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Are you worried about the skill ceiling in SC2? - Page 5

Forum Index > SC2 General
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Takkara
Profile Blog Joined April 2010
United States2503 Posts
October 29 2011 12:32 GMT
#81
The world's best players do not have enough APM at the moment to perform the most micro intensive battles while maintaining macro. Additionally, for as long as there are "deathballs", the players of the game are nowhere near the skill ceiling. BW was nowhere near its skill ceiling, and while SC2 starts players higher up than BW did, we're also nowhere near SC2's skill ceiling. Don't confuse a young game still being "figured" out for people hitting the skill ceiling. It's not the same thing. Look at how far the community and the metagame comes in just a couple months. The game is growing and developing exponentially. Yet, there's still tons of room to grow and refine.
Gee gee gee gee baby baby baby
petro1987
Profile Joined May 2009
Brazil374 Posts
October 29 2011 13:40 GMT
#82
On October 29 2011 21:17 Toadvine wrote:
Posting Automaton 2000 videos in response to allegations of a low skill cap in SC2 is completely missing the point. In truth, I wonder if the people doing really believe it's a real counterargument.

The point isn't whether you can make fast units do better with a level of control completely unattainable by humans. This will always be true no matter what. But how useful is that? How useful is a pro separately controlling his Zerglings by running into Tanks? Does it make sense to allocate his APM there, instead of on other tasks? To me, it very clearly seems useless, it will do nearly nothing and they will have wasted all their effort.

To say that "Zergling micro against Tanks has a very high skill-cap", while technically true, is misleading and stupid. It cannot be done by a human to any noticable effect, period. In BW, sending a few Lings forward by themselves to soak up the first volley was the extent of it, but Tanks don't overkill in SC2...

Now, if you take something like multi-dropping as Terran, then you have a situation where spending more time and attention on controlling your multiple drops will always give you real benefits, while still having an enormously high skill-cap - like that Corsair/Reaver video of Bisu people were posting in the other thread. This is something SC2 needs more of. Well, that, and bio units being a little worse, so not controlling the drop can actually be punished...

On topic though, I do think that it's not unfeasible to reach the realistic skill-crap of Protoss in the near future. There's simply not enough opportunities for a Protoss player to show amazing play.


This exactly. People are taking the skill ceiling concept too literally. It's obvious that nobody has achieved or will ever achieve the literal skill ceiling. The real problem is that lesser players can achieve almost the same efficiency doing far less then a greater player. The zergling example mentioned illustrates exactly this. That is also the reason why a Plat player with 80 apm can take a Master player with 160 by doing an 1-base all in.
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
October 29 2011 13:48 GMT
#83
On October 29 2011 18:07 Mise wrote:
The true skill ceiling of SC2 is humanly impossible to reach. To achieve the skill ceiling you need to macro perfectly and micro invidual units through the whole game. You can't play that fast you'd need thousands of APM.


I agree completely. Even with vanilla SC2 the skill ceiling will be impossible to reach by any human, including the gods of BW. Perhaps a well-programmed machine, 20 years from now, can reach it. Today's AI is simply not good enough.
The spice must flow
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
Last Edited: 2011-10-29 14:01:51
October 29 2011 13:50 GMT
#84
On October 29 2011 22:40 petro1987 wrote:
Show nested quote +
On October 29 2011 21:17 Toadvine wrote:
Posting Automaton 2000 videos in response to allegations of a low skill cap in SC2 is completely missing the point. In truth, I wonder if the people doing really believe it's a real counterargument.

The point isn't whether you can make fast units do better with a level of control completely unattainable by humans. This will always be true no matter what. But how useful is that? How useful is a pro separately controlling his Zerglings by running into Tanks? Does it make sense to allocate his APM there, instead of on other tasks? To me, it very clearly seems useless, it will do nearly nothing and they will have wasted all their effort.

