Blizzard's map team and positional imbalance. - Page 4
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XenoX101
Australia729 Posts
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DarkDolphin
United States102 Posts
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SoulWager
United States464 Posts
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Alejandrisha
United States6565 Posts
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Cyro
United Kingdom20275 Posts
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lazyitachi
1043 Posts
However, I believe that this arbitrage is far more offset by the macro ability of the player to keep constant worker production and expanding, pressuring, defending etc and thus will have minimal impact to the outcome of the game. | ||
CounterOrder
Canada457 Posts
I dont understand why they ignore this or how they are blind to it. >.<' | ||
Sea_Food
Finland1612 Posts
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PenguinWithNuke
250 Posts
On December 21 2011 01:46 aksfjh wrote: So can manually forcing workers on specific mineral patches earlier in the game, but we see time and time again that bigger decisions make or break the game. This "bug" is something so insignificant that you people are splitting hairs. Stop nitpicking Blizzard maps and just play the damn game. That's not the point. The point is that Blizzard should fix these things, or put more time and effort into making maps so that these things don't happen. For me, it's more a matter of "seriously, Blizzard, you couldn't have put more time into making your maps perfect for me, the consumer", rather than "OMGWTF IMBA IMBA IMBA!!111!one". | ||
Silidons
United States2813 Posts
On December 21 2011 14:11 Sea_Food wrote: This is,really minimal compared to the other map imbalaces, and stuff like having bad luck and scouting the enemy base last. so you're saying it's ok to have a better income based purely on the % chance that you have to spawn in a certain position on a map? | ||
Zero.Tha.Hero
Canada155 Posts
On December 20 2011 23:58 a176 wrote:at the same time, i wish you people would stop supporting blizzard's maps. time and time again they have proven they make fucking terrible maps. favouring the community made maps can ensure fast resolution of issues like these (if possible), help to get community maps on the ladder, and play less of these imbalanced pieces of crap. This is quoted for eternal truths. The community has frequently been the best solution to game issues overlooked by a developer. Look at the modding ability in some early and middle-generation FPS engines, which was utilized by the game community to spawn new franchises (and even genres). We have tons of dedicated mappers working tirelessly to create artwork that is occupied as an intergalactic battleground. They yearn to make fun, playable, and most importantly, entertaining maps, for both players and spectators! More active community support for custom map usage in tournaments would result in increased map exposure and distribution in casual or organized practice play. A more active community also provides better cumulative input towards the design aspects. Support your local maps. | ||
Jaeger
United States1150 Posts
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monitor
United States2403 Posts
![]() [edit] The issue is that Nexus/CC/Hatcheries take up a square of hexes but the radius for placing the gas geyser is a circle. So some places are farther than others. The solution is to either copy+paste gases or to always place the gases parallel to the starting location. | ||
XenoX101
Australia729 Posts
On December 21 2011 14:20 Zero.Tha.Hero wrote: This is quoted for eternal truths. The community has frequently been the best solution to game issues overlooked by a developer. Look at the modding ability in some early and middle-generation FPS engines, which was utilized by the game community to spawn new franchises (and even genres). We have tons of dedicated mappers working tirelessly to create artwork that is occupied as an intergalactic battleground. They yearn to make fun, playable, and most importantly, entertaining maps, for both players and spectators! More active community support for custom map usage in tournaments would result in increased map exposure and distribution in casual or organized practice play. A more active community also provides better cumulative input towards the design aspects. Support your local maps. The last post showed that Tal'Darim, Daybreak and Calm before the Storm all also have this problem; it can definitely be fixed by the community but it is not only Blizzard that are at fault. | ||
wunsun
Canada622 Posts
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DGenerate
Canada140 Posts
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GMonster
686 Posts
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Vei
United States2845 Posts
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Yoshi Kirishima
United States10292 Posts
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hehe
United States132 Posts
On December 21 2011 15:24 Yoshi Kirishima wrote: So basically even GSL maps have this problem. Perhaps a simple fix would be to allow geysers and mineral patches to be placed out of the grid, and whatever square they are on count as occupied. ive thought of this back in broodwar because it had a problem similiar to this, this would fix it | ||
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