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Active: 530 users

Patch 1.5 Arcade Beta.

Forum Index > SC2 General
Post a Reply
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RayOfTheVoid
Profile Joined May 2011
Norway95 Posts
Last Edited: 2012-06-01 19:50:37
June 01 2012 19:41 GMT
#1
Blizzard has released the beta for patch 1.5.

To download it go to the game and codes section of your battle.net account (In browser) and there you will find "StarCraft®II: Arcade (1.5.0) Beta" and download it.

The Patch 1.5.0 Beta introduces an entirely new Battle.net experience: the Arcade. The Arcade offers exciting new ways to find and play your favorite custom games -- and discover new favorites too -- with the option to search for games based on categories including genre, star ratings, release date, and more. After you’ve found a game that you’re interested in, the new Game Info page will provide you with all the information you need to know before you dive in, including a description, screenshots, instructions, patch notes, tutorials, as well as star ratings and reviews provided by your fellow players. The Open Games list will help keep wait times down by displaying games that are waiting for players too.

Patch 1.5.0 also introduces a new streaming launcher that should make download, installation, and patching times shorter than ever before, as well as an incredible array of editor changes and improvements.

When you log into the beta, you’ll find the Arcade has games available to play, because the industrious StarCraft II custom gaming community has already been hard at work crafting, refining, and posting their creations.

Now’s your chance to explore the Arcade Beta to play, rate, and review their contributions. To access the new beta test, just visit your Battle.net account management page and install the Arcade (1.5) Beta that you’ll find in the Game Accounts section. Your feedback is an important part of the beta process, so after you’ve played some games, rated them, and written a review or two, please visit the official forums to share your opinions on the new Arcade Beta General Discussion forum, or report any bugs you’ve discovered on the Arcade Beta Bug Report forum.

Visit our forums to read the full patch notes for the Arcade Beta.

Please note: While the beta installer is available to all players, the Patch 1.5.0 Arcade Beta will only be available in the following client languages: English, German, French, and Korean. The final patch release will be available in all languages as usual.

Sources:
http://us.battle.net/sc2/en/blog/6176111/The_Patch_150_Arcade_Beta_Has_Begun-6_1_2012#blog

Patch notes:
http://us.battle.net/sc2/en/forum/topic/5271506462?page=1#0

Edit: If you open SC2 it will stand in the "Breaking News" section.
En Taro Adun, Executor.
nface
Profile Joined June 2011
106 Posts
June 01 2012 19:42 GMT
#2
Patch Notes?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 01 2012 19:43 GMT
#3
Hmmm, I was planning on posting a thread for this, but this is what I've gathered so far.

The Patch 1.5.0 Beta introduces an entirely new Battle.net experience: the Arcade. The Arcade offers exciting new ways to find and play your favorite custom games -- and discover new favorites too -- with the option to search for games based on categories including genre, star ratings, release date, and more. After you’ve found a game that you’re interested in, the new Game Info page will provide you with all the information you need to know before you dive in, including a description, screenshots, instructions, patch notes, tutorials, as well as star ratings and reviews provided by your fellow players. The Open Games list will help keep wait times down by displaying games that are waiting for players too.

Patch 1.5.0 also introduces a new streaming launcher that should make download, installation, and patching times shorter than ever before, as well as an incredible array of editor changes and improvements.

When you log into the beta, you’ll find the Arcade has games available to play, because the industrious StarCraft II custom gaming community has already been hard at work crafting, refining, and posting their creations.

Now’s your chance to explore the Arcade Beta to play, rate, and review their contributions. To access the new beta test, just visit your Battle.net account management page and install the Arcade (1.5) Beta that you’ll find in the Game Accounts section. Your feedback is an important part of the beta process, so after you’ve played some games, rated them, and written a review or two, please visit the official forums to share your opinions on the new Arcade Beta General Discussion forum, or report any bugs you’ve discovered on the Arcade Beta Bug Report forum.

Visit our forums to read the full patch notes for the Arcade Beta.

Please note: While the beta installer is available to all players, the Patch 1.5.0 Arcade Beta will only be available in the following client languages: English, German, French, and Korean. The final patch release will be available in all languages as usual.

http://us.battle.net/sc2/en/blog/6176111/The_Patch_150_Arcade_Beta_Has_Begun-6_1_2012#blog

Patch notes:
http://us.battle.net/sc2/en/forum/topic/5271506462?page=1#0
+ Show Spoiler +
General

New Battle.net UI

The Arcade has arrived! To make way for this new feature, significant changes have been made to the StarCraft II user interface. Two new buttons have been added: the Arcade button, which will act as a portal to a brand new custom games experience that features dramatic improvements in finding, rating and playing custom games, and the StarCraft II button, which will provide access to classic single player and multiplayer experiences, including the StarCraft II campaign, multiplayer ladder, melee maps and more.
The Battle.net user interface has been completely refreshed with a new look and feel.



Arcade Button

A new Arcade button has been added to the main Battle.net navigation panel at the top-left of the user interface. Custom games once found in the Custom Games interface will now be found here with an improved interface and tools. Players now have more flexibility to find, play, and review custom games, more quickly and easily than ever before.

The Spotlight page displays new or up-and-coming games. Players can visit the Spotlight to browse featured games, new games on the rise, and top-rated games as reviewed by the community.
Players can search for games based on genre, popularity, star ratings, newness, and recent spikes in popularity.
Each custom game in the Arcade is represented by a game icon. The game icon contains a large game image (provided by the creator), and includes the game’s name and star rating. Hovering over the icon displays the game description.
Clicking on a game icon brings players into the Game Info page, the main portal for each game in the Arcade. This page contains summarized information about a custom game, including a description, screenshots, play instructions, reviews, and other information. The Game Info page consists of several sections:

Overview: This contains the game description and a set of screenshots that show off the action.
How to Play: This is where players will find instructions (basic and advanced) and how to win. There is also space for additional images to supplement the game instructions.
Patch Notes: This is where the game creator can list updates that have been made to the game, so that players can see how the game is growing and improving.
Review: After playing, players can give a game a star rating and enter a text review. Once enough ratings have been submitted, the game receives an Average Star Rating that displays on the game icon. Players can also mark other players’ reviews as “Helpful” which will ensure that the best reviews rise to the top.
Tutorial: Game creators can now publish tutorials for their creations. If a tutorial exists for a game, a “Play Tutorial” button will appear on the Game Info Page, which can be clicked to immediately launch the tutorial.

There is now a “Join Chat” button on the Game Info Page that allows players to join a channel named after that Arcade game.
The new Open Games List displays games that have players, but aren’t full and ready to start yet. This should help players identify active games and find partners or opponents more easily.




StarCraft Button

The StarCraft II multiplayer ladder, melee games and other classic gameplay options have been moved to a separate StarCraft II button.

The StarCraft button has been reorganized to consolidate all single player and multiplayer StarCraft II play types in one easy-to-navigate screen. Players can now access the following from a single unified StarCraft screen:

Multiplayer: Quick Match, Coop vs. A.I., Team Games, and Melee Custom Games
Single Player: Campaign, Challenges, and Versus A.I.





New Streaming Launcher

A new StarCraft II Launcher will allow game data to stream during play. This should reduce download, install, and patching times. We look forward to your feedback on the new launcher!


User Interface

General

Maximum selection size has been increased to 500, up from 255.
Items can now be instantly sold by pressing Control + Right-Click.
Instant items can now be used while in targeting mode without canceling targeting in custom games.
Items can now display range indicators and AoE targeting cursors when in target mode in custom games.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys in custom games.
Alliance colors have been updated to propagate to the entire UI.
A new in-game pathing display has been added that shows the path a unit will take on the minimap.



Battle.net

The News and Community and Help Buttons have been removed from the main navigation panel to simplify the display. These can now be accessed from the Home Screen.
The Player Profile Screen has been reorganized to streamline the overall display of profile information. From this screen, players can access their Profile Summary, Career Summary, Match History, Arcade Reviews, and Rewards.
New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games.
Certain statistics that were previously shown on the Player Profile Screen have now been consolidated into the Career Summary Screen.
Career Summary has been moved from the Leagues and Ladders Screen into the Player Profile Screen.
A new Join Chat button has been added.
The Help Screen is now accessible from the Home Screen instead of the navigation panel.
Tutorials are now more appropriately accessible from the StarCraft menu.
A new Quick Nav tab has been added to the bottom-left corner of the Battle.net user interface. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation.
The following new slash commands have been added :

/help – displays available /slash commands
/close – closes the focused chat window
/min – minimizes the focused chat window
/max – maximizes the focused chat window
/restore – returns the focused chat window to default position and size
/afk – puts the player into AFK status
/dnd – puts the players into DND status
/partyinvite – invites the targeted player to a party
/partykick – removes the targeted player from party
/block – blocks the targeted player
/unblock – unblocks the targeted player
/addfriend – adds the targeted player as a character friend
/removefriend – removes the targeted player as a friend
/profile – opens the profile page for targeted player
/report – opens the Report Player dialog for targeted player
/friendnote – opens the Friend Note dialog for targeted player



Editor

New Editor Modules

A new Cutscene Module has been added, replacing the Previewer Window. The Cutscene Module allows mod makers to visually create cinematic sequences that can be played back in-game. Cutscenes can range from simple camera, light, or animation control to epic story moments suitable for a campaign. Several new native functions have also been added to control cutscene playback.
A new AI Module has been added for user-friendly management and visualization of attack wave timing and unit composition for computer players. Further customization is possible by attaching triggers to attack waves. Several new trigger functions have been added for working with attack waves defined in this module.
A new UI Module has been added. It allows modification of the UI layout files that control most aspects of the in-game UI. The initial release of this module focuses on exposing a simple XML editing interface for SC2Layout files, and further improvements are planned for the future.



General

New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:

Support has been added for custom unit status bars.
New “Nineslice” Border Method for additional image border support.
Support for bulleted lists for use in Trigger Dialogs have been added.
New word wrapping tags for use in Trigger Dialogs have been added.
Frames in the standard UI can now be hooked up as Trigger Dialogs.
Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once.
New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target
New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused
Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing.

Various improvements have been made to the Overview Manager:

The Game Data component now displays all objects used by the document, even if they are defined in dependencies.
The folder hierarchy has been simplified, and view options for folder and type display have been added.
The usage count for each object is now displayed in the item text.
The tree view state is now preserved after reloading data.

Support has been added for custom, high-resolution minimap images.
Support has been added for a self-cast hotkey.
Support has been added to allow for item stacking.
Support has been added to define multiple lighting regions in the game world.
Minimap icons can now be adjusted by scale, background, background scale, and color.
The editor has been updated to use Visual Styles.
Font Style editing has been added to the Text Module.
Optimizations have been made to improve dependency loading.
Additional Test Document preferences have been added for editor and game window minimization behavior.
A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu.
A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu.
The New Document dialog has been improved to make it easier to configure starting document types and dependencies.
Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys.
Font Glow support has been added.
A new InlineJustification font flag has been added.
Red text has been improved to now filter into different error type groups.
Pressing Control + Alt + F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to restart the game.
Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.



Data Module

Support has been added for effect, behavior, and learn ability tooltip images.
Support has been added for the Launch Missile effect to validate placement at the targeted location.
Support has been added for missile reflection effects.
A unit flag has been added to specify that a unit’s vision test should only occur from its center (and not include its radius).
A Stunned flag for Behaviors has been added that allows the queuing of commands.
Effects can now be executed when an attribute, power, or veterancy level changes.
Behavior modifications can now be upgraded.
Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use.
A new flag has been added to button data to disable showing an ability level in the tooltip.
Doodads can now be configured to change their opacity when the local player has vision of them.
Occluded model opacity can now be customized.
The launch offset on missile effects is now supported.
Existing units may be launched as missiles with the launch missile effect.
“Unified” movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers.
“Supported filters” have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored.
“Follow filters” and “move filters” have been added to the move ability to control what types of units can be followed or moved to.
Charges now maintain their existing count when the max count increases.
A new power alliance state has been added.
A “pre-emptable” flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted (ie. due to a stun).
A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use.
The “Override Colors” associated with Game UI data can now be upgraded.
Conjoined behaviors can now customize what properties are shared by each unit in the group (including visibility and specific vitals).
Effect ability times are now upgradeable.
A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library.
The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space.
New data types have been added:

Army Categories
Army Units
Army Upgrades
Bank Conditions
Characters
Heroes
Hero Abilities
Hero Statistics
Locations
Maps
Objectives
Physics Materials
Preload
Tactical AI Cooldowns
User Types




Terrain Module

Two new brushes have been added to the Terrain Module:

Preplaced Creep brush
Lighting Regions brush

Support has been added for multiple layer selection operations (see Layer >> Select From).
Preplaced units and doodads can now be configured to adjust the height map.
A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance).
New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options).
Placed units and doodads may now be named and shown/hidden on an individual basis (see View >> Show UI >> Show Palette Existing Objects).
Custom tags may now be defined and assigned to placed objects to help categorize and display them (see View >> Show Tags).
A new option has been added for diagonal grid display (see View >> Show Grid >> Diagonal Grid).
New map image export options have been added for using minimap dimensions and importing directly into the map (see Data >> Export Map Image).



