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[Spoilers] Is SC2 too volatile ? - Page 9

Forum Index > SC2 General
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RedDeckWins
Profile Joined December 2010
United States123 Posts
March 16 2011 19:11 GMT
#161
Volitility is what makes sporting events exciting to watch. For example I live in Seattle. If the Seahawks had played the saints 10 times instead of just once, it would have been all but assured that the hawks would not be advancing. But because it was just a single game, it generated a lot more excitement for me because I knew my team actually stood a chance to win.

Another example is the NCAA tournament. No one gets excited when a 5 seed crushes a 12 seed, but if the 12 seed happens to win, its on espn and people remember it for the rest of the tournament.
Jayrod
Profile Joined August 2010
1820 Posts
March 16 2011 19:13 GMT
#162
On March 17 2011 03:51 Numy wrote:
Show nested quote +
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.


Poker isn't a RTS game. I don't see how you can bash his opinion by talking about Poker. If you want to bash his opinion at least talk about what he said and how it relates to Starcraft2.

Well people are always promoting SC2 as a sport. My point is you can have the sport with the luck factor and it can be huge so the luck factor isnt necessarily a bad thing... in fact it can make it more exciting. Poker is strategy based, with very little information available to you about your opponents. If a game like that can be succesful than the volatility of SC2 doesn't concern me at all. If anything it makes it better and more spectator friendly. A hardcore fan of a sport will tune in no matter who their favorite team is playing. A casual fan often won't tune in to watch a game where they know the result. So in Broodwar when Flash played... oh I don't know... anyone but jaedong... its really easy for a casual spectator to just skip over it and not watch. Having bigger skill gaps at the top is not good for competition.

Take the NBA right now.. BORING AS FUCK and they're always having rumors of cutting out 4 teams to make the competition stronger. No one shows up to watch the Kings play the Lakers anymore and its because its not volatile enough.
Jayrod
Profile Joined August 2010
1820 Posts
March 16 2011 19:16 GMT
#163
On March 17 2011 03:59 IdrA wrote:
Show nested quote +
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.

being forced to play percentages and educated guesses is fine when tournaments, or income through online play, consists of hundreds or thousands of hands. things average out, people who make correct decisions win in the long run.
when losing a bo3 eliminates you from a tournament its not so good.

So then your arguement could be that just having more events would correct a "problem" of volatility since there would always be another chance to win right around the corner?
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
Last Edited: 2011-03-16 19:17:40
March 16 2011 19:17 GMT
#164
A little bit of volatility is good. Winning only 2 out of 3 matches online when you're supposed to be one of the best is bad.

The skill scale is too small, lots of wins come from «originality» within a very closed system. It isn't sustainable in the long run. The last time I saw a really original, new, and efficient build was 3 months ago.
The legend of Darien lives on
HowSoOnIsNow
Profile Joined December 2010
Canada480 Posts
March 16 2011 19:18 GMT
#165
Even though i hate Protoss and that i do think there`s something to be done to balance that race, we`ve seen Terrans keeping the Bio play and not really innovate in any sense. They got lazy. I`m pretty sure that a guy like MvP, a guy of his stature will find solutions and new ways of playing the matchup.

I believe in you MVP. Now he should think of participating in the NASL.
Real mens play Zerg.. Startale fighting.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2011 19:20 GMT
#166
On March 17 2011 04:16 Jayrod wrote:
Show nested quote +
On March 17 2011 03:59 IdrA wrote:
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.

being forced to play percentages and educated guesses is fine when tournaments, or income through online play, consists of hundreds or thousands of hands. things average out, people who make correct decisions win in the long run.
when losing a bo3 eliminates you from a tournament its not so good.

So then your arguement could be that just having more events would correct a "problem" of volatility since there would always be another chance to win right around the corner?
thats a less exciting way to make progaming a viable profession but leaves the fact that you'll never have something close to a dominant player, which is good for competition as long as theyre not too dominant. also dilutes the excitement and entertainment value of any given tournament.
a more direct mimic of poker's setup is just having every match be bo7 or bo9 or whatever.
but the better solution would be to just fix the game. trying to copy a card game's competitive format with an rts is kinda stupid.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Innovation
Profile Joined February 2010
United States284 Posts
March 16 2011 19:21 GMT
#167
So then your arguement could be that just having more events would correct a "problem" of volatility since there would always be another chance to win right around the corner?


he's not saying more competitions...he's saying more games to determing the winner. a BO3 when chance is so high isn't an accurate determinant of skill. Poker overides most of this problem with the fact that 1000's of hands are played over the course of a single tournement. Since this can't realisticaly be done with SC2 then one must consider taking measures to remove some elements of chance.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
Deleted User 124618
Profile Joined November 2010
1142 Posts
March 16 2011 19:22 GMT
#168
Wait, I remember there being a tens and tens pages long thread of people complaining that SC2 is too simple compared to SC:BW.