To say that "Zergling micro against Tanks has a very high skill-cap", while technically true, is misleading and stupid. It cannot be done by a human to any noticable effect, period. In BW, sending a few Lings forward by themselves to soak up the first volley was the extent of it, but Tanks don't overkill in SC2...

Now, if you take something like multi-dropping as Terran, then you have a situation where spending more time and attention on controlling your multiple drops will always give you real benefits, while still having an enormously high skill-cap - like that Corsair/Reaver video of Bisu people were posting in the other thread. This is something SC2 needs more of. Well, that, and bio units being a little worse, so not controlling the drop can actually be punished...

On topic though, I do think that it's not unfeasible to reach the realistic skill-crap of Protoss in the near future. There's simply not enough opportunities for a Protoss player to show amazing play.


This exactly. People are taking the skill ceiling concept too literally. It's obvious that nobody has achieved or will ever achieve the literal skill ceiling. The real problem is that lesser players can achieve almost the same efficiency doing far less then a greater player. The zergling example mentioned illustrates exactly this. That is also the reason why a Plat player with 80 apm can take a Master player with 160 by doing an 1-base all in.


No true Platinum player would regularly beat a true Master, only the rare surprise win is possible and that'd be only because the Master didn't scout properly which would be a rare thing for a Master to do.
The spice must flow
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
October 29 2011 13:57 GMT
#85
No. just no. mules havent lowered the roof, the fact that youd even cite mules as something that lowers the skill cap shows you dont really know what you're talking about. Citing having 50 larva at once? If you let a zerg sit on 50 larva you already lost, and it wasnt because of cheap macro mechanics.

There's no way to ever reach the cap. Sure players will dominate for awhile, but thats the nature of competition. It doesn't mean they've unlocked god mode.

My hope is people will be pleasantly surprised as the competitive scene continues to grow, the meta-game continues to shift, etc.
"Opportunities multiply as they are seized."
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
October 29 2011 13:57 GMT
#86
On October 29 2011 18:09 tyCe wrote:
Show nested quote +
On October 29 2011 17:59 Dodgin wrote:
Right now I agree with you, but there is still two more expansions to go and the game will change, new units will be added. ( more spellcasters, increasing the skill cap )

Spellcasters are actually easier to micro than normal units to get the maximum use out of them. For instance, marines have to be babysit because they are so fragile, yet they have amazing mobility and dps. On the other hand, a spellcaster like an infestor will already be worth its cost once you smart cast a few fungals off. No amount of micro will make a spellcaster more efficient once it's run out of energy.

Of course, they may decide to add in more combat-spellcasters, which would have the best of both worlds.


I think spellcasters just add to the volatility of the game.
Your concentration slipped once or you were just paying attention to something else?
Then you'll lose your whole army and no amount of great macro can save you.
Capped
Profile Blog Joined June 2011
United Kingdom7236 Posts
October 29 2011 14:01 GMT
#87
Seriously, i wont even go into details

Starcraft 2 doesnt have the same shitty UI and possibilities brood war did, making it 10x harder to do simple things (8 units to a control group, etc)

That doesnt mean that its easy, it means the players arent working hard enough or finding the things they are capable of doing now that they dont have to worry about that brood war stuff.

300 APM in brood war -> able to micro/macro effectively

300 APM in SC2 -> that and limitless potential.

You havent seen whats to be had in SC2 yet because its so young, broodwar didnt fucking turn up yesterday you know.
Useless wet fish.
Gfire
Profile Joined March 2011
United States1699 Posts
October 29 2011 14:02 GMT
#88
In RTS, the things with a skill ceiling are you vs the game. Anything where the opponent comes into play, such as the micro and strategy aspects, has no skill ceiling. By lowering the skill ceiling of macro, and making the controls easier in sc2 than sc1, players can still use their APM for other things like micro and being managing many groups of units at once.