Trigger Module

When a player now pings the minimap or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged (if any).
The minimap now updates when water changes through triggers.
A new player property has been added to disallow resource splitting when players drop from a game.
Functionality has been added to the script test window to show overall memory usage within the script system.
Array sizes may now be defined using constant integer variables.
An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations.
Many new Library functions have been added! Please visit our Custom Maps forum for a complete list of these additions.



Actor

A new ActorInfoDisplay cheat has been added for live actor debugging.
Support has been added for Line and Arc targeting cursor support.
Terrain squib support has been added for tileset-specific dust or snow clouds FX.
Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments.
New messages have been added for configuring strobe selection on actors (such as halos and strobe pulses). Associated messages have also been added for setting halo, strobe color, width, and more.
Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates.
Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by “overkilling” a unit by X damage or more.
Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop.
It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact.
Added a number of minimap icon customization options in CActorUnit, both via field and several new messages.
CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated.
CActorRange can now restrict the icons drawn to relative cliff levels.
Added SetTextSize message for changing text size on CActorText.
Added CActorSiteOpIncoming, which makes it easier to configure attach FX to match the incoming direction of an attack (regardless of whether it is a ranged direct attack or a missile attack).
Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this.
Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle.
Added CActorTermKilledByEffect for customizing deaths to particular abilities.
Added CActorTermIsKnownAs for testing whether actors have a particular alias.
Added CActorTermUnitWalking for testing when CActorUnits are walking.
Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it (if any).
Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles.
CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges.
Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines.
Added a GameInitialize message for creating actors at game initialization.
Added a message for showing all power circles at once.
Added a term to check the level of an ability for ability messages.
Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources.
It is now possible to send actor messages to portraits in the glue screens.
It is now possible to swap a CActorModel’s model, a CActorSplat’s splat, and a CActorSound’s sound before they initialize to avoid the performance hit of first creating one model and replacing it with another.
Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait.
A new Camera Actor has been added for controlling the camera through actor events.
A new Scene Actor has been added for controlling global actor settings (Halo settings, Power visual hiding).
A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added.
A new Creep Actor has been added for higher performance creep effects, such as creep engulfment.



Galaxy

New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection.
Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used.
New support has been added for passing structure, array, and function references as function parameters.
Galaxy error message output has been improved.



Publishing

The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps.
Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page.



Graphics

Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu.
New support has been added to define multiple lighting regions in the game world.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.


Bug Fixes

General

Many improvements and fixes have been made to the terrain avoidance subsystem when missiles pass cliff edges.
Many improvements and fixes have been made for combat reveal relating to tentacles and long-range beam attacks.
The BlizzCon 2011 Fist of Furry decal is now displaying properly in-game again.
The Free For All Gladiator achievement is now properly awarding points for Free For All kills on Nerazim Crypt.
The “CPM” observer shortcut is no longer cut-off in the observer dropdown UI.
The Stat Panel bar will no longer show up as grey when rapidly pressing their hotkeys.
Unbinding universal hotkeys no longer causes them to appear as structures.
Canceling out of the Hotkey Menu via the escape key no longer causes temporary hotkeys to be saved.
Loading a saved game during a transmission no longer results in an empty transmission frame.
It is no longer possible to rename saved game files that are currently in use.
Entering cinematic mode while holding the Alt key no longer causes unit status bars to persist after releasing it.
Queuing a Move, Hold, then Patrol command no longer causes the display of the Patrol rally point to appear at an incorrect location.
Fixed a crash that could occur when compiling a galaxy script.
It is no longer possible to add AI players to a game of Aiur Chef.
Fixed an issue where galaxy scripts would parse decimal numbers incorrectly in some cases.
Fixed an issue where Spectators and Referees would see an extraneous Requirements header in various tooltips that did not have any upgrade options.
Fixed an issue where sending a transmission could cause in-game portraits to freeze.
Fixed an issue where units could display an inconsistent tint color to an observer when switching between viewing modes.
Fixed an issue where numbers in the Stat Panel would occasionally display as all zeroes.
Fixed some string inconsistencies in the Observer Hotkey options.
Fixed an issue where doodads were not properly drawing under the Black Mask until the map was revealed near them.
Fixed some missing textures with certain Char doodads.
Fixed an actor error that occurred when upgrading Viking attacks while Vikings were in Fighter Mode.
Fixed various references to Sentries being available in the Wings of Liberty campaign.
Mothership shields now properly count towards the Frugal Fighter achievement.
Fixed an issue where the protoss player slot UI would disappear in a loading screen with 11 or more players.



Battle.net

A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.
Addressed performance issues that could occur over time when navigating between various Battle.net pages.
StarCraft II players can no longer send party invites to RealID friends playing World of Warcraft.
The Score Screen for Versus AI and Cooperative matches now displays the correct victory or defeat message after completing a game.
Friend status icons now update properly when a player joins a single-player game while Away or Busy.
Achievements will now be properly awarded when logging onto Battle.net from offline mode.
Players no longer lose progress with streak achievements when other players leave the automated matchmaking queue while being matched.
The Invite button no longer stays lit after inviting all friends to a conversation chat.
The Skip button in the Welcome to Multiplayer screen now has a sound effect.
Pressing Esc on the Starter Edition offer screen no longer prevents subsequent logging-on attempts on accounts with valid SC2 licenses.
The News and Community pages now process HTML characters properly.
Fixed an issue where the Battle.net UI would overlap the game world if a replay was launched too quickly.
The Invite to Party button can no longer be spammed repeatedly.
Maps can no longer be published if they begin or end with whitespace, contain consecutive whitespace, or contain non-printable characters.
Custom game lobbies now properly default your race to the last race played.
Chat no longer scrolls to the bottom of a chat window when a new message is added if a player has previously scrolled up in the chat window.
Fixed an issue where the “You have voice chat disabled” message would occasionally display in-game despite having voice chat enabled.
It is no longer possible to select “Block Communication” for RealID friends.
Fixed an issue where matches would occasionally fail to appear in a player’s match history.
Fixed an issue where the Current Team State Box would occasionally update to display inaccurate data.
Fixed an issue where the multiplayer game mode would switch to 2v2 when reaching the Battle.net input limit.
Fixed an issue in custom games with AI where the score screen would improperly list AI players as zerg regardless of their actual race played.
Fixed an issue where the Bonus Pool would occasionally display an incorrect value.
Fixed an issue where players would lose points for wins and gain points for losses on very rare occasions.
Fixed an issue where the Start/Skip Practice League dialogue could appear blank when spam-clicking the Multiplayer button.
Fixed an issue where maps with custom dependencies would not appear in the Versus AI screen when playing offline.
Fixed an issue where certain words could pass through the profanity filter by appending other characters.
Fixed an issue where players could sometimes temporarily lose license-based achievements.
Fixed an issue where player race would default to terran when changing a custom game lobby to Co-Op vs. AI.
Fixed an issue where bookmarks could disappear when navigating between certain screens.
Fixed an issue where pausing a game and surrendering would occasionally cause the Score Screen to display an error message.
Fixed a crash that could occur when loading a map that has six or more dependencies.



Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.



Editor

General

Many UI fixes have been made throughout the editor, including overlapping issues, missing panes, and resizing issues.
Imported objects are now immediately available for browsing upon saving a map.
The time of day now consistently matches the actual set day length when cycling through a 24-hour time period.
Fixed some issues where the editor would display inconsistent file sizes for published documents.
Fixed an issue where exporting editor preferences would not properly save all values.
Fixed a display issue that could occur when selecting units with different inventory slot configurations.




Data Module

Editing sub-fields of an expanded parent field will no longer remove the data from similarly named sub-fields when using raw data view.
Resetting objects to their parent value now properly resets the previously entered values.
Changes to the Background of a map in the Data Module now immediately updates the map in the Terrain Module.
Augmented abilities now properly show linked objects inside the object explorer.
Behaviors that have Requirement Nodes now properly display those nodes in the behavior’s “Used By” dropdown field.
Fixed an issue where style controls could become disabled when highlighting text too quickly.
Fixed an issue where units with rotation animations would no longer rotate after being revived.
Fixed an issue where duplicated units would not be referenced properly in their documented fields.



Terrain Module

Painted pathing now shows properly in the Terrain Editor when a new map is opened while viewing the Pathing layer.
Fixed an issue where textures could occasionally become corrupted when opening maps in the terrain module.
Holding down shift when moving a doodad now properly ignores placement requirements until after the doodad is moved to a valid location.
Fixed an issue when generating static shadows where the progress bar would not fill up completely.
Fixed an issue where replacing doodads would reset the doodad height to zero.



Trigger Module

Fixed a crash that could occur when passing an invalid player to the DialogControlGetPropertyAsString trigger function.
It is now possible to copy and paste the Ability Command parameter in trigger functions.
The ability parameter for the Unit Uses Ability event now has a preset to choose “Any Ability Command”.
The “Set Portrait Tint Color” action is now working properly.
Fixed an issue where fade calls would be ignored if another fade was already in progress.
Fixed an issue where only boolean variables could be referenced from a record as the first value in a comparison condition.



MAC

Fixed a crash that could occur when relogging into Battle.net after playing a multiplayer map.
Saving and reloading a game will no longer generate a prompt saying that your graphic settings have changed.
Fixed an issue in Windowed Mode where the client’s presence would remain as Away despite being in focus.

ㅇㅅㅌㅅ
Terrorcore
Profile Joined September 2010
Canada132 Posts
June 01 2012 19:43 GMT
#4
On June 02 2012 04:42 nface wrote:
Patch Notes?


http://us.battle.net/sc2/en/forum/topic/5271506462?page=1#0
Mr Showtime
Profile Joined April 2011
United States1353 Posts
June 01 2012 19:45 GMT
#5
Add the notes or something to the OP, this is sufficient.
MyFirstProbe
Profile Joined April 2011
Netherlands294 Posts
June 01 2012 19:45 GMT
#6
Is this for everyone?
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
June 01 2012 19:45 GMT
#7
Seems to be open beta. I'm dling it right now.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
RayOfTheVoid
Profile Joined May 2011
Norway95 Posts
June 01 2012 19:48 GMT
#8
On June 02 2012 04:43 eviltomahawk wrote:
Hmmm, I was planning on posting a thread for this, but this is what I've gathered so far.

Show nested quote +
The Patch 1.5.0 Beta introduces an entirely new Battle.net experience: the Arcade. The Arcade offers exciting new ways to find and play your favorite custom games -- and discover new favorites too -- with the option to search for games based on categories including genre, star ratings, release date, and more. After you’ve found a game that you’re interested in, the new Game Info page will provide you with all the information you need to know before you dive in, including a description, screenshots, instructions, patch notes, tutorials, as well as star ratings and reviews provided by your fellow players. The Open Games list will help keep wait times down by displaying games that are waiting for players too.

Patch 1.5.0 also introduces a new streaming launcher that should make download, installation, and patching times shorter than ever before, as well as an incredible array of editor changes and improvements.

When you log into the beta, you’ll find the Arcade has games available to play, because the industrious StarCraft II custom gaming community has already been hard at work crafting, refining, and posting their creations.

Now’s your chance to explore the Arcade Beta to play, rate, and review their contributions. To access the new beta test, just visit your Battle.net account management page and install the Arcade (1.5) Beta that you’ll find in the Game Accounts section. Your feedback is an important part of the beta process, so after you’ve played some games, rated them, and written a review or two, please visit the official forums to share your opinions on the new Arcade Beta General Discussion forum, or report any bugs you’ve discovered on the Arcade Beta Bug Report forum.

Visit our forums to read the full patch notes for the Arcade Beta.

Please note: While the beta installer is available to all players, the Patch 1.5.0 Arcade Beta will only be available in the following client languages: English, German, French, and Korean. The final patch release will be available in all languages as usual.

http://us.battle.net/sc2/en/blog/6176111/The_Patch_150_Arcade_Beta_Has_Begun-6_1_2012#blog

Patch notes:
http://us.battle.net/sc2/en/forum/topic/5271506462?page=1#0
+ Show Spoiler +
General

New Battle.net UI

The Arcade has arrived! To make way for this new feature, significant changes have been made to the StarCraft II user interface. Two new buttons have been added: the Arcade button, which will act as a portal to a brand new custom games experience that features dramatic improvements in finding, rating and playing custom games, and the StarCraft II button, which will provide access to classic single player and multiplayer experiences, including the StarCraft II campaign, multiplayer ladder, melee maps and more.
The Battle.net user interface has been completely refreshed with a new look and feel.



