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The Theory of Starcraft 2 TILT. - Page 5

Forum Index > SC2 General
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KpR
Profile Joined November 2010
Romania14 Posts
January 04 2011 00:16 GMT
#81
with all the rants and qq-ing, with all the bad stomach aches after losing game after game, with all the triumph and tribulations after wining a single epic game, with everything this game can offer, it is clearly and utterly impossible to deny that this is why we love this game. blizzard didn't just make another good multi player game, or another best seller, it revamped and remade a way of living. not just for the pro gamers, no. for every average joe that gets a couple of games after a day of work, or studying, or plainly doing nothing, when you collect your courage to press that "find game" button all these intense feelings overwhelm you as if something unique is happening every single time. you will never hear a cod or diablo or wc3 player discussing or floating around a bad match more then 30 minutes lets say, but when someone takes down your strategy, your timings, your (in your oppinion) flawless macro, it's so crushing and so devastating you never forget it. it's like a nice quote from Rounders "In Confessions of a Winning Poker Player, Jack King said, Few players recall big pots they have won -- strange as it seems -- but every player can remember with remarkable accuracy the outstanding tough beats of his career." this applies perfect to the sc2 player, be it pro gamer or casual one. This intense way of feeling for a game is something blizzard knows best of using. Harvesting raw emotions from the player and emerging him in a "universe" that he can't find anywhere else. I know i'm a bit biased because i friggin love this game, but believe it or not, we all get past our tilt stages, and continue to grind our asses to get that perfect game where we crown ourselves as kings.

It's a corny post but my troll shield is still working.
mass turtle-ling ftw
tskarzyn
Profile Joined July 2010
United States516 Posts
Last Edited: 2011-01-04 00:26:56
January 04 2011 00:17 GMT
#82
I don't understand how people are getting destroyed? Everyone's win/loss ratio is around 50 pct, which it should be if you are playing opponents of similar skill level. If you feel like you are getting destroyed, the losses are affecting you far more than the wins which means that the issue is that you have not learned to deal with losing in a mature manner...

edit: damn kpr you stole the words out of my mouth... the difference is with poker the individual plays because he believes he has a skill advantage and is looking to earn money (exception being addicts and people playing penny stakes for fun). Losing results in meaningful loss of both $$$ and ego.

In SC, there is no real downside to losing. A computer game should be fun whether you have trouble beating a level/opponent/etc.. or whether you win. People just become obsessed with ranks/points to the point that they not only rage when they lose but do anything possible to win (cheese) and turn what should be a fun game into a chore or a job with the goal being to grind as many points as possible. Lots of individuals ITT need to re-evaluate why they play this game and whether it's healthy for them to continue doing so if they can't struggle with losing so much.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
January 04 2011 00:39 GMT
#83
Losing in SC2 is worse than getting griefed in an FPS.
I am Terranfying.
MERLIN.
Profile Blog Joined December 2010
Canada546 Posts
January 04 2011 00:55 GMT
#84
I'm sorry everyone, but only Bronze to Silver (maybe gold) will agree with this post, atleast in my opinion.

The idea that "these guys play all day long, but I should still win once in awhile even If I can't manage to get to 50food without supply blocking 3 times" Honestly... any diamond or Plat player will generally say, what a load of bull. People devote time to this game, that's why you will never catch them.

Not just playing, living. To top 200 players (jinro huk) SC2 is there life, it's there money maker and your saying that you should win once in awhile vs them anyway? hahaha, go tell that to Sydney Crosby or Mike tyson about their respective sport (or thing they trained for A LOT)


This post is a joke, no offense... The only valid point was the fact that chat channels are not used, but hey surprise surprise we all know that.

Please, I supported your last 2 posts on whining because I generally thought maybe they are valid. This is just stupid, I guess third times the charm, stop posting such ridiclous shit.
"A bullet to the head will solve your problems."
noD
Profile Blog Joined August 2010
2230 Posts
January 04 2011 00:56 GMT
#85
On January 04 2011 09:17 tskarzyn wrote:
Lots of individuals ITT need to re-evaluate why they play this game and whether it's healthy for them to continue doing so if they can't struggle with losing so much.


