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Very exciting. The dawn of a new era in Sc2 is fast approaching
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On October 29 2011 12:15 DEN1ED wrote:Show nested quote +On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future.
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bw pros are very secretive with their accounts. if they are playing against public players they wouldnt use their real names.
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On October 29 2011 12:31 infinity2k9 wrote:Show nested quote +On October 29 2011 11:25 ScoutingDrone wrote:On October 29 2011 11:23 Slakter wrote:On October 29 2011 11:14 Medrea wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
If you think BW is "better" than SC2 because it has "harder mechanics", then I can make a better game than BW by tomorrow. I'll just copy everything about BW except make it so each control group is limited to only 3 units instead of 12. Does this make my game "harder" than BW? Yes. Does this make my game "better" than BW? Hmmmmm.....
Precisely. You can also add that pro players must juggle knives while they play inside a moving vehicle they are steering. BAM harder game right? The difference is that juggling knives and riding wheelchairs make the game less exciting (oh well, at least the wheelchair part but the juggling thingie still makes the game enjoyable in another way) while watching people do difficult things in BW that create tension, drama and awe is not just because it´s harder for the sake of being hard, it´s because it´s harder for the sake of excitement. Right, because having limited units per control group, no rally for workers, and no multiple buildings in one control group makes BW create more tension and drama right? Yes actually.. i don't know why it's so hard to understand. Put MBS and everything else into BW, it would not have strategically evolved to this day. It makes the moments when people manage to pull off perfect spellcasting or army control more special, you don't see it every game. The mechanical difficultly directly led to it's success as an eSport. If people could play at a Flash level, say in 2001, then there would not have been the last 10 years of games. And 2001 is already 2 years after BW's release, so it wouldn't be a stretch to say it might have been possible for it to happen with MBS/automining/smartcasting etc.
If your logic is:
harder -> more special when something good happens
then you must enjoy watching wheelchair basketball more than normal basketball because:
wheelchair basketball -> harder to score -> more special when they do score -> wheelchair basketball better than normal basketball.
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On October 29 2011 12:33 JudicatorHammurabi wrote:Show nested quote +On October 29 2011 12:15 DEN1ED wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future.
You can rally SCV's to automine after making a building. The technology was there, MBS is easy as piss to code in too, it was a design decision.
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I loved BW with all my heart but this is still exciting news indeed! I Hope it's true!!!
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On October 29 2011 12:38 ScoutingDrone wrote:Show nested quote +On October 29 2011 12:31 infinity2k9 wrote:On October 29 2011 11:25 ScoutingDrone wrote:On October 29 2011 11:23 Slakter wrote:On October 29 2011 11:14 Medrea wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
If you think BW is "better" than SC2 because it has "harder mechanics", then I can make a better game than BW by tomorrow. I'll just copy everything about BW except make it so each control group is limited to only 3 units instead of 12. Does this make my game "harder" than BW? Yes. Does this make my game "better" than BW? Hmmmmm.....
Precisely. You can also add that pro players must juggle knives while they play inside a moving vehicle they are steering. BAM harder game right? The difference is that juggling knives and riding wheelchairs make the game less exciting (oh well, at least the wheelchair part but the juggling thingie still makes the game enjoyable in another way) while watching people do difficult things in BW that create tension, drama and awe is not just because it´s harder for the sake of being hard, it´s because it´s harder for the sake of excitement. Right, because having limited units per control group, no rally for workers, and no multiple buildings in one control group makes BW create more tension and drama right? Yes actually.. i don't know why it's so hard to understand. Put MBS and everything else into BW, it would not have strategically evolved to this day. It makes the moments when people manage to pull off perfect spellcasting or army control more special, you don't see it every game. The mechanical difficultly directly led to it's success as an eSport. If people could play at a Flash level, say in 2001, then there would not have been the last 10 years of games. And 2001 is already 2 years after BW's release, so it wouldn't be a stretch to say it might have been possible for it to happen with MBS/automining/smartcasting etc. If your logic is: harder -> more special when something good happens then you must enjoy watching wheelchair basketball more than normal basketball because: wheelchair basketball -> harder to score -> more special when they do score -> wheelchair basketball better than normal basketball.