Arcade Button

A new Arcade button has been added to the main Battle.net navigation panel at the top-left of the user interface. Custom games once found in the Custom Games interface will now be found here with an improved interface and tools. Players now have more flexibility to find, play, and review custom games, more quickly and easily than ever before.

The Spotlight page displays new or up-and-coming games. Players can visit the Spotlight to browse featured games, new games on the rise, and top-rated games as reviewed by the community.
Players can search for games based on genre, popularity, star ratings, newness, and recent spikes in popularity.
Each custom game in the Arcade is represented by a game icon. The game icon contains a large game image (provided by the creator), and includes the game’s name and star rating. Hovering over the icon displays the game description.
Clicking on a game icon brings players into the Game Info page, the main portal for each game in the Arcade. This page contains summarized information about a custom game, including a description, screenshots, play instructions, reviews, and other information. The Game Info page consists of several sections:

Overview: This contains the game description and a set of screenshots that show off the action.
How to Play: This is where players will find instructions (basic and advanced) and how to win. There is also space for additional images to supplement the game instructions.
Patch Notes: This is where the game creator can list updates that have been made to the game, so that players can see how the game is growing and improving.
Review: After playing, players can give a game a star rating and enter a text review. Once enough ratings have been submitted, the game receives an Average Star Rating that displays on the game icon. Players can also mark other players’ reviews as “Helpful” which will ensure that the best reviews rise to the top.
Tutorial: Game creators can now publish tutorials for their creations. If a tutorial exists for a game, a “Play Tutorial” button will appear on the Game Info Page, which can be clicked to immediately launch the tutorial.

There is now a “Join Chat” button on the Game Info Page that allows players to join a channel named after that Arcade game.
The new Open Games List displays games that have players, but aren’t full and ready to start yet. This should help players identify active games and find partners or opponents more easily.




StarCraft Button

The StarCraft II multiplayer ladder, melee games and other classic gameplay options have been moved to a separate StarCraft II button.

The StarCraft button has been reorganized to consolidate all single player and multiplayer StarCraft II play types in one easy-to-navigate screen. Players can now access the following from a single unified StarCraft screen:

Multiplayer: Quick Match, Coop vs. A.I., Team Games, and Melee Custom Games
Single Player: Campaign, Challenges, and Versus A.I.





New Streaming Launcher

A new StarCraft II Launcher will allow game data to stream during play. This should reduce download, install, and patching times. We look forward to your feedback on the new launcher!


User Interface

General

Maximum selection size has been increased to 500, up from 255.
Items can now be instantly sold by pressing Control + Right-Click.
Instant items can now be used while in targeting mode without canceling targeting in custom games.
Items can now display range indicators and AoE targeting cursors when in target mode in custom games.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys in custom games.
Alliance colors have been updated to propagate to the entire UI.
A new in-game pathing display has been added that shows the path a unit will take on the minimap.



Battle.net

The News and Community and Help Buttons have been removed from the main navigation panel to simplify the display. These can now be accessed from the Home Screen.
The Player Profile Screen has been reorganized to streamline the overall display of profile information. From this screen, players can access their Profile Summary, Career Summary, Match History, Arcade Reviews, and Rewards.
New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games.
Certain statistics that were previously shown on the Player Profile Screen have now been consolidated into the Career Summary Screen.
Career Summary has been moved from the Leagues and Ladders Screen into the Player Profile Screen.
A new Join Chat button has been added.
The Help Screen is now accessible from the Home Screen instead of the navigation panel.
Tutorials are now more appropriately accessible from the StarCraft menu.
A new Quick Nav tab has been added to the bottom-left corner of the Battle.net user interface. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation.
The following new slash commands have been added :

/help – displays available /slash commands
/close – closes the focused chat window
/min – minimizes the focused chat window
/max – maximizes the focused chat window
/restore – returns the focused chat window to default position and size
/afk – puts the player into AFK status
/dnd – puts the players into DND status
/partyinvite – invites the targeted player to a party
/partykick – removes the targeted player from party
/block – blocks the targeted player
/unblock – unblocks the targeted player
/addfriend – adds the targeted player as a character friend
/removefriend – removes the targeted player as a friend
/profile – opens the profile page for targeted player
/report – opens the Report Player dialog for targeted player
/friendnote – opens the Friend Note dialog for targeted player



Editor

New Editor Modules

A new Cutscene Module has been added, replacing the Previewer Window. The Cutscene Module allows mod makers to visually create cinematic sequences that can be played back in-game. Cutscenes can range from simple camera, light, or animation control to epic story moments suitable for a campaign. Several new native functions have also been added to control cutscene playback.
A new AI Module has been added for user-friendly management and visualization of attack wave timing and unit composition for computer players. Further customization is possible by attaching triggers to attack waves. Several new trigger functions have been added for working with attack waves defined in this module.
A new UI Module has been added. It allows modification of the UI layout files that control most aspects of the in-game UI. The initial release of this module focuses on exposing a simple XML editing interface for SC2Layout files, and further improvements are planned for the future.



General

New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:

Support has been added for custom unit status bars.
New “Nineslice” Border Method for additional image border support.
Support for bulleted lists for use in Trigger Dialogs have been added.
New word wrapping tags for use in Trigger Dialogs have been added.
Frames in the standard UI can now be hooked up as Trigger Dialogs.
Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once.
New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target
New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused
Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing.

Various improvements have been made to the Overview Manager:

The Game Data component now displays all objects used by the document, even if they are defined in dependencies.
The folder hierarchy has been simplified, and view options for folder and type display have been added.
The usage count for each object is now displayed in the item text.
The tree view state is now preserved after reloading data.

Support has been added for custom, high-resolution minimap images.
Support has been added for a self-cast hotkey.
Support has been added to allow for item stacking.
Support has been added to define multiple lighting regions in the game world.
Minimap icons can now be adjusted by scale, background, background scale, and color.
The editor has been updated to use Visual Styles.
Font Style editing has been added to the Text Module.
Optimizations have been made to improve dependency loading.
Additional Test Document preferences have been added for editor and game window minimization behavior.
A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu.
A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu.
The New Document dialog has been improved to make it easier to configure starting document types and dependencies.
Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys.
Font Glow support has been added.
A new InlineJustification font flag has been added.
Red text has been improved to now filter into different error type groups.
Pressing Control + Alt + F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to restart the game.
Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.



Data Module

Support has been added for effect, behavior, and learn ability tooltip images.
Support has been added for the Launch Missile effect to validate placement at the targeted location.
Support has been added for missile reflection effects.
A unit flag has been added to specify that a unit’s vision test should only occur from its center (and not include its radius).
A Stunned flag for Behaviors has been added that allows the queuing of commands.
Effects can now be executed when an attribute, power, or veterancy level changes.
Behavior modifications can now be upgraded.
Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use.
A new flag has been added to button data to disable showing an ability level in the tooltip.
Doodads can now be configured to change their opacity when the local player has vision of them.
Occluded model opacity can now be customized.
The launch offset on missile effects is now supported.
Existing units may be launched as missiles with the launch missile effect.
“Unified” movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers.
“Supported filters” have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored.
“Follow filters” and “move filters” have been added to the move ability to control what types of units can be followed or moved to.
Charges now maintain their existing count when the max count increases.
A new power alliance state has been added.
A “pre-emptable” flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted (ie. due to a stun).
A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use.
The “Override Colors” associated with Game UI data can now be upgraded.
Conjoined behaviors can now customize what properties are shared by each unit in the group (including visibility and specific vitals).
Effect ability times are now upgradeable.
A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library.
The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space.
New data types have been added:

Army Categories
Army Units
Army Upgrades
Bank Conditions
Characters
Heroes
Hero Abilities
Hero Statistics
Locations
Maps
Objectives
Physics Materials
Preload
Tactical AI Cooldowns
User Types




Terrain Module

Two new brushes have been added to the Terrain Module:

Preplaced Creep brush
Lighting Regions brush

Support has been added for multiple layer selection operations (see Layer >> Select From).
Preplaced units and doodads can now be configured to adjust the height map.
A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance).
New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options).
Placed units and doodads may now be named and shown/hidden on an individual basis (see View >> Show UI >> Show Palette Existing Objects).
Custom tags may now be defined and assigned to placed objects to help categorize and display them (see View >> Show Tags).
A new option has been added for diagonal grid display (see View >> Show Grid >> Diagonal Grid).
New map image export options have been added for using minimap dimensions and importing directly into the map (see Data >> Export Map Image).



Trigger Module

When a player now pings the minimap or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged (if any).
The minimap now updates when water changes through triggers.
A new player property has been added to disallow resource splitting when players drop from a game.
Functionality has been added to the script test window to show overall memory usage within the script system.
Array sizes may now be defined using constant integer variables.
An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations.
Many new Library functions have been added! Please visit our Custom Maps forum for a complete list of these additions.



Actor

A new ActorInfoDisplay cheat has been added for live actor debugging.
Support has been added for Line and Arc targeting cursor support.
Terrain squib support has been added for tileset-specific dust or snow clouds FX.
Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments.
New messages have been added for configuring strobe selection on actors (such as halos and strobe pulses). Associated messages have also been added for setting halo, strobe color, width, and more.
Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates.
Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by “overkilling” a unit by X damage or more.
Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop.
It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact.
Added a number of minimap icon customization options in CActorUnit, both via field and several new messages.
CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated.
CActorRange can now restrict the icons drawn to relative cliff levels.
Added SetTextSize message for changing text size on CActorText.
Added CActorSiteOpIncoming, which makes it easier to configure attach FX to match the incoming direction of an attack (regardless of whether it is a ranged direct attack or a missile attack).
Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this.
Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle.
Added CActorTermKilledByEffect for customizing deaths to particular abilities.
Added CActorTermIsKnownAs for testing whether actors have a particular alias.
Added CActorTermUnitWalking for testing when CActorUnits are walking.
Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it (if any).
Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles.
CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges.
Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines.
Added a GameInitialize message for creating actors at game initialization.
Added a message for showing all power circles at once.
Added a term to check the level of an ability for ability messages.
Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources.
It is now possible to send actor messages to portraits in the glue screens.
It is now possible to swap a CActorModel’s model, a CActorSplat’s splat, and a CActorSound’s sound before they initialize to avoid the performance hit of first creating one model and replacing it with another.
Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait.
A new Camera Actor has been added for controlling the camera through actor events.
A new Scene Actor has been added for controlling global actor settings (Halo settings, Power visual hiding).
A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added.
A new Creep Actor has been added for higher performance creep effects, such as creep engulfment.



Galaxy

New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection.
Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used.
New support has been added for passing structure, array, and function references as function parameters.
Galaxy error message output has been improved.



Publishing

The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps.
Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page.



Graphics

Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu.
New support has been added to define multiple lighting regions in the game world.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.


Bug Fixes

General

Many improvements and fixes have been made to the terrain avoidance subsystem when missiles pass cliff edges.
Many improvements and fixes have been made for combat reveal relating to tentacles and long-range beam attacks.
The BlizzCon 2011 Fist of Furry decal is now displaying properly in-game again.
The Free For All Gladiator achievement is now properly awarding points for Free For All kills on Nerazim Crypt.
The “CPM” observer shortcut is no longer cut-off in the observer dropdown UI.
The Stat Panel bar will no longer show up as grey when rapidly pressing their hotkeys.
Unbinding universal hotkeys no longer causes them to appear as structures.
Canceling out of the Hotkey Menu via the escape key no longer causes temporary hotkeys to be saved.
Loading a saved game during a transmission no longer results in an empty transmission frame.
It is no longer possible to rename saved game files that are currently in use.
Entering cinematic mode while holding the Alt key no longer causes unit status bars to persist after releasing it.
Queuing a Move, Hold, then Patrol command no longer causes the display of the Patrol rally point to appear at an incorrect location.
Fixed a crash that could occur when compiling a galaxy script.
It is no longer possible to add AI players to a game of Aiur Chef.
Fixed an issue where galaxy scripts would parse decimal numbers incorrectly in some cases.
Fixed an issue where Spectators and Referees would see an extraneous Requirements header in various tooltips that did not have any upgrade options.
Fixed an issue where sending a transmission could cause in-game portraits to freeze.
Fixed an issue where units could display an inconsistent tint color to an observer when switching between viewing modes.
Fixed an issue where numbers in the Stat Panel would occasionally display as all zeroes.
Fixed some string inconsistencies in the Observer Hotkey options.
Fixed an issue where doodads were not properly drawing under the Black Mask until the map was revealed near them.
Fixed some missing textures with certain Char doodads.
Fixed an actor error that occurred when upgrading Viking attacks while Vikings were in Fighter Mode.
Fixed various references to Sentries being available in the Wings of Liberty campaign.
Mothership shields now properly count towards the Frugal Fighter achievement.
Fixed an issue where the protoss player slot UI would disappear in a loading screen with 11 or more players.