There is why I dont think the expansions will be as successful ...
most times I win I get raged
most times I lose I get bm'ed too =X
KpR
Profile Joined November 2010
Romania14 Posts
January 04 2011 01:10 GMT
#86
@tskarzyn i don't think people like me, who play this game as a hobby, really care about the points, I know I don't. but i think all of them grind for that perfect match, that feeling of accomplishment and satisfaction. I think day9 has a daily about this and i 100% agree with him: when you win at this game, it's awesome because u did something yourself, you managed to outhink your opponent, it's a wonderful feeling and when you lose it sucks because u feel u have failed yourself. it's not in a dramatic way, but no one can say after a loss that they didn't feel that gut feeling of "fuckitall", be it an at the edge game or a way beyond you level game. that's why this is so cool and appreciated, it makes you experiencing loss, failure, success, triumph at a macro level without any drawbacks. if you fail at your job or if you fail a friend or familly member, it's painfull, but when you fail at this game you can try and try again. that's what attracts, it enables you to experience all kind of feelings without a drawback. but i think i'm getting off topic.

on topic, every losing streak for me is a learning experience, and if i get on tilt, i take a break, judge and analyze my play, and begin all over again trying to outmatch myself.
mass turtle-ling ftw
duk3
Profile Joined September 2010
United States807 Posts
January 04 2011 01:14 GMT
#87
I think that the ladder resets should help with this.
I wouldn't care about pixelpoints if I knew they were going away next month anyways.
For me, the biggest one is rating for sure, I don't want to lose any games so I never play any games.
Time flies like an arrow; fruit flies like a banana.
HypaSnipa
Profile Joined June 2010
64 Posts
Last Edited: 2011-01-04 01:35:01
January 04 2011 01:34 GMT
#88
On January 04 2011 09:55 MERLIN. wrote:
I'm sorry everyone, but only Bronze to Silver (maybe gold) will agree with this post, atleast in my opinion.

The idea that "these guys play all day long, but I should still win once in awhile even If I can't manage to get to 50food without supply blocking 3 times" Honestly... any diamond or Plat player will generally say, what a load of bull. People devote time to this game, that's why you will never catch them.

Not just playing, living. To top 200 players (jinro huk) SC2 is there life, it's there money maker and your saying that you should win once in awhile vs them anyway? hahaha, go tell that to Sydney Crosby or Mike tyson about their respective sport (or thing they trained for A LOT)


This post is a joke, no offense... The only valid point was the fact that chat channels are not used, but hey surprise surprise we all know that.

Please, I supported your last 2 posts on whining because I generally thought maybe they are valid. This is just stupid, I guess third times the charm, stop posting such ridiclous shit.


I think you're confused?
MERLIN.
Profile Blog Joined December 2010
Canada546 Posts
January 04 2011 01:53 GMT
#89
I think you're confused also? For stating I'm confused, but not explaining how... Very ironic.
"A bullet to the head will solve your problems."
HypaSnipa
Profile Joined June 2010
64 Posts
January 04 2011 02:04 GMT
#90
On January 04 2011 10:53 MERLIN. wrote:
I think you're confused also? For stating I'm confused, but not explaining how... Very ironic.


Well to be honest it doesn't look like you read any posts whatsoever... So yeah I'm confused as to where your post is coming from. So all I can really say is how confused you must be.
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
January 04 2011 02:14 GMT
#91
This is not unique to starcraft 2, it exists in every single game....

The comparisons to other games is just incorrect. It's comparing a game of sc2 to a SINGLE KILL in FPSes, which is absurd; like another poster pointed out, the equivalent to that kill in a game of an FPS would be like a person killing a pair of zerglings. If you're going to refer to a whole game of sc2, then common sense points out that it'd be compared to a game of CoD or Team Fortress.

Tilting heavily exists here.

For instance, the God point: a n00b player could easily have some random kill off a pro. The end score will still be something like 50-1, much like you may kill 2 of TLOs Zerglings, but he'll overall dominate the map by killing 100 units in your army.

"Reward for sticking in the game."
Um, not really, even if you still get a kill or two, if you're getting slaughtered, then your KDR plummets.

