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Do We Want the Game Harder? - Page 24

Forum Index > SC2 General
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ElemUnit
Profile Joined May 2011
United States38 Posts
January 24 2012 04:52 GMT
#461
I think the game needs to be accessible as is, but just needs a few complexities added(thinking the expansions will fix this). I'm ok with the game being accessible to those that haven't had much rts experience, but at the highest level of play I think a few more units and functions need to be added in order to "win"
JDub
Profile Joined December 2010
United States976 Posts
January 24 2012 04:55 GMT
#462
On January 24 2012 13:49 Peleus wrote:
For example - mineral boosting. This trick was discovered early in sc2, allowing high APM players a slight advantage by makin their workers mine more efficiently adding the return cargo command into the mix. It had zero effect on casual players who
could still mine normally if they wished and added a further layer for the better players to get ahead in the early game. Yet this was removed by blizzard, even though it's almost the perfect type mechanic to have in sc2.

You can see it as a 'trick' or you can see it as a bug. As a mid-masters player who had the APM available to do the return cargo trick for the first 4-5 minutes of each game, I saw it as super annoying. It's not impressive to watch or interesting to do, and doesn't really add any depth to the game. I'm glad Blizzard gets rid of such bugs.

Phoenix's for a while wouldn't disengage the graviton beam after the unit they were carrying died, making it so Protoss had to cancel the graviton beam manually. Sure, this adds arbitrary APM usage to the game, but it's really a bug, and was rightfully removed. I think Blizzard made the right calls when eliminating bugs that were unintended and don't add to the game.
Ydriel
Profile Blog Joined September 2010
Italy516 Posts
January 24 2012 05:45 GMT
#463
I can understand the feeling of having SC2 harder, as in BW, but part of the difficulty of BW was because of the horrible UI and limitations of the game: in this day and age, you can't limit your unit selection to 12, or let players fight with the horrible path finding, and use "to increase the skill cap" as an excuse. Automining is also a part of that, having to select every SCV and tell them to mine manually isn't exactly intuitive, nor particularly fun.

Now, introducing some micro intensive units in the following expansions might be a good and efficient way to increase the skill cap in SC2, and I hope they do that. Strategy wise, I think what SC2 needs is just time.
<3 SC2 <3<3 Dota 2. Steam ID: HellS
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
January 24 2012 05:57 GMT
#464
On January 23 2012 21:10 ampson wrote:
When some random code B player beats MVP in a BO5 you can tell me that the skillcap is too low.

What a ridiculous nonsensical throw-away comment. You say that as if code B players are scrubs who are shit at Starcraft. MC, who was at a time considered the best SC2 player in the world by some, quickly fell into code B shortly after his great success. The fact that MVP doesn’t insta-win every game with 100% win rate to every player outside of code S is not solid grounds to claim the skill cap is too low.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-01-24 06:04:05
January 24 2012 06:03 GMT
#465
But seriously, everyone has their ups and down. Just because a top level player lost a set to someone relatively unknown doesn't mean anything. In the long run, the top player will remain top as long as the skills are there to back it up.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-01-24 06:12:30
January 24 2012 06:08 GMT
#466
On January 23 2012 20:54 firehand101 wrote:
All please read: this thread was supposed to be arguing the fact that it is the ease of the game that draws the large crowds, and without it it would be a game for the minority, not the masses. It is not really a discussion on whether or not it should be harder, that is for another thread.

What I'm trying to say is that because BW was so hard, it was very limited to who could actually play the game, but because SC2 is easier many more people can play and that is a big reason why it has shown popularity in the west like it has


I disagree. BW wasn't as popular (in the foreign scene) because few took RTS as seriously (during its early years that is) as now.

Thanks to BW developing eSports for the RTS genre, SC2 (it being a hyped up sequel helps) flourished well.

Basically I think if SC2 had BW mechanics, the game would have been probably the same in terms of popularity.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
January 24 2012 06:13 GMT
#467
The only difference between making the game harder (or less convenient) is that there is a bigger gap in ranks and meaning of the game. Instead of the focus or attention being made towards unit control or the generalities of macroing, there is more attention to microing and thus the skill ceiling is raised, but so is the difference in skill and work between each player.

