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[D] What SC2 is missing? - Page 47

Forum Index > SC2 General
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cereals
Profile Joined March 2011
United States12 Posts
April 18 2011 02:52 GMT
#921
I noticed in BW that units tend to be more spaced out instead of in clumps like in SC2. Perhaps if they increase the collision radius of the units in SC2 by at least x2, a deathball wouldn't be so smart anymore and a player would be forced to spread out their units more, into a moving line.
xxxxxxb
Profile Joined October 2009
155 Posts
April 18 2011 03:04 GMT
#922
Bw was a fluke, just go and take a look of what they did with w3. Several years has passed since it was launched and in none of them they were able (assuming they tried) to put the four races on equal ground and their map development was nearly non existent. They just released some new units, did some balance patches and thats it. Chaing the mold of the game once its live doesn't sound easy.
Now they have a new and bigger audience composed of many people that doesn't particularly care about the points exposed on the OP (this being good or bad is irrelevant at this point), they unified w3 and bw pros on the pursuit of money (except korea/bw but thats a niche that gets smaller as the gaming industry expands and appeals to more people), they regained the korean attention that w3 pathetically lost and have consumers, both casuals and hardcores/competitives, captivated with their 3-way-expansion-episodes-games-or whatever you want to call them.
Why would they change the game without not even releasing HoS? It's not like sc2 is not doing good from a Blizzard perspective. And either if those miraculous expansions transform the game ,or not, that would be mission accomplished for them, like "hey, we got you to buy 3 expansions to play all the campaign" or "well, you didn't buy HoS or LotV because you only ladder but we got you expecting changes for a long time". It seems like they learnt the lesson with w3 and the cs 1.6 -> source transition. It's just that they are not aiming to the things that OP and some people, like me, wants.
It saddens me a little but I don't see sc2 going to the bw way. Still, it's not even close to be a terrible game and who knows, maybe it will evolve into something we like but I don't know if I'll stand years of farmville into 1a deathball.


And besides this there is one thing I just don't get and thats the "give time to the players to figure out the game, starcraft vanilla was horrid too". Of course I'm not claiming that a few months is good enough but c'mon 10 years ago there were a couple of guys with no competitive rts background playing ON SPACESUITS a game that didn't even had replays. You can't compare that to the army of players investing their time in sc2.
JaqMs
Profile Joined August 2007
United States73 Posts
April 18 2011 03:04 GMT
#923
The problem with SC2 is that you can no longer kill high DPS units with spellcasters. For example, storm destroyed guardians in BW, but in SC2 the high templar will be blocked by either stalkers or broodlings. Dark swarm helped your army get into range of siege tanks alive, but infestors have neural parasite, which is not worth the trouble if you can even get it off. The reward for both making and killing spellcasters is too low because their primary responsibility is to chip away health from your opponent's army, not turn the tide of the game.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
Last Edited: 2011-04-18 03:06:06
April 18 2011 03:05 GMT
#924
On April 18 2011 11:11 Ribbon wrote:
Show nested quote +
On April 18 2011 10:45 mahnini wrote:
On April 18 2011 09:53 Ribbon wrote:
On April 18 2011 08:35 mahnini wrote:
On April 18 2011 08:31 mike1290 wrote:
Map control, in the sense the OP is talking about, is provided by units that have the ability to, in smaller numbers, pay for themselves many times over before they are killed. Examples of this from BW are vultures, lurkers, defilers, siege tanks, and there are probably a few more. These types of units, with the potential to do enough damage to pay for themselves many times over, are not as potent in SC2 as they were in BW.

i think this is a good way to put it. i had a hard time explaining it so i called it literal map control but this is what i mean. units that when are setup you wouldn't attack into without strong reason because you would suffer massive damage, but the downside of such units is that when they are not setup they aren't anywhere near as effective. this makes it absolutely essential to not be caught out of position and let your opponent setup, which is vastly different than positioning to avoid unfavorable terrain.


What to BW Protoss have in this category?

i think a better question would be which bw protoss matchup lacks this dynamic.