Battle.net

A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.
Addressed performance issues that could occur over time when navigating between various Battle.net pages.
StarCraft II players can no longer send party invites to RealID friends playing World of Warcraft.
The Score Screen for Versus AI and Cooperative matches now displays the correct victory or defeat message after completing a game.
Friend status icons now update properly when a player joins a single-player game while Away or Busy.
Achievements will now be properly awarded when logging onto Battle.net from offline mode.
Players no longer lose progress with streak achievements when other players leave the automated matchmaking queue while being matched.
The Invite button no longer stays lit after inviting all friends to a conversation chat.
The Skip button in the Welcome to Multiplayer screen now has a sound effect.
Pressing Esc on the Starter Edition offer screen no longer prevents subsequent logging-on attempts on accounts with valid SC2 licenses.
The News and Community pages now process HTML characters properly.
Fixed an issue where the Battle.net UI would overlap the game world if a replay was launched too quickly.
The Invite to Party button can no longer be spammed repeatedly.
Maps can no longer be published if they begin or end with whitespace, contain consecutive whitespace, or contain non-printable characters.
Custom game lobbies now properly default your race to the last race played.
Chat no longer scrolls to the bottom of a chat window when a new message is added if a player has previously scrolled up in the chat window.
Fixed an issue where the “You have voice chat disabled” message would occasionally display in-game despite having voice chat enabled.
It is no longer possible to select “Block Communication” for RealID friends.
Fixed an issue where matches would occasionally fail to appear in a player’s match history.
Fixed an issue where the Current Team State Box would occasionally update to display inaccurate data.
Fixed an issue where the multiplayer game mode would switch to 2v2 when reaching the Battle.net input limit.
Fixed an issue in custom games with AI where the score screen would improperly list AI players as zerg regardless of their actual race played.
Fixed an issue where the Bonus Pool would occasionally display an incorrect value.
Fixed an issue where players would lose points for wins and gain points for losses on very rare occasions.
Fixed an issue where the Start/Skip Practice League dialogue could appear blank when spam-clicking the Multiplayer button.
Fixed an issue where maps with custom dependencies would not appear in the Versus AI screen when playing offline.
Fixed an issue where certain words could pass through the profanity filter by appending other characters.
Fixed an issue where players could sometimes temporarily lose license-based achievements.
Fixed an issue where player race would default to terran when changing a custom game lobby to Co-Op vs. AI.
Fixed an issue where bookmarks could disappear when navigating between certain screens.
Fixed an issue where pausing a game and surrendering would occasionally cause the Score Screen to display an error message.
Fixed a crash that could occur when loading a map that has six or more dependencies.



Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.



Editor

General

Many UI fixes have been made throughout the editor, including overlapping issues, missing panes, and resizing issues.
Imported objects are now immediately available for browsing upon saving a map.
The time of day now consistently matches the actual set day length when cycling through a 24-hour time period.
Fixed some issues where the editor would display inconsistent file sizes for published documents.
Fixed an issue where exporting editor preferences would not properly save all values.
Fixed a display issue that could occur when selecting units with different inventory slot configurations.




Data Module

Editing sub-fields of an expanded parent field will no longer remove the data from similarly named sub-fields when using raw data view.
Resetting objects to their parent value now properly resets the previously entered values.
Changes to the Background of a map in the Data Module now immediately updates the map in the Terrain Module.
Augmented abilities now properly show linked objects inside the object explorer.
Behaviors that have Requirement Nodes now properly display those nodes in the behavior’s “Used By” dropdown field.
Fixed an issue where style controls could become disabled when highlighting text too quickly.
Fixed an issue where units with rotation animations would no longer rotate after being revived.
Fixed an issue where duplicated units would not be referenced properly in their documented fields.



Terrain Module

Painted pathing now shows properly in the Terrain Editor when a new map is opened while viewing the Pathing layer.
Fixed an issue where textures could occasionally become corrupted when opening maps in the terrain module.
Holding down shift when moving a doodad now properly ignores placement requirements until after the doodad is moved to a valid location.
Fixed an issue when generating static shadows where the progress bar would not fill up completely.
Fixed an issue where replacing doodads would reset the doodad height to zero.



Trigger Module

Fixed a crash that could occur when passing an invalid player to the DialogControlGetPropertyAsString trigger function.
It is now possible to copy and paste the Ability Command parameter in trigger functions.
The ability parameter for the Unit Uses Ability event now has a preset to choose “Any Ability Command”.
The “Set Portrait Tint Color” action is now working properly.
Fixed an issue where fade calls would be ignored if another fade was already in progress.
Fixed an issue where only boolean variables could be referenced from a record as the first value in a comparison condition.



MAC

Fixed a crash that could occur when relogging into Battle.net after playing a multiplayer map.
Saving and reloading a game will no longer generate a prompt saying that your graphic settings have changed.
Fixed an issue in Windowed Mode where the client’s presence would remain as Away despite being in focus.



Added to OP

En Taro Adun, Executor.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 01 2012 19:55 GMT
#9
Some interesting tid-bits from the patch notes. I'm currently installing the beta right now, so I might confirm them later.

The new Open Games List displays games that have players, but aren’t full and ready to start yet. This should help players identify active games and find partners or opponents more easily.

This could be quite awesome...

User Interface

General

Maximum selection size has been increased to 500, up from 255.
Items can now be instantly sold by pressing Control + Right-Click.
Instant items can now be used while in targeting mode without canceling targeting in custom games.
Items can now display range indicators and AoE targeting cursors when in target mode in custom games.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys in custom games.
Alliance colors have been updated to propagate to the entire UI.
A new in-game pathing display has been added that shows the path a unit will take on the minimap.

Definitely seems to be preparation for Blizzard DotA (I think it's called something else nowadays? Blizzard All-Stars?)

New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games.

Cool. I love statistics.

A new Quick Nav tab has been added to the bottom-left corner of the Battle.net user interface. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation.

This seems nifty. It could probably cause some high-APM navigating of Battle.net. Bisu can now multitask better within Battle.net.


The following new slash commands have been added :

/help – displays available /slash commands
/close – closes the focused chat window
/min – minimizes the focused chat window
/max – maximizes the focused chat window
/restore – returns the focused chat window to default position and size
/afk – puts the player into AFK status
/dnd – puts the players into DND status
/partyinvite – invites the targeted player to a party
/partykick – removes the targeted player from party
/block – blocks the targeted player
/unblock – unblocks the targeted player
/addfriend – adds the targeted player as a character friend
/removefriend – removes the targeted player as a friend
/profile – opens the profile page for targeted player
/report – opens the Report Player dialog for targeted player
/friendnote – opens the Friend Note dialog for targeted player

I've never used /slash commands before, but I guess these could be useful.

Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.

RIP Tank stacking
ㅇㅅㅌㅅ
Josh_rakoons
Profile Joined December 2011
United Kingdom1158 Posts
June 01 2012 20:00 GMT
#10
Man, downloading now, can't wait................
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 01 2012 20:00 GMT
#11
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


Ahh yes finally :D
i wish my motherboard would find a fatherboard so i could have anotherboard
frontline-
Profile Joined March 2012
Bulgaria281 Posts
June 01 2012 20:03 GMT
#12
Tried it already. All these changes are pretty irrelevant to me so my response is - Meh.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
June 01 2012 20:04 GMT
#13
THEY ADDED OPEN LOBBY LIST !!!!!!!!!!!!!!!!!!!!!!
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-06-01 20:06:51
June 01 2012 20:05 GMT
#14
nvm
MicroTastiC
Profile Joined January 2011
375 Posts
June 01 2012 20:06 GMT
#15
Will this be included in HoTS. Isn't this like a major change?
Warpath
Profile Joined April 2010
Canada1242 Posts
June 01 2012 20:07 GMT
#16
didnt know that burrowed units were cutting the splash length of hellion attacks. interesting.
Whole
Profile Blog Joined May 2010
United States6046 Posts
June 01 2012 20:12 GMT
#17
On June 02 2012 04:55 eviltomahawk wrote:
Show nested quote +
New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games.

Cool. I love statistics.

So can we figure out our win/loss now?
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
June 01 2012 20:12 GMT
#18
Alot of gameplay changes, very weird. And can't find clan tags etc yet either -.- might be me tho
This is where we begin. Show your true self, Battosai.
windzor
Profile Joined October 2010
Denmark1013 Posts
June 01 2012 20:12 GMT
#19
On June 02 2012 05:06 MicroTastiC wrote:
Will this be included in HoTS. Isn't this like a major change?


They talked about this patch at last years blizzcon. The idea with the Arcade was to release it as the last major patch before HoTS. It is for everybody, not just HoTS players (remember, it's going to be seperated bnets for each game)
Yeah
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-01 20:15:33
June 01 2012 20:14 GMT
#20
"Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."

Im understand this correct ?

If you have burrow banes.. and collosus come close , they auto unburrow ? wtf ? , collosus new obserwer or what ?:D
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
singul4rity
Profile Joined September 2011
United States54 Posts
June 01 2012 20:16 GMT
#21
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.


What..? Why?
¯\_(ツ)_/¯
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
June 01 2012 20:17 GMT
#22
Aye... installing it now
"Having your own haters means you are famous"
Whole
Profile Blog Joined May 2010
United States6046 Posts
June 01 2012 20:17 GMT
#23
On June 02 2012 05:14 pallad wrote:
"Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."

Im understand this correct ?

If you have burrow banes.. and collosus come close , they auto unburrow ? wtf ? , collosus new obserwer or what ?:D

I hope that isn't the case. I thought they mean that auto-cast Unburrow (you can set burrow to autocast) will work vs Colossus now (as if it was a bug that they didn't), but the wording is ambiguous.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2012-06-01 20:19:26
June 01 2012 20:17 GMT
#24
Some screenshots I took after trying to play at 25% downloaded, streaming.


OPEN GAMES LIST

[image loading]

Notice the "team colored life bar" option. Also notice the "speech and movie language" and "text language" options.

+ Show Spoiler +
[image loading]


Arcade interface.

+ Show Spoiler +
[image loading]


Chat channel interface.

+ Show Spoiler +
[image loading]


Grandmasters league. Notice how it says "Wings of Liberty" on the side, so they are definitely having a separate ladder for HotS, possibly with WoL profiles visible from the HotS client.

+ Show Spoiler +
[image loading]


Interface for the "Starcraft" tab. Some nifty artwork in there.

+ Show Spoiler +
[image loading]


What the game looks like when it's streaming in data. LOL.

+ Show Spoiler +
[image loading]


Notice the green dot where that the SCV is heading to. Apparently, you get a destination dot thingy for all movements whenever you have the units selected, kinda like how you had them for queued up commands, but this now applies to non-queued commands as well.

+ Show Spoiler +
[image loading]


Profile page with new statistics. Bonus points if you can guess where my name came from

+ Show Spoiler +
[image loading]


BY THE WAY...
Battle.net

A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.

Haha. Tbh, I've done this before.
ㅇㅅㅌㅅ
Ben...
Profile Joined January 2011
Canada3485 Posts
June 01 2012 20:20 GMT
#25
Keeps telling me it can't read a file when it tries to install.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Mysticesper
Profile Joined January 2011
United States1183 Posts
June 01 2012 20:21 GMT
#26
On June 02 2012 05:17 Whole wrote:
Show nested quote +
On June 02 2012 05:14 pallad wrote:
"Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."

Im understand this correct ?

If you have burrow banes.. and collosus come close , they auto unburrow ? wtf ? , collosus new obserwer or what ?:D

I hope that isn't the case. I thought they mean that auto-cast Unburrow (you can set burrow to autocast) will work vs Colossus now (as if it was a bug that they didn't), but the wording is ambiguous.


I'm sure that's the case. The word "properly" is missing in the sentence.
Kollapse
Profile Joined April 2010
United States125 Posts
June 01 2012 20:23 GMT
#27
Those are excellent screenshots. So far, I love what I'm seeing. I read a patch note or two that had something to do with the speed of navigating the UI in general. If it runs smoothly and doesn't hiccup so often like the current interface, then I'll be 100% satisfied.
Talent hits a target no one else can hit; Genius hits a target no one else can see.
AKomrade
Profile Blog Joined March 2010
United States582 Posts
June 01 2012 20:26 GMT
#28
"The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac."
Terran buff!

