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Dynamic Unit Movements, Your Thoughts? - Page 27

Forum Index > SC2 General
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Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 14 2011 15:12 GMT
#521
"Bliz announces today that WC3 AI has been implemented in starcraft 2, however siege tanks splash damage range has been increased 100%"
Fuuuuuuuuuuu


Seriously, I'm a staunch opponent of these kinds of things. Starcraft 2 is Starcraft 2, for better or worse, let us play the game we are playing and not complain that we're not playing brood war with augmented features.
I know that units clumping is not entertaining to some people but (Despite being a zerg player) when I saw Polt stim stuttering a ball of marauders I could not help but marvel at how amazing his balls were.

Yeah.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Cheezy
Profile Joined May 2009
Sweden112 Posts
June 14 2011 15:40 GMT
#522
I like how people says "People just need to learn how to split"

Yeah, sure, but it's annoying when the game is made in such a way that it discourages individual unit movement. No matter what you do, the units will clump into groups when you move them again, which is retarded
DerNebel
Profile Blog Joined January 2008
Denmark648 Posts
Last Edited: 2011-06-14 15:55:11
June 14 2011 15:54 GMT
#523
I hate unit clumping like the plague. I believe that bad movement control should be punished, regardless of skill, and not just be something that comes in to play just a bit in super high-level play.

And to everyone talking about the micro recquired to beat the blob at the highest echelons of play, the same people hating on "fighting the AI", isn't that just fighting the SC2 AI? Why should the simple act of killing a supply depot at the ramp, or killing marines spawning out of a barracks during a 6pool, something anyone can do in SC2 with a simple right-click or attack-move, be equally effective for everyone? Shouldn't there be a difference in unit control skill between a bronze and a platinum player, such as the muta control of a C+ player in BW compared to a D-level one?

The balance issue arguments both in the OP and from everyone speaking against it feels not only hollow but also pointless. This isn't BW with Blizzard going "Deal with it.". If we can expect them to "fix" the 7rax Reaper and the 2gate, then why can't we expect them to make the game more skillful while also making it fun to watch? And when it comes right down to the wire, wouldn't you like bigger, more dramatic looking psionic storms, bigger tank shots and bigger baneling bombs? Wouldn't you like two storms to ACTUALLY rip through a worker line?

I also think it is dumb to say that aesthetics is a silly thing to make such a "huge" change over. (HINT: It's not actually huge, same units, same mechanics, balance can be fixed, only the blob will die). This game was. according to the dev and PR teams before realease, developed with spectating and ESPORTS in mind. If spectating was a core goal and function of my product, I'd make sure it looked nice.

The game is so exciting and great right now. Noone will deny that, at least not in this subforum. I just wish it would be awesome. I just wish it would stop feeling like a great RTS with Jim Raynor on the cover and start feeling like StarCraft 2. The heir apparent, so to speak, not the squire.

For ESPORTS

And on a less teenager-locked-up-in-a-room-with-issues-flavoured note:
On June 15 2011 00:12 Probe1 wrote:
I know that units clumping is not entertaining to some people but (Despite being a zerg player) when I saw Polt stim stuttering a ball of marauders I could not help but marvel at how amazing his balls were.


Seriously?

EDIT: Yes, it's the room that has issues.
Sueco
Profile Joined September 2009
Sweden283 Posts
June 14 2011 15:57 GMT
#524
I signed the petition, this argument is spot-on. Blizzard implemented SC2's pathing to have the most possible efficient pathing, since BW's pathing issues made for bad gameplay.

As it turns out, the most efficient pathing noes not mean the best gameplay either. Huge balls of units that move fluidly look unnatural and exponentially raise the power of both ranged units and splash attacks, distorting intended gameplay.

We need a pathing engine that responds to commands impecabbly without using fluid physics to move unit groups, and the OP has nailed it.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
June 14 2011 16:47 GMT
#525
On May 19 2011 14:18 Kovaz wrote:
Just a thought I had the other day:

Because of the auto-ball pathing, the race with the most powerful AoE will always have the most powerful 200/200 army. Think about it: why is the Colossus so good? Units just align themselves naturally with its splash radius. Same with HTs. That's why toss is so good late game. Same thing to a lesser extent with terran Siege Tanks and vP Ghosts work the same way. Their damage is always maximized because units just like to cluster up so much. That's also why zerg seems so much weaker: they don't really have a dominant AoE unit so they can't exploit the game's natural mechanics for army positioning as much.