A even better question would be either

1. Why did PvP have it?
2. If it didn't, why was PvP still good?


PvP had it in the form of reavers, and the reason it's borderline broken in SC2 is the same reason ZvZ was borderline broken in BW -- units have high mobility and are as good on offense as they are on defense. None of them are 'literal map control' units sensu Mahnini.

What the 'literal map control' units (tanks, reavers, lurkers, etc.) have in common is that they have very high offensive power but are slow moving or functionally immobile. What this means is that tactically they have low offensive value but high defensive value. Strategic offense with tactical defense is a much more complicated style of engagement than strategic offense with tactical offense, so it's more difficult to manage and more exciting to watch.

I'm hoping that future patches will have units with more tactical defensive value and more volatile spellcasters (like science vessels, arbiters, defilers).
mahnini
Profile Blog Joined October 2005
United States6862 Posts
April 18 2011 03:11 GMT
#925
On April 18 2011 11:11 Ribbon wrote:
Show nested quote +
On April 18 2011 10:45 mahnini wrote:
On April 18 2011 09:53 Ribbon wrote:
On April 18 2011 08:35 mahnini wrote:
On April 18 2011 08:31 mike1290 wrote:
Map control, in the sense the OP is talking about, is provided by units that have the ability to, in smaller numbers, pay for themselves many times over before they are killed. Examples of this from BW are vultures, lurkers, defilers, siege tanks, and there are probably a few more. These types of units, with the potential to do enough damage to pay for themselves many times over, are not as potent in SC2 as they were in BW.

i think this is a good way to put it. i had a hard time explaining it so i called it literal map control but this is what i mean. units that when are setup you wouldn't attack into without strong reason because you would suffer massive damage, but the downside of such units is that when they are not setup they aren't anywhere near as effective. this makes it absolutely essential to not be caught out of position and let your opponent setup, which is vastly different than positioning to avoid unfavorable terrain.


What to BW Protoss have in this category?

i think a better question would be which bw protoss matchup lacks this dynamic.


A even better question would be either

1. Why did PvP have it?
2. If it didn't, why was PvP still good?

well, i would say to some extent psi storm and reavers filled that role but i didn't really enjoy watching pvp. hell, i even hated watching zvz and i played z. i didn't mind tvt as long as it wasn't a huge turtle fest.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Footler
Profile Joined January 2010
United States560 Posts
Last Edited: 2011-04-18 03:14:26
April 18 2011 03:12 GMT
#926
On April 18 2011 11:29 viletomato wrote:
Show nested quote +
On April 18 2011 11:21 Footler wrote:
On April 18 2011 11:18 viletomato wrote:
The sad thing is even with all this brilliant knowledge, Blizzard will probably never change it's design. They will tweak and maybe add units but the core of SC2 is flawed... I just don't see how the core design of SC2 can be fixed in the expansions. I mean to really fix the problems, they would have to make a complete overhaul of the game something I think would be too extreme of the change for them to attempt. *Sigh*, I just wish they had known these things earlier. This is what you get when you hire someone from Command and Conquer and a game that is designed around something that looks cool but doesn't really work.

This makes me very very sad. I have been a fan of BW for many years and to see SC2 like this doesn't give a me a lot of hope for SC2 esports. I would say max 4 years then a painful death.



The solution lies in future units and patch adjustments as well as player discovery.



You know that is what I thought before, but I believe that just won't cut it. There is something deeper than just units and tweaking. Things like moving shot, defenders advantage, zerg econ being supersaturated (stuff that Lalush said) and of course clumping... these are game design elements that probably won't ever be changed.

Though a unit like a lurker would help, but it just doesn't work well in a SC2 universe with units like mauraders that can just stim take damage and walk as in as nothing was there. In BW Lurkers would stop you dead in your tracks if you didn't have good enough micro because they obliterated marines like no tomorrow.

and discovery,...its been said a billion times no amount of discovery would change these core design flaws.



Well, if it has been said then I guess it must be true.