No joke wheelchair basketball is seriously intense shit. If the scene was not so much more developped or popular on the normal basketball side (and that you didn't have to be disabled to play (legitimately)) It would be so much better to just watch that instead.
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On October 29 2011 12:33 JudicatorHammurabi wrote:Show nested quote +On October 29 2011 12:15 DEN1ED wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future.
You shouldn't be so sure about things.
There were absolutely no technological or engine barriers to implementing this. As long as rally points are implemented, not only is it straightforward to have workers automine, but I can't imagine a program structure in which it would take more than a few harmless lines of code that wouldn't affect performance in the slightest.
As for the idea, it's actually very intuitive so I doubt it never crossed anyone's mind. Besides, there were a few RTS games back in the time that had automatic gathering of resources (though not in the SC2 sense, more like in make a building and it gives you stuff over time sense), they could have gotten the idea from a number of places.
It was just a design decision. Starcraft 1 was a classic RTS in every sense of the word - you order units, units finish building/training, and then you command units and tell them what you want them to do. It's actually a very clean and simple solution.
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i...cant take.......this anymore! TELL ME WHO THE TEAMS ARE! i keep thinking about it, i dont know if those players who said those things are randoms or jaedong and flash, I need to know! plz help me,,,,,, im slowly dying inside......
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On October 29 2011 12:42 Talin wrote:Show nested quote +On October 29 2011 12:33 JudicatorHammurabi wrote:On October 29 2011 12:15 DEN1ED wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future. You shouldn't be so sure about things. There were absolutely no technological or engine barriers to implementing this. As long as rally points are implemented, not only is it straightforward to have workers automine, but I can't imagine a program structure in which it would take more than a few harmless lines of code that wouldn't affect performance in the slightest. As for the idea, it's actually very intuitive so I doubt it never crossed anyone's mind. Besides, there were a few RTS games back in the time that had automatic gathering of resources (though not in the SC2 sense, more like in make a building and it gives you stuff over time sense), they could have gotten the idea from a number of places. It was just a design decision. Starcraft 1 was a classic RTS in every sense of the word - you order units, units finish building/training, and then you command units and tell them what you want them to do. It's actually a very clean and simple solution. And yet they didn't implement it, and it's not to make the 'game harder for esports' because there was no motivation or foreknowledge at all to make SC1 a professional esport when they were developing it, but simply a design choice. They realized it was a bad choice, and fixed it in SC2. If it wasn't a bad idea, they wouldn't have allowed automining after worker creation in SC2.
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should be funny how nestea and mvp stackup against real bonjwas
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On October 29 2011 12:42 Denis Lachance wrote:Show nested quote +On October 29 2011 12:38 ScoutingDrone wrote:On October 29 2011 12:31 infinity2k9 wrote:On October 29 2011 11:25 ScoutingDrone wrote:On October 29 2011 11:23 Slakter wrote:On October 29 2011 11:14 Medrea wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
If you think BW is "better" than SC2 because it has "harder mechanics", then I can make a better game than BW by tomorrow. I'll just copy everything about BW except make it so each control group is limited to only 3 units instead of 12. Does this make my game "harder" than BW? Yes. Does this make my game "better" than BW? Hmmmmm.....
Precisely. You can also add that pro players must juggle knives while they play inside a moving vehicle they are steering. BAM harder game right? The difference is that juggling knives and riding wheelchairs make the game less exciting (oh well, at least the wheelchair part but the juggling thingie still makes the game enjoyable in another way) while watching people do difficult things in BW that create tension, drama and awe is not just because it´s harder for the sake of being hard, it´s because it´s harder for the sake of excitement. Right, because having limited units per control group, no rally for workers, and no multiple buildings in one control group makes BW create more tension and drama right? Yes actually.. i don't know why it's so hard to understand. Put MBS and everything else into BW, it would not have strategically evolved to this day. It makes the moments when people manage to pull off perfect spellcasting or army control more special, you don't see it every game. The mechanical difficultly directly led to it's success as an eSport. If people could play at a Flash level, say in 2001, then there would not have been the last 10 years of games. And 2001 is already 2 years after BW's release, so it wouldn't be a stretch to say it might have been possible for it to happen with MBS/automining/smartcasting etc. If your logic is: harder -> more special when something good happens then you must enjoy watching wheelchair basketball more than normal basketball because: wheelchair basketball -> harder to score -> more special when they do score -> wheelchair basketball better than normal basketball. No joke wheelchair basketball is seriously intense shit. If the scene was not so much more developped or popular on the normal basketball side (and that you didn't have to be disabled to play (legitimately)) It would be so much better to just watch that instead.
