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[Bcon] Questions For Dustin Browder - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 44 Next All
skatbone
Profile Joined August 2010
United States1005 Posts
October 20 2011 16:32 GMT
#221
[B]Why do the technologically advanced protoss race still make their high templars float slowly through the battlefields? Wouldn't it be better for them to ride a segway?


Amen, brother. Head on down to the segway manufacturer in Aiur.
Mercurial#1193
Boblhead
Profile Joined August 2010
United States2577 Posts
October 20 2011 16:32 GMT
#222
Every fucking MLG the internet always intermittently goes out or lags the shit out of the players. If i recall sheth saying it was not tolerable at all. IPL anyone? the blacklisted IPs, really blizzard are you fucking retarded?


"Dustin why not release a lan feature to help out the major tournaments out there. We're tired of seeing good games goto waste when players lag out."

Dustins answer "We will release LAN never cause we have made bnet 2.0 the bestest"

this is when you show Dustin this picture.+ Show Spoiler +
[image loading]
hipsterHobbit
Profile Joined September 2011
United States218 Posts
October 20 2011 16:33 GMT
#223
What possesses people who play your games religiously to be such unappreciative dicks about the work that you guys put in?
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
October 20 2011 16:34 GMT
#224
There's a tension between game balance and game design where something might be balanced, but it does not feel in line with the aesthetic you've built, for example zerg relying on small armies of power units rather than swarms of critters overrunning people. How do you deal with situations like this, where balance exists, but not in a way you like.
Poisonous Sheep counter Hydras
Rkie
Profile Blog Joined October 2009
United States1278 Posts
October 20 2011 16:35 GMT
#225
On October 20 2011 23:42 Jameser wrote:
what do you think of Girls' Generation's new track "the boys"?

lol

1. Why do you want bio to be the staple for terrans in each matchup as opposed to mech?
2. LAN? Even if it was a tournament edition?
skatbone
Profile Joined August 2010
United States1005 Posts
October 20 2011 16:35 GMT
#226
On October 21 2011 01:16 Pimmeh wrote:
Presuming they want to adress the effectiveness/balance of ghosts in both TvP and TvZ:
What are the difficulty behind nerfing these units and how is the progress on it moving onward? Are they looking at nerfing the ghosts or buffing the other units primarily affected by EMP and Snipe?


I second this question. The poster is thoughtful in his phrasing and not being overly presumptuous whiney.
Mercurial#1193
ander
Profile Blog Joined September 2010
Canada403 Posts
October 20 2011 16:35 GMT
#227
On October 21 2011 01:33 hipsterHobbit wrote:
What possesses people who play your games religiously to be such unappreciative dicks about the work that you guys put in?


You have got to be kidding me.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
October 20 2011 16:36 GMT
#228
On October 21 2011 01:26 zarepath wrote:
It just occurred to me that Kennigit may have cooked this thread up solely for the purpose of herding all balance whine into one single location, where it can't hurt other threads. A quarantine, if you will.

No one who posts here will be able to escape alive.


but the designated Balance thread didn't work

"Its easy, just trust your CPU".-Boxer on being good at games
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2011-10-20 17:19:53
October 20 2011 16:38 GMT
#229
I started to wrote the question and explaining it, and it became kinda too big, the shorter version is under spoiler.

Are XelNaga towers a necessary evil or optional?
+ Show Spoiler [long version, unedited just for the id…] +

Xelnaga towers are key elements of current competetive gameplay. They give huge vision and encourage control over them. However they seem to weaken and sometimes completely disable a possible guerrilla tactics used to gain advantage or make a significant comeback. Thats a huge drawback in certain area we could call an army presence on the map. Because of towers an aggressor's main army is generally safe from flanks, also many counter attack routes are already covered by the vision of the tower. You get the idea.

Towers discourage more "risky" play that can cought an opponent of guard, sudden baneling attacks, deploying bling mines, suprise fungals/forcefields/emps, shortcut drops (through middle of the map) etc.