So what do you want? Do you want a game that has an intergrated difficulty or one that sweeps these discrepancies in order to ensure that the person with the better overall strategy or basis of strategy overcomes his opponent.

this is ignoring, of course, that the game isn't balanced entirely or favours one race over another. Additionally, the higher the skill ceiling, the less convenient the game is and the less people can relate to it and thus perhaps why MW3 is appealing than Quake Live similar to HoN and LoL (though, S2 shot themselves in the foot).
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
January 24 2012 06:27 GMT
#468
The skill ceiling should rise, but it should not be harder to get into. And it most definitely will rise as the game gets figured out more and new and better upcoming players join the scene.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
January 24 2012 06:33 GMT
#469
On January 24 2012 15:08 Goldfish wrote:
Show nested quote +
On January 23 2012 20:54 firehand101 wrote:
All please read: this thread was supposed to be arguing the fact that it is the ease of the game that draws the large crowds, and without it it would be a game for the minority, not the masses. It is not really a discussion on whether or not it should be harder, that is for another thread.

What I'm trying to say is that because BW was so hard, it was very limited to who could actually play the game, but because SC2 is easier many more people can play and that is a big reason why it has shown popularity in the west like it has


I disagree. BW wasn't as popular (in the foreign scene) because few took RTS as seriously (during its early years that is) as now.

Thanks to BW developing eSports for the RTS genre, SC2 (it being a hyped up sequel helps) flourished well.

Basically I think if SC2 had BW mechanics, the game would have been probably the same in terms of popularity.

Well im not too sure, i think that if it did have BW mechanics we would most likely see a smaller player base over a larger period of time just due to the difficulty. But we will never know i guess...
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Millard
Profile Joined June 2011
United States11 Posts
January 24 2012 06:35 GMT
#470
lol @ easy games being more popular. League of legends and COD are popular among gamers because they're casually fun and laid back, but they're not games your going to bring back to your mom and say watch what I can do. The best way e-sports can grow (its already growing so i guess explode or become mainstream are better words) is if a game impresses people enough for them to say "WOW" when they are watching games being played and admire the skill of the players (this happens too obviously but admiration increases as skill increases). So give pros a game that challenges them and allows them to show as much skill as possible and the people will come.
If men would observe realities only, life, to compare it with such things as we know, would be like a fairy tale.
Onlinejaguar
Profile Joined April 2010
Australia2823 Posts
January 24 2012 06:39 GMT
#471
Blizzard has said this about their games, "easy to learn but hard to master". i would say SC2 falls under this category.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
January 24 2012 06:42 GMT
#472
I'm fine with the difficulty now, but I'd like to see it get harder at the highest levels, tricks that you can do, and corners you can cut with good micro. Like say a marine timing without tanks and just really really good micro, something like that.
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
January 24 2012 06:44 GMT
#473
On January 24 2012 15:27 Yoshi Kirishima wrote:
The skill ceiling should rise, but it should not be harder to get into. And it most definitely will rise as the game gets figured out more and new and better upcoming players join the scene.


Agreed.

To compare the skill ceiling between a game that's not even two years old to one that's over 10 years old is not fair.

Let the metagame develop and let the pros continue to push the limit until we see a REAL skill ceiling and then we can start making comparisons.
aka: KTVindicare the Geeky Bartender
Satire
Profile Joined July 2010
Canada295 Posts
Last Edited: 2012-01-24 06:49:00
January 24 2012 06:45 GMT
#474
Mechanics are easier - which is a good thing. I don't see why you wouldn't want to improve upon macro mechanics. There is so many areas of this game that are being untouched strategically. Warp prisms are finally starting to see use, and Protoss barely touches Stargate play at this point outside of PvZ. You can argue it's useless, but I'd say people just haven't found a useful way to use it yet.