I think you need to try to think beyond even a unit like the lurker (the lurker serves as the example, anything similar can be applied.) For one there is still a lot of untapped unit/abilities as it stands. Seeker missiles, nydus worms, warp prisms, neural parasite, etc. that either just haven't been worked into any non gimmicky builds or require some balance changes before they can plausibly be worked into standard plays. Introduce units that are lurker-esque in purpose, more volatile spellcasters (arbiter/defiler-esque), as well as maybe some unit ideas that are completely original. And likely all of this in a greater number of units than what we see see in BW.

There will still be smartcasting and non 12 unit limit groups and whatever else but units can be adjusted and added that will force more player-unit interaction and disfavor the deathball we see a lot today. Units that to some degree can recreate and/or replace the the flare of using units with ancient game mechanics.

Will it be the same? Very likely not but it could still be just as amazing/interesting. In my opinion it's not a matter of if it can be done, it's a matter if it will be done. A fair amount of it is in the hands of Blizzard.
I am The-Sink! Parting bandwagoner before it became a soul train.
fellcrow
Profile Blog Joined March 2010
United States288 Posts
April 18 2011 03:14 GMT
#927
On April 16 2011 10:29 viletomato wrote:
Oh i wish you had written this up and sent it to Blizzard 2 years ago.

They could've made sc2 into a true successor. It baffles me now blizzard missed out what made BW great. They have been spending so much time on this game how could they have missed these elements? Is Dustin just that stupid or did they consciously make the decision to dumb down SC2 for a wider audience?

SC2 is fun, but not that fun, there is definitely a lot missing from it.





Amazing how someone makes a post calling you basically a brood war fanboy and you would ban him, because it doesn't contribute to the thread. But someone who sucks brood war's dick and bags on sc2 is welcome to stay. Please don't be biased. How did this post contribute to the thread?

There are plenty of arguments as to why SC2 can be successful in the future, and the game needs time to mature. But you sitting here just bitching doesn't help the game. Please get off brood war's dick and don't even try to "help" starcraft 2 because you trying to turn sc2 into brood war isn't what is good for e-sports even. Brood war had its chance to shine for over 10 years, and yes e-sports grew a fuck ton because of it. But it is way bigger now with sc2, so they must be doing something right. You want a game like brood war where only a select few can get down the retarded pathing, use ht's and defilers correctly, and muta micro like jaedong? Well that game will be fucking hard to play and only a few will be great like it is in sc:bw. But e-sports won't grow because of it.

I realize I'm gonna get a ban for this. But this thread truly is just a bitching of brood war vs starcraft 2. And the game isn't even a fucking year old.

User was temp banned for this post.
Has anyone really been far even as decided to use even go want to do look more like?
mahnini
Profile Blog Joined October 2005
United States6862 Posts
April 18 2011 03:17 GMT
#928
btw i banned a total of 2 guys from this thread including the dummie above me
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
iamho
Profile Joined June 2009
United States3347 Posts
April 18 2011 03:18 GMT
#929
On April 18 2011 09:57 LaLuSh wrote:
I personally don't think the development team at Blizzard had enough insight and realisation of which subtle mechanics it was that made BW into such a great esports game.

I said it in my moving shot thread in the beta, and I'll repeat it now: BW hasn't been patched for balance since 2001 (!). Just imagine all the revolutions of gameplay that took place during that vast time period. Sure there were periods of minor "imbalances". But somehow they would always work themselves out without intervention from Blizzard.

I'm absolutely certain in my belief that Blizzard's balancing team aren't the ones to thank for Broodwar's perfect balance. Nor was it a fluke that Broodwar turned out to balance itself. The game design of Broodwar simply allowed for such immense freedom within the game that the limits of human performance quite literally became one of the most important balance factors.

All the things the OP discusses were things that worked together in making the game HARD AS HELL to play. In making human performance a factor of balance. Being offensive took immense effort. Defending required all your powers. Whatever you did within the game -- it wasn't perfect. There was so much room for control that execution could always be improved upon.