This sums up almost everything that SC2 needs to improve on.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-06-14 17:00:40
June 14 2011 16:59 GMT
#526
--- Nuked ---
Ownos
Profile Joined July 2010
United States2147 Posts
June 14 2011 17:13 GMT
#527
Some people are just stuck in the past.

So basically you want the units to auto-seperate. I thought the staunch BW elitist hated automation. But it goes back to something like BW it's OK apparently.

There's really no argument for why this would improve the game. Just "it was like this in BW lol"
...deeper and deeper into the bowels of El Diablo
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
June 14 2011 17:32 GMT
#528
This isn't going to happen in WOL, and I don't know why anybody would want it to. It would completely change the game, and all the balance work done so far would be completely destroyed. HOTS would be a great opportunity to implement something this drastic, but anybody wanting this kind of change now is nuts.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
June 14 2011 17:36 GMT
#529
On June 15 2011 00:12 Probe1 wrote:
"Bliz announces today that WC3 AI has been implemented in starcraft 2, however siege tanks splash damage range has been increased 100%"
Fuuuuuuuuuuu


Seriously, I'm a staunch opponent of these kinds of things. Starcraft 2 is Starcraft 2, for better or worse, let us play the game we are playing and not complain that we're not playing brood war with augmented features.
I know that units clumping is not entertaining to some people but (Despite being a zerg player) when I saw Polt stim stuttering a ball of marauders I could not help but marvel at how amazing his balls were.

Yeah.


if there is room for improvement, why not improve?

whats more amazing than polt's stim is bisu and flash's dragoon vs vulture mine.
age: 84 | location: california | sex: 잘함
koreasilver
Profile Blog Joined June 2008
9109 Posts
June 14 2011 17:41 GMT
#530
On June 15 2011 02:13 Ownos wrote:
Some people are just stuck in the past.

So basically you want the units to auto-seperate. I thought the staunch BW elitist hated automation. But it goes back to something like BW it's OK apparently.

There's really no argument for why this would improve the game. Just "it was like this in BW lol"

If you don't understand what it actually is, then don't speak.
Bagi
Profile Joined August 2010
Germany6799 Posts
June 14 2011 17:43 GMT
#531
On June 15 2011 00:40 Cheezy wrote:
I like how people says "People just need to learn how to split"

Yeah, sure, but it's annoying when the game is made in such a way that it discourages individual unit movement. No matter what you do, the units will clump into groups when you move them again, which is retarded

Yet BW is constantly praised for its "difficult" (retarded) unit AI, because you actually need skill to control them properly.

I don't see how this is any different.
Chronald
Profile Joined December 2009
United States619 Posts
June 14 2011 17:46 GMT
#532
To say that this would ruin SC2 is stupid. SC2 is a game that no one even understands yet, at least not like BW is today.

This means that people making claims about things ruining, or even making it better, are not based in truth whatsoever.

However, I wlll say that I agree with the OP. These kinds of things make the game more dynamic, from a general point of view. I seriously doubt people would have played (or still play) BW like they did (do) without dynamic unit movements.

Polt's ball 'micro' takes SO MUCH LESS SKILL than the hard micro in BW, look at the above post's mention of Bisu and Flash's Goon vs Vulture fights. Those requires so many different kinds of actions, thoughts, and prediction that it would probably melt your brain trying to do it at home. THAT is ESPORTS, THAT is true skill, not something that anyone (including a computer program) can do. Any bronze player can learn how to split bio balls and end up running train on people, that's fine. But calling that micro 'intense', or 'hard' compared to the truly difficult mechanics of BW is silly.
Got that.
kentarre
Profile Joined December 2010
United States28 Posts
June 14 2011 17:49 GMT
#533
Sure it looks cool and all, but this is in wide open terrain. I would be interested in seeing how this AI functions on a normal map, with chokes, ramps, rocks, and other terrain that would cause the AI to function differently. Would it cause units and groups to split evenly around terrain when moving to a specific spot? What happens if you wanted to file your units along a wall to avoid vision of a tower?

I can think of many situations where this AI would not be useful and in fact, detrimental.

With basic unit movement and collisions being implemented in SC2, it seems more reasonable to impart the responsibility of positioning, specific unit movement, and unit scattering up to the player.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
June 14 2011 17:53 GMT
#534
On June 15 2011 02:13 Ownos wrote:
Some people are just stuck in the past.