Most aspects of the game still have no skill ceiling. IMO it's better to lower the skill ceiling on the things that have one rather than raise it, so the focus of the game can actually be on the things which have no skill ceiling. I'd imagine in sc2 it's possible every player in a tournament could have %100 perfect macro one day, and seeing who comes out on top in that situation and why is really exciting to me.
all's fair in love and melodies
DeadBull
Profile Joined August 2011
421 Posts
October 29 2011 14:03 GMT
#89
lol.
KDot2
Profile Blog Joined March 2011
United States1213 Posts
Last Edited: 2011-10-29 14:04:57
October 29 2011 14:04 GMT
#90
On October 29 2011 18:20 aebriol wrote:
That the mechanical skill ceiling is lower than in brood:war is not in doubt.

Have we reached it yet? I don't think so.

It will be interesting for example to see someone with sick brood:war skills play pure blink stalkers for example.

... that is, of course, assuming not 98% of brood:war pro's chose Terran because it is perceived as the stronger race.


If Jaedong and Bisu switch .... then we find out they picked Terran Im going to cry
KDot2
Profile Blog Joined March 2011
United States1213 Posts
Last Edited: 2011-10-29 14:11:13
October 29 2011 14:08 GMT
#91
On October 29 2011 22:40 petro1987 wrote:
Show nested quote +
On October 29 2011 21:17 Toadvine wrote:
Posting Automaton 2000 videos in response to allegations of a low skill cap in SC2 is completely missing the point. In truth, I wonder if the people doing really believe it's a real counterargument.

The point isn't whether you can make fast units do better with a level of control completely unattainable by humans. This will always be true no matter what. But how useful is that? How useful is a pro separately controlling his Zerglings by running into Tanks? Does it make sense to allocate his APM there, instead of on other tasks? To me, it very clearly seems useless, it will do nearly nothing and they will have wasted all their effort.

To say that "Zergling micro against Tanks has a very high skill-cap", while technically true, is misleading and stupid. It cannot be done by a human to any noticable effect, period. In BW, sending a few Lings forward by themselves to soak up the first volley was the extent of it, but Tanks don't overkill in SC2...

Now, if you take something like multi-dropping as Terran, then you have a situation where spending more time and attention on controlling your multiple drops will always give you real benefits, while still having an enormously high skill-cap - like that Corsair/Reaver video of Bisu people were posting in the other thread. This is something SC2 needs more of. Well, that, and bio units being a little worse, so not controlling the drop can actually be punished...

On topic though, I do think that it's not unfeasible to reach the realistic skill-crap of Protoss in the near future. There's simply not enough opportunities for a Protoss player to show amazing play.


This exactly. People are taking the skill ceiling concept too literally. It's obvious that nobody has achieved or will ever achieve the literal skill ceiling. The real problem is that lesser players can achieve almost the same efficiency doing far less then a greater player. The zergling example mentioned illustrates exactly this. That is also the reason why a Plat player with 80 apm can take a Master player with 160 by doing an 1-base all in.




well right now MVP has been dominating every single player in the world except losing to MMA 1 series.... so I'm pretty sure Flash etc. will be just as dominant .... not worried

I don't understand why people act like anyone is close to MVP because no one really is


I am going to lol if Flash/Bis/Jaedong come out and says the skill gap is fine and no one is playing correctly yet.
KingAce
Profile Joined September 2010
United States471 Posts
October 29 2011 14:08 GMT
#92
Sc2 doesn't offer as much as BW does in differentiating skill between players. And unfortunately even the micro side of it isn't as skill based as it was in BW.

SC2 was designed to be noob friendly, that's not an esports mentality at all.
"You're defined by the WORST of your group..." Bill Burr
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
October 29 2011 14:09 GMT
#93
I am a little worried, and it seems soon my worries will either be proven right or wrong when BW pros play SC2. If there's no clear S class separation of players, then I think it is evidence that the game is just simply too easy in general.
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2011-10-29 14:11:33
October 29 2011 14:11 GMT
#94
You have to consider other factors, such as maps, balance changes.