Already from the moment that we were getting the first sneak peaks of SC2, I was worried Blizzard game designers would not realize how much a well designed engine and perfect control of one's units meant for Broodwar as a game and potentially for the future gameplay of SC2. I was honestly of the belief that someone who didn't play or follow broodwar at a high enough level, would be unable to see, comprehend and "understand" such sublety within an RTS game.

That's also why I was so very critical of Dustin Browder in that first article. I didn't think that he, nor pretty much anyone at Blizzard had the potential to see what it was that seperated Broodwar from other RTS' of its time. They all somehow seemed to give the impression that they thought balance was all a matter of tweaking around settings and deciding upon cool unit concepts/designs.

For me writing the thread about moving shot became really important once the beta was out and air units behaved like oil tankers. To be honest, I felt sort of insulted that these guys designing the sequel to the game i loved had no understanding of how air units should behave. That they didn't have enough experience from playing/watching Broodwar that they would immediately be able to say: "Air units feel like shit man, they're not agile at all, I can't muta-micro without losing control", in early stages of the development of the game.

It may not seem like a big deal to many, but in my eyes no moving shot is a contributing factor (among other core game design decisions) to damage inflation in the game. It's a contributing factor to what makes SC2 feel more like a game of coin flips than it does Broodwar.

In Broodwar, the commonly used air units all share the traits of being extremely mobile and having pretty low damage. In small numbers, though they may be effective, they will not end games. 2 wraiths will not be the reason the game ended. Truly amazing control from the player using the wraiths and bad defense from the opponent will.

Also, the traits speed and agility rather than damage, create a buffer towards luck being a deciding factor in the outcome of the game. You have to build up 3 wraiths before you can 2 shot drones. And they cost just as much as banshees do...

In SC2, the loss of mobility has been compensated in various ways. Primarily by granting air units increased damage and increased range. So what happens now when a cloaked flying unit enters the base of an unprepared opponent? The design of the game proves to decide the outcome rather than the performances of the players. I think this is why the community's whine never stops in SC2. They whine about units and balance, but the issue lies in the fundamental design of the game.

Implementing moving shot wouldn't magically fix everything though. But it would be a step in the right direction. There are many other game design features that I personally believe indirectly affect balance and gameplay. I don't think it can ever be fixed by merely tweaking unit stats.

Another huge factor I believe is the economical system of SC2 which I believe influences gameplay in a volatile direction early game, while providing a cap/roof in the lategame. I already discussed that in my last thread so not gonna recap. But I believe it to be another case of "game design influencing the outcome of the game rather than performance".

I didn't include my thoughts on macro mechanics in that thread though. But I believe they need to be "balanced" and revised in the future expansions for a healthy unit diversity to be able to exist in the game without creating total chaos. Larva inject, imo, is a mechanic that prevents zergs units from being balanced with the stats they would actually deserve to be viable in the later parts of a game (especially referring to #1hydralisk and #2roach here).

The current design of larva inject will also forever prevent zerg from getting any sort of useful spellcaster without being crazily imbalanced.

I also think that Blizzard game designers sort of misunderstood how zerg functioned in Broodwar. While they may have appeared "swarmy", they were always the race that was behind in supply. Usually their economy was inferior. In fact, I'd probably classify zerg as the most cost efficient Broodwar race in the early- and midgames.

Versus terran, zerg is generally expected to be 20-50 supply behind. Oftentimes even more! In that matchup, you could almost say terran are more swarmy than zerg. In broodwar, once you saw zerg catch up or surpass the other races in supply, that usually meant zerg was about to seal the deal and take home the game.

Watch how many mineral mining drones a zerg can afford in ZvT... and you'll be shocked.

Vs. protoss, zerg played more of a mineral heavy style and could rightfully be called swarmy. But nonetheless, they were expected to be 10-30 supply behind protoss in an even game. If the zerg surpassed the protoss in supply, that usually meant protoss was in big trouble (unless it was the latest stages of the game).

http://www.youtube.com/watch?v=xDj0DkFYAEA&
Best game ever. Jaedong was ~50 supply behind for most of the game. At one point I think he was as far as 80-90 supply behind of Flash. Really highlights how Blizzard's SC2-"swarmy" differs from Broodwar-swarmy.