Uncomfortable with split ladder for HoTS and WoL, especially with a noncompetitive ladder/matchmaking feature being added (I think they mentioned that in May or April). Battle.net upgrades look hella good though.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
FatBat
Profile Joined May 2011
Germany326 Posts
June 01 2012 20:26 GMT
#29
Well so now we can see again win/loose as non masters player with "games played this season" minus won games.( Aslong u just play 1on1). Or do i missunderstand?
"This game went full retard"- Totalbiscuit
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 01 2012 20:27 GMT
#30
On June 02 2012 05:14 pallad wrote:
"Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."

Im understand this correct ?

If you have burrow banes.. and collosus come close , they auto unburrow ? wtf ? , collosus new obserwer or what ?:D

No sir, Auto cast Unburrow, you can autocast unburrow where if units get clos they'll auto unburrow and attack. Because Colossus is an Air-ish Unit, It didn't work. so now it will work.
[TLNY]Mahjong Club Thread
Josh_rakoons
Profile Joined December 2011
United Kingdom1158 Posts
June 01 2012 20:27 GMT
#31
Cool new feature : ctrl + alt + f shows GPU temp AND fps.
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
June 01 2012 20:30 GMT
#32
/help – displays available /slash commands
/close – closes the focused chat window
/min – minimizes the focused chat window
/max – maximizes the focused chat window
/restore – returns the focused chat window to default position and size
/afk – puts the player into AFK status
/dnd – puts the players into DND status
/partyinvite – invites the targeted player to a party
/partykick – removes the targeted player from party
/block – blocks the targeted player
/unblock – unblocks the targeted player
/addfriend – adds the targeted player as a character friend
/removefriend – removes the targeted player as a friend
/profile – opens the profile page for targeted player
/report – opens the Report Player dialog for targeted player
/friendnote – opens the Friend Note dialog for targeted player


biggest/best change imo :D
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 01 2012 20:31 GMT
#33
Another interesting patch note:
Fixed an issue where certain words could pass through the profanity filter by appending other characters.

Well, that is fuking retrded.

New quick match interface and quick nav interface.

[image loading]

1v1 map pool. Why the hell is Shattered Temple and Typhon Peaks in there? It's probably nothing to over-analyze, as this is just a beta for testing the interface.

[image loading]
ㅇㅅㅌㅅ
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
June 01 2012 20:34 GMT
#34
On June 02 2012 05:17 eviltomahawk wrote:
Some screenshots I took after trying to play at 25% downloaded, streaming.


OPEN GAMES LIST

[image loading]

Notice the "team colored life bar" option. Also notice the "speech and movie language" and "text language" options.

+ Show Spoiler +
[image loading]


Arcade interface.

+ Show Spoiler +
[image loading]


Chat channel interface.

+ Show Spoiler +
[image loading]


Grandmasters league. Notice how it says "Wings of Liberty" on the side, so they are definitely having a separate ladder for HotS, possibly with WoL profiles visible from the HotS client.

+ Show Spoiler +
[image loading]


Interface for the "Starcraft" tab. Some nifty artwork in there.

+ Show Spoiler +
[image loading]


What the game looks like when it's streaming in data. LOL.

+ Show Spoiler +
[image loading]


Notice the green dot where that the SCV is heading to. Apparently, you get a destination dot thingy for all movements whenever you have the units selected, kinda like how you had them for queued up commands, but this now applies to non-queued commands as well.

+ Show Spoiler +
[image loading]


Profile page with new statistics. Bonus points if you can guess where my name came from

+ Show Spoiler +
[image loading]


BY THE WAY...
Show nested quote +
Battle.net

A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.

Haha. Tbh, I've done this before.


:O... Really? Not fake? They really added an open games list? Can you change the map names? Please, somebody get more info on this!
blabber
Profile Blog Joined June 2007
United States4448 Posts
June 01 2012 20:36 GMT
#35
looks cool! if i had to guess, i would imagine it will come as the new season starts
blabberrrrr
Oerbaa
Profile Joined October 2011
Scotland184 Posts
June 01 2012 20:37 GMT
#36
Says im below minimum specs although sc2 works fine on my comp :S, won't let me download...?
I came here to kick as and drink milk, and ive finished my milk
tpmraven
Profile Blog Joined May 2011
United States833 Posts
June 01 2012 20:37 GMT
#37
looks coolio
(⌐■_■) Like a boss
rebuffering
Profile Joined December 2010
Canada2436 Posts
June 01 2012 20:39 GMT
#38
Am i the only one who thinks its ridiculous i have to download over 7gb for what is basically just a new UI? wtf is this shit, id like to try this out, my internet blows, i mean, its the same engine, the same resources as SC2 for the most part, why do we need to dload so much for this.
http://www.twitch.tv/rebufferingg
theacox
Profile Joined June 2011
United States38 Posts
June 01 2012 20:41 GMT
#39
This looks great, so excited to try out these changes. Its awesome that they have taken a serious approach to the UI in HOTS, at least that's what it looks like from this latest release.
NukeD
Profile Joined October 2010
Croatia1612 Posts
June 01 2012 20:41 GMT
#40
I am going to reinstall SC2 because of this.
sorry for dem one liners
wcLLg
Profile Joined December 2011
United States281 Posts
June 01 2012 20:43 GMT
#41
open games looks like it will fix one of the gaping flaws of the UI thus far. GJ BLIZZ DOWNLOADING NOW
11110000011111000
Chicken Chaser
Profile Joined July 2010
United States533 Posts
June 01 2012 20:46 GMT
#42
Can we petition to revert the order the 1v1, 2v2, 3v3, 4v4, FFA back to the old way? I don't like seeing it as 4v4, 3v3...etc.
AXygnus
Profile Blog Joined November 2010
Portugal1008 Posts
June 01 2012 20:47 GMT
#43
On June 02 2012 05:46 Chicken Chaser wrote:
Can we petition to revert the order the 1v1, 2v2, 3v3, 4v4, FFA back to the old way? I don't like seeing it as 4v4, 3v3...etc.


This, and probably different ladders for different races, but I don't think that will be changed in WoL.
"To create, to recreate. To create, to recreate. Down to the last seed, I stand with a dark stare. Still silent. Still frighteningly silent."
pallad
Profile Joined September 2010
Poland1958 Posts
June 01 2012 20:48 GMT
#44
On June 02 2012 05:41 NukeD wrote:
I am going to reinstall SC2 because of this.


LoL why ?
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Ben...
Profile Joined January 2011
Canada3485 Posts
June 01 2012 20:49 GMT
#45
Got it working. The new menus look quite nice. Some stuff felt kinda janky but it is a beta after all.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
DifuntO
Profile Joined November 2011
Greece2376 Posts
June 01 2012 20:50 GMT
#46
On June 02 2012 05:17 eviltomahawk wrote:
Some screenshots I took after trying to play at 25% downloaded, streaming.


OPEN GAMES LIST

[image loading]

Notice the "team colored life bar" option. Also notice the "speech and movie language" and "text language" options.

+ Show Spoiler +
[image loading]


Arcade interface.

+ Show Spoiler +
[image loading]


Chat channel interface.

+ Show Spoiler +
[image loading]


Grandmasters league. Notice how it says "Wings of Liberty" on the side, so they are definitely having a separate ladder for HotS, possibly with WoL profiles visible from the HotS client.

+ Show Spoiler +
[image loading]


Interface for the "Starcraft" tab. Some nifty artwork in there.

+ Show Spoiler +
[image loading]


What the game looks like when it's streaming in data. LOL.

+ Show Spoiler +
[image loading]


Notice the green dot where that the SCV is heading to. Apparently, you get a destination dot thingy for all movements whenever you have the units selected, kinda like how you had them for queued up commands, but this now applies to non-queued commands as well.

+ Show Spoiler +
[image loading]


Profile page with new statistics. Bonus points if you can guess where my name came from

+ Show Spoiler +
[image loading]


BY THE WAY...
Show nested quote +
Battle.net

A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.

Haha. Tbh, I've done this before.


Looks pretty cool,i like it!

Is your name from Morrowind?
All I do is Stim.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 01 2012 20:51 GMT
#47
On June 02 2012 05:39 rebuffering wrote:
Am i the only one who thinks its ridiculous i have to download over 7gb for what is basically just a new UI? wtf is this shit, id like to try this out, my internet blows, i mean, its the same engine, the same resources as SC2 for the most part, why do we need to dload so much for this.


Um...thats why it is a beta. They don't want it to mess with your current build of SC2, because its a beta and could mess everything up. So, they have you download an entire new client, because it is a beta.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
June 01 2012 20:53 GMT
#48
troll?
+ Show Spoiler +
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
Chicken Chaser
Profile Joined July 2010
United States533 Posts
June 01 2012 20:54 GMT
#49
On June 02 2012 05:51 Plansix wrote:
Show nested quote +
On June 02 2012 05:39 rebuffering wrote:
Am i the only one who thinks its ridiculous i have to download over 7gb for what is basically just a new UI? wtf is this shit, id like to try this out, my internet blows, i mean, its the same engine, the same resources as SC2 for the most part, why do we need to dload so much for this.


Um...thats why it is a beta. They don't want it to mess with your current build of SC2, because its a beta and could mess everything up. So, they have you download an entire new client, because it is a beta.


Haha, we get it now

Thank goodness I'm using my university's Internet-- 5.33 MB/s what's up!
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
June 01 2012 20:55 GMT
#50
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.

hmmm
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 01 2012 20:59 GMT
#51
On June 02 2012 05:55 Darksoldierr wrote:
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.

hmmm


They did not used if you turned on auto-cast, because Colossus are kinda flying, sort of, maybe.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-01 21:06:18
June 01 2012 20:59 GMT
#52
Some screens of chat , arcade menu , and some new video option proably AA

[image loading]
[image loading]
[image loading]
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
papaz
Profile Joined December 2009
Sweden4149 Posts
June 01 2012 21:00 GMT
#53
Looks good and seems like HoTS beta is closing in fast.
CounterOrder
Profile Joined August 2010
Canada457 Posts
June 01 2012 21:00 GMT
#54
/Commands! Turnin into a proper chat! SC2 Lookin better. Lots of nice little things. The fact they decided to swap around the 1v1-4v4-FFA thing might say something for how unpopular 1v1 is? Its so dumb though we dont read right to left. Somehow thats actually really irritating lol.
Chicken Chaser
Profile Joined July 2010
United States533 Posts
June 01 2012 21:02 GMT
#55
Can anyone post screenshots comparing the graphical changes with anti-aliasing?
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
June 01 2012 21:04 GMT
#56
Wow, judging from those screenshots, this looks like one hell of an improvement!
c0sm0naut
Profile Joined April 2011
United States1229 Posts
June 01 2012 21:06 GMT
#57
very cool. downloading now. the dots being used for unit selection shouldmake it much easier to spot burrow/blink hacks
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
June 01 2012 21:07 GMT
#58
tell them to add TimeStamps on chat and also does the chat auto-scrolls down whenever someones writes smthing ?
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2012-06-01 21:09:31
June 01 2012 21:08 GMT
#59
On June 02 2012 06:07 GizmoPT wrote:
tell them to add TimeStamps on chat and also does the chat auto-scrolls down whenever someones writes smthing ?

It doesn't. If you have scrolled up it stays there until you scroll down again. It's in the (huge) patch notes

On June 02 2012 06:08 LlamaNamedOsama wrote:
What do the /commands mean when referencing "targeted player"? Is that like an in-game command where you have a player's units targeted, or is that just referencing the traditional "insert player name here" when you use the command?


"Insert player name here"
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
June 01 2012 21:08 GMT
#60
What do the /commands mean when referencing "targeted player"? Is that like an in-game command where you have a player's units targeted, or is that just referencing the traditional "insert player name here" when you use the command?
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
XXhkXX
Profile Joined June 2011
170 Posts
June 01 2012 21:08 GMT
#61
I guess instead of waiting to release a beta for the HotS blizzard shop thing they instead decided to release this arcade to test it out, sounds pretty cool though
GoldenH
Profile Blog Joined March 2010
1115 Posts
June 01 2012 21:08 GMT
#62
Disappointed at teh leave match = loss thing. Only reason i've had to do that is because the interface freezes up on me and won't let me cancel in time.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
June 01 2012 21:08 GMT
#63
On June 02 2012 06:07 GizmoPT wrote:
tell them to add TimeStamps on chat and also does the chat auto-scrolls down whenever someones writes smthing ?


