you there are idle workers;
SC2 already lets you find them by pressing a single key;
SC2 already let the workers automine;
SC2 already has smartcasting;
SC2 already has multiple building selection.


So SC2 isn't just a UI-fuckup anymore but lets you actually play the game instead of fighting against the limitiations of the interface/ai, congratulations for realizing that.

I do not see how the information "You have played now 5 minutes and 32 seconds" is unfair, cheating or making the game more shallow. You could also just look at your minerals and deduct by the average mining rate how much time has passed and get a pretty exact result, which should be sufficent for all purposes.
Mulloy
Profile Joined March 2010
United States86 Posts
July 18 2010 17:04 GMT
#24
Buy a watch?
I have been known, on occasion, to dapple in fancy hats.
b0t
Profile Joined July 2010
Luxembourg37 Posts
Last Edited: 2010-07-18 17:39:55
July 18 2010 17:39 GMT
#25
>> If you add a clock to help you then what's next? A list of enemy units inside your vision?
A warning message telling you that your Nexus has max energy? A command button to make a unit retreat to your HQ? A list of barracks not producing anything?

IMHO these are all very good suggestions. As long as both players have the same information the game is fair. And the more information, the more convinient the interface the better. What will matter than is not so much the expirience, but strategy and inteligence.
Wear conservative blue or white Oxford shirts
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 18 2010 19:09 GMT
#26
So basically many people here are content that people can use something as basic as a watch while laddering but are against giving such a simple feature to everyone?
crate
Profile Blog Joined May 2009
United States2474 Posts
July 18 2010 19:16 GMT
#27
It's 100% impossible to tell in any online tournament (which will be most of them that anyone here should care about) whether someone has a timer on while playing.

If you rule that they're not allowed, you've just created a 100% unenforceable rule, and if I cared about getting competitive and got good, I would 100% break it if I felt it would help (and right now I think it would).

I think unenforceable rules are generally a bad idea, because they just punish people who follow them. (And I don't think that this really means much anyway. Do I have to take my watch off if I'm playing SC2? Toss my phone across the room? Disable my Windows clock?)

---

I'd be in favor of having an in-game clock as an option.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Puosu
Profile Blog Joined April 2007
7104 Posts
Last Edited: 2010-07-18 19:32:18
July 18 2010 19:22 GMT
#28
On July 19 2010 02:39 b0t wrote:
>> If you add a clock to help you then what's next? A list of enemy units inside your vision?
A warning message telling you that your Nexus has max energy? A command button to make a unit retreat to your HQ? A list of barracks not producing anything?

IMHO these are all very good suggestions. As long as both players have the same information the game is fair. And the more information, the more convinient the interface the better. What will matter than is not so much the expirience, but strategy and inteligence.

If you start picking out all the minor skills like timing and mechanical things you will find yourself playing a game of rock paper scissors where the people are just trying to figure out which build order they should perfectly execute this time. In Brood War (and the current state of SC2) while some builds have advantages over each other you could still easily win if you were to make your opponent execute a mistake or had better execution. How do you force your enemy to make a mistake if he has the easiest interface that automates everything for you? How do you play better than him other than pick your strategy? Where do you capitalize? It doesn't matter if its "fair" when the game has absolutely no potential to show off any skill.

If Blizzard would implement those things it would practically shout "fuck you!" out loud to the competitive scene and mold the game in to another easy to play, easy to master RTS the market is already full of. Brood War would remain the only true RTS eSports, casuals would enjoy the game for a while until moving on and Blizzard would have made a small fraction of what they could be making had a true eSports scene emerged.

An in-game timer is just a small step as were MBS and automining. It's a slippery slope and if we continue to go on we're going to find a game not suitable for competitive gaming.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
July 18 2010 19:48 GMT
#29
for a hardcore gamer like me, showing time in game would be helpful for the daily schedule.

ofc it should be ban in serious esport but hving 1 around in daily life is not bad
Im daed. Follow me @TL_NB
Dental Floss
Profile Joined September 2009
United States1015 Posts
July 18 2010 19:52 GMT
#30
They should let you have a game timer, actual clock time, and APM counters while you ladder. If having a clock makes the skill ceiling too low then the problem is with SCII's skill cap, not the clock. People want to keep it the old way because it favors mass gaming and discourages people getting good quickly.
Kim Tae Gyun.... never forget Perfectman RIP
crate
Profile Blog Joined May 2009
United States2474 Posts
July 18 2010 19:52 GMT
#31
On July 19 2010 04:22 Puosu wrote:
An in-game timer is just a small step as were MBS and automining. It's a slippery slope and if we continue to go on we're going to find a game not suitable for competitive gaming.