In SC2, the entire concept and design of zerg was unwittingly changed with the introduction of the queen. Blizzard labelled zerg "swarmy". And a swarmy macro mechanic meant unlimited larva.

Only now, zerg instead became the race that needed to supersaturate their bases. Zerg became the race that needed to make the most workers the fastest in all matchups. Zerg were the ones that needed to play like Protoss in lategame broodwar PvT. Expand everywhere. Outproduce your opponent. Throw your cost inefficient army at the opponent, expect it to die and remax as quickly as possible.

That's why zerg are so hard to balance in SC2 too. Once you tweak something that tilts games in zerg's favor. It is usually really evident that there's an imbalance, because they will completely run the opponent over in certain stages of the game. 2 armor roach? Imba early game, okay mid and lategame. 90hp hydra (plus higher fire rate)? Imba midgame, ok lategame. 1 supply roach? Probably ok in early and midgame, imba lategame. A spellcaster half as good as the defiler? Imba lategame, because all zerg would need to do is survive until lategame, sort of like Protoss now.

And it's all connected in one way or another. One of the reasons protoss are so strong lategame, is because they need their units and their abilities to be as strong as they are to deal with zerg and terran macro mehanics in early and midgame.

It's a fragile balance. And it contributes to damage inflation where there should be none, and likewise damage deflation where sometimes there should be none (hydralisk).

Zerg units are bad by necessity.


Fantastic post. Really goes to show the strategic depth which the blizzard devs don't seem to understand. To them, starcraft is just a game of numbers which need to be balanced..
Bandino
Profile Joined August 2010
United States342 Posts
April 18 2011 03:38 GMT
#930
OP I see where you are coming from and I am guessing you watched tons of BW before SC2 came out but the problem is most of these arguments are incredibly bias or opinion. Sure some your points may be valid, but it is overshadowed by your nostalgia of an old game. The problem I see with your arguments you directly compare it to BW instead of leaving Starcraft 2 in a stand alone and providing improvements you would make on it instead of "like in BW" with this unit or that.

Your counter-argument as I have seen time and time again is that well BW is the most successful E-Sport game so far. But in reality E-Sports with BW was not even that big compared to the explosion to what we are seeing in SC2 (as of right now in the west). This then leads me to also point out that even tho is the greatest E-Sport game of all time does not mean it appeals to everyone. I am actually one of those who is not that crazy over BW. IMO i find SC2 more entertaining to play and watch than BW when we get good games. (This last weekend of the TSL was incredible). But then again it's only my opinion.

I guess the overwhelming problem is how you represented the OP because instead of addressing BW in your OP and how you found it better than SC2 in some points, you could instead say what SC2 has good in it so far and build upon those positives.

Lastly for those of you who are saying the give it more time is a cop out, i feel like that response itself is just as bad because time really does affect the meta game and as people become better at controlling units and get more comfortable with the game they will be better equipped to push the limits.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2011-04-18 03:58:08
April 18 2011 03:53 GMT
#931
On April 18 2011 12:38 Bandino wrote:
The problem I see with your arguments you directly compare it to BW instead of leaving Starcraft 2 in a stand alone and providing improvements you would make on it instead of "like in BW" with this unit or that.

the reason you see me use bw abundantly as an example is because for a lot of people (and especially myself) it is the most accessible example. even using bw as an example some people don't really understand what i'm talking about and i wanted to make the concepts that i was talking about as clear as possible.

if you want to describe the concepts i talk about without concrete examples be my guest.

I guess the overwhelming problem is how you represented the OP because instead of addressing BW in your OP and how you found it better than SC2 in some points, you could instead say what SC2 has good in it so far and build upon those positives.

i mean are we all 7 years old here? can i not talk about possible game improvements without cushioning everyone's ego?

it's not even like i'm insulting anyone or anything. i don't know why people are getting so defensive.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2011-04-18 03:55:54
April 18 2011 03:55 GMT
#932
edit: wrong thread lol
ㅇㅅㅌㅅ
Bandino
Profile Joined August 2010
United States342 Posts
April 18 2011 04:01 GMT
#933
i mean are we all 7 years old here? can i not talk about possible game improvements without cushioning everyone's ego?