Wouldnt be the game more fun and dynamic if player had to actually constatly micro his army to not fell into a trap? Many times we can see a typical stagnation when each players army dont move, because there is no need for it the one who posses control towers knows he can be either dropped from sides or he can lose control the towers but still have time to react. If we would remove towers so there is no central point of battlefield but rather more expo/choke essential battles the game would get much more strategical. Units such as ravens (with some tweaks) would be actually useful in tvz. Where terran can actually win games not only based on the fact he killed X drones but because he was capable of capitalizing on opponents mistake and sneak control group of marines (Idra vs Marineking Tal darim altar, Stephano vs Boxer Shakuras)

Will we ever see SC2 competetive play without the all seeing eyes xel naga towers?


TLDR version (and more controversial )
Almost any map in competetive play (official ladder and tournaments) has at least 1 Xel Naga tower, is it because the game was made in intention of having xel naga towers enabled (balance wise) would the game be as balanced without them?
Xel Naga towers were introduced as innovative tool along other race-specific mechanics. But they carry alot of limitations:
Towers seem to discourage potential exciting army movements on the map like we see in Brood War,also they seem to restrict players into certain mindsets of not having separate groups of units on the map because Towers are capable of zoning out their potential positions, players are also discouraged or unable to use certain guerrilla/ambush strategies because of it.

Is lack of tower-less maps dictated by certain mechanic imbalances in Match ups that would suddenly occur, like Terran needing to sacrifice his economy for scans and Protoss having deadly proxy pylon warp-gate mechanic also creep being much stronger?

Is the game currently balanced without tower presence on the map, or the game sort of rally on them?

If you like the general idea you can word this question however you like, shorten or add something.

Edit: changed
Stork[gm]
papaz
Profile Joined December 2009
Sweden4149 Posts
October 20 2011 16:38 GMT
#230
1. Which units are used by the players in a way that SC2 game designers didn't intended or expect it to be used in?

2.You have one more expansion after HoTS to add/remove units and tweak the game and hopefully fill the roles that you think the races are missing.

What will you do after the LoTV expansion? Will you consider adding/removing units/spells/upgrades or will you only balance the game with what you got?
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
Last Edited: 2011-10-20 16:39:08
October 20 2011 16:38 GMT
#231
These are my biggest mysteries that I would like to be answered, if possible.

1) Do you feel that Starcraft II is living up to it's ancestor, Broodwar, so far?

2) Why is there such a delayed time between fixes, patches, etc that forces players to get used to existing bugs and gives them a motive to be frustrated?

3) Why is there almost no relationship between Blizzard and the community? The image that "Blizzard listens" is washing away and you guys are not doing anything to fix this.

4) Why is the welcoming menu so bad designed? So much free useless space, for example what the hell is the Broadcast area? Never used but always there. The news are way too small. A real time stream of the on going tournaments can't be linked withing the game? Some more highlights from the community can't be fit in there for easy word to mouth?

5) Can you justify the current state of the terran? Do you feel Gomtvtvtvt is a way to measure imbalance or do you prefer to use your in house statistic tools?

6) Do you feel that balance should be resolved around GM only or around the whole masses of players?

Man, I have soo many questions, I could fill an hour with him on my own.
Mess with the best, die like the rest.
Kon-Tiki
Profile Joined February 2011
United States402 Posts
October 20 2011 16:38 GMT
#232
On October 21 2011 01:36 windsupernova wrote:
Show nested quote +
On October 21 2011 01:26 zarepath wrote:
It just occurred to me that Kennigit may have cooked this thread up solely for the purpose of herding all balance whine into one single location, where it can't hurt other threads. A quarantine, if you will.

No one who posts here will be able to escape alive.


but the designated Balance thread didn't work



It was too obvious
I am a leaf on the wind. Watch how I soar.
pezit
Profile Joined October 2010
Sweden302 Posts
October 20 2011 16:38 GMT
#233
Are they happy about how battles play out in SC2? Where it's almost completely focused on having the entire army in one blob and the game often ends after one big fight that lasts a short time because of the density of the units. Or will the try to change it more towards how broodwar is with more drawn out battles that are spread out all across the map.
DusTerr
Profile Blog Joined January 2011
2520 Posts
Last Edited: 2011-10-20 16:55:26
October 20 2011 16:39 GMT
#234
Was/is 200 v 200 battles being over in a matter of seconds (and usually very one sided) a balanced design choice? Or is this simply a case of players not handling the battles appropriately or design/balance being off? Do you feel it should be changed? (If so, how? - "anti-clumping"?)
windsupernova
Profile Joined October 2010
Mexico5280 Posts
October 20 2011 16:39 GMT
#235
On October 21 2011 01:33 hipsterHobbit wrote:
What possesses people who play your games religiously to be such unappreciative dicks about the work that you guys put in?


