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-Can you speak on why MULEs mining over SCVs and enabling oversaturation was deemed a needed feature? Have you tested removing this feature from the MULE, and concluded that it was too big of a change, or is this something you haven't seriously considered for another reason?
-Assuming that this interview takes place after the new units have been revealed, what gaps in a race's overall abilities do you see these new units filling?
-From a design perspective, what do you see the "theme" of each race as being? What units fit with this overall theme? What units don't?
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What units can we expect to be removed from multiplayer in HoTS? Where are ma lurkers? And reavers?
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Why Hydra's so slow Compared to blink Stalkers which only cost 25 mineral more and have double the health and about half the DPS (But Blink Stalker also have+ to armored). Hydra's have +Damage to Nothing.
Why are Hydra's the Most Awful Unit in the Game except for ZvZ in some situations( Whenever Zerg is forced to make them against Air Toss-- They Tech into Robo(Colossus) And they become Useless.)
Also When you Commit with an attack with Hydralisk in 90% of Situations its an All-In Attack because your creep spread in Real situations is not all the way to the enemy base; so by the time you attack with them a retreat with Hydralisks is unrealistic.
They will get left behind when an Army Retreats.
(Fix the Hydralisk Its Awful)
P.S( Buff Ultra (So it gets more use) , Nerf Ghosts. EMP (It seems OP vs Toss) )
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As a zerg player I want to ask how would DB view the idea of nerfing the roach or the hydra, but also making them cheaper and cost 1 food, that way zerg can go back to the swarm feel it used to have, because right now lategame the zerg army is the same size as the toss and terran ones.
Also will we get the hydra speed upgrade for hots?
Are they planning on a new way for spearing creep?
Seriously JP you have to ask about the hydras, so many people care. It's the most iconic zerg unit and has been turned one of the least used units. Can't we go back to the old hydra :D?
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On October 21 2011 05:57 Ksyper wrote: As a zerg player I want to ask how would DB view the idea of nerfing the roach or the hydra, but also making them cheaper and cost 1 food, that way zerg can go back to the swarm feel it used to have, because right now lategame the zerg army is the same size as the toss and terran ones.
I like this idea. Maybe if it's too specific, it can be reworded into a "preserving racial identity" question. Hope this question gets selected!
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You absolutely need to make him understand about the problems with Blizzard's maps and map pools. Do your best.
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Ask him Why they can't just change the ladder maps to NOT HAVE CLOSE POSITIONS allowed? It wouldn't be hard to do, and they could make their own blizzard official ladder maps like that...they wouldn't need to like take MLG maps or anything.
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Have you considered letting the ultralisk walk over zerglings as a possible buff? Smaller/Faster/Less HP/same damage? Many players and fans want to see more ultralisks.
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On October 21 2011 05:42 Nazza wrote: What is your stance on the time it takes for battles to occur? It seems that a lot of units do alot of damage with little or no micro and/or people are willing just to their units die in exchange for the amount of damage they do. Any plans for changing this?
I really like the fact that you have tried to put in/tried to make viable drop play for all three races. However, is it possible to make all three races viable "macro races"? Although playing a macro game is a solid strategy for all three races, their seems to be some races that focus more on harassment than others.
In a previous interview, you said that you didn't play much Brood War and don't understand it. I understand that SC2 is a different game, but would you be willing to try out BW to get a better perspective? What about just reading battle reports?
Lmao..? Seriously?
Man, that suddenly explains so much to me...
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On October 21 2011 05:38 PraetorialGamer wrote:Show nested quote +On October 21 2011 04:59 Roxy wrote:On October 21 2011 04:55 PraetorialGamer wrote: Dear Mr. Browder,
Would Starcraft 2 be better if the rankings of units contributed to a "kill-streak" system? For example, if a marine killed three zerglings, he would gain an ability for increased vision area, five kills would give a high aoe damage ability, and seven would grant the ability to summon a flying recon and attack unit that lasted for five minutes?