Considering theres been so many whine Bw vs SC2 threads and how SC2 is vastly inferior its hard to take a thread like this where there is direct comparisons and then draw a conclusion that isn't inherently bias is all I am saying.
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2011-04-18 04:11:31
April 18 2011 04:08 GMT
#934
On April 18 2011 11:04 aztrorisk wrote:
I still have hope for SC2

Heart of the Swarm is going to be released. I hope blizzard makes necessary additions.


It's not going to happen in HotS. There is a clear disconnect between the current market for gamers and the market ten years ago.

I mean, just look at recent releases & expansions for games and you get a clear picture. Games are being streamlined, easier to play, and more appealing for a wide variety of audiences. This means that content gets diluted such that more casual gamers are still interested for future investments.

I want to see SC2 succeed, but given the current mindset of publishers and the gaming market, it seems very very unlikely that SC2's expansions are going to make the game better in the sense that it raises the skill ceiling. It might balance the game more, but to make the game more complex alienates too many people to be a successful financial endeavor.

EDIT: What's best for blizzard as a business and whats best for SC2 as a game are not necessarily linked. I mean, what sells more? Flashy lasers & big damage units/abilities or fine tuned units that require finesse? I hope I'm wrong.
the UMP says YER OUT
By.Fantasy
Profile Joined February 2011
Thailand123 Posts
April 18 2011 04:18 GMT
#935
On April 18 2011 13:01 Bandino wrote:
Show nested quote +
i mean are we all 7 years old here? can i not talk about possible game improvements without cushioning everyone's ego?


Considering theres been so many whine Bw vs SC2 threads and how SC2 is vastly inferior its hard to take a thread like this where there is direct comparisons and then draw a conclusion that isn't inherently bias is all I am saying.


I only just started playing BW! You can call that nostalgia if you like.. And I think OP nailed it to how SC2 can improved as a game and as an e-Sport.. I don't think that mechanics should be harder like BW but something could be done better
My english is not very good.
ploy
Profile Joined January 2006
United States416 Posts
April 18 2011 04:25 GMT
#936
I think the points in the OP are valid and all... but so many people on this thread are talking/acting like SC2 is terrible or doomed or something. Couldn't we argue that it's already bigger than BW ever was on a global scale?
cereals
Profile Joined March 2011
United States12 Posts
April 18 2011 04:26 GMT
#937
On April 18 2011 13:08 junemermaid wrote:
Show nested quote +
On April 18 2011 11:04 aztrorisk wrote:
I still have hope for SC2

Heart of the Swarm is going to be released. I hope blizzard makes necessary additions.


It's not going to happen in HotS. There is a clear disconnect between the current market for gamers and the market ten years ago.

I mean, just look at recent releases & expansions for games and you get a clear picture. Games are being streamlined, easier to play, and more appealing for a wide variety of audiences. This means that content gets diluted such that more casual gamers are still interested for future investments.

I want to see SC2 succeed, but given the current mindset of publishers and the gaming market, it seems very very unlikely that SC2's expansions are going to make the game better in the sense that it raises the skill ceiling. It might balance the game more, but to make the game more complex alienates too many people to be a successful financial endeavor.

EDIT: What's best for blizzard as a business and whats best for SC2 as a game are not necessarily linked. I mean, what sells more? Flashy lasers & big damage units/abilities or fine tuned units that require finesse? I hope I'm wrong.