"Can't see your losses"
See above, KDR is available in pretty much every game.

Etc.
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
dibban
Profile Joined July 2008
Sweden1279 Posts
Last Edited: 2011-01-04 02:24:18
January 04 2011 02:20 GMT
#92
I'm sad to say that your almost every point (every point including a comparison to world of warcraft note:every point) is horribly false.

First of all, we should be comparing the PvP elements of the games, not the aspects where you play against an AI.

In every game of PvP, there is a winner and a loser. Therefore there is always a cost for defeat. Whether it be something as abstract as pride or hard-earned points or rating.

Failure is never a private thing. Ever heard of "the armory"? Actually I'd say losing is more private in StarCraft 2 than World of Warcraft. The statistics of pretty much any game you have ever played for the past 6 months are publicly shown.

And last but not least, a full-geared warrior (customized for pvp), will never, ever, ever, ever, lose to a badly geared mage with equal skill level. Never. Possibly if the skill level would be knowing how to press 1, whereas the mage would then shoot frostbolts and the warrior swing in the air at a distance, but that is just ridiculous.

Losing is never hard if you don't have any expectations of yourself. Most wow players don't (as in being oriented towards PvE, which is a joke and any SC2 player who can achieve Gold, which itself is a joke for anyone remotely competitive, will manage flawlessly).

Again, don't compare totally unsimilar aspects of two widely different games and do not base an entire wall-of-text whine post solely on assumptions and prejudgement.
이제동 - 이영호 since '07.
Believer
Profile Joined March 2010
Sweden212 Posts
Last Edited: 2011-01-04 02:26:02
January 04 2011 02:22 GMT
#93
On January 03 2011 19:45 ShadowDrgn wrote:
Show nested quote +
On January 03 2011 17:16 huameng wrote:
In tournament chess, no one actually gets checkmated. People resign just like in Starcraft. I think every point you listed works against chess as well, yet I don't really know any tilt monkeys in chess.


I think the difference is that Chess is a game of perfect information with no sudden surprises, and it's those surprises that trigger tilt. Unless you're really bad at Chess, you're never going to go from thinking you're going to win to being checkmated instantly. In Starcraft, you can go from playing a seemingly perfect game to dead from DTs in a second. In poker, you can get the money in good and lose to a 1 in 990 runner-runner.



As a chess player I must comment on this bit of text.

To huameng:
It is true that 90-99% of the pro games that are heavily dominated by one player is resigned. It does however not always go that way, so it is an inaccuracy to propose that "all games" end in one side surrendering.

To ShadowDrgn:
You seem to have a very basic understanding of chess.
What you say about perfect information is true, I won't deny it. But the most fundamental difference between chess and Starcraft 2 in this context seems to be the victor/loser aspect. In professional chess most games are drawed (spelling?). The highest rated players often have something like a 55-60% win rate. As Starcraft 2 is a game of kill or be killed, the analogy is horribly wrong.
I suggest you watch Viswanathan Anand vs Vladimir Kramnik, the latest world champion title games. Anand had probably not at all thought of the Knight sacrifice on G5. Defeat can come quickly and unexpectedly, even at the highest level.

EDIT:
On January 04 2011 11:20 dibbaN wrote:

In every game of PvP, there is a winner and a loser. Therefore there is always a cost for defeat. Whether it be something as abstract as pride or hard-earned points or rating.


I largely agree with your post, except for this part which you have gotten wrong. In certain situations of the arena in World of Warcraft a draw can be achieved. If the last players in each team die at the very same time a draw will be in effect. This might not seem like a very high probability, but might I remind you the difference between 0 and 1?
Errare humanum est, ignoscere divinum
Jimmycliff
Profile Joined December 2010
United States86 Posts
January 04 2011 03:16 GMT
#94
For the surrender button bit Hon has a concede button that the team unanimously must admit defeat with.
Be thankful for what you got someone else always has it worse.
TFB
Profile Joined December 2010
United Kingdom89 Posts
January 04 2011 12:12 GMT
#95
On January 04 2011 04:54 Treemonkeys wrote:
I'm replying because I'm interested, I would really like to hear how you think Blizzard could learn from iRacing (haven't played it), because it sound's like you think Blizzard could learn in the way of offering better statistics, instead of just win/loss.

