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On May 29 2011 22:52 Sated wrote: All this change does is make the mechanic consistent with that seen for tanks and pylons and you can't really argue against consistency.
Sure you can. Creating exceptions to a general trend allows player to encounter something unique to their choices.
In BW Dark Archons are the only spell caster that don't get additional useable mana upon training after researching their max energy upgrade. In SC upgrades follow the general trend that level 2,3 require a specific tech building for each race. For Protoss Shield upgrades you don't have this restriction.
Personally I'm in favor of exceptions if they offer an interesting conditions in usage. This current condition with creep tumors is just an annoyance and should be changed.
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On May 29 2011 23:25 chenchen wrote: Why don't we make the game play itself if we hold down one button, and whoever holds down the button for longer wins?
Seriously, to everyone that seems to say that anything that makes the interface of the game easier means that the game is getting noobyfied...
The interface is not what should make the game challenging, it should be the actual game DESIGN not INTERFACE that does that.
Examples Chess, DESIGN: how the pieces move and what they can do, INTERFACE: picking one up and moving it. The interface is easy as pie.... the design leads to a fantastically complex and challenging game. Tic-Tac-Toe, DESIGN: How the Xs and Os function on the board and how to achieve victory, INTERFACE: drawing them in the cells..... The interface is easy..... but so is the design and the game is a silly waste of time.
Telling people to go back and play BW to see how a "real" game should be.... sigh.... So what? The original Warcraft had a worse interface as did WarII for that matter, it's not like they were anything near what BW or SC2 are. Should we artificially limit how well we can interface with the game so that it is more challenging? Instead of simply right-clicking to move a unit we probably should have players execute key-combos Street Fighter style. A Hadouken to issue commands for Terrans, Shouryuken for Zerg and Sonic Booms for Protoss like this you have to be super gosu to be able to build a supply depots and some barracks. Better yet why not have it so that we can't select more than one of anything at a time?.... Sending a squad of marines to attack would take ~600APM... then we can really see who is the skilled player. By the standards you guys put forth the truest test of skill is a game like QWOP....
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Wow! The level of maturity and friendliness in this thread is just as low as Call Of Duty: Black Ops. It's days like this that makes me really miss the broodwar and quake community
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What a terrible cesspool of a thread, I'm honestly shocked that so many people either just didn't read the OP, or are so terrible at understanding that they misunderstood what he meant so badly.
I personally think this is a change/fix that is long overdue, and has frequently annoyed me when trying to make creep tumors while selecting multiple tumors.
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After reading all the posts and stuff, i believe that starcraft 2 is too easy. just the other day i played a BW game and noticed how much more i had to do.
if everything is given to us, starcraft 2 just turns into a movie w/ mouse clicking.
so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy.
like come on, starcraft is a game of APM, and multitasking; among other things, and you have to look out for SOMETHING
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On May 30 2011 00:21 Sated wrote:Show nested quote +so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy. I assume that you also want the pylon radius indicator removed as well, then?
im pretty sure pylon radius has been shown since the dawn of time.
i dont see why zergs absolutely NEED this.. the creep is as far as the creep is, choose to use your tumors now or dont. go on to the next thing of your mental checklist and skip it. learn to time it out..
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The same goes for Missile Turrets, unless you didn't notice. The radius is present when putting down the initial turret, but clicking on it later on doesn't reveal the perimeter anymore. It's the same as the Creep function, when putting new ones down you can see the included area.
Next thing we know you'll be asking for flying marines, or some crazy shit like that. Oh wait..
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Sure, lets put other people to work on something because we are too lazy to select 2-3 at a time, planning to send them on a certain path. The creep spread mechanic is perfect in the current state, I dont think you should come up with moronic requests.
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On May 30 2011 00:25 `dunedain wrote: The same goes for Missile Turrets, unless you didn't notice. The radius is present when putting down the initial turret, but clicking on it later on doesn't reveal the perimeter anymore. It's the same as the Creep function, when putting new ones down you can see the included area.
Next thing we know you'll be asking for flying marines, or some crazy shit like that. Oh wait..
@ the guy who said pylon radius should be removed:
Cannon radius isnt shown? wait, i'm pretty sure the spines/spore crawlers show the radius.. imo lets remove that so its all even and you can just burrow/unburrow blindly hoping youre in range.
oh wait.
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On May 30 2011 00:25 Wyk wrote: Sure, lets put other people to work on something because we are too lazy to select 2-3 at a time, planning to send them on a certain path. The creep spread mechanic is perfect in the current state, I dont think you should come up with moronic requests.
Did you even tried playing zerg? Do you know how much time you need to invest to spread creep all over the map? This is a bug which needs to be fixed, at least I see no reason why this should stay how it is now.
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I feel like this thread was made with a Terran mindset.
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On May 29 2011 23:49 quaren wrote: Examples Chess, DESIGN: how the pieces move and what they can do, INTERFACE: picking one up and moving it. The interface is easy as pie.... the design leads to a fantastically complex and challenging game.
Well it's like that the creep tumor grid is like chess with grid to show where you could move, why don't they make that for competitive chess? It's not necessary because the player should know where he could place the creep tumor or move the chess unit (dno what's it's called).
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This thread makes me weep. Seriously.
Protoss and Terran users are getting so defensive they have to argue against a simple indicator?
What the fuck is going on?
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I saw this thread, and it made me write this thread in the strategy section : http://www.teamliquid.net/forum/viewmessage.php?topic_id=227693 , I think before you go and judge creep spreading mechanic you should know all of its possibilities, if you can spread creep backwards and forwards same time, then I think you might possibly change the OP .
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On May 30 2011 00:23 ePBuckets wrote:Show nested quote +On May 30 2011 00:21 Sated wrote:so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy. I assume that you also want the pylon radius indicator removed as well, then? im pretty sure pylon radius has been shown since the dawn of time. i dont see why zergs absolutely NEED this.. the creep is as far as the creep is, choose to use your tumors now or dont. go on to the next thing of your mental checklist and skip it. learn to time it out..
Pylon radius being displayed is obviously a requirement. But when you say "dawn of time", you mean SC1, right? When you could only select one pylon at time anyway. When you needed to display the power radius of multiple pylons at a time right? Oh, hold on...
If creep tumors shouldn't show the radius of each individual tumor, when multiples are selected, then neither should tanks or pylons do the same.
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On May 30 2011 00:58 Anzekay wrote:Show nested quote +On May 30 2011 00:23 ePBuckets wrote:On May 30 2011 00:21 Sated wrote:so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy. I assume that you also want the pylon radius indicator removed as well, then? im pretty sure pylon radius has been shown since the dawn of time. i dont see why zergs absolutely NEED this.. the creep is as far as the creep is, choose to use your tumors now or dont. go on to the next thing of your mental checklist and skip it. learn to time it out.. Pylon radius being displayed is obviously a requirement. But when you say "dawn of time", you mean SC1, right? When you could only select one pylon at time anyway. When you needed to display the power radius of multiple pylons at a time right? Oh, hold on... If creep tumors shouldn't show the radius of each individual tumor, when multiples are selected, then neither should tanks or pylons do the same. If you're worried about losing the game over creep tumors, you have worse problems than that.
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