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Breadth of Gameplay in SC2 - Page 112

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
March 21 2013 11:42 GMT
#2221
Hm it always gets my hopes up when Blizzard shows interest in these community ideas. But will they actually change anything? Through those kespa maps I feel like the ideas can get a lot of exposure. I feel there are a lot, if not too many proposals atm, and no real unity. Is there an in-game channel that we can go to to discuss economics of sc2 and alternative mods in general, and not just FRB? Id like to test some of these maps, but I dont know where to go to or meet people to play with to be honest.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 26 2013 06:40 GMT
#2222
On March 21 2013 18:49 Niyanyo wrote:
So, apparently there seems to be a new KeSPA map that introduces 6 gold minerals and 1 high yield gas per base. Here is the source on a kespa forum. It is also on the Korean server as [Test] KeSPA Fighting Spirit v0.1
When i saw this I thought instantly of this thread, hope to read Barrin's opinion on this.
Here is it in all its glory. [image loading]

HOOOOOhhhhhhh. Nerd chills man.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2013-03-26 07:24:24
March 26 2013 07:23 GMT
#2223
On March 26 2013 15:40 decemberscalm wrote:
Show nested quote +
On March 21 2013 18:49 Niyanyo wrote:
So, apparently there seems to be a new KeSPA map that introduces 6 gold minerals and 1 high yield gas per base. Here is the source on a kespa forum. It is also on the Korean server as [Test] KeSPA Fighting Spirit v0.1
When i saw this I thought instantly of this thread, hope to read Barrin's opinion on this.
Here is it in all its glory. [image loading]

HOOOOOhhhhhhh. Nerd chills man.


We'll see how it plays. It's entirely possible that a lot of KeSPA maps end up being garbage, but if even one map a season is interesting and fun in a new way, it's great for SC2 long term. Neo Planet S is a great map, and it produces good games.

The new Fighting Spirit takes adds the BW incentive to expand (it takes a lot of bases to utilize all your workers if you're making enough), but it turbo-charges the SC2 incentive (bases mine out faster compared to BW). If this map is even kind of balanced, it's sure to produce some crazy games. And crazy games, even if they're not good, are useful for learning!

On February 08 2013 02:36 Gfire wrote:
Show nested quote +
On February 07 2013 18:20 Ribbon wrote:
On February 07 2013 07:19 Falling wrote:I've heard it said when people learn to play the game 'right' they will start using hotkeys for their army. But I wonder exactly when that starts. Maybe I'm wrong, but my impression is that 1 hotkey armies go a fair way up Blizzard's ladder. In contrast, a BW newb who may not know a single hotkey- the first ones they will probably learn is to hotkey their army.


I've never been a fan of artificial difficulty, but I'd like more ways to reward people using more hotkeys, and/or punish them for not doing it. Like, if fungal didn't root, and did more damage, it would reward splitting more. Better AOE generally is something that'd be good for the game.

I think we're just going to continue to get scraps from Blizzard, and have to make our own way. I've seen maps with neutral blind clouds at the bottom of ramps to make high ground a bigger deal, and I think that's the right way of thinking. A lot of BW maps were hilariously gimmicky, really. There's no reason to be ashamed of doing the same in SC2.

I wanna see maps with each mineral field having 1200 resources so they mine out even faster (rarely-noted difference between BW and SC2; BW bases last a lot longer). What if the third base was a 6-field gold with a single high-yield gas? Then we'd need 8 less drones to saturate it. What if we made the center low ground with neutral blinding clouds, but full of goodies? What if we had the salvage things from the vulture mission in the campaign occasionally dropping 75 minerals?

I don't know why everyone's so obsessed with having maps be Blizz-friendly and trying to get them on the ladder.

Ribbon, you always post such wisdom.

It's on my list to make a map with scrap robots.


Let me know how it works out ♥♥♥
GodTroll
Profile Joined May 2011
Canada41 Posts
April 13 2013 17:03 GMT
#2224
Wow...this is an amazing read.
I think everyone can agree on SC2's resource mechanic missing something.
I've always been saying that it's the core-mechanics that makes a game, not the variables like unit stats.

I remember a while back, my buddies and I were experimenting with the High yield resources to mimic BroodWar resource mechanics, but I haven't had much success in it (mostly due to pre-nerf mules and saturation time problems).

