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Creep Spread Mechanics - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 9 10 11 Next All
LeopoldStotch
Profile Joined April 2011
United States158 Posts
May 29 2011 10:28 GMT
#21
On May 29 2011 19:26 InstantKarma wrote:
ARRRRGH! Everyone who has replied to this thread does not understand the topic at all!
The OP is not asking for a balance change. He's asking for a design change!

I'll say it again. This suggestion is not a balance change.


It is somewhat of a balance change when you make certain tasks easier. If queens auto-injected that would affect the balance of the game right?
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2011-05-29 10:33:06
May 29 2011 10:31 GMT
#22
When I double click, and get a lot of tumors to spread, sometimes I place them wrong because I can't see the limit of where they individually can all go to, and then the AI sometimes chooses the wrong one when you Click to spread. I like this idea a lot, and every Zerg player who has spread with 3 or 4 tumors selected at once MUST have thought about this.

edit: Yes. OP is simply saying that multiple selected tumors should all display a dotted line for their spread limits, just like the displayed siege tanks did. Wow.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
May 29 2011 10:37 GMT
#23
Doesn't seem necesarry at all to me at least, had no problems putting em out at any time. We already know the max range indicated by the spread of the creep, and when you do it often you dont pay really close attention to it anyhow and just try and spred it fast.

Dont change what aint broken ^_^

Yes I am
InstantKarma
Profile Joined November 2010
United States205 Posts
Last Edited: 2011-05-29 10:41:59
May 29 2011 10:37 GMT
#24
On May 29 2011 19:28 LeopoldStotch wrote:
Show nested quote +
On May 29 2011 19:26 InstantKarma wrote:
ARRRRGH! Everyone who has replied to this thread does not understand the topic at all!
The OP is not asking for a balance change. He's asking for a design change!

I'll say it again. This suggestion is not a balance change.


It is somewhat of a balance change when you make certain tasks easier. If queens auto-injected that would affect the balance of the game right?


Technically, that would not be balance change. If it relies on factors that exist out of the game it is not technically a balance change.That isn't a good comparison anyways. He's not suggesting that creep automatically spread itself. He's suggesting a visual marker which shows the limits of your creep tumors. It doesn't change the limits of creep it just shows what the limits are.


Edit: Grammar
Hatefiend
Profile Joined August 2010
United States127 Posts
May 29 2011 10:42 GMT
#25
On May 29 2011 19:20 Shahrazad wrote:
I think the better argument is for siege tanks, etc not having those range indicators when more than one are selected, just like creep tumours.

Clever response. A good point too; one that most Terran can see and perhaps have empathy for what this post's purpose is.

To the people claiming that things should not be made easier, think of it as a way to eliminate redundancies rather than making the game easier. For example, in Starcraft 1, a Zerg's Hatchery could only have one waypoint. The ability for that building to have waypoints was implemented, but the mechanic to have two separate ones (one for workers, one for units) was not incepted. Did this make the game easier? Yeah, it's hard to argue against that. Was it a necessary change? It was an annoyance change. Annoyance change, meaning that it isn't directly applied to gameplay or strategy but was a mechanic that had redundancies or was poorly designed. Yet most players relate these changes to Blizzard making the game easier while that effect was actually inadvertent.

And hey, if creep spread becomes slightly more powerful because of the change (not like Blizzard is going to read this and implement it -- I know) than the opposing player just has to do that much of a better job controlling it.

This is a fairly reasonable request though. I am not asking for something whose intentions would be to make the game easier, like an in-game build order clock or an auto idle worker rally etc. I am asking for a simple and reasonable mechanic change.
FenneK
Profile Joined November 2010
France1231 Posts
May 29 2011 10:46 GMT
#26
This is ridiculous. There is nothing hard about spreading creep, you don't need to dumb it down to the point where the game would become patronizing.
good luck have batman
Railgan
Profile Joined August 2010
Switzerland1507 Posts
May 29 2011 10:46 GMT
#27
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-05-29 10:47:47
May 29 2011 10:47 GMT
#28
Terran and toss whiners are so defensive that a guy can't even post a suggestion lol, which is pretty good one imo.
You should never underestimate the predictability of stupidity
MrTortoise
Profile Joined January 2011
1388 Posts
Last Edited: 2011-05-29 11:02:41
May 29 2011 10:48 GMT
#29
On May 29 2011 19:12 Megaliskuu wrote:
Nothing in sc2 should be made easier at this point.



Totally agree, go play BW a biut then come back to sc2.

I think they shuold make it so you chose a build order from a list and the gamee xecutes it perfectly


BTW All games are games of user interface ..., by simplifying the user interface you ARE simplifying the game
InstantKarma
Profile Joined November 2010
United States205 Posts
Last Edited: 2011-05-29 10:50:49
May 29 2011 10:50 GMT
#30

This is a fairly reasonable request though. I am not asking for something whose intentions would be to make the game easier, like an in-game build order clock or an auto idle worker rally etc. I am asking for a simple and reasonable mechanic change.