You think wheelchair basketball is better than normal basketball. That's your opinion and its perfectly fine. But your opinion is the minority, just like how sc2 is the majority and bw is the minority right now.
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On October 29 2011 12:44 JudicatorHammurabi wrote:Show nested quote +On October 29 2011 12:42 Talin wrote:On October 29 2011 12:33 JudicatorHammurabi wrote:On October 29 2011 12:15 DEN1ED wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future. You shouldn't be so sure about things. There were absolutely no technological or engine barriers to implementing this. As long as rally points are implemented, not only is it straightforward to have workers automine, but I can't imagine a program structure in which it would take more than a few harmless lines of code that wouldn't affect performance in the slightest. As for the idea, it's actually very intuitive so I doubt it never crossed anyone's mind. Besides, there were a few RTS games back in the time that had automatic gathering of resources (though not in the SC2 sense, more like in make a building and it gives you stuff over time sense), they could have gotten the idea from a number of places. It was just a design decision. Starcraft 1 was a classic RTS in every sense of the word - you order units, units finish building/training, and then you command units and tell them what you want them to do. It's actually a very clean and simple solution. And yet they didn't implement it, and it's not to make the 'game harder for esports' because there was no motivation or foreknowledge at all to make SC1 a professional esport when they were developing it, but simply a design choice. They realized it was a bad choice, and fixed it in SC2. If it wasn't a bad idea, they wouldn't have allowed automining after worker creation in SC2.
Honestly if we are gonna go down that road, why not get rid of creep spread and larva inject, or just make them automatic, seeing as there is never a time you shouldn't be doing this.
On October 29 2011 12:42 Denis Lachance wrote:Show nested quote +On October 29 2011 12:38 ScoutingDrone wrote:On October 29 2011 12:31 infinity2k9 wrote:On October 29 2011 11:25 ScoutingDrone wrote:On October 29 2011 11:23 Slakter wrote:On October 29 2011 11:14 Medrea wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
If you think BW is "better" than SC2 because it has "harder mechanics", then I can make a better game than BW by tomorrow. I'll just copy everything about BW except make it so each control group is limited to only 3 units instead of 12. Does this make my game "harder" than BW? Yes. Does this make my game "better" than BW? Hmmmmm.....
Precisely. You can also add that pro players must juggle knives while they play inside a moving vehicle they are steering. BAM harder game right? The difference is that juggling knives and riding wheelchairs make the game less exciting (oh well, at least the wheelchair part but the juggling thingie still makes the game enjoyable in another way) while watching people do difficult things in BW that create tension, drama and awe is not just because it´s harder for the sake of being hard, it´s because it´s harder for the sake of excitement. Right, because having limited units per control group, no rally for workers, and no multiple buildings in one control group makes BW create more tension and drama right? Yes actually.. i don't know why it's so hard to understand. Put MBS and everything else into BW, it would not have strategically evolved to this day. It makes the moments when people manage to pull off perfect spellcasting or army control more special, you don't see it every game. The mechanical difficultly directly led to it's success as an eSport. If people could play at a Flash level, say in 2001, then there would not have been the last 10 years of games. And 2001 is already 2 years after BW's release, so it wouldn't be a stretch to say it might have been possible for it to happen with MBS/automining/smartcasting etc. If your logic is: harder -> more special when something good happens then you must enjoy watching wheelchair basketball more than normal basketball because: wheelchair basketball -> harder to score -> more special when they do score -> wheelchair basketball better than normal basketball. No joke wheelchair basketball is seriously intense shit. If the scene was not so much more developped or popular on the normal basketball side (and that you didn't have to be disabled to play (legitimately)) It would be so much better to just watch that instead.
Terrible analogy.
Wheelchair basketball is easier to score, how the hell do you block? Its like in netball, once the person gets to the net, the ball is basically in, no?. Like SC2, you know how the battle is gonna end up before it even begins.