This change would also have huge impact on other aspects of the game balance, and as sad as it is, we've already come a long way with SC2's faulty mechanics.
You'd have to throw away everything we've built, and start from building the correct mechanics.
And knowing Blizzard, they will NEVER EVER touch upon their faulty core-mechanics.
I remember Dustin Browder on GameDevPanel saying something along the lines of "Blizzard's approach has always been trying to tweak with small unit stats, not the mechanics of the game".
Rake_EU
Profile Joined June 2011
Sweden8 Posts
Last Edited: 2013-04-14 08:42:30
April 14 2013 08:24 GMT
#2225
Really interesting read, would love to play some games on these maps!
Are there HoTS versions to be found?
Senshin
Profile Joined June 2004
Netherlands115 Posts
April 14 2013 08:53 GMT
#2226
Really like the idea, dont know if it ever gonna happen
zbedlam
Profile Joined October 2010
Australia549 Posts
Last Edited: 2013-04-14 09:32:00
April 14 2013 09:15 GMT
#2227
Can't believe I never read this, really good writeup gj OP.

I don't think blizz really succeeded with the casuals tbh, I mean sure they got the sales but every time I want to mess around and try to play unranked or team games its a 3 min+ wait.

Maps are really nice btw.

edit: Also I felt as though there was more "terrible terrible damage" in BW because the action was less centered on a deathball which made it so things were dying all over the map, not to mention there were more units and the explosion + gore was much more plentiful than in sc2.
lil emo
Profile Blog Joined December 2012
France109 Posts
May 10 2013 20:26 GMT
#2228
How did Lurkherforever Barrin not land a judge seat .. + Show Spoiler +
the robe suits him like no one's business
?.. + Show Spoiler +
should revamp op
.. content still potent!
never was so much owed by so many to so few (W Churchil)
jume
Profile Joined February 2014
Germany25 Posts
February 04 2014 22:17 GMT
#2229
Can someone reup the maps? They are no longer available on that server.
They are also not available on the EU-Realm.

Thx.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
November 07 2014 20:00 GMT
#2230
Lotv seems to use this idea with only 1000 mins per patch.
You don't choose to play zerg. The zerg choose you.
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 07 2014 20:22 GMT
#2231
Thank you to FRB, Starbow and all the other economic balance mods for making blizz change their economy.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 07 2014 20:37 GMT
#2232
Thank you bro , for saving sc2
Author of Coda and Eastwatch.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-11-07 21:02:39
November 07 2014 21:00 GMT
#2233
They hardly changed anything.

Problem was never that people were unwilling to expand once their existing bases ran out of minerals.

Problem was more along the lines of there being zero difference in economy between different play styles.

Reducing mineral amounts on mineral nodes from 1500 ---> 1000 merely puts an aggressive timer on players. It will probably lead to less passive play. But it might just as well backfire completely and lead to constant forced all-ins from the player who falls behind once the first 3 bases mine out.

Any player who fails to maintain constant 3-base-economy will be under much more pressure to act. Most games which are even will probably just keep featuring equal identical economic outputs with equal reward for equal risk.

What starbow achieved, in contrast, was to reward increased risk with increased reward (you expand more means you risk more by spreading out more, but at the same time you gain more).

With the new LotV model the 3 simultaneous bases ceiling still seemingly remains. Only difference is players are put on a tighter clock and forced into action earlier. Maybe leads to more action. Maybe backfires completely and forces desperate all-ins.

Either way the first 6 months will be fun and succesful and everyone will praise it because the meta is new and chaotic. What happens after those 6 initial months is the interesting part.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2014-11-07 21:06:17
November 07 2014 21:05 GMT
#2234
On November 08 2014 06:00 LaLuSh wrote:
They hardly changed anything.

Problem was never that people were unwilling to expand once their existing bases ran out of minerals.

Problem was more along the lines of there being zero difference in economy between different play styles.

Reducing mineral amounts on mineral nodes from 1500 ---> 1000 merely puts an aggressive timer on players. It will probably lead to less passive play. But it might just as well backfire completely and lead to constant forced all-ins from the player who falls behind once the first 3 bases mine out.