I think that this would be effective, because it would encourage newer players to learn to micro units effectively so as to score the most number of kills on a single unit, and would promote a diverse array of unexplored gameplay options and depth.
I think this would also draw newer players into the game, as the early game would be much more focused on combat and action instead of watching one's base for several minutes.
Praetorial that would definitely be a cool custom map, but i dont think this has a place in SC2 multiplayer perhaps would be more suitable for WC4?? Uuum...that was a joke about how Activision Blizzard also happens to own the Call of Duty franchise, which has made the media's perception of gaming what it is today, for good or for ill.
My bad, i just read the first couple words thought "NO" and responded sorry
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On October 21 2011 05:58 psteeleneg wrote: Ask him Why they can't just change the ladder maps to NOT HAVE CLOSE POSITIONS allowed? It wouldn't be hard to do, and they could make their own blizzard official ladder maps like that...they wouldn't need to like take MLG maps or anything.
Because the problem is small and bad maps, not close positions. Having close positions possible is a good thing, but only if the map is big enough.
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are you basing balance around the highest level of play (the Koreans) or are u trying listening to the average player?
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From a design point of view, what do you think about drop effectiveness in general and between races? To specify: upgraded bio can snipe bases very quickly, warp prisms can instantly reinforce, baneling drops kill worker groups near instantaneous. Aggression should be rewarded by being able to do damage without committing large forces but is the reward not too high for the rather low investments, especially with upgraded marines or banelings in late game situations?
Did you create a unit with a certain role that has now changed significantly? What was the most surprising usage you have seen so far?
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Why did you make the design decision to move towards a less positional style of gameplay? In other words, why is there a lack of zoning units such as the defiler, lurker, and vulture in sc2?
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To what extent do you believe that the new units would help in making SCII more dynamic and balanced, or do you feel that the "final balancing," should be left for LOTV?
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Obviously, Blizzard is more concerned with appealing to a general audience (more n00bs = money!) than to a small community of hardcore gamers (small community = less money). At the same time, the passionate SC2 community does an incredible amount to help popularize and instill vitality into SC2. When the needs of these two communities differ (ex: rush maps are "good" for beginners, but horrible for tournament play), how do you balance the benefits to one group with the harms to the other?
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GRAND OLD AMERICA16375 Posts
On October 21 2011 06:00 TheGlassface wrote:Show nested quote +On October 21 2011 05:42 Nazza wrote: What is your stance on the time it takes for battles to occur? It seems that a lot of units do alot of damage with little or no micro and/or people are willing just to their units die in exchange for the amount of damage they do. Any plans for changing this?
I really like the fact that you have tried to put in/tried to make viable drop play for all three races. However, is it possible to make all three races viable "macro races"? Although playing a macro game is a solid strategy for all three races, their seems to be some races that focus more on harassment than others.
In a previous interview, you said that you didn't play much Brood War and don't understand it. I understand that SC2 is a different game, but would you be willing to try out BW to get a better perspective? What about just reading battle reports? Lmao..? Seriously? Man, that suddenly explains so much to me...
This has to be the NUMBER ONE QUESTION ASKED: HAVE YOU PLAYED BW!?
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Did you create a unit with a certain role that has now changed significantly? What was the most surprising usage you have seen so far?
Id be very interested to know this
I doubt they knew about the magic boxing on thors
Honestly, to me, it seems like they designed this game not knowing units could kite
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What do the design team think about the role of the medivac in TvX? How do they feel about the synergy between the unit and bio style in all matchups, and the effect it has had in pushing out mech style play that was the hallmark of TvP in BW.
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What are your plans to make the races less one dimensional or at least curve them into something that will promote diversity rather than just cranking out the same builds from beta with only minor tweaks since they use unit compositions that are overly cost efficient and boring as hell to watch?
How do you feel that the statement that "the biggest problem with sc2 and game balance is due to the game engine being too good." Do you have any plans to change unit pathing and especially clumping in the future to fix this issue?
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