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Do We Want the Game Harder? - Page 18

Forum Index > SC2 General
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Choboo
Profile Blog Joined January 2011
Sweden2088 Posts
January 23 2012 22:02 GMT
#341
On January 24 2012 07:00 ChoboDane wrote:
Show nested quote +
On January 24 2012 06:26 architecture wrote:
Actually what needs to be done is to nerf/remove all macro mechanics.

Part of the reason this game is such a mess right now is because stuff is designed the overwhelming strength of the mechanics. Without them, you'd have a more balanced and evenly paced game, instead of being able to sprint ahead with any BO disadvantage.

In BW, good play and drawing the game out was an extremely viable way to come back from being behind 1-2m from a BO disadvantage. In SC2, there is no recovery.


Wrong way to fix. Better to make scouting less of an investment to reduce game deciding build order casino.

build order casino...

omg can't stop laughing hahaha that souns so fun for some reason
SaSe fan club manager
quantumslip
Profile Joined May 2010
United States188 Posts
January 23 2012 22:06 GMT
#342
I wonder, if you put two pro-gamers against each other, one playing normally, and one who never selects more than x to y units together (i.e. nevers 1a entire army), who would come out on top. Forcing an artificial limitation upon a player may push people to discover new possibilities and raise the skill ceiling; only those who actually take the time to do this would get benefits while the casuals can 1a to their heart's content.

I could very well be wrong here, but it would be interesting to see some gamers play with this style; perhaps a unit-selection limitation map mod could help, SC2BW style. 12 might be a little too low, and should only apply to units, not buildings...
rawr!
PH
Profile Blog Joined June 2008
United States6173 Posts
January 23 2012 22:08 GMT
#343
On January 23 2012 21:03 CecilSunkure wrote:
SC2 is more accessible than BW for sure, but I don't think the skill cap is as low as everyone makes it out to be. Not at all.

It's still too low.
Hello
cydial
Profile Blog Joined September 2010
United States750 Posts
January 23 2012 22:09 GMT
#344
On January 23 2012 21:33 Capped wrote:
Seriously, Brood war mechanics are old and outdated, they are harder because they are shit by comparison and design.

The fact starcraft 2 took a step up from them, is a good thing. The mechanics have improved, making simple tasks easier. who the fuck wants to smash 20 buttons just to move 20 zerglings? manually move your workers to mine? seriously?

People defending BW's mechanics over SC2's are downright stupid. Its like saying you prefer to use your nails to peel a potato over a knife or potato peeler, because thats how people used to do it, who cares if it takes 10x as long!

-Anything else related to BW vs SC2 is fair game, but general progression of mechanics and design is a stupid subject. A game is not good because it is poorly designed or has low limitations. (AI and UI respectively.)

User was warned for this post


If you never played BW then obv you won't understand it.
Belha
Profile Joined December 2010
Italy2850 Posts
January 23 2012 22:09 GMT
#345
Of curse WE want the game harder.

The main problem is that newbie-friendly (aka skilless) games like LoL have huge sales, and i'm sure blizzard will check that, besides their loyal fan base.
Chicken gank op
ChoboDane
Profile Joined January 2012
Denmark98 Posts
January 23 2012 22:11 GMT
#346
On January 24 2012 07:08 PH wrote:
Show nested quote +
On January 23 2012 21:03 CecilSunkure wrote:
SC2 is more accessible than BW for sure, but I don't think the skill cap is as low as everyone makes it out to be. Not at all.

It's still too low.


IMNesTea, IMMVP and all the other great players mess up all the time. What's your reasoning behind your opinion?
Deleted User 183001
Profile Joined May 2011
2939 Posts
January 23 2012 22:14 GMT
#347
Well, I've played both BW and SC2 extensively. BW is tons harder to play than SC2, largely to do with the far less advanced UI where you have to do a lot more things manually.