The APM it takes to micromanage macro related things will eventually go into micro-managing armies. It will eventually lead into more action, and the game will stabilize a great deal. Multi-pronged attacks are already becoming more and more common in match-ups. The biggest problems right now with those "suprise" wins is likely scouting. That is one area the game could improve upon.

With that said, when I'm watching a game of BW or SC2. I don't really care about the macro aspect - do you? The tedious things that gamers do to have solid macro mechanics are fantastic and deserve respect, but they aren't flashy, and they aren't why most people watch the game. We want to see action. Eleviating stress on macro and improving game play features, will eventually transfer over to more micro. Do you see people commenting "dude, that guy has sick timing on all his buildings" or "I can't believe he managed to hold that off with the units he has!". What's more exciting?

The skill ceiling of SC2 is still unknown. In fact, I very much doubt there is one. That's what rules about RTS games - they constantly evolve. While BW mechanics are very difficult, people master them and it becomes second nature at some point. That doesn't produce more interesting games to watch, or an interesting game to play for those who like to play casually. Also to maintain your mechanics is very difficult. I play 3 games a month because of University, and when the game was first released I played a lot. I was high level diamond playing 2000+ players and winning 66% of my games. My APM peaked around 110, and with the new system it peaks around 80. I'm a macro orientated player with solid mechanics because I played an RTS competatively prior to this (Dune 2000 - won lots of stuff). That game was even harder than BW mechanics by a long shot, but that doesn't make it a better game either. You needed an absolutely absurb amount of APM to keep your macro flawless in that game, but it's still not a better game because of it. Macro is only one part of the game though, and now I am mid-to-high diamond. I don't know any timings nor build orders that aren't outdated. Many of the people I practiced with are GM or rank 1 masters now. This just goes to show how much the game has evolved in just over a year. There is a lot more to look at with mechanics then just crisp economy management.

I like the adjustments they've made to be honest. I think making the game less tedious in terms of macro, will make it more tedious in terms of micro. Give it more time.
Satire is a lesson, parody is a game.
Onlinejaguar
Profile Joined April 2010
Australia2823 Posts
January 24 2012 06:48 GMT
#475
On January 24 2012 15:42 Chaggi wrote:
I'm fine with the difficulty now, but I'd like to see it get harder at the highest levels, tricks that you can do, and corners you can cut with good micro. Like say a marine timing without tanks and just really really good micro, something like that.


I have seen MKP do a marine timing before, cant remember exactly when it was but it was recent and he just straight up owned his opponent.
farside604
Profile Blog Joined January 2012
Canada127 Posts
January 24 2012 07:10 GMT
#476
The AI is definetly way better in SC2 which has made playing it far more enjoyable that BW. I don't think making the game easier would subtract from pro level playing at all if anything more emphasis would be put into decision making and proper strategy implementation.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
Last Edited: 2012-01-24 07:32:08
January 24 2012 07:17 GMT
#477
On January 24 2012 06:59 sereniity wrote:
The reason that the Code S winners MVP, NesTea, MC etc don't win as much as the BW top does (Flash, Jaedong etc) is pretty simple.

The BW pros are playing a game where every build is figured out, they've had enough time to practice the game to be near the absolute skillcap, they barely have any holes in their play.

The SC2 pros are playing a game where not nearly every build nor playstyle has been figured out, they haven't had enough time with the game to actually reach anywhere near the skillcap nor tighten up every hole in their gameplay. You constantly see new cheese builds coming from the top, new macro openings and the such which can make even top players lose due to them not knowing the existence of that build.

Once everything like that is figured out in SC2 and the top pros have spent enough time mastering Marine Macro, triple pronged drops and not losing to something as silly as a ling runby while their depot isn't up then you'll see those top players winning consistently vs lesser opponents.

The fact that people expect the very top of the SC2 players to win every single game surprises me, this game is still relatively new and there's alot of things that can still catch the top players off-guard, this isn't because of bad game-design, it's because shit needs to get figured out and pros needs to get better.