You're certainly spot on with respect to the difference in the available stats compared to iRacing. That said, there are a few items that would transfer directly between the two.

First off, iRacing shows actual ratings (it's a bastardised ELO) for drivers. Said ratings aren't perfect, but they are sufficiently representative as to be meaningful, and all results are shown with pre and post race ratings, so after a few races (ie. long enough to work out how the system works) you know exactly how much rating you're putting "on the line" each time you go out there. Personally, I beleive Blizz should let us see precisely how good the system thinks we are, how good it thinks our opponents are, and where the cut-off points reside for leagues as it removes the rather unpleasent ambiguity we've got at the moment, and also removes the possibility of unpleasent shocks. It only takes a brief glance at any general SC2 related forum (including here) to find a couple of "I'm gold, all my recent opponents have been diamond or plat, I keep winning, I've not been promoted" threads, and it presumably follows (as someone's got to lose those games) there are higher league players out there worried about playing as they've got no idea how close or otherwise they are to losing their ratings. Put the raw numbers on show and the fear of the unknown goes away.

Second, there's the general attitude to stats, otherwise known as Blizzards reluctance to give us any. iRacing offers an awful lot of stats regarding your own performance, best performances, worst, safety record, yada yada. It's all there, you can't hide from it, but you can judge progress by it. That attitude towards openess, I reckon, could make a big difference to the feel of SC2. Just to pick a few, win\loss ratios on per race basis, average rating of opponent faced, highest rated opponent beaten (or lowest lost to), average duration of winning game, average duration of losing game, average APM, etc., all with the ability to restrict to last N matches, would, in my opinion, really help players judge their progress, and also help them understand who they just played against. Yes, it's fair to say that lifting the veil in this way does mean there's nowhere to hide, but given the competitive nature of SC2, I don't really see that as a problem.

Then we've got the way they handle divisions, which is somewhat controversial, primarily because their userbase is a tad to small to work properly with the system in place - for SC2, it's easily big enough. Without going into to much detail, a season is 12 weeks, and drivers as assigned to a division (and remain in it for the duration of the season) based on their rating at the point when they first race during the season. Ignoring the actual division scoring system*, the nice aspect of this vs. SC2 is you know precisely when the season ends and so have something to aim for - it might be an attempt to maximise your position, a "sod it, I'll get ready for next season", or a concerted attempt to move the rating up to get promoted or escape relegation. Personally, I think there are two lessons for Blizz in this one, both of which relate to a fixed and transparent season length...

Currently, divisions are a continuous affair, with seasons end being "at some point" and promotion and relegation happening "at some point, depends on who's active plus some numbers we're not showing you". Show the players their actual ratings, run one month seasons, then promote and relegate based on a visible rating moving average against a published target (even if it's a moving one, it should be visible), don't allocate division places to players until they actually play in a season (so no dead players clogging up divisions) and you've suddenly got a system where players have a series of defined, time-limited objectives to aim for, rather than just the nebulous "stay in the top ten, maybe get promoted, try and win stuff" we have now.

I suppose, to sum it all up, SC2 is, by it's very nature, a highly competitive environment. The name of the game's (excluding the self-evident 'hf') to get better, and once in game there's absolutely no avoiding it unless your opposition falls asleep at the keyboard. Currently, we have a very schizophrenic environment in which the actual game part is deeply competitive and extremely hard to hide from (thanks to replays), and yet the way in which we're ranked and rated is very fluffy and carebeary - all the "risk and reward" is in the actual games themslves. A more open attitude to stats, and more fluid division system with defined end dates, wouldn't necessarily make losing easier to take**, but it would increase the rewards for winning as players would be able to see themselves moving towards a goal, rather the current system where hope and imagination play a central role.

One last plus...

Publish actual ratings and the best of the best become a lot more visible. This, in my opinion, would be potentially very good indeed for SC2 as an eSport as it would make it easier for up and coming genuine best-of-the-best types to make a name for themselves and get noticed.