As for SC2, I think what it needs is a higher skill ceiling and for outcomes to be further more reliant on skill rather than "build order casino" (credit to ChoboDane for saying this ) and other "dumb" ways to win/lose.
r_con
Profile Blog Joined May 2011
United States824 Posts
Last Edited: 2012-01-23 22:16:47
January 23 2012 22:15 GMT
#348
On January 24 2012 06:56 TerransHill wrote:
Show nested quote +
On January 24 2012 06:27 r_con wrote:
On January 24 2012 05:54 Falling wrote:
I don't really see why this needs to be mutually exclusive. The sorts of things I would like added would keep the skill the same for bronzies, but allow for greater levels of skill for pro's. For instance- muta micro, wraith micro, vulture micro. The mechanics to do those sorts of micro tricks while macroing at the same time is insane. But those same units can be 1a just the same (or move command with the mouse if you don't even know about attack move.) They just weren't nearly as effective when in the hands of the pro's. But mutalisks are pretty straightforward. Grab 12, move them forward to attack, grab the next 12, rinse repeat. But to take away the rapid reflex, muta control that could dart into a base to pick up stray units at will- why would we ever take that away when nothing better replaces it?

Carrier micro too- noobs would use them just the same as 1a, but pro's could attack retreat and hover across cliffs. Reavers were actually easy to use- they just weren't very effective without micro. But you could send them on their poky way or leave them for defence.

Ok, so maybe getting rid of smart casting would make things harder for noobs. But honestly, real newbs don't really use those sorts of units anyways. And if they did, I'm sure they would be just as happy to fire off one really awesome spell that killed stuff than to spam 't' with little discernible difference to the marauders, tanks or roaches.

Or take Dark Swarm- zerg was easy to use as newb. Make banks of hatcheries so you can select 12 larvae at a time and build 200 zerglings and send them at a base. True newbs with their 12-40 apm aren't going to use Dark Swarm anyways. But it's a tool that can be used by even D- or E players going on iCCup.


And that's why I don't really see it as mutually exclusive. Newbs will gravitate to the easier to use units and experiment with the cool ones. (I taught one guy to macro, but then he just made masses of goliaths so that he could have 6 control groups to 1a2a3a4a5a6a across the map. He eventually learned that straight goliaths is a bad strategy.) But you don't take away tools for the pro's to use.

And if we're talking about problems of making the game harder- Blizzard kinda already did that with the arbitrary macro mechanics. Consider, if Protoss didn't have chronoboost, how would it be balanced? Why the build times would be sped up. What about inject larvae? Larvae would spawn faster or Zerg units would become tougher. They've pulled out some pretty straight forward stuff to make the game harder and rebalanced the timings and cost based on that. When really it could have been buried in adjusting the numbers a bit and forget about the macro mechanics altogether.


agreed. true noobs don't really care about ease of use, they have larger mental hurdles. Getting over the mental hurdle of playing fast is huge . Most people don't even use hotkeys, they don't care at all about ease of use. The biggest thing a new player is gonna want is just multiple unit selection, but alot of other things, even auto mine, most people won't even notice. So many people don't even know about buildings rally. Most bad players don't even notice shit like smart casting, and all the subtle shit, they just want to build shit.


Thats just wrong u talk about noobs like they are stupid little children. And u talk like there would only be total noobs and pros. What you wrote might be true for a guy who never played rts before, buys the game and quits after 1 week. Actually iam pretty sure the majority of players know and use all the units and would probably quit if u made the mechanics even harder.


wait.... you mean like most that purchased the game? I'm talking like "mass appeal" has little to do with smart casting and automining. Most players find it as minor annoyance. i know gold players that are still using only their mouse. If you love starcraft, your gonna like it regardless of the ability to spam storms or emps or fungals. The people in plat to diamond would still love to play even without smart casting, i don't think smart casting and automine are game breakers for people like that, or would inhibit people from wanting to get to that level. and most casuals play team games anyway
Flash Fan!
Gentso
Profile Joined July 2010
United States2218 Posts
January 23 2012 22:18 GMT
#349
I say no. I didn't play BW but I don't think it matters. There's a lot of BW pros out there that think they're better than they actually are, but in reality all of the best players have consistent results. I feel like people who are asking for a more difficult game are just making excuses for their current skill. I also feel like BW skill is completely irrelevant given the fact that the game was nowhere near as popular as SC2 is and people good at BW (foreign scene) because there wasn't as much competition.

The popularity of a game relies on that theory of easy to learn hard to master. I feel like SC2 right now is in a good balance and I also feel like the skill cap is really high and that there's still a great deal of evolution yet to come for the pros.