Now SC2 is so difficult it gets to point of "uncontrollable randomness"?

Some day I have to keep a log of how trends change, just so that I can copy/paste what people said just 1 month ago.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2011 19:22 GMT
#169
On March 17 2011 04:10 Innovation wrote:
@ Idra

Show nested quote +
We're already looking at seperate ladders for the expantions. Seems like they could eliminate MBS, automining etc...as an option within SC that then places you in seperate competitive ladder. I doubt they would ever do it...but I think blizzard needs to differentiate somewhat between an E-Sport version of the game and casual version. The look and feel is the same to watch so I don't think it would turn off casual fans of the game. Ultimately Blizz needs to recognize that the skill level difference is so high between pro, and casual gamers that one simply cannot balance for all. If they choose e-sports it's goodbye casuals...if they choose casuals it's goodbye e-sports. I really hope they create/allow a toggle mode between competitve and casual.


Is this pie in the sky dreaming or do you feel there is any legitmate chance something like this could exist. Is it even relevant? I agree with many of your assertions having played 12 years of broodwar as well. Do you have any suggestions that could get past the "damned if you do, damned if you don't" Blizzard is in when it comes to their game?

it'll never happen, if it could it wouldnt be particularly bad i dont think
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
March 16 2011 19:22 GMT
#170
I think a level of randomness is needed, or else the best players will just win every time. 10% randomness is probably too much (assuming that all 10% of the unlucky matches were lost).

It was like this in SC1 too; if you're good, you have about a 60% winrate, if you're really good you have 70% or so, if you're dominating everyone then you have 80% or higher (bonjwa!!!).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SilentDrop
Profile Joined October 2010
Brazil29 Posts
March 16 2011 19:23 GMT
#171
On March 17 2011 03:59 IdrA wrote:
Show nested quote +
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.

being forced to play percentages and educated guesses is fine when tournaments, or income through online play, consists of hundreds or thousands of hands. things average out, people who make correct decisions win in the long run.
when losing a bo3 eliminates you from a tournament its not so good.


Thats pretty much what i said 5 posts above yours.
They should increase the number of games, i think.
Innovation
Profile Joined February 2010
United States284 Posts
March 16 2011 19:24 GMT
#172
Wait, I remember there being a tens and tens pages long thread of people complaining that SC2 is too simple compared to SC:BW.

Now SC2 is so difficult it gets to point of "uncontrollable randomness"?

Some day I have to keep a log of how trends change, just so that I can copy/paste what people said just 1 month ago.


That is not at all what is being argued here....the argument is that mechanics needs to be made more difficult and scouting needs to be made more accessable.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
Treehead
Profile Blog Joined November 2010
999 Posts
March 16 2011 19:34 GMT
#173
On March 17 2011 04:24 Innovation wrote:
Show nested quote +
Wait, I remember there being a tens and tens pages long thread of people complaining that SC2 is too simple compared to SC:BW.

Now SC2 is so difficult it gets to point of "uncontrollable randomness"?

Some day I have to keep a log of how trends change, just so that I can copy/paste what people said just 1 month ago.


That is not at all what is being argued here....the argument is that mechanics needs to be made more difficult and scouting needs to be made more accessable.


I don't think it was an "and" statement. If it's intended to be mechanically competitive the way BW was competitive, it needs harder mechanics, or it won't be hard enough to execute to be excited about. If it's intended to be purely strategic-type gameplay, like chess, we have to do away with hidden information (by making scouting a lot easier). I don't think anyone's saying both must happen simultaneously. I could be misstating the position, but that was my understanding.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-03-16 19:44:27
March 16 2011 19:37 GMT
#174
On March 17 2011 04:23 SilentDrop wrote:
Show nested quote +
On March 17 2011 03:59 IdrA wrote:
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.

being forced to play percentages and educated guesses is fine when tournaments, or income through online play, consists of hundreds or thousands of hands. things average out, people who make correct decisions win in the long run.
when losing a bo3 eliminates you from a tournament its not so good.


Thats pretty much what i said 5 posts above yours.
They should increase the number of games, i think.

You can't logistically, see how the three way tie last during IEM.

On March 17 2011 04:18 HowSoOnIsNow wrote:
Even though i hate Protoss and that i do think there`s something to be done to balance that race, we`ve seen Terrans keeping the Bio play and not really innovate in any sense. They got lazy. I`m pretty sure that a guy like MvP, a guy of his stature will find solutions and new ways of playing the matchup.

I believe in you MVP. Now he should think of participating in the NASL.