So basically you want the units to auto-seperate. I thought the staunch BW elitist hated automation. But it goes back to something like BW it's OK apparently.

There's really no argument for why this would improve the game. Just "it was like this in BW lol"


There's an overwhelming and undeniable argument for why this would make the game better for spectating in pretty much every way. You're just completely blind to it.

Not only that, it's pretty hypocritical for anti-BW fans to call former BW players out because this would be "the computer spreading your units for you." Those same fans hated the old pathing because you had to control your units so much more - you essentially had to fight the pathing AI to get units to do what you wanted them to do. This is the exact same thing - you're just fighting the pathing AI to do something different. You want Dragoons to automatically go to the place you click without running around randomly? I don't want my units to automatically clump together whenever I have more than one selected and tell them to do something.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
giuocob
Profile Joined July 2010
United States149 Posts
June 14 2011 17:55 GMT
#535
I really want to see a custom game with this implemented. I suspect the reason one has not been provided is that the unit control is so hilariously bad that he knew providing one would completely ruin his point. Seriously guys, try to think about what this would do to unit control. Do you really want every unit to degress to the dragoon?
figq
Profile Blog Joined May 2010
12519 Posts
June 14 2011 17:59 GMT
#536
This is my main reason (there are others too, of course) - to still argue with friends that BW is more interesting to watch and play than SC2, or if not "more", at least truly unique, irreplaceable -- and that comes from someone who's been more involved with SC2 than BW so far. The unpredictability of unit movements in BW makes the situations so much more rich; there's great suspense in battles that can't be matched yet by SC2.

I think in order for SC2 to match that, they need more positional micro elements, such as more inter-dependent AOE abilities that compensate for the smooth pathing engine. Blizzard have to realize that smoothness = 1. more realism; 2. less fun - believe it or not, realism isn't always fun. Take for example chess played with real people fighting on a free battlefield, instead of pawns on board squares: by becoming more realistic the game would lose all of its sophisticated thought processes.
If you stand next to my head, you can hear the ocean. - Day[9]
starmeat_
Profile Joined May 2011
105 Posts
June 14 2011 18:00 GMT
#537
welcome to teamliquid sc2 forums.
giuocob
Profile Joined July 2010
United States149 Posts
June 14 2011 18:01 GMT
#538
On June 15 2011 02:59 figq wrote:
Take for example chess played with real people fighting on a free battlefield, instead of pawns on board squares: by becoming more realistic the game would lose all of its sophisticated thought processes.

I hope there's an annual award of some kind for worst analogy, because you just won the gold medal.
karpo
Profile Joined October 2010
Sweden1998 Posts
June 14 2011 18:07 GMT
#539
On June 15 2011 02:46 Chronald wrote:
To say that this would ruin SC2 is stupid. SC2 is a game that no one even understands yet, at least not like BW is today.

This means that people making claims about things ruining, or even making it better, are not based in truth whatsoever.

However, I wlll say that I agree with the OP. These kinds of things make the game more dynamic, from a general point of view. I seriously doubt people would have played (or still play) BW like they did (do) without dynamic unit movements.

Polt's ball 'micro' takes SO MUCH LESS SKILL than the hard micro in BW, look at the above post's mention of Bisu and Flash's Goon vs Vulture fights. Those requires so many different kinds of actions, thoughts, and prediction that it would probably melt your brain trying to do it at home. THAT is ESPORTS, THAT is true skill, not something that anyone (including a computer program) can do. Any bronze player can learn how to split bio balls and end up running train on people, that's fine. But calling that micro 'intense', or 'hard' compared to the truly difficult mechanics of BW is silly.


If you actually believe that a programmed AI couldn't do that micro way, way better than a human ever could you're mistaken and, frankly, blinded by your love for those players.
figq
Profile Blog Joined May 2010
12519 Posts
June 14 2011 18:13 GMT
#540
On June 15 2011 03:01 giuocob wrote:
Show nested quote +
On June 15 2011 02:59 figq wrote:
Take for example chess played with real people fighting on a free battlefield, instead of pawns on board squares: by becoming more realistic the game would lose all of its sophisticated thought processes.

I hope there's an annual award of some kind for worst analogy, because you just won the gold medal.
Could you elaborate? I only get that you think this analogy is bad, not why.
If you stand next to my head, you can hear the ocean. - Day[9]
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