If still, i will burn down their office
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
gawk
Profile Joined February 2010
Germany310 Posts
June 01 2012 21:10 GMT
#64
Some other very nice improvements:
  • Chat no longer scrolls to the bottom of a chat window when a new message is added if a player has previously scrolled up in the chat window. (god this was annoying as hell)
  • The Invite to Party button can no longer be spammed repeatedly. (no more spam-invite?)
  • Fixed an issue where the “You have voice chat disabled” message would occasionally display in-game despite having voice chat enabled.
  • A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.
  • Fixed an issue where pausing a game and surrendering would occasionally cause the Score Screen to display an error message.
  • Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
    The following new slash commands have been added :
  • A new Quick Nav tab has been added to the bottom-left corner of the Battle.net user interface. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation.
  • Alliance colors have been updated to propagate to the entire UI. (maybe fixes colors for 2on2 casters as khaldor mentioned)

Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
June 01 2012 21:12 GMT
#65
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.


wait what?
Administrator
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
June 01 2012 21:13 GMT
#66
On June 02 2012 06:12 wo1fwood wrote:
Show nested quote +
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.


wait what?


Baneling auto-unburrow currently doesn't work against Collossi. They fixed that.
pallad
Profile Joined September 2010
Poland1958 Posts
June 01 2012 21:13 GMT
#67
Some more screens , looks like they add season info.


[image loading]

and new career interface and info


[image loading]
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
windsupernova
Profile Joined October 2010
Mexico5280 Posts
June 01 2012 21:13 GMT
#68
Nice, I was kinda skeptical about the arcade thingy but so far stuff looks good.

I love the open games thing.
"Its easy, just trust your CPU".-Boxer on being good at games
Cenja
Profile Joined January 2011
Sweden498 Posts
Last Edited: 2012-06-01 21:20:01
June 01 2012 21:18 GMT
#69
On June 02 2012 06:08 LlamaNamedOsama wrote:
What do the /commands mean when referencing "targeted player"? Is that like an in-game command where you have a player's units targeted, or is that just referencing the traditional "insert player name here" when you use the command?

Well I'd asume it has to do with custom games and not something that will affect normal games in any way.

Overall I think the screenshots looks pretty sweet.
Anyone who has never made a mistake has never tried anything new.
bbm
Profile Joined April 2011
United Kingdom1320 Posts
June 01 2012 21:19 GMT
#70
Mine's been stuck on "validating cache" for an awfully long time now
By.Sun or By.Rain, he always delivers
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
June 01 2012 21:21 GMT
#71
Something you really can't tell from the screenshots but the interface is super fluid now. In the old interface it sometimes felt like it went rather sluggish. Here it's super responsive. It feels great.
Pokemon Master
Lorch
Profile Joined June 2011
Germany3678 Posts
June 01 2012 21:22 GMT
#72
Looks pretty good and improved, atleast they try to implement chat channels now. Better than the old one, I'd say we have reached battle.net 0.5 when this patch comes out.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 01 2012 21:24 GMT
#73
On June 02 2012 06:10 gawk wrote:
Some other very nice improvements:
  • Chat no longer scrolls to the bottom of a chat window when a new message is added if a player has previously scrolled up in the chat window. (god this was annoying as hell)
  • The Invite to Party button can no longer be spammed repeatedly. (no more spam-invite?)
  • Fixed an issue where the “You have voice chat disabled” message would occasionally display in-game despite having voice chat enabled.
  • A player who logs out of the game during a match countdown now receives a point loss. The other player now receives a message that the opposing player has canceled the queue and neither receives a point bonus nor penalty.
  • Fixed an issue where pausing a game and surrendering would occasionally cause the Score Screen to display an error message.
  • Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
    The following new slash commands have been added :
  • A new Quick Nav tab has been added to the bottom-left corner of the Battle.net user interface. This is a customizable dashboard that allows players to bind up to five Battle.net screens to the F1-F5 keyboard shortcuts for speedier navigation.
  • Alliance colors have been updated to propagate to the entire UI. (maybe fixes colors for 2on2 casters as khaldor mentioned)



The first change: YES!!! lol
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
pallad
Profile Joined September 2010
Poland1958 Posts
June 01 2012 21:28 GMT
#74
Someone ask for screens with AA and no AA , this new option in game.

[image loading]

So there are the screens , but i have shitty cpu and cant see anything change , screens was taken on this settings.

[image loading]


Here is with AA ON

[image loading]

Here AA is off

[image loading]

Maby this dont work , because my game client download is only 60% complete , dunno




SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
oxxo
Profile Joined February 2010
988 Posts
June 01 2012 21:35 GMT
#75
Tried it out. Definitely very nice (and needed) UI improvements.
( bush
Profile Joined April 2011
321 Posts
June 01 2012 21:35 GMT
#76
what does that ball in the center of the screen means?
i dont want that, can i hide it or something?
oo
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
June 01 2012 21:35 GMT
#77
Also There's a new Quick Nav function, that is also bound to F1-F5 where you can assign whatever you want to these slots, kind of neat.

[image loading]
Administrator
Conti
Profile Joined November 2010
Germany2516 Posts
June 01 2012 21:36 GMT
#78
Great improvement over the previous UI! Admittedly, that's not saying a whole lot, but a step in the right direction is always appreciated.

One minor quibble: ladder play seems to be an afterthought in the current UI, there's no place where it's prominently advertised (unless I missed it). Hum.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 01 2012 21:38 GMT
#79
On June 02 2012 06:35 wo1fwood wrote:
Also There's a new Quick Nav function, that is also bound to F1-F5 where you can assign whatever you want to these slots, kind of neat.

[image loading]


smart way to fix terrible gui design !
starleague forever
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-01 21:39:38
June 01 2012 21:39 GMT
#80
On June 02 2012 06:35 ( bush wrote:
what does that ball in the center of the screen means?
i dont want that, can i hide it or something?


You got this ball , because you dont finish your download , and game download files thats you need to play in real time.

Finish game download to 100% and then hit play , and no more ball for you.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
June 01 2012 21:39 GMT
#81
basically it sucks
i feedback them a week b4 diablo 3 release




currently you ladder (after score screen)
> click multi and search

the new method (after score screen)
> Click Starcraft > quick match > search = sucks
Incredible Miracle
3DGlaDOS
Profile Joined February 2011
Germany607 Posts
June 01 2012 21:39 GMT
#82
really nice, especially the chat channel changes (although old bnet was still better imo^^). But it should save the previous pos. of the chat channel window, eg a clan chat that id like to keep on the left should still be there when i return from a game.
Hello Sir, do you have a minute for atheism?
Oerbaa
Profile Joined October 2011
Scotland184 Posts
June 01 2012 21:42 GMT
#83
do the "low" graphics when playing seem ALOT higher now, rip my sc2 days if these gfx stay...
I came here to kick as and drink milk, and ive finished my milk
FLeK0
Profile Joined April 2010
86 Posts
June 01 2012 21:43 GMT
#84
On June 02 2012 06:39 winthrop wrote:
the new method (after score screen)
> Click Starcraft > quick match > search = sucks

You can press F2 anywhere to get to the quick match screen.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
June 01 2012 21:45 GMT
#85
On June 02 2012 06:43 FLeK0 wrote:
Show nested quote +
On June 02 2012 06:39 winthrop wrote:
the new method (after score screen)
> Click Starcraft > quick match > search = sucks

You can press F2 anywhere to get to the quick match screen.


Oh this is new or was it in the normal release?

Never heard of that. One thing I would like would be to make the whole Main Menu more Keyboard friendly.
"Its easy, just trust your CPU".-Boxer on being good at games
pallad
Profile Joined September 2010
Poland1958 Posts
June 01 2012 21:45 GMT
#86
On June 02 2012 06:42 Oerbaa wrote:
do the "low" graphics when playing seem ALOT higher now, rip my sc2 days if these gfx stay...


but you got less fps also ? Dont think so.. I have weak cpu also , and game runs the same.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
June 01 2012 21:46 GMT
#87
On June 02 2012 06:43 FLeK0 wrote:
Show nested quote +
On June 02 2012 06:39 winthrop wrote:
the new method (after score screen)
> Click Starcraft > quick match > search = sucks

You can press F2 anywhere to get to the quick match screen.

doesn't have to be F2, as you can bind that to any of F1-5
Administrator
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
June 01 2012 21:46 GMT
#88
Stuck at updating setup files.. too bad!
zhurai
Profile Blog Joined September 2010
United States5660 Posts
June 01 2012 21:48 GMT
#89
now the only changes imo they need to fix/add in the chat though is...
- 1) chat moderation - I need to kick people from my clan's chat, but I guess once/if the clan stuff is finally added I can do this?... (if not... ffffffffffff)
- 2) timestamps.

Twitter: @zhurai | Site: http://zhurai.com
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
June 01 2012 21:52 GMT
#90
: ( i really dont like the art direction on this at all
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
June 01 2012 21:53 GMT
#91
FINALLY / COMMANDS HAVE BEEN ADDED. They only existed for... over a decade on b.net 1, glad thta b.net 2 has caught up.

Now if we can only get /join and /leave for chat channels...

sigh.
Manager, Team RIP ZeeZ
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 01 2012 21:53 GMT
#92
idk if i like the new art style or not, but i dont get why it changed =O maybe simply diff ppl making these UIs, and this guy(s) like this style more?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
xTrim
Profile Joined April 2011
472 Posts
June 01 2012 21:54 GMT
#93
No balance??
Oerbaa
Profile Joined October 2011
Scotland184 Posts
June 01 2012 21:54 GMT
#94
On June 02 2012 06:45 pallad wrote:
Show nested quote +
On June 02 2012 06:42 Oerbaa wrote:
do the "low" graphics when playing seem ALOT higher now, rip my sc2 days if these gfx stay...


but you got less fps also ? Dont think so.. I have weak cpu also , and game runs the same.


yep played a few 1v1's and it seems really sluggish.. don't know what it is but the terrain seems fancier and higher graphics...
I came here to kick as and drink milk, and ive finished my milk
ILIVEFORAIUR
Profile Joined February 2010
United States173 Posts
June 01 2012 21:55 GMT
#95
I tried to start a game vs ai. Graphics looked really weird. The bar across the bottom of the screen, which includes the minimap was replaced with black screen. Minimap ended up being in the top corner of the screen. Anyone else having this problem?

The way the custom maps are set up are a billion times better than they currently are. Makes it really easy to find what you are looking for and new ones to try.
5 Gate Muta FTW!
pallad
Profile Joined September 2010
Poland1958 Posts
June 01 2012 21:56 GMT
#96
On June 02 2012 06:54 xTrim wrote:
No balance??


omg.. get out.. ITS INTERFACE PATCH , before HOTS beta.. NOT balance patch...
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
JackDT
Profile Joined January 2012
724 Posts
June 01 2012 21:58 GMT
#97
Open games list, and resume from replay. If both are these are implemented well than I will be pretty satisfied.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
June 01 2012 21:58 GMT
#98
i remember asking for /commands...then another poster said its not possible because of coding...
age: 84 | location: california | sex: 잘함
vanhio
Profile Joined November 2010
Niue1017 Posts
June 01 2012 21:58 GMT
#99
Can't wait..
Chicken Chaser
Profile Joined July 2010
United States533 Posts
June 01 2012 22:00 GMT
#100
On June 02 2012 06:56 pallad wrote:
Show nested quote +
On June 02 2012 06:54 xTrim wrote:
No balance??


omg.. get out.. ITS INTERFACE PATCH , before HOTS beta.. NOT balance patch...


Also, this is using a very old build. Stim for example is 150/150 at 140 seconds, instead of 100/100 at 160 seconds. I wouldn't take ladder on here very seriously at all.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2012-06-01 22:11:33
June 01 2012 22:04 GMT
#101
On June 02 2012 07:00 Chicken Chaser wrote:
Show nested quote +
On June 02 2012 06:56 pallad wrote:
On June 02 2012 06:54 xTrim wrote:
No balance??


omg.. get out.. ITS INTERFACE PATCH , before HOTS beta.. NOT balance patch...


Also, this is using a very old build. Stim for example is 150/150 at 140 seconds, instead of 100/100 at 160 seconds. I wouldn't take ladder on here very seriously at all.

Interesting. I didn't notice that small balance hiccup.

The Alpha version of this interface patch was basically a frankenstein version of all the balance patches, with Zerg retaining some of their old beta values while Terran and Protoss had changes from the most recent patches. It was really weird to look at.