Sennap
Profile Joined December 2010
Iceland88 Posts
January 23 2012 22:24 GMT
#350
"If the game is so easy, why does everybody suck so bad at it?" -qxc
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
January 23 2012 22:27 GMT
#351
Definitely needs a higher skill cap to reduce some of the luck factor. Hard work should be rewarded more, but instead I still see upsets a lot more often than BW ever did. I seen countless number of pros asking for more micro units in interviews.
KimJongChill
Profile Joined January 2011
United States6429 Posts
January 23 2012 22:29 GMT
#352
I don't think it needs to be harder, but it definitely could be tweaked so that there is more potential for player skill to influence games. I'm thinking of stuff like marine split or multi-tasking with drops.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
JDub
Profile Joined December 2010
United States976 Posts
January 23 2012 22:32 GMT
#353
On January 24 2012 07:27 mango_destroyer wrote:
Definitely needs a higher skill cap to reduce some of the luck factor. Hard work should be rewarded more, but instead I still see upsets a lot more often than BW ever did. I seen countless number of pros asking for more micro units in interviews.

Upsets, for one, aren't a bad thing. It would be pretty boring to watch if there wasn't much doubt in the outcome about the result of a match, especially given how young SC2 still is. Secondly, hard work is and has been rewarded (why do we see the same top players each season in GSL, with a small bit of turnover?). Why do Koreans continue to dominate when they come to foreign tournaments (hint: hard work)?

Pros are still super far from the skill ceiling. I don't see how you could possibly argue otherwise.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
Last Edited: 2012-01-23 22:39:15
January 23 2012 22:37 GMT
#354
On January 24 2012 07:32 JDub wrote:
Show nested quote +
On January 24 2012 07:27 mango_destroyer wrote:
Definitely needs a higher skill cap to reduce some of the luck factor. Hard work should be rewarded more, but instead I still see upsets a lot more often than BW ever did. I seen countless number of pros asking for more micro units in interviews.

Upsets, for one, aren't a bad thing. It would be pretty boring to watch if there wasn't much doubt in the outcome about the result of a match, especially given how young SC2 still is. Secondly, hard work is and has been rewarded (why do we see the same top players each season in GSL, with a small bit of turnover?). Why do Koreans continue to dominate when they come to foreign tournaments (hint: hard work)?

Pros are still super far from the skill ceiling. I don't see how you could possibly argue otherwise.


Polt losing to Gowser.....TOP losing to Gatored..... I don`t know maybe because I am used to broodwar and expect guys who train 10-12 hours a day to dominate even more than they do now. The sc2 scene is also a lot more volatile aside from MVP


mango_destroyer
Profile Joined August 2010
Canada3914 Posts
Last Edited: 2012-01-23 22:38:28
January 23 2012 22:38 GMT
#355
oops double post
Gentso
Profile Joined July 2010
United States2218 Posts
January 23 2012 22:39 GMT
#356
On January 24 2012 07:37 mango_destroyer wrote:
Show nested quote +
On January 24 2012 07:32 JDub wrote:
On January 24 2012 07:27 mango_destroyer wrote:
Definitely needs a higher skill cap to reduce some of the luck factor. Hard work should be rewarded more, but instead I still see upsets a lot more often than BW ever did. I seen countless number of pros asking for more micro units in interviews.

Upsets, for one, aren't a bad thing. It would be pretty boring to watch if there wasn't much doubt in the outcome about the result of a match, especially given how young SC2 still is. Secondly, hard work is and has been rewarded (why do we see the same top players each season in GSL, with a small bit of turnover?). Why do Koreans continue to dominate when they come to foreign tournaments (hint: hard work)?

Pros are still super far from the skill ceiling. I don't see how you could possibly argue otherwise.


Polt losing to Gowser.....TOP losing to Gatored..... I don`t know maybe because I am used to broodwar and expect guys who train 10-12 hours a day to dominate even more than they do now.


Sorry to break it to you but all of those guys aren't that great. I don't know if Polt and Top lost any best or 3+ series or anything to these guys but if they did then they aren't at that level in SC2 yet where they truly dominate lesser players.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
January 23 2012 22:40 GMT
#357
On January 24 2012 07:39 Gentso wrote:
Show nested quote +
On January 24 2012 07:37 mango_destroyer wrote:
On January 24 2012 07:32 JDub wrote:
On January 24 2012 07:27 mango_destroyer wrote:
Definitely needs a higher skill cap to reduce some of the luck factor. Hard work should be rewarded more, but instead I still see upsets a lot more often than BW ever did. I seen countless number of pros asking for more micro units in interviews.