I agree.

To clarify one of my points I made earlier; a mechanics change does not affect balance. A mechanics changes affects what buttons you have to press which is an out of game affect. A balance feature is an in-game change such as the terrain, the damage units deal, or the cost of units.
vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2011-05-29 10:52:47
May 29 2011 10:52 GMT
#31
On May 29 2011 19:46 FenneK wrote:
This is ridiculous. There is nothing hard about spreading creep, you don't need to dumb it down to the point where the game would become patronizing.

Come back when they've removed tank range and pylon power indicators. Until then you don't have a point.
"Starcraft 2 very easy game" - White-Ra
Railgan
Profile Joined August 2010
Switzerland1507 Posts
May 29 2011 10:52 GMT
#32
Do you even understand his problem?
If you select one Creep Tumor you can see where you can place the next one
If you select two you wont get the range indicator.


All he wants is a range indicator for multiple creep tumors

How would you protoss/terrans feel if you had no Siegetank range indicator or pylon range indicator if you selected multiple of them... would be pretty dumb eh
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
DarkPlasmaBall
Profile Blog Joined March 2010
United States45431 Posts
May 29 2011 10:53 GMT
#33
On May 29 2011 19:46 Sclol wrote:
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.


There are green and red outlines denoting where you can and can't place creep tumors, and apparently buzzing sounds that go off when you can't put them down too. Also, the fact that they just don't get placed down.

How many other indicators do there really need to be? Giant arrows on the map recommending good positions?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Railgan
Profile Joined August 2010
Switzerland1507 Posts
May 29 2011 10:54 GMT
#34
On May 29 2011 19:53 DarkPlasmaBall wrote:
Show nested quote +
On May 29 2011 19:46 Sclol wrote:
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.


There are green and red outlines denoting where you can and can't place creep tumors, and apparently buzzing sounds that go off when you can't put them down too. Also, the fact that they just don't get placed down.

How many other indicators do there really need to be? Giant arrows on the map recommending good positions?

read one post above you
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
InstantKarma
Profile Joined November 2010
United States205 Posts
May 29 2011 10:56 GMT
#35
On May 29 2011 19:53 DarkPlasmaBall wrote:
Show nested quote +
On May 29 2011 19:46 Sclol wrote:
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.


There are green and red outlines denoting where you can and can't place creep tumors, and apparently buzzing sounds that go off when you can't put them down too. Also, the fact that they just don't get placed down.

How many other indicators do there really need to be? Giant arrows on the map recommending good positions?


What if there was no pylon range indicator and just green and red unit outlines? Wouldn't you feel that would be poor design? Now why can't that same design be implemented on other features in-game?

If you support pylon range indicators there is no reason you should oppose creep range indicators.
ALPINA
Profile Joined May 2010
3791 Posts
May 29 2011 10:58 GMT
#36
On May 29 2011 19:53 DarkPlasmaBall wrote:
Show nested quote +
On May 29 2011 19:46 Sclol wrote:
What is wrong with the community now adays
Somebody wants a range indicator and everybody gets mad because the game would get way to easy for zerg then.


There are green and red outlines denoting where you can and can't place creep tumors, and apparently buzzing sounds that go off when you can't put them down too. Also, the fact that they just don't get placed down.

How many other indicators do there really need to be? Giant arrows on the map recommending good positions?


You seriously can't understand where is the problem? You select one tumor - you can see range, you select two tumors - you can't see the range. What is the reason why there is no range indicators when you select multiply creep tumors?

If you think there shouldn't be indicators when selecting multiply tumors then give arguments why, because now everyone just "How many other indicators do there really need to be? Giant arrows on the map recommending good positions?" I mean how to stupid this sounds do you even understand?

Probably it's just a bug from blizzard,
You should never underestimate the predictability of stupidity
Rasva_Pallo
Profile Joined September 2010
Finland126 Posts
May 29 2011 10:59 GMT
#37
Seems like a fail from Blizzard I hope they fix it soon. I'm Protoss player.
Whatever, go to ---> wesnoth.org
ksn
Profile Joined September 2010
Italy34 Posts
Last Edited: 2011-05-29 11:02:34
May 29 2011 11:01 GMT
#38
I agree, this is just a bug. Pylon have range if you select more than one, why creep tumor shoudn't? Doesn't make it any easier to spread creep (everyone just spam clicks anyway). It would be just less annoying
Tantaburs
Profile Joined August 2010
Canada1825 Posts
May 29 2011 11:03 GMT
#39
Creep spread is fine as it is right now. If you want to spread creep in multiple direction easily then select tumors manually. Creep spread gives you free vision over half the map it should take apm to spress properly
"One cannot play StarCraft with clenched fish.." ~Nick "Confucius" Plott
labbe
Profile Joined October 2010
Sweden1456 Posts
May 29 2011 11:05 GMT
#40
This is a good idea OP. It's just wierd that it's not already like this. 90% of the people whining probably didn't even read the post.
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