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On October 29 2011 12:42 Denis Lachance wrote:Show nested quote +On October 29 2011 12:38 ScoutingDrone wrote:On October 29 2011 12:31 infinity2k9 wrote:On October 29 2011 11:25 ScoutingDrone wrote:On October 29 2011 11:23 Slakter wrote:On October 29 2011 11:14 Medrea wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
If you think BW is "better" than SC2 because it has "harder mechanics", then I can make a better game than BW by tomorrow. I'll just copy everything about BW except make it so each control group is limited to only 3 units instead of 12. Does this make my game "harder" than BW? Yes. Does this make my game "better" than BW? Hmmmmm.....
Precisely. You can also add that pro players must juggle knives while they play inside a moving vehicle they are steering. BAM harder game right? The difference is that juggling knives and riding wheelchairs make the game less exciting (oh well, at least the wheelchair part but the juggling thingie still makes the game enjoyable in another way) while watching people do difficult things in BW that create tension, drama and awe is not just because it´s harder for the sake of being hard, it´s because it´s harder for the sake of excitement. Right, because having limited units per control group, no rally for workers, and no multiple buildings in one control group makes BW create more tension and drama right? Yes actually.. i don't know why it's so hard to understand. Put MBS and everything else into BW, it would not have strategically evolved to this day. It makes the moments when people manage to pull off perfect spellcasting or army control more special, you don't see it every game. The mechanical difficultly directly led to it's success as an eSport. If people could play at a Flash level, say in 2001, then there would not have been the last 10 years of games. And 2001 is already 2 years after BW's release, so it wouldn't be a stretch to say it might have been possible for it to happen with MBS/automining/smartcasting etc. If your logic is: harder -> more special when something good happens then you must enjoy watching wheelchair basketball more than normal basketball because: wheelchair basketball -> harder to score -> more special when they do score -> wheelchair basketball better than normal basketball. No joke wheelchair basketball is seriously intense shit. If the scene was not so much more developped or popular on the normal basketball side (and that you didn't have to be disabled to play (legitimately)) It would be so much better to just watch that instead.
Well coming from experience(I play wheelchair basketball. Was on both Jr. and Sr. provincial teams for Ontario last year...). I can't even watch stand up ball its boring as shit to me... Also in Canada you can play up to provincial level without a disability just can't get onto national team.
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[QUOTE]On October 29 2011 12:49 sluggaslamoo wrote: [QUOTE]On October 29 2011 12:44 JudicatorHammurabi wrote: [QUOTE]On October 29 2011 12:42 Talin wrote: [QUOTE]On October 29 2011 12:33 JudicatorHammurabi wrote: [QUOTE]On October 29 2011 12:15 DEN1ED wrote: [QUOTE]On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball. [/QUOTE]
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. [/QUOTE] I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future.[/QUOTE]
You shouldn't be so sure about things.
There were absolutely no technological or engine barriers to implementing this. As long as rally points are implemented, not only is it straightforward to have workers automine, but I can't imagine a program structure in which it would take more than a few harmless lines of code that wouldn't affect performance in the slightest.
As for the idea, it's actually very intuitive so I doubt it never crossed anyone's mind. Besides, there were a few RTS games back in the time that had automatic gathering of resources (though not in the SC2 sense, more like in make a building and it gives you stuff over time sense), they could have gotten the idea from a number of places.
It was just a design decision. Starcraft 1 was a classic RTS in every sense of the word - you order units, units finish building/training, and then you command units and tell them what you want them to do. It's actually a very clean and simple solution. [/QUOTE] And yet they didn't implement it, and it's not to make the 'game harder for esports' because there was no motivation or foreknowledge at all to make SC1 a professional esport when they were developing it, but simply a design choice. They realized it was a bad choice, and fixed it in SC2. If it wasn't a bad idea, they wouldn't have allowed automining after worker creation in SC2.[/QUOTE]
Because there is a choice between using the energy for creep tumor, or inject.
I don't think BW pros makes the decision to tell their workers to stay idle or mine every time they make a worker. Honestly if we are gonna go down that road, why not get rid of creep spread and larva inject, or just make them automatic, seeing as there is never a time you shouldn't be doing this.