A game can be complex and accessible to the mass market at the same time. The two don't have to conflict.
Uhhmm
Profile Joined April 2011
Sweden19 Posts
April 18 2011 04:33 GMT
#938
On April 16 2011 09:35 mahnini wrote:
b]The importance of map control.
Map control isn't really how much of the map you are literally covering with buildings and units, rather it is how much area can you freely move without contest. Put simply, just because you have a unit in a certain area doesn't mean you have map control of that area, it's that fact that you can actively deny movement in that area that makes it map control. It seems to me like all these ideas build upon one another and that if you want to be able to control the flow of the game you need to have map control, and if you want to have map control you need units that can do more than add DPS. You need units with map prescence. BW had units like lurkers, siege tanks, and vultures that could very effectively control sections of the map. Can you name one other than the siege tank that SC2 has?
[/b]

This is main thing I'd change about SC2. The siege tank is the best designed unit in the game IMO. They make for fun games where micro, positioning, harassment and decisionmaking wins, rather than who has the best ball when you finally duke it out in the middle. There's a reason why TvZ and TvT are generally considered the two best matchups, siege tanks control the whole flow of those games. Had they been stronger in TvP that would be an amazing matchup to.

I'd love for blizzard to add some mapcontrol units for Z and P in HoTS.

And this is definitely not some BW fanboy thing, I've never even played BW.
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2011-04-18 04:37:51
April 18 2011 04:36 GMT
#939
On April 18 2011 13:26 cereals wrote:
Show nested quote +
On April 18 2011 13:08 junemermaid wrote:
On April 18 2011 11:04 aztrorisk wrote:
I still have hope for SC2

Heart of the Swarm is going to be released. I hope blizzard makes necessary additions.


It's not going to happen in HotS. There is a clear disconnect between the current market for gamers and the market ten years ago.

I mean, just look at recent releases & expansions for games and you get a clear picture. Games are being streamlined, easier to play, and more appealing for a wide variety of audiences. This means that content gets diluted such that more casual gamers are still interested for future investments.

I want to see SC2 succeed, but given the current mindset of publishers and the gaming market, it seems very very unlikely that SC2's expansions are going to make the game better in the sense that it raises the skill ceiling. It might balance the game more, but to make the game more complex alienates too many people to be a successful financial endeavor.

EDIT: What's best for blizzard as a business and whats best for SC2 as a game are not necessarily linked. I mean, what sells more? Flashy lasers & big damage units/abilities or fine tuned units that require finesse? I hope I'm wrong.


A game can be complex and accessible to the mass market at the same time. The two don't have to conflict.


They don't have to be in conflict but often are. Just take a look at ME1 ---> ME2 (watered down RPG elements, streamlined gameplay, repetitive and fast gameplay) and DA:O ---> DA2. By making the game more accessible and appealing to the casual gamer (read people who weren't playing games 10-15 years ago), distinctive mechanics and features are just going to be missing. You can't make everyone happy, so the next best thing is to make your largest audience the happiest.

The majority of players don't want to work hard to make their units work. They want to make them, attack them, and watch them do tons of damage. In essence this is what most the units in SC2 do.

EDIT: The OP has eloquently stated what differentiates SC2 from brood war. To think that the problem will get solved by Blizzard is a little too optimistic.
the UMP says YER OUT
Jimbo77
Profile Joined March 2011
139 Posts
April 18 2011 04:44 GMT
#940
On April 18 2011 13:25 ploy wrote:
Couldn't we argue that it's already bigger than BW ever was on a global scale?

You really think it's because of great gameplay or may be great balance or whatever?
It's just because it's really beautiful, really good, noob friendly game, where you can utilize whole your CPU power with ultimate graphic settings. Because of great achievements you can earn quite easy. Because not so bad singleplayer.
Seriously, have you ever heard the same sentences that OP said from players in bronze-plat league(damn majority of SC2 community)?
No, it's almost all just QQ threads. Nerf here, buff there...
SC2 is way better for esports because of much better graphic and visualizations BW didn't have, and that's only. But what i think is sc2 will stay alive in a esport scene only some period of time (not really long) if blizz does not make some strategic decisions about this game.
And, i think, the main strategic decisions we'll be able to see only in third, last expansion. Cuz there will be nothing to sell furthermore. It's just business. Yep, so sad.
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