I'm not a terran player, but I ask, how are you supposed to make mech TvP viable ? I mean, terran had tank nerf, no more mine, and the protoss had two anti mech units/up: charge and immortal.
Bio is still more viable than mech imo.
When you have a million player playing the game, if one race stick to a certain build, it's more or less because it's the most effectiv for the time being, maybe mech require a completly different style or some up/nerf from blizzard, but at the moment, with the current playstyle, I don't see it going anywhere except one or two game here and there.


On March 17 2011 04:13 Jayrod wrote:
Show nested quote +
On March 17 2011 03:51 Numy wrote:
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.


Poker isn't a RTS game. I don't see how you can bash his opinion by talking about Poker. If you want to bash his opinion at least talk about what he said and how it relates to Starcraft2.

Well people are always promoting SC2 as a sport. My point is you can have the sport with the luck factor and it can be huge so the luck factor isnt necessarily a bad thing... in fact it can make it more exciting. Poker is strategy based, with very little information available to you about your opponents. If a game like that can be succesful than the volatility of SC2 doesn't concern me at all. If anything it makes it better and more spectator friendly. A hardcore fan of a sport will tune in no matter who their favorite team is playing. A casual fan often won't tune in to watch a game where they know the result. So in Broodwar when Flash played... oh I don't know... anyone but jaedong... its really easy for a casual spectator to just skip over it and not watch. Having bigger skill gaps at the top is not good for competition.

Take the NBA right now.. BORING AS FUCK and they're always having rumors of cutting out 4 teams to make the competition stronger. No one shows up to watch the Kings play the Lakers anymore and its because its not volatile enough.

You are right, but you also need to know the playing, their personality, their style, to follow them. And you can't do that if they disappear every damn season for no reason.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Zystra
Profile Joined March 2011
United Kingdom79 Posts
Last Edited: 2011-03-16 19:44:54
March 16 2011 19:40 GMT
#175
On March 17 2011 04:20 IdrA wrote:
Show nested quote +
On March 17 2011 04:16 Jayrod wrote:
On March 17 2011 03:59 IdrA wrote:
On March 17 2011 03:49 Jayrod wrote:
On March 17 2011 00:00 IdrA wrote:
yes it is too volatile and its not going to change
blizzards gone halfway between sc1 and chess and done a shitty job of it
sc1 had limited scouting and information but you could still hold a high winrate because the game was so difficult in terms of execution that it was possible to outplay your opponent in a million different ways. mbs, smartcasting, improved unit ai has changed that. we havent hit the skill ceiling yet, but it's low enough that theres not nearly as much differentiation between players already and thats only going to get worse as everyone improves.

people will say now its more of a pure strategy game, and that would be ok. except we still have limited information. a strategy game where its really hard to know what your opponent is doing, especially in the early game where everything is most fragile, fucking sucks. it guarantees theres always going to be a big guessing/luck factor in games.

Have you ever heard of a strategy game called poker? Professional poker in America at least is bigger than SC2 will ever be here and it does not "fucking suck" as proven by the absurd prize pools and the fact that I can turn on ESPN right now and watch a bunch of fat slobs playing mind games with one another. There are so many online gamers and pro level online gamers that play online poker at reasonably high levels that would probably agree that poker is indeed a game of skill, entertaining to watch, and as much a sport as you could consider starcraft.

being forced to play percentages and educated guesses is fine when tournaments, or income through online play, consists of hundreds or thousands of hands. things average out, people who make correct decisions win in the long run.
when losing a bo3 eliminates you from a tournament its not so good.

So then your arguement could be that just having more events would correct a "problem" of volatility since there would always be another chance to win right around the corner?
thats a less exciting way to make progaming a viable profession but leaves the fact that you'll never have something close to a dominant player, which is good for competition as long as theyre not too dominant. also dilutes the excitement and entertainment value of any given tournament.
a more direct mimic of poker's setup is just having every match be bo7 or bo9 or whatever.
but the better solution would be to just fix the game. trying to copy a card game's competitive format with an rts is kinda stupid.


Everyone look up a game called Company of Heroes. It is a WW2 game where mechanics and scouting hardly exist at all, but the better player ALWAYS wins because each game goes on for so long, there are so many engagments and the most consistent player throughout the game always wins.
Im not saying that this is a direction to take SC2 because I personally love watching someone who has obviously spent a very long time perfecting their mechanics and getting rewards from it. But I also love the idea of there being God players who carry massive reputation who no-one can touch (e.g. Someone went on a legit 122 win streak on CoH). In SC2, this cannot happen, because the mechanics are fairly easy and one bad engagement can cost you the game which makes the game very VERY volitile and I hate randomness.
For example, if I was to play vs the best player in the world at SC2, I have a chance of winning as long as I perfect 1 cheese build and he doesnt scout untill its too late. If I was to play vs one of the best SC1 or CoH players, I would lose 100% of the time with NO exceptions.