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On October 29 2011 12:04 L_Master wrote:Show nested quote +On October 29 2011 11:55 awesomoecalypse wrote:There's a difference between taking out repetitive/unnecessary parts of the game vs. taking out parts of a game that requires real skill.
For example I won't be bothered if they had auto inject for queens. However making stalkers auto blink would be bad because blink micro takes real "skill" rather than "repetitive unnecessary tasks". And most of the things that makes BW "harder" like control group restrictions and no auto-mining for workers require BW players to make more "repetitive" actions rather than "skilled" actions. the real difference is that there's no choice involved in a lot of BW macro actions, and barely any with Queen injects--something is indisputably good, in an ideal world players would always do it, and the only question is whether they can successfully do it. For example, having workers be idle in BW is basically always bad. Using all your workers therefore isn't really a choice, its just something everyone should try to do all the time. Queen injects are basically like this--yes, in the early game there are some decisions about when to spawn tumors, and occasionally you'll use inject energy on a transfuse for defense, but 95% of the time injecting isn't a choice, its just something that should be done all the time. Its a way to differentiate "skill" of a certain kind, but it certainly isn't interesting. Whereas blink obviously carries almost unlimited choice. It can be used offensively, defensively, for harassment. When/where you use it makes a huge difference--blinking out of harm's way could save that Stalker, but maybe you need its dps to bring down a key unit, so there's a tension, an actual choice to make. Starcraft at its best is IMO, about making millions of choices big and small and at an incredibly fast pace. Do you build a Stalker or a Sentry? Do you go fast lair or stay on hatch tech for a while? Do you move that harass unit right towards the mineral line, or do you try to loop around from another angle? Do you press your advantage or retreat? Do you move that stimmed marine to the right, or to the left? Each choice has consequences, and the player who makes the most choices and makes them right should win. I'm not saying that mechanics shouldn't play a part--they clearly should play a big part. I'd just prefer mechanics to be about making actual decisions at a nearly superhumanly fast pace, rather than just performing repitive/binary actions that have a clearly correct course of action in all cases. There is though. I think this is something alot of people miss. The BW style of mechanics actually ADDS to the strategy of the game. It adds strategy in the RT sense of RTS though. It forces you to make a strategic choice about how your going to spend your APM. Do you go back and macro hard, or do you micro your shuttle/reaver in the big battle, or do you focus most on the storm drop your trying to execute at his third. Because the BW interface is more cumbersome it makes these decision quite a bit more difficult since each of these choices takes more actions and effort to perform. Basically where I disagree strongly with you is on the "clearly defined choice of actions" point. What you want to spend your actions on is often not a clear choice and frequently becomes a crucial strategic decision.
This - SC2 allows you to do a everything simultaneously with much more ease. Also, making the "wrong" choice has less severe consequences. Once you make your decisions, they are relatively easy to realize and making the decision is the only hard part. From my understanding of BW, it's physically impossible to do everything so you must choose. There is much more of an opportunity cost for your decisions. You can even make the correct decision but still be mechanically unable to realize what you want to do. Even worse, let's say you divert your APM to the wrong area and you combine that with perhaps having lower APM in general than your opponent and you're pretty much boned.
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So, we all know BW players are living legends and we all know that their skill is theoretically far superior than the skill of SC2 players. Does it mean we'll finally have some crazy stuff going on in SC2? How's (im)balance going to affect this possible switch?
By the way, since English is not my first language, I want to know...
Is this the time to say "BRING IN THE BIG GUNS!" ?