* Because it wouldn't suit SC2 at all as it's designed to handle a comparatively low number of results and removes any notion of "he who races the most wins" - one top result per week will win you a division, twenty reasonable ones won't.

** Easier to comprehend and rationalise, but it's still a loss, and if you hate losing, you're still gonna hate it.
WARNING : TFB is rubbish, do not treat post as gospel
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
January 04 2011 16:36 GMT
#96
I still tilt when I just lost to a cheap cheese.

The thing is, especially when he cheesed me so cheaply, I should admit that he played well since I did not noticed in time how he cheesed me. So I want to rage "that guy got the win with NO SKILL" but at the same I know that is entirely my fault he got away with this. Then I just tilt.

Sometimes I also get angry when I had 3 hatches and just doubled expanded again and build a good army but then he appears with the perfect counter and just roflstompes me. I already moved an Overlord in place to scout, sadly I forgot to actually scout. So I focussed for 15-20 real-time minutes only to get a loss because I overlooked his tech change.
You don't choose to play zerg. The zerg choose you.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-01-04 16:56:34
January 04 2011 16:46 GMT
#97
On January 04 2011 11:22 Believer wrote:
To ShadowDrgn:
You seem to have a very basic understanding of chess.
What you say about perfect information is true, I won't deny it.
I do Chess is no game of full information because you don't know what the opponent intents to build up. You have vision of the full board (but must remember if castling is still possible, a photograph of a chessboard with its pieces does not always fully describe the state of the game.)

If the opponent moves the knight to D4, you don't always know why he did it. May be he is trying to protect a field which will be important 4 or 5 moves later. May be it is a random move to confuse you (though that is probably not likely in high-level tournaments.) You cannot always know with just a look at the board.
You don't choose to play zerg. The zerg choose you.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
January 05 2011 21:34 GMT
#98
On January 03 2011 22:39 Sm3agol wrote:
Show nested quote +
On January 03 2011 17:12 alphafuzard wrote:
Mostly agree I suppose, but I'm going to have to disagree on the "God is touchable" point.

Noobs aren't going to be killing the TLO's of Call of Duty. Ever.
And if they did, it would be like a noob killing one zergling, but losing 50 - still not a shot in hell of victory.

Hopefully the social aspect is improved with chat rooms and group replays.

Definitely going to disagree here. I've played quite a few games competitively, but never at a high level. And I've definitely killed some "gods" of their sports in various FPS, in competitive and casual settings.

I've killed DaHang twice(in CA, not duel, but still), walter and dtK once apiece in duel, and jones, kgb, Wintergr33n(I think, lol, EG member I thik, been a little while ago) and a bunch of other "pro" ctf players quite often in casual CTF games, and in one competitive game.

In CSS I 1 v 3'ed an ESEA invite group in a casual game, where I had the bomb down and they were trying to defuse. I've also killed single "professional" players in ESEA pugs quite often.

And all these players are of the caliber that if the same level/skill difference we were at was applied to SC2, I would get hardcore raped. In FPS games, a single lucky shot like a flick 1 deag can get you a kill and win you a round vs a professional player. In SC2, making a single lucky play won't win you anything but another 15 seconds of time you would survive.

I've never played any FPS games seriously but isn't the idea the same?
Win the battle, lose the war. Even if you get a lucky headshot occasionally, does that mean you won the game? I think not (or else the game would kind of suck....)
more weight
Neo.NEt
Profile Joined August 2010
United States785 Posts
January 05 2011 21:52 GMT
#99
This game is tough because when you lose (1v1 at least) you have nobody else to blame but yourself. It's easy to run through team games and just believe you lost due to a long list of complicated factors, most of them being related to your "terrible teammates". No joke, one of my friends will play 2v2 Halo, he'll have 3 kills 13 deaths and his teammate will go +9 and he'll find a way to make it seem like they lost b/c of his teammate. I promise this guy will NEVER play 1v1 in this game b/c when he loses... who's he going to blame?
Apologize.
goldenwitch
Profile Joined August 2010
United States338 Posts
January 05 2011 22:01 GMT
#100
Great post, you definitely touched on everything I thought of and so much I didn't. Very insightful indeed.
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