But I don't think these balance changes are of any importance. It's probably just a bad merge of different patches, as someone speculated in the Alpha thread.

edit: And it definitely looks like this Beta has the same merge problems. A lot of the old Zerg upgrades that were removed in the WoL Beta seem to be back. Flux Veins is back lol. But this is just going through the hotkey lists. It could be different in-game.
ㅇㅅㅌㅅ
Chicken Chaser
Profile Joined July 2010
United States533 Posts
June 01 2012 22:06 GMT
#102
If anyone else is interested, I noticed that the new interface for the match making screen makes MPQ background editing problematic. The new buttons cover up a lot, and there isn't a background to begin with. Thoughts?
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
June 01 2012 22:09 GMT
#103
On June 02 2012 07:06 Chicken Chaser wrote:
If anyone else is interested, I noticed that the new interface for the match making screen makes MPQ background editing problematic. The new buttons cover up a lot, and there isn't a background to begin with. Thoughts?


That means the space is actually being used.

Overall, this is what SC2 should have been like from the beginning.
♥ The world needs more hearts! ♥
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 01 2012 22:16 GMT
#104
They had the 1.5 alpha running for quite some time so that amateur developers and mod-makers could create their own custom games in time for the official 1.5 launch. Is there anything cool that people have seen yet, and is Blizzard Dota up there (I thought it was supposed to be ready by 1.5)?
Moderator
larse
Profile Blog Joined March 2012
1611 Posts
June 01 2012 22:19 GMT
#105
The look of the creep changes. It is much darker right now. I don't think it's necessary.
larse
Profile Blog Joined March 2012
1611 Posts
June 01 2012 22:21 GMT
#106
On June 02 2012 07:04 eviltomahawk wrote:
Show nested quote +
On June 02 2012 07:00 Chicken Chaser wrote:
On June 02 2012 06:56 pallad wrote:
On June 02 2012 06:54 xTrim wrote:
No balance??


omg.. get out.. ITS INTERFACE PATCH , before HOTS beta.. NOT balance patch...


Also, this is using a very old build. Stim for example is 150/150 at 140 seconds, instead of 100/100 at 160 seconds. I wouldn't take ladder on here very seriously at all.

Interesting. I didn't notice that small balance hiccup.

The Alpha version of this interface patch was basically a frankenstein version of all the balance patches, with Zerg retaining some of their old beta values while Terran and Protoss had changes from the most recent patches. It was really weird to look at.

But I don't think these balance changes are of any importance. It's probably just a bad merge of different patches, as someone speculated in the Alpha thread.

edit: And it definitely looks like this Beta has the same merge problems. A lot of the old Zerg upgrades that were removed in the WoL Beta seem to be back. Flux Veins is back lol. But this is just going through the hotkey lists. It could be different in-game.


I would not say it's a very old build. The queen buff and the overload speed buff are also in the game. BTW I mean beta version. The alpha version was using a very old build indeed.
Chicken Chaser
Profile Joined July 2010
United States533 Posts
June 01 2012 22:22 GMT
#107
As mentioned earlier, the green circle that appears when you execute a command (e.g. move an SCV somewhere, queue waypoints) is an odd change to me. It feels like I am playing with a delay because the circles stay. Also, when selecting your workers (spammage) you will see the circles on every mineral patch. I don't know if this is intended?
Conti
Profile Joined November 2010
Germany2516 Posts
June 01 2012 22:26 GMT
#108
On June 02 2012 07:16 Excalibur_Z wrote:
They had the 1.5 alpha running for quite some time so that amateur developers and mod-makers could create their own custom games in time for the official 1.5 launch. Is there anything cool that people have seen yet, and is Blizzard Dota up there (I thought it was supposed to be ready by 1.5)?

Nope, no Dota.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
June 01 2012 22:33 GMT
#109
So they show the amount of games played in the profile now?

Looks like we can finally, albeiting with a little inaccuracy, review our wins and losses if we only play ladder if you are diamond and below >.> .
Leviance
Profile Joined November 2009
Germany4079 Posts
June 01 2012 22:36 GMT
#110
On June 02 2012 05:20 Ben... wrote:
Keeps telling me it can't read a file when it tries to install.


Happened to me too, it works after deactivating Antivir
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
soon.Cloak
Profile Blog Joined August 2010
United States983 Posts
June 01 2012 22:38 GMT
#111
Pretty interesting, but thanks to the people that showed the screens, I don't think I need 7 the extra 7 gb on my drive.

And that baneling thing is pretty funny :D
discator
Profile Joined March 2011
Germany639 Posts
Last Edited: 2012-06-01 22:44:04
June 01 2012 22:42 GMT
#112
Hi guys,

just wanted to try 1.5, installed it, etc, but everytime I try to launch the beta, it says it cannot start the game b/c icuuc44.dll can't be found. What do I have to do? I downloaded the Beta Installer from eu.battle.net, so it cant be corrupt or smth. Help me please (:

greetings

-EDIT: my antivir is deactivated btw.
;;
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
June 01 2012 22:44 GMT
#113
Still looks like a console interface to me.
I have a beard. I'm unprofessional.
3DGlaDOS
Profile Joined February 2011
Germany607 Posts
June 01 2012 22:45 GMT
#114
still hoping for Blizzard dota to come with the patch ^_^
Hello Sir, do you have a minute for atheism?
windsupernova
Profile Joined October 2010
Mexico5280 Posts
June 01 2012 22:45 GMT
#115
Just downloaded it and played around a little bit.

I must say I am pretty happy with the changes and would love if this was implemented ASAP. Only thing I didn´t like is that the Home screen looks kinda empty.

And yeah graphics have changed they seem to look somewhat nice, even on low settings.

Nice job Blizz.
"Its easy, just trust your CPU".-Boxer on being good at games
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 01 2012 22:47 GMT
#116
There ARE some balance fixes. Helions can't now kill tumor without scan.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
June 01 2012 22:47 GMT
#117
Blizzard would just be using the maps that they believe are least likely to cause lag issue.

On June 02 2012 06:08 LlamaNamedOsama wrote:
What do the /commands mean when referencing "targeted player"? Is that like an in-game command where you have a player's units targeted, or is that just referencing the traditional "insert player name here" when you use the command
Surely this would be the name you type after the command, such as 'Llama' in
/givewaterto Llama
or
/partyinvite Llama.

On June 02 2012 06:08 GoldenH wrote:
Disappointed at teh leave match = loss thing. Only reason i've had to do that is because the interface freezes up on me and won't let me cancel in time.

I think the change only applies to stalemate situations. Previously, in the unlikely event of a stalemate situation within a game, when the countdown timer was in effect, people would log out, as doing so would actually result in a tie for both players (as I recall). Blizzard is simply changing this to a loss for people who do so but only a tie/draw for those who stay in the game during the countdown.
That interface problem when searching for a match is really stupid though, so they should fix that too!
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
June 01 2012 22:51 GMT
#118
On June 02 2012 07:47 Existor wrote:
There ARE some balance fixes. Helions can't now kill tumor without scan.


what? o.O

is that with all splash or what
age: 84 | location: california | sex: 잘함
BeholdOblivion
Profile Joined May 2012
United States72 Posts
June 01 2012 22:57 GMT
#119
Loving the changes but I still think it's a tiny bit ridiculous that they need a menu button labeled "Starcraft" in a game called "Starcraft 2".
There is no shame in defeat so long as the spirit is unconquered.
herbie
Profile Blog Joined September 2011
140 Posts
June 01 2012 23:01 GMT
#120
On June 02 2012 07:47 Existor wrote:
There ARE some balance fixes. Helions can't now kill tumor without scan.

Where does it say that, I thought it said that hellions shots aren't blocked by burrowed units anymore.
Lorch
Profile Joined June 2011
Germany3678 Posts
June 01 2012 23:01 GMT
#121
On June 02 2012 06:45 windsupernova wrote:
Show nested quote +
On June 02 2012 06:43 FLeK0 wrote:
On June 02 2012 06:39 winthrop wrote:
the new method (after score screen)
> Click Starcraft > quick match > search = sucks

You can press F2 anywhere to get to the quick match screen.


Oh this is new or was it in the normal release?

Never heard of that. One thing I would like would be to make the whole Main Menu more Keyboard friendly.


It was not in the 1.5 alpha that came out like a month ago, but they changed quiet a bit for the beta.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
June 01 2012 23:02 GMT
#122
Not sure if it was mentioned earlier in the posts but some small things i noticed

Obs timing is 40 sec
Probes now show a "waypoint" on the mineral patch they are gathering from, even if multiple are selected you see dots on all minerals. Moreover, there seemed to be more waypoiting shown by probes on movement command. Though, all of the above may have just been because the client was not full updated when i was playing.

There are now chat channels that u can join when looking through strategy, multiplayer(arcade) etc at the top of each game type. This is to help I guess with the "community" aspect.

Overall, not much changes.. and personally I don't think it's really "better" just different. Though, some of the other things that will be introducted with Hots i think will make the new UI much better and smooth with the game. We will see though.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Xapti
Profile Joined April 2010
Canada2473 Posts
June 01 2012 23:05 GMT
#123
OMG they added open games! I was worried that due to the private/closed beta that they wouldn't add it, and just use fun-or-not like they said at Blizzcon (and I think even in earlier 1.5 patch notes, although it didn't work when I tested it)

Also:
The following new slash commands have been added :
• /help – displays available /slash commands
• /close – closes the focused chat window
• /min – minimizes the focused chat window
• /max – maximizes the focused chat window
• /restore – returns the focused chat window to default position and size
• /afk – puts the player into AFK status
• /dnd – puts the players into DND status
• /partyinvite – invites the targeted player to a party
• /partykick – removes the targeted player from party
• /block – blocks the targeted player
• /unblock – unblocks the targeted player
• /addfriend – adds the targeted player as a character friend
• /removefriend – removes the targeted player as a friend
• /profile – opens the profile page for targeted player
• /report – opens the Report Player dialog for targeted player
• /friendnote – opens the Friend Note dialog for targeted player
FINALLY. Long overdue. I guess open games list was also really long overdue too (although I could see it taking more time than chat commands to implement)
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
jabberjaw
Profile Joined October 2010
225 Posts
June 01 2012 23:08 GMT
#124
On June 02 2012 06:19 bbm wrote:
Mine's been stuck on "validating cache" for an awfully long time now

same thing happened with me. i just closed sc2 and restarted/re-logged in and it worked.
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 01 2012 23:19 GMT
#125
Welcome to the party Blizzard, you're 2 years late.
i wish my motherboard would find a fatherboard so i could have anotherboard
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
June 01 2012 23:33 GMT
#126
One thing I noticed was, that you can only fungal units. This way, you can't miss.... Can't fungal if there's no units -.- ridiculous..
This is where we begin. Show your true self, Battosai.
speknek
Profile Joined February 2012
758 Posts
June 01 2012 23:35 GMT
#127
On June 02 2012 08:33 NeWeNiyaLord wrote:
One thing I noticed was, that you can only fungal units. This way, you can't miss.... Can't fungal if there's no units -.- ridiculous..

sure hope this is a bug or troll, absolutely ridiculous indeed
( bush
Profile Joined April 2011
321 Posts
June 01 2012 23:37 GMT
#128
well something strange happened to me, i played a game where thors were fucking big just like the old thor, but in the next game, normal thor.

i think theres some weird bugs around...
oo
pallad
Profile Joined September 2010
Poland1958 Posts
June 01 2012 23:37 GMT
#129
On June 02 2012 08:19 AsymptoticClimax wrote:
Welcome to the party Blizzard, you're 2 years late.


Get job at blizzard and make things faster , but now just stfu
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
June 01 2012 23:40 GMT
#130
WHAT is this???


"Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."
| Idra | YuGiOh | Leenock | Coca |
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2012-06-01 23:42:43
June 01 2012 23:41 GMT
#131
On June 02 2012 08:40 ThePlayer33 wrote:
WHAT is this???


"Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."

Relax, it's just that the auto attack while burrowed for banelings didn't trigger for colossus before. (Colossus could walk right over baneling mines set to explode, now they properly explode)
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
SuperEight
Profile Joined December 2011
United States333 Posts
June 01 2012 23:46 GMT
#132
In case you haven't noticed -- it is possible to create an ID written in Hangul. Whee!
To rest is to rust; to be active is to achieve.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
June 01 2012 23:46 GMT
#133
On June 02 2012 05:20 Ben... wrote:
Keeps telling me it can't read a file when it tries to install.

Any fix for this? I've tried all kinds of things.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
EuSpex
Profile Joined April 2011
Germany73 Posts
June 01 2012 23:48 GMT
#134
they also did balance changes?

just did a ladder game and saw:
stim now costs 150/150 and is back to 140 sec
combatshild costs 150/150
concussive shells 100/100 and 80 sec
nitro packs 100/100 and 100 sec

3DGlaDOS
Profile Joined February 2011
Germany607 Posts
Last Edited: 2012-06-01 23:50:26
June 01 2012 23:49 GMT
#135
On June 02 2012 08:46 CursOr wrote:
Show nested quote +
On June 02 2012 05:20 Ben... wrote:
Keeps telling me it can't read a file when it tries to install.