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On October 29 2011 12:49 sluggaslamoo wrote:Show nested quote +On October 29 2011 12:44 JudicatorHammurabi wrote:On October 29 2011 12:42 Talin wrote:On October 29 2011 12:33 JudicatorHammurabi wrote:On October 29 2011 12:15 DEN1ED wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future. You shouldn't be so sure about things. There were absolutely no technological or engine barriers to implementing this. As long as rally points are implemented, not only is it straightforward to have workers automine, but I can't imagine a program structure in which it would take more than a few harmless lines of code that wouldn't affect performance in the slightest. As for the idea, it's actually very intuitive so I doubt it never crossed anyone's mind. Besides, there were a few RTS games back in the time that had automatic gathering of resources (though not in the SC2 sense, more like in make a building and it gives you stuff over time sense), they could have gotten the idea from a number of places. It was just a design decision. Starcraft 1 was a classic RTS in every sense of the word - you order units, units finish building/training, and then you command units and tell them what you want them to do. It's actually a very clean and simple solution. And yet they didn't implement it, and it's not to make the 'game harder for esports' because there was no motivation or foreknowledge at all to make SC1 a professional esport when they were developing it, but simply a design choice. They realized it was a bad choice, and fixed it in SC2. If it wasn't a bad idea, they wouldn't have allowed automining after worker creation in SC2. Honestly if we are gonna go down that road, why not get rid of creep spread and larva inject, or just make them automatic, seeing as there is never a time you shouldn't be doing this.
Because they aren't even comparable, and you do not want to have them done ALL the time. Creep spread requires decision making to place a tumor at a preferable location for efficiency, and there are times when you wouldn't want to spread creep because there are hellions waiting at your door step.
Likewise some people wouldn't want to spend that 25 energy on injecting immediately, and would rather use it on a fresh creep tumor or even pool up for transfuse. There is decision making at every turn.
A freshly created worker is going to be mining 95% of the time.
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On October 29 2011 12:50 ScoutingDrone wrote:Show nested quote +On October 29 2011 12:44 JudicatorHammurabi wrote:On October 29 2011 12:42 Talin wrote:On October 29 2011 12:33 JudicatorHammurabi wrote:On October 29 2011 12:15 DEN1ED wrote:On October 29 2011 11:10 ScoutingDrone wrote: BW is the equivalent of wheelchair basketball, and SC2 is the equivalent of normal basketball.
BW mechanics that makes it "harder" are nothing but unnecessary handicaps placed on players to make it "harder".
A few examples are: limited to 12 units per control group (unnecessary) no rally point for workers to minerals (unnecessary) cannot put multiple buildings in one control group (unnecessary)
As you can see, what makes BW "harder" are mostly caused by unnecessary handicaps, just like how wheelchair basketball is "harder" because you're handicapped and can't use your legs, but this doesn't make wheelchair basketball "better" than normal basketball.
But why is being able to rally your worker to mineral patches NECESSARY? You can do it yourself. I'm sure if Blizzard had the idea and/or technology back then to automatically rally workers to the mineral patches and start mining, they would have. Seeing as they've done it in SC2, I don't see why they'd remove it in the future. You shouldn't be so sure about things. There were absolutely no technological or engine barriers to implementing this. As long as rally points are implemented, not only is it straightforward to have workers automine, but I can't imagine a program structure in which it would take more than a few harmless lines of code that wouldn't affect performance in the slightest. As for the idea, it's actually very intuitive so I doubt it never crossed anyone's mind. Besides, there were a few RTS games back in the time that had automatic gathering of resources (though not in the SC2 sense, more like in make a building and it gives you stuff over time sense), they could have gotten the idea from a number of places. It was just a design decision. Starcraft 1 was a classic RTS in every sense of the word - you order units, units finish building/training, and then you command units and tell them what you want them to do. It's actually a very clean and simple solution. And yet they didn't implement it, and it's not to make the 'game harder for esports' because there was no motivation or foreknowledge at all to make SC1 a professional esport when they were developing it, but simply a design choice. They realized it was a bad choice, and fixed it in SC2. If it wasn't a bad idea, they wouldn't have allowed automining after worker creation in SC2. Because there is a choice between using the energy for creep tumor, or inject. I don't think BW pros makes the decision to tell their workers to stay idle or mine every time they make a worker.Honestly if we are gonna go down that road, why not get rid of creep spread and larva inject, or just make them automatic, seeing as there is never a time you shouldn't be doing this.
Yes. They do.
The BW style of mechanics actually ADDS to the strategy of the game. It adds strategy in the RT sense of RTS though. It forces you to make a strategic choice about how your going to spend your APM. Do you go back and macro hard, or do you micro your shuttle/reaver in the big battle, or do you focus most on the storm drop your trying to execute at his third, or do you go and send your workers to mine. Because the BW interface is more cumbersome it makes these decision quite a bit more difficult since each of these choices takes more actions and effort to perform.
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