For example, if you're a chef, and you can cook meal for 5 people at the same time. If each of them only order 1 or 2 dishes the number of 5 remain the same, you will reach your skill ceiling, and so is the next guy, and the next next guy.
But if there're 50 people you need to cook for, and each of them order even 1,2 meal, you will need much more skill to cook for those, while the next guy will fail off. So although you two can cook the same menu, the same food, and keep up with each other for a while, the difference will show clearly later on.

Talk about BW, in some of the earliest days, the map didn't even have naturals, how much skill ceiling you think you can have with just one base? In the early days of competitive BW, players didn't even make bunker, cannon, colonies because their army can cover both base just fine, but later on, you see how boat loads of cannon and colonies Zerg and Protoss have to make in each base? The game will evolve because of outside factors.Your skill will go up because there's a demand of it to go up.

00Visor
Profile Blog Joined February 2011
4337 Posts
Last Edited: 2011-10-29 14:19:02
October 29 2011 14:13 GMT
#95
On October 29 2011 22:48 LetoAtreides82 wrote:
Show nested quote +
On October 29 2011 18:07 Mise wrote:
The true skill ceiling of SC2 is humanly impossible to reach. To achieve the skill ceiling you need to macro perfectly and micro invidual units through the whole game. You can't play that fast you'd need thousands of APM.


I agree completely. Even with vanilla SC2 the skill ceiling will be impossible to reach by any human, including the gods of BW. Perhaps a well-programmed machine, 20 years from now, can reach it. Today's AI is simply not good enough.

You totally don't get the point. Of course you can't be perfect, but if the skill ceiling isn't very high, you don't benefit a lot from being better than your opponent if you only can use your additional skill to micro some marines and have some seconds of less production downtime.
Than the winner will most likely be determined by "luck" (build order wins, timings, catching units, etc.). Only in some matches the actual skill difference will matter.

I think the concerns are valid, but so far I still see a lot of potential.
Otolia
Profile Blog Joined July 2011
France5805 Posts
October 29 2011 14:24 GMT
#96
On October 29 2011 17:54 TheBomb wrote:And for example if we compared say the reaver/shuttle micro of SC1 with Colossus micro in SC2 it doesn't even begin to compare. SC1 micro was much more challenging, but also had much bigger rewards.

We are now seeing something along those lines with the warp prism/high templars and this is actually great, but compared to SC1 micro you are quite limited.

I don't want to insult you for having pointless arguments and a less than useful point of view, so I'm just going to ask you not to compare BW and SC 2. You were not the first and you won't be the last and all of you have nothing to add to the discussion except trying to undermine SC 2 each time you can.

I wish I could downvote people like you.
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
October 29 2011 14:28 GMT
#97
The whole notion of the skill cap being too low has always seemed laughable to me. After all, what is a skill cap? It is the idea that there is a point where a player being faster and making better decisions no longer yields any reward.
Do you all remember the computer controlled zergling split video that let them beat a huge terran siege line easily and all it took was thousands of APM. So until I see perfect ling splits with perfect macro and perfect decision making becoming a standard the skill ceiling is fine and we should worry way more about balance. The 1-1-1 is an example of a highly imbalanced strategy but no player who has ever played the game, even in such tough times, has ever stopped being rewarded for being better. They just may not be getting rewarded enough to win under these severe circumstances.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
October 29 2011 14:28 GMT
#98
Not worried at all. The skill ceiling in games like these are practically unreachable
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
October 29 2011 14:30 GMT
#99
one problem is that there is a gsl every month. this way the hole metagame evolves faster because there are more games (=more possibilities to show and analyze new strategies), so that a player may only dominate like 3 months instead of maybe 9 months, as he would in sc:bw
Hapahauli
Profile Joined May 2009
United States9305 Posts
October 29 2011 14:30 GMT
#100
In these arguments, mechanical skill tends to be way too much of a focus. Games have more skill to them than the speed of which you press buttons. Take games like Street Fighter - they have incredibly simple mechanics, yet seemingly no skill cap.

So instead of mechanical skill, why don't we discuss tactical skill? In a game like Starcraft, tactical skill has virtually no skill-cap.
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