Streaming is hard. I'll do better next time

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dsjoerg
United States384 Posts
Streaming is hard. I'll do better next time ![]() | ||
wUndertUnge
United States1125 Posts
On June 28 2013 03:59 dsjoerg wrote: OK, here it is: http://www.twitch.tv/ggtracker/c/2486623 Streaming is hard. I'll do better next time ![]() About 15 minutes in...seems fine man. I really hope your program starts to get more notices and more $$ ![]() Do you have a twitter? NM, found you. And wow, I am way below average for my league as far as saturation speed goes. | ||
Joneleth
Denmark90 Posts
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JaKaTaKSc2
United States2787 Posts
What this situation means is that you have excellent spending skill, but are weak in other areas. Eventually GGTracker will be able to tell you what those areas are, but right now we're still building up a foundation of meaningful metrics in Sc2. It might be your micro, or decision making. It might also be your worker production/income. It isn't too hard to spend all of your money if you aren't making very much of it. | ||
Joneleth
Denmark90 Posts
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JaKaTaKSc2
United States2787 Posts
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Joneleth
Denmark90 Posts
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JaKaTaKSc2
United States2787 Posts
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astazha
United States29 Posts
Thanks for making this great tool. | ||
tili
United States1332 Posts
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Tinweasele
22 Posts
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dsjoerg
United States384 Posts
On July 06 2013 01:37 Tinweasele wrote: Just a heads up, sure you know but the spending skill images and calculations are currently busted. Hi and thank you. I just looked at the site and everything looks OK to me. Can you give me a link and perhaps a screenshot? | ||
dsjoerg
United States384 Posts
On July 04 2013 19:20 astazha wrote: I just encountered an error uploading a replay to GGTracker, and I'm pretty sure the issue is that I played vs 2 A.I.s. I gather that it's intended to deal with 1v1, but I wonder if it would not be that hard to allow games vs multiple opponents to upload and at least rate my own performance, even if opponent information wasn't available (just replaced with "multiple" perhaps?) Thanks for making this great tool. There's an issue with 2 AIs vs 1 that unfortunately cannot be resolved without a bunch of work and/or some help from Blizzard. For the techies out there, here are the registered code issues: https://github.com/GraylinKim/sc2reader/issues/131 https://github.com/Blizzard/s2protocol/issues/8 | ||
BallsOfSteel
United States57 Posts
It would also nice to be able to quickly filter games by certain stats; spending skill, race macro, game length, and game result (win/loss) come to mind while I'm searching through them. So far as I can see, the only filter available is the map that the game is played on (on that note, I am a beast on Derilect Watcher). | ||
astazha
United States29 Posts
On July 06 2013 06:56 BallsOfSteel wrote: Do you think it would be more useful to change how the Protoss and Terran race macro statistics work? Being at max energy is obviously really bad, but you still have a lot of room to improve if you maintain a steady 75 energy. I would change it so you get the colored rectangles when you go above a certain energy (25 for Protoss and 50 for Terran) instead hitting the max. Some builds deliberately save chronos and some situations require energy reserves for scanning, and I'm not sure how you would account for such things.. | ||
Persh
Estonia108 Posts
On July 06 2013 15:34 astazha wrote: Show nested quote + On July 06 2013 06:56 BallsOfSteel wrote: Do you think it would be more useful to change how the Protoss and Terran race macro statistics work? Being at max energy is obviously really bad, but you still have a lot of room to improve if you maintain a steady 75 energy. I would change it so you get the colored rectangles when you go above a certain energy (25 for Protoss and 50 for Terran) instead hitting the max. Some builds deliberately save chronos and some situations require energy reserves for scanning, and I'm not sure how you would account for such things.. Well, the spending skill doesn't account for the fact when you're saving up money for mutas, when you're maxed etc. so you can just ignore some stats on a game-by-game basis, you can ignore that when you need to be saving up, the same is with SQ, for that reason IMO it's better to watch the banked minerals/gas instead of the SQ. | ||
BallsOfSteel
United States57 Posts
On July 06 2013 15:34 astazha wrote: Show nested quote + On July 06 2013 06:56 BallsOfSteel wrote: Do you think it would be more useful to change how the Protoss and Terran race macro statistics work? Being at max energy is obviously really bad, but you still have a lot of room to improve if you maintain a steady 75 energy. I would change it so you get the colored rectangles when you go above a certain energy (25 for Protoss and 50 for Terran) instead hitting the max. Some builds deliberately save chronos and some situations require energy reserves for scanning, and I'm not sure how you would account for such things.. True, some players do like to save up macro energy on purpose in certain situations when they know what they are doing. However, for the vast majority of players (probably low Diamond and under), saving up energy comes from a lack of attention instead of planning for something. By changing the way that particular statistic works, it can help improving players see how efficiently they use their macro mechanics. For more advanced players, they can see the "bad areas" and understand that they were saving for something. | ||
Smackzilla
United States539 Posts
Any news or speculation on how this might affect ggtracker? Since the format is changing, I'm hoping there's more robust data collection (CC idle time anyone? ![]() When I first saw the jump forward feature, I thought that must mean that they're recording more state. However, it sounds like its just a fast forward that will go as fast as your CPU can handle. | ||
dsjoerg
United States384 Posts
On July 25 2013 10:44 Smackzilla wrote: Patch 2.0.10 Any news or speculation on how this might affect ggtracker? Since the format is changing, I'm hoping there's more robust data collection (CC idle time anyone? ![]() When I first saw the jump forward feature, I thought that must mean that they're recording more state. However, it sounds like its just a fast forward that will go as fast as your CPU can handle. Good question! If I knew, I wouldn't be allowed to say! I am a one-way information black hole when it comes to other people's secrets. | ||
ShadesofGraylin
United States32 Posts
On July 25 2013 10:44 Smackzilla wrote: Since the format is changing, I'm hoping there's more robust data collection (CC idle time anyone? ![]() When I first saw the jump forward feature, I thought that must mean that they're recording more state. However, it sounds like its just a fast forward that will go as fast as your CPU can handle. sc2reader here. The 2.0.10 patch didn't make any important changes to the replay format as far as I am concerned. The only significant change is that they are now recording out minerals/vespene lost to friendly fire for each player (reported every 10 seconds). While I can see some limited applications for the information I don't see how it would be very useful. | ||
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