Please don't tell me MVP, NesTea and MC have reached the skillcap of SC2. They're damn good but I still see bad marine splitting from MVP time to time (and by bad I mean not perfect as it should be at that lvl). I still see NesTea making bad decisions and not microing perfectly (almost every pro sacrifices their infestors mindlessly every time they try to fungal for example) and I still see MC simply not playing at his best from time to time.

The fact that people point fingers at the GAME SC2 rather than it's players is funny though...

Does this game need to get harder? No, not really. The level it is right now is fine imo, give it time and we'll see how it plays out in a year.


You know, that "BW players had 10 years to figure out..." comment actually means that before BW (and competitive RTS) took hold in Korea, the concepts of macro, micro, timings, expansions and how they affect the game, strategy and army movement etc. weren't known at all. It was built from nothing. That's why Boxer, even in its top form, won't take a game off current game's monsters like Flash. So SC2 is already built on these concepts so its improvement has been much faster.

I'm sorry but I'm following a lot more BW compared to SC2 nowadays and I'm noticing that there are inherent problems with how WOL works. Due to MBS and ease of macro, it is impossible to come back if you lose the main deathball battle. The clumping mechanic and smarter unit ai means a lot more firepower available, and splash damage is all the deal in big battles. Units just die too damn fast before you can do anything (and sometimes you literallly cannot do anything, force fields and fungals) Smartcast removes the skill of good caster use (carpet storms and carpet emps with a few clicks). There are many very poorly designed units that are just a-move (colossus,roach,marauder) Interesting units like Reaver which require and reward good control are absent. Sentry and Blink Stalkers are really the only units that reward good control through forcefield usage and blink micro. Battles end far too quickly to allow an efficient retreat or micro that makes a big difference.

There are subtle but really nice ways in how BW units function. Take Reaver. It hits like a freight train (100 unupgraded and 125 upgraded damage) and with a splash. Yet it is probably the slowest unit in the entire game, so you cannot just take it, a-move and cross your fingers. You need a fast way to transport it to the battle, and Shuttle provides that. Shuttle is fast, but it is prone to be sniped by your enemy, so you need to control it well, because if you fail, you not only lose it but also the precious Reaver inside. Plus the lost opportunity for harrassment and extra firepower for your army. You can take a deathball with Colossi and Stalkers with a few sentries and just a-move across the map, and the only thing you need to do is good forcefields that honestly aren't that hard to execute, and protecting your Colossii, which the stalkers can take care of. But this isn't an interesting interaction between these units, it is just basic stuff, a unit covering another. A Shuttle brings a whole new depth into how you can use a Reaver. SC2 lacks that interaction. A Colossi harrass does nothing but make your opponent laugh, its whole function is to provide firepower in a major engagement.

Warp Prism could be interesting if Warp-in mechanic was exclusive only to Warp Prism's energy area but due to Pylons giving the same effect, they aren't as interesting as they could be. Still, it's a great idea and it deserves an applaud, but it could have been much better.

Get this: There isn't much more if anything left to figure out in WOL. HOTS will bring its own dynamics and then there will be a period of learning, just like it happened last year with WOL. But for WOL, the progress is pretty much over unless Blizzard introduces a major change through a patch. I personally honestly believe the biggest problem of WOL is how Protoss is designed. TvZ being arguably the best matchup in the game closely followed by TvT shows this clearly.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Uncultured
Profile Joined September 2010
United States1340 Posts
January 24 2012 07:20 GMT
#478
The game is slowly getting harder. As people are getting better/more familiar with it, and the skill cap is slowly rising.
Don't you rage when you lose too? -FruitDealer
Riquiz
Profile Joined June 2011
Netherlands402 Posts
January 24 2012 07:22 GMT
#479
I've personally never played BW, but from what I've gathered; it's an admirable game.
I'd like to see SC2 gradually get harder, just for the sake of skill being the most important thing, not hiding your tech or w/e.
Caster man does casting on yt/RiquizCasts
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
January 24 2012 07:22 GMT
#480
Mechanical it should be a bit harder. Something simple like a 25 food cap on selection and removing MBS would be a great step. This is ofcourse not balanced in WoL but should be something Blizzard should consider for HotS imo.
I had a good night of sleep.
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