Upsets, for one, aren't a bad thing. It would be pretty boring to watch if there wasn't much doubt in the outcome about the result of a match, especially given how young SC2 still is. Secondly, hard work is and has been rewarded (why do we see the same top players each season in GSL, with a small bit of turnover?). Why do Koreans continue to dominate when they come to foreign tournaments (hint: hard work)?

Pros are still super far from the skill ceiling. I don't see how you could possibly argue otherwise.


Polt losing to Gowser.....TOP losing to Gatored..... I don`t know maybe because I am used to broodwar and expect guys who train 10-12 hours a day to dominate even more than they do now.


Sorry to break it to you but all of those guys aren't that great. I don't know if Polt and Top lost any best or 3+ series or anything to these guys but if they did then they aren't at that level in SC2 yet where they truly dominate lesser players.


And yet one has won a championship and one made it to the finals. They probably should dominate those guys who aren`t anywhere near that level.
JDub
Profile Joined December 2010
United States976 Posts
January 23 2012 22:41 GMT
#358
On January 24 2012 07:37 mango_destroyer wrote:
Show nested quote +
On January 24 2012 07:32 JDub wrote:
On January 24 2012 07:27 mango_destroyer wrote:
Definitely needs a higher skill cap to reduce some of the luck factor. Hard work should be rewarded more, but instead I still see upsets a lot more often than BW ever did. I seen countless number of pros asking for more micro units in interviews.

Upsets, for one, aren't a bad thing. It would be pretty boring to watch if there wasn't much doubt in the outcome about the result of a match, especially given how young SC2 still is. Secondly, hard work is and has been rewarded (why do we see the same top players each season in GSL, with a small bit of turnover?). Why do Koreans continue to dominate when they come to foreign tournaments (hint: hard work)?

Pros are still super far from the skill ceiling. I don't see how you could possibly argue otherwise.


Polt losing to Gowser.....TOP losing to Gatored..... I don`t know maybe because I am used to broodwar and expect guys who train 10-12 hours a day to dominate even more than they do now. The sc2 scene is also a lot more volatile aside from MVP

Okay, you can point out a couple individual upsets. I didn't see those games, so I can't comment on them. But what about the consistent domination of the foreigner scene by Koreans? What about the consistency of those at the top of Code S?
Rassy
Profile Joined August 2010
Netherlands2308 Posts
January 23 2012 22:43 GMT
#359

Yaki France. January 24 2012 05:34. Posts 2532

PM Profile Report Quote #

I'll say what's already been said : Blizzard needs to improve the scouting, to reduce the gambling part of the game and fix some match up.

Its not blizzard who needs to improve scouting, its the players lol
Terran and zerg have no excuse for not knowing what there opponent is doing during the first 6-7 minutes.
Protoss has reason to complain a bit i think, since they cant scan or fly ovies

Annyway: as sugestion to make scouting a bit more easy, maybe all units should be able to see 2-3 range further then they are able to now
It is not easy to scout the whole map and bases in reasonable time with so little vision.

HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
Last Edited: 2012-01-24 01:09:37
January 23 2012 22:43 GMT
#360
On January 24 2012 06:07 decaf wrote:
Looking at the finals rom kiev where mma dominated dimaga on terminus RE I think the game needs to be harder. One of the casters asked what can you possibly do to stop MMA and I sincerely wondered the same: His macro never slipped, his decision making was very good, and his micro is obviously top notch. There's not much room left for improvement, I think people will soon hit the ceiling in sc2.

As a mid masters player I can watch pro replays and say "OK, I can physically macro that well for the first 8 minutes of the game, while controlling lings outside his base and sending overlords to scout." I can't take a game off mvp, and objectively when comparing myself to professional players, i'm bad. But in bw there was no such thing as macroing like flash or JD. It just wasn't possible.

IMO you give sc2 maybe a year or two after all the expansions (hots and lotv) are out, and it people will pretty much hit the cap of "this is how well you can play the game". Part of my enjoyment when watching someone play bw these days is thinking "This guy is playing the race literally the best it can possibly be played after 12+ years of exploration and development." It took people like a year and a half to get decent at sc2.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
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