Sort of off topic: I play protoss, and I really really hate PvP so much because if Starcraft 2 is volatile, then PvP is like a super volcano. That match-up is a joke in every single way, something needs to be done to stableize(Spelling please someone) it, please Blizzard, im loosing the will to live here. D:
nvrs
Profile Joined October 2010
Greece481 Posts
March 16 2011 19:43 GMT
#176
To those who are claiming the game is too random, i ll say look at football (soccer for U.S. citizens ).
Does the best team win every time in elimination matches (single or double)? Not even close...
But still, you can tell who are the better players, and in a proper league that would show.
Innovation
Profile Joined February 2010
United States284 Posts
March 16 2011 19:44 GMT
#177
I don't think it was an "and" statement. If it's intended to be mechanically competitive the way BW was competitive, it needs harder mechanics, or it won't be hard enough to execute to be excited about. If it's intended to be purely strategic-type gameplay, like chess, we have to do away with hidden information (by making scouting a lot easier). I don't think anyone's saying both must happen simultaneously. I could be misstating the position, but that was my understanding.


If simply mechanics were to be made more difficult it would in the short term make things better but as people get towards the skill ceiling the chance factor due to lack of scouting would bring things back to the same way it is right now. probably doing both at the same time would be too dramatic, but in the long run I think both would need to occur in order to keep up with player skill. We all know that the game evolves over time and that strategies are learned that bring certain unknown imbalances into light..which are then sometimes accounted for naturaly with counters etc...that is also why Blizzard lags behind with fixes. So I agree that changing both upfront in the near term would be too much....In the long term both may be necessary.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
March 16 2011 19:45 GMT
#178
On March 17 2011 04:43 nvrs wrote:
To those who are claiming the game is too random, i ll say look at football (soccer for U.S. citizens ).
Does the best team win every time in elimination matches (single or double)? Not even close...
But still, you can tell who are the better players, and in a proper league that would show.

In football, you have more or less the same team in the champion league EVERY year, so yes it's not random. Sometime, things can't go against the odd, but it's not like the champion of 2009 will loose first round in 2010.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
BuckNuwyler
Profile Joined December 2010
United States25 Posts
March 16 2011 19:45 GMT
#179

Well if the game is too hard too learn to play at a decent level (like a ubernoob who wants to be a less awfull player, e.g. a bronze player aspiring to be a bit better, like getting into gold), I think he will get annoyed if the game is way too hard to learn. The game needs to be easy to learn, but hard to master. And i kind of agree with you that the game is a bit too easy to "master" right now, but dont think we should change the macro mechanics too much to make it more difficult to master. I think however that micro should be more rewarding and more difficult. There is another thread regarding the collosus that is just awfully designed, and I think we need too have more kind of units that are difficult to use effecitvely (I think marines vs banelings is a good example of this.). I think as well that watching fantastic micro is better for the entertainment value than watching good macro for most people. [/QUOTE]

I am your second example of a bronze player aspiring to be better and I am not annoyed that the game is hard to master which it is. I use hot keys, read TL, watch replays and VODs of players I respect, scout, work on increasing my apm etc... I am told I shouldn't be bronze by teammates and opponents but regardless, I love the challenge and if anything I sense the depth of the game if I AM still bronze after working on all these things since the beta playing 5-15 hours a week. This time does not include how much I watch replays and read TL, just game time.

I also feel that the pros I watch have not reached their potential. If the macro has gotten so easy, why aren't we seeing 4 prong attacks with intricate micro happening on each as an extreme example. That would be very diffficult to manage along with macro but surely a genius can approach this type of mechanics. I rarely see two drops happening simultaneously because this too would be very difficult to manage along with good macro. Again, this is difficult but surely possible for someone holding down 300APM. As many have said, the maps are changing, expansions are still to come, and it is very obvious that many new strategies are developing constantly. I agree with many posters that players have not mastered the game yet and I think honestly are far from it.

Remember, kid, there's heroes and there's legends. Heroes get remembered, but legends never die. Follow your heart, kid, and you'll never go wrong
space_yes
Profile Joined April 2010
United States548 Posts
March 16 2011 19:46 GMT
#180
I think Blizzard should make every unit like the phoenix. That way you can just click things around and they will shoot and use abilities for you. Instead of notifications for when you have idle workers or buildings Blizzard should just have employees help you play the game.

For example here is how I envision it working: once you get ~5 idle workers a Blizzard employee will join your team and help you macro. Once you're back down to 0 idle workers they'll leave the game. Technically this is 100% feasible to implement. The real question is how much it will cost.

Also, you should be able to research an upgrade at your main building so that when your opponents apm is 2 times larger than your apm the game automatically freezes for the faster player. The only thing they will see is a black screen while you will be able to play normally for the next 30 seconds.

I've watched a lot of miniature golf and Starcraft 2 is a lot like miniature golf so I know what I'm talking about.

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