No. You might end up with a very different kind of game, but I very much disagree that you'd necessarily end up with a game not suitable for competitive gaming.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
July 18 2010 19:55 GMT
#32
On July 19 2010 02:04 pilsken wrote:
Show nested quote +
SC2 already shows you there are idle workers;
SC2 already lets you find them by pressing a single key;
SC2 already let the workers automine;
SC2 already has smartcasting;
SC2 already has multiple building selection.


So SC2 isn't just a UI-fuckup anymore but lets you actually play the game instead of fighting against the limitiations of the interface/ai, congratulations for realizing that.

I do not see how the information "You have played now 5 minutes and 32 seconds" is unfair, cheating or making the game more shallow. You could also just look at your minerals and deduct by the average mining rate how much time has passed and get a pretty exact result, which should be sufficent for all purposes.


For the lower level players it will be like

"How to stop this push that comes at about 8 minutes, oh i need X amount of units"

thus making the game even more like chess, you do this at this moment to prevent that

at hight level it would be

"I injected larvae at 1:00, next larvae at 1:25"

it brings down the skill cap
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
HubertFelix
Profile Joined April 2010
France631 Posts
July 18 2010 19:58 GMT
#33
I would be afraid about something like the "timed attacked 8:30" being a popular strategy. It would make the game so boring.
Lrn2pleyn00b
Profile Joined July 2010
8 Posts
July 18 2010 20:01 GMT
#34
Yes! An in game timer would be extremely helpful
Powster
Profile Joined April 2010
United States650 Posts
July 18 2010 20:11 GMT
#35
I dont think time is a big an issue as you all make it out to be.. in a game theres so many factors that go into a persons build that a supply count means nothing. Unless your both doing nothing but staying in your base till certain points in the game.. which if you are then you wont even be noticing if he has no units in his whole base and is just teching up fast.. People say stuff like "I learned when mutalisk come out by the feel of the game" or whatever.. I never had certain period where units came out at specific times because I am aggressive 24/7. I'm not going to let the zerg macro up an army to kill me.. I just want to know the time because.. I like knowing how long my games are while I am playing them.. was used to it from playing age of empires 2. After a game I always look how long games are because I really have no idea how long they really are... some have felt like an hour but were 20 minutes.. some felt like 30 minutes but were 1 hr and 30 minutes long..

And about the injected larva at specific times stuff.. if he has to look at the clock to know to inject more larva then hes obviously going to be messing up something else that doesnt require time like his micro while he sees that its 1:25 or whatever.. If both players know the time then theres still skill involved since you both know what time it is anyway..
Sokalo
Profile Joined May 2010
United States375 Posts
July 18 2010 20:35 GMT
#36
I'd think that if you're experienced enough to know when your opponent can come at you with what, or when you can push them with whatever, then a literal timer is already redundant.

The fact that everyone has slight variations on build orders. The distance differences betweens spawning locations and maps. The sheer number of unit combinations that can come at you between the three races. Skill or speed gaps between players. The combination of all of the above.

Yes, you could probably get pretty consistent numbers off of all of this stuff with a clock, but you'll have a better intuitive feel for it long before you memorize it all. If you've logged enough games, you usually know to get that photon cannon up at that expansion before you drop that stargate or you run the risk of getting overrun by a zerg player who hasn't expanded. Or whatever.

I really wouldn't care if they put a timer into the game. It wouldn't lower the skill ceiling whatsoever. It might, just might help weaker players with very basic things. I really don't think it's worth much more than that.

This reminds me of chess players who put hours and hours of work into their openings thinking it's going to help them improve. Meanwhile they can't play the middle or endgame worth a damn. If they'd worry more about their tactics and general knowledge, they'd end up seeing more results, and ironically it'd probably do more for their openings than had they just focused on them exclusively.
"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it."
bulge
Profile Joined July 2010
161 Posts
July 18 2010 20:36 GMT
#37
i'd love it. its much less that you can prepare yourself against timing attacks, and much more that you can compete against yourself. see if you are improving and set benchmarks for yourself.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 18 2010 20:40 GMT
#38
I do not see why are people thinking that ingame clock makes the game easier. Automining and idle worker icon make the game easier 100000x more as there is no outside way to do that if it wasn't in the game already while anyone can stick a stopwatch on top of their monitor and click start at the beggining of each match.

Also compairing sc2 with chess is a good comparison as sc is often called a chess of video game world.

Having strategies that revolve around minutes is a good thing as it promotes strategy and precision.
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
July 18 2010 20:47 GMT
#39
they should have a timer you can turn on an off. and it would be part of handicap....
What the Fu- REAPERS?!
omninmo
Profile Blog Joined April 2008
2349 Posts
July 18 2010 20:48 GMT
#40
Poll: Would you choose to have a simple timer displayed in game?

close this thread, please. (13)
 
68%

yes (3)
 
16%

no (3)
 
16%

19 total votes

Your vote: Would you choose to have a simple timer displayed in game?

(Vote): yes
(Vote): no
(Vote): close this thread, please.



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