This is a good question and I want it answered now!.Should also include that they apparently are too cool to read the OP.
"Its easy, just trust your CPU".-Boxer on being good at games
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
October 20 2011 16:39 GMT
#236
Are you looking into the hydralisk's design? Do you feel it's a problem that it's much much less used then the other races's all-around units (Marine and Stalker)
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
October 20 2011 16:39 GMT
#237
Could you comment on your success on ending the 4gate in PvP by your nerf to warp gate timings and ramp vision?
If you lose the stick, you'll always have theBALLS.
saulbert
Profile Joined March 2011
Germany13 Posts
Last Edited: 2011-10-20 16:39:36
October 20 2011 16:39 GMT
#238
Why does Zerg don't have a unit that can attack without being revealed? The other races have DTs or cloaked banshee or something like that.
Tenks
Profile Joined April 2010
United States3104 Posts
October 20 2011 16:39 GMT
#239
1) Is Blizzard taking any measures to fix what some people see as fundamental problems to the various races in HotS?

Such as Terrans being too strong on 1 base because of MULEs and having too many early game tech options? Zergs being able to attain a nearly insurmountable production advantage in the late game? Protoss having rigid tech options and their early game defense being solely reliant upon Sentry Forcefield?

2) Will the Infestor be looked at in the HotS beta? We have seen many engagements that would otherwise look like epic battles become completely impotent because the Infestor can lock down an army. Are you happy with the way Infestors are currently being used?

3) Will HotS simply feature rebalance of existing units and addition of new units or will there be larger changes to the races?
Wat
F00LY
Profile Blog Joined August 2010
United States125 Posts
Last Edited: 2011-10-20 16:41:12
October 20 2011 16:40 GMT
#240
What is considered when looking at individual units for balance?


What brings this question on is this logic. I know you can't discuss all of it, but perhaps you can summarize easily:

Ghosts: Start with EMP. Essentially, anti-caster if used right.
Starting Energy (50)
With Upgrade (50+25) ==> Enough to EMP

Cost: Barracks (150) + Tech Lab (50 / 25) + Academy (150 / 50) + Ghost (200 / 100) (Optional +100/100 for upgrade)
Total: 550 / 175 --> Ghost without INSTANT Emp
Total: 650 / 275 --> Ghost with INSTANT Emp

Overall uses: DPS (Autoattack), Spike Damage (Snipe), Splash Damage (Researched: Nuke), Harass (Researched: Cloak), Zoning / AOE Anti-Caster (/Protoss)




Infestors: Start with Fungal Growth. Essentially, anti-caster if used right (Same for NP for that matter).
Starting Energy: 50
With Upgrade: (50 + 25) ==> Enough to Fungal Growth

Cost: Spawning Pool (200) + Lair (150 / 100) + Infestation Pit (100 / 100) + Infestor (100 / 150) (Optional +150/150 for upgrade)
Total: 550 / 350 --> Infestor without INSTANT fungal
Total: 700 / 500 --> Infestor with INSTANT fungal

Overall uses: Zoning / AOE-Anti Caster (Fungal), DPS (Infested Terran), Control (Neural Parasite)


High Templar: Starts Feedback. Must research Psionic Storm.
Starting Energy: 50
With Upgrade: N/A

Cost: Gateway (150) + CyberCore (150) + Twilight Council (150 / 100) + Templar Archives (150 / 200) + Psionic Storm (200 / 200)
Total: 800/500 --> Templar without INSTANT Storm
Total: N/A

Overall uses: Single-Target Anti-caster, DPS / Zoning (with Friendly damage), can be turned into archon at cost of entire tree + 2 HT.


So what is it that makes Protoss have to pay the most for their caster, to get the least amount of different uses from it. (Note, I am NOT whining imbalance with this post. I am sure it happens to other races with anti-air, or anti-something).

Are other things considered such as the other options unlocked on the path (Unlocking ghosts, only gives ghosts, while going towards Storm also gives protoss access to....well, to getting access to DTs.) or is balance usually looked at on a "overall unit vs unit" basis or what?
twitch.tv/F00LY
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