Any player who fails to maintain constant 3-base-economy will be under much more pressure to act. Most games which are even will probably just keep featuring equal identical economic outputs with equal reward for equal risk.

What starbow achieved, in contrast, was to reward increased risk with increased reward (you expand more means you risk more by spreading out more, but at the same time you gain more).

With the new LotV model the 3 simultaneous bases ceiling still seemingly remains. Only difference is players are put on a tighter clock and forced into action earlier. Maybe leads to more action. Maybe backfires completely and forces desperate all-ins.

Either way the first 6 months will be fun and succesful and everyone will praise it because the meta is new and chaotic. What happens after those 6 initial months is the interesting part.


Do you know if the rumor is true that base saturation has been reduced to 12 workers? If so then the 3 base economy standard is indeed greatly altered.
vibeo gane,
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
November 07 2014 21:15 GMT
#2235
Tweet says it's still 16.
Ammanas
Profile Blog Joined July 2011
Slovakia2166 Posts
November 07 2014 21:16 GMT
#2236
^ the economy changes are not confirmed at all. They are probably confirmed in a way that yes, there will probably be less time spent on a base as there will be less minerals, but the other things? People are only pulling these things from alpha builds at Blizzcon. As they have not said anything about economy, it may be that 12 starting workers are only in this alpha build for people to be able to skip boring parts at the beginning and get to new units.

And, most importantly, there is no way to tell how exactly the economy works just from playing it few hours at Blizzcon. Nobody would find out if they changed economy to work more like BW/STarbow (meaning the 'reward'for expanding more) or not. They very well may have. We will have to see what next couple of days bring.

Just the sheer fact that they kinda acknowledged that current 3 base meta is a problem is amazing news, imo.
JangBi forever <3 || Classic! herO! Rain! Zest! | Rogue! Hydra! Solar! | Fantasy! Cure! Reality! Sorry! Journey!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
November 07 2014 21:56 GMT
#2237
Economy changes have been confirmed.


GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
November 07 2014 21:59 GMT
#2238
It's possible they did more than just decrease mineral node from 1500 to 1000.

The people who tried the game may not have noticed. I'll eagerly await the SC2 panel.
L3monsta
Profile Joined May 2012
New Zealand149 Posts
November 08 2014 00:19 GMT
#2239
I'm hoping they are going to add high ground advantage (damage reduction) while they're at it.
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
Last Edited: 2014-11-08 00:43:30
November 08 2014 00:32 GMT
#2240
What starbow achieved, in contrast, was to reward increased risk with increased reward (you expand more means you risk more by spreading out more, but at the same time you gain more).

With the new LotV model the 3 simultaneous bases ceiling still seemingly remains. Only difference is players are put on a tighter clock and forced into action earlier. Maybe leads to more action. Maybe backfires completely and forces desperate all-ins.


I think you could say that the BW-economy rewarded the race which was mobile enough to defend multiple bases, but simultaneously gave the immobile race the choice to stay on fewer bases. Thus, PvZ and TvZ were very 2base heavy from toss and terran while zerg heavily outexpanded them.

This allowed toss and terran to be aggressive against zerg. On the other hand, if they had to defend 3 or 4 bases at the 10minute mark, they wouldn't be able to put on the same amount of pressure on the zerg player, and it would more likely lead to stale gameplay with both races just defending their bases.

My opinion is still that BW had the superior economy, but the effect of it is overblown. I think it's more effective to incentivize action in all phases of the game by buffing harass-units and escape-mechanics (so the puishment for losing a battle is less), than reworking the entire economy. When we have stale lategame such as Raven PDD and Swarm Hosts, I believe that's more an issue of poor unit design than a flaw with the economy.

The argument that the mobile race can't armytrade efficiently against the immobile race becasue he doesn't have a signficiantly superior economy isn't neccesarily true in my opinion. With the BW economy, it's possible that you could have an efficient trade even if you are 40% cost-inefficient. While with an SC2-economy, the race that is spread out more has a smaller income advantage. But does that imply that it's impossible to incentivize armytrades against the immobile race? Or should the units just be balanced or designed to take that inot account?

I think the BW-approach - in a vacuum - makes it easier to reward the desired behaviour, but I don't believe its a necesity. Unitdesign is still the most important factor in determining whether the game is fun to play and watch.
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