Any fix for this? I've tried all kinds of things.

try to diable antivirus, it fixed it for me
edit:

On June 02 2012 08:48 EuSpex wrote:
they also did balance changes?

just did a ladder game and saw:
stim now costs 150/150 and is back to 140 sec
combatshild costs 150/150
concussive shells 100/100 and 80 sec
nitro packs 100/100 and 100 sec



I think they use an old SC2-game build for this beta
Hello Sir, do you have a minute for atheism?
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2012-06-01 23:54:38
June 01 2012 23:52 GMT
#136
I'm downloading the beta now, I didn't know I had it until now, maybe they opened up the beta to a lot more people? anyone following this thread should check their account to see if they got it.


On June 02 2012 08:40 ThePlayer33 wrote:
WHAT is this???


"Banelings will now auto-cast Unburrow if a Colossus comes within their attack range."


all zerg units can auto-unburrow if you decide to auto cast their burrow icon while they are burrowed. All it does is unburrow your burrowed units when any enemy units comes within sight range of your unit. We've had this functionality since launch but no one uses it because you get less DPS as the baneling will have to unburrow, then find it's target, which leaves room for it to die without doing anything. A small bug fix that literally doesn't do shit for zerg because no one in their right minds ever used auto cast on unburrow.
Werk
Profile Blog Joined October 2010
United States294 Posts
June 01 2012 23:58 GMT
#137
After checking it out, i must say, I am quite fond of the UI...maybe some tweaks and changes and it will be reaaaally good..seems off to me though that they would leave out the clan UI and restarting from replays for HOTS...seems like they might have to redo the UI when that comes out...
Do Werk Son
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2012-06-01 23:59:56
June 01 2012 23:59 GMT
#138
The "can't read file" problem... just disabling anti-virus didn't do it for me. I went thorugh all my processes and made sure all AVG and Spybot were off... checked every process. I had to right click, properties, use Run as Administrator... which still didn't work... then, still in properties, I had to tell it to "unblock"... where it warns you that the program came from another computer... etc. Windows7... that finally got it go work.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
EuSpex
Profile Joined April 2011
Germany73 Posts
June 02 2012 00:00 GMT
#139
I think they use an old SC2-game build for this beta


jea that could be true

dat protoss was really annoyed when I stimmed his ramp up that early lol =D.

A very great patch, can not wait to have this released! It is an online multiplayer game with lots of people playing.. thats how it feels now )))))) no more "lost alone"
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2012-06-02 00:03:28
June 02 2012 00:03 GMT
#140
On June 02 2012 09:00 EuSpex wrote:
A very great patch, can not wait to have this released! It is an online multiplayer game with lots of people playing.. thats how it feels now )))))) no more "lost alone"


What do you mean?
Ben...
Profile Joined January 2011
Canada3485 Posts
June 02 2012 00:27 GMT
#141
I really like the new creep look, though it threw me off at first because I didn't notice my natural expansion had finished because I didn't notice the difference on the minimap.

Low graphics looks significantly different now. The textures are way different. I don't know if I like it.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
zhurai
Profile Blog Joined September 2010
United States5660 Posts
June 02 2012 00:29 GMT
#142
hmm another thing I don't get is why they they swapped the order to 4v4 3v3 2v2 1v1 ffa
Twitter: @zhurai | Site: http://zhurai.com
NukeD
Profile Joined October 2010
Croatia1612 Posts
June 02 2012 00:29 GMT
#143
On June 02 2012 05:48 pallad wrote:
Show nested quote +
On June 02 2012 05:41 NukeD wrote:
I am going to reinstall SC2 because of this.


LoL why ?


Because i made some custom games when the game came out naively thinking they will get played. I want to make some more now.
sorry for dem one liners
NukeD
Profile Joined October 2010
Croatia1612 Posts
June 02 2012 00:32 GMT
#144
On June 02 2012 09:27 Ben... wrote:
I really like the new creep look, though it threw me off at first because I didn't notice my natural expansion had finished because I didn't notice the difference on the minimap.

Low graphics looks significantly different now. The textures are way different. I don't know if I like it.


Could you post a few pics of those if its not too much to ask?
sorry for dem one liners
Kaladin
Profile Joined January 2011
United States88 Posts
June 02 2012 00:43 GMT
#145
I agree that the textures look different on low, and the lighting is definitely different as well.
Me all in. Him drone drone drone. Me win. -MC
larse
Profile Blog Joined March 2012
1611 Posts
June 02 2012 00:46 GMT
#146
On June 02 2012 07:04 eviltomahawk wrote:
Show nested quote +
On June 02 2012 07:00 Chicken Chaser wrote:
On June 02 2012 06:56 pallad wrote:
On June 02 2012 06:54 xTrim wrote:
No balance??


omg.. get out.. ITS INTERFACE PATCH , before HOTS beta.. NOT balance patch...


Also, this is using a very old build. Stim for example is 150/150 at 140 seconds, instead of 100/100 at 160 seconds. I wouldn't take ladder on here very seriously at all.

Interesting. I didn't notice that small balance hiccup.

The Alpha version of this interface patch was basically a frankenstein version of all the balance patches, with Zerg retaining some of their old beta values while Terran and Protoss had changes from the most recent patches. It was really weird to look at.

But I don't think these balance changes are of any importance. It's probably just a bad merge of different patches, as someone speculated in the Alpha thread.

edit: And it definitely looks like this Beta has the same merge problems. A lot of the old Zerg upgrades that were removed in the WoL Beta seem to be back. Flux Veins is back lol. But this is just going through the hotkey lists. It could be different in-game.


In my beta, stim and concusive researches are 100/100 and 50/50. With the queen buff and overlord buff, this is the newest build
SpecFire
Profile Joined December 2010
United States1681 Posts
June 02 2012 00:49 GMT
#147
It has been CONFIRMED that there are NO balance changes.

•|SlayerS_MMA| • Ryung • Fin • Puzzle •
larse
Profile Blog Joined March 2012
1611 Posts
June 02 2012 00:50 GMT
#148
On June 02 2012 09:27 Ben... wrote:
I really like the new creep look, though it threw me off at first because I didn't notice my natural expansion had finished because I didn't notice the difference on the minimap.

Low graphics looks significantly different now. The textures are way different. I don't know if I like it.


They said that in Blizzcon 2011 that they will improve the look of the lowest settings in HOTS. Since like they are going to do it in 1.5
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 02 2012 00:50 GMT
#149
On June 02 2012 08:37 pallad wrote:
Show nested quote +
On June 02 2012 08:19 AsymptoticClimax wrote:
Welcome to the party Blizzard, you're 2 years late.


Get job at blizzard and make things faster , but now just stfu


What I said may have seemed like I've taken blizzards time and effort for granted but ffs this should of been the final released version not introduced two years later..
i wish my motherboard would find a fatherboard so i could have anotherboard
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-06-02 01:06:44
June 02 2012 00:55 GMT
#150
On June 02 2012 09:32 NukeD wrote:
Show nested quote +
On June 02 2012 09:27 Ben... wrote:
I really like the new creep look, though it threw me off at first because I didn't notice my natural expansion had finished because I didn't notice the difference on the minimap.

Low graphics looks significantly different now. The textures are way different. I don't know if I like it.


Could you post a few pics of those if its not too much to ask?

[image loading]

The creep is a more faded purple, and it's also transparent, allowing you to vaguely see the terrain below it.

working on more actual creep photos^^

Click for gallery (4 pictures)
[image loading]

I'm not Zerg, so I'm not really sure what's changed.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
SpecFire
Profile Joined December 2010
United States1681 Posts
June 02 2012 01:02 GMT
#151
Is it Validating Cache for a long ass time for anyoen else?
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
Chargelot
Profile Blog Joined December 2010
2275 Posts
June 02 2012 01:07 GMT
#152
On June 02 2012 10:02 SpecFire wrote:
Is it Validating Cache for a long ass time for anyoen else?

Only the first time I logged on.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
zeden
Profile Joined September 2011
18 Posts
June 02 2012 01:08 GMT
#153
Creep looks like normal poop. I want shinning poop creep again!
GeedrAhsc
Profile Joined July 2011
United States97 Posts
June 02 2012 01:10 GMT
#154
Anyone else getting the "failed to download a required instillation file" upon trying to install the patch?

Been googling for an hour to no avail =/
InfCereal
Profile Joined December 2011
Canada1759 Posts
June 02 2012 01:16 GMT
#155
On June 02 2012 10:10 GeedrAhsc wrote:
Anyone else getting the "failed to download a required instillation file" upon trying to install the patch?

Been googling for an hour to no avail =/



Close anything that might be using SC2. I closed everything and it worked.
Cereal
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-06-02 02:02:51
June 02 2012 01:17 GMT
#156
The creep has darker color and is more significant visually. And fog of war is also darker in both minimap and ingame.
Gl!tch
Profile Joined December 2010
United States573 Posts
June 02 2012 01:21 GMT
#157
Is anybody with a low end computer (like mine) having any troubles or noticing slightly lower fps with the graphics changes?
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
emc
Profile Joined September 2010
United States3088 Posts
June 02 2012 02:14 GMT
#158
yea! I can find open lobbies now! it's just like old times
Highways
Profile Joined July 2005
Australia6103 Posts
June 02 2012 02:19 GMT
#159
[image loading]
#1 Terran hater
pallad
Profile Joined September 2010
Poland1958 Posts
June 02 2012 02:22 GMT
#160
On June 02 2012 10:21 Gl!tch wrote:
Is anybody with a low end computer (like mine) having any troubles or noticing slightly lower fps with the graphics changes?


Was reading post of many people with low spec cpu .. that they have less fps. Was playing some games today and i see no diffrence with fps . I have Athlon x2 240 2.8 ghz , 3 gb ram , geforce 9500 GT 1 Gb , using windows 7 32 bit.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
June 02 2012 02:26 GMT
#161
I would love to post my lower end computer results but with a 10GB download I will need to wait until I get to my house on sunday to download the game. Im surprised its a whole 10GB download O.O

I have the following specs, if someone with a similar PC can let me know if they took a performance hit I would appreciate it

Laptop:

1st Gen i5 430m, 2.27Ghz 4 logical core, turboboost to 2.54Ghz
Nvidia 330M 1GB dedicated card
6GB DDR3 Ram
500GB 7200 RPM HDD
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 02:38 GMT
#162
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?
MMA: The true King of Wings
Chronos.
Profile Joined February 2012
United States805 Posts
June 02 2012 02:46 GMT
#163
Selection size increased to 500!!! I'll never need more than 1 hotkey for lings again!
dynwar7
Profile Joined May 2011
1983 Posts
June 02 2012 02:53 GMT
#164
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Chronos.
Profile Joined February 2012
United States805 Posts
June 02 2012 02:55 GMT
#165
These are for the actual game dynwar7. They're just bug fixes though, nothing really to be concerned about.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 02:55 GMT
#166
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


You just listed a bunch of bug fixes... what's to be concerned about?
MMA: The true King of Wings
Highways
Profile Joined July 2005
Australia6103 Posts
June 02 2012 02:56 GMT
#167
On June 02 2012 11:19 Highways wrote:
[image loading]


Can anyone confirm if they get this error as well?

Wanna know if it is my internet or the server is down.
#1 Terran hater
mtn
Profile Blog Joined August 2011
729 Posts
Last Edited: 2012-06-02 02:57:41
June 02 2012 02:57 GMT
#168
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.
BookII
Profile Blog Joined July 2010
Australia400 Posts
June 02 2012 02:57 GMT
#169
On June 02 2012 08:02 l_Kyo_l wrote:
Not sure if it was mentioned earlier in the posts but some small things i noticed

Obs timing is 40 sec
Probes now show a "waypoint" on the mineral patch they are gathering from, even if multiple are selected you see dots on all minerals. Moreover, there seemed to be more waypoiting shown by probes on movement command. Though, all of the above may have just been because the client was not full updated when i was playing.

There are now chat channels that u can join when looking through strategy, multiplayer(arcade) etc at the top of each game type. This is to help I guess with the "community" aspect.

Overall, not much changes.. and personally I don't think it's really "better" just different. Though, some of the other things that will be introducted with Hots i think will make the new UI much better and smooth with the game. We will see though.

Also not sure if this was mentioned earlier but clicking the mineral patches shows how many workers are mining from it (like how gas buildings worked already).
larse
Profile Blog Joined March 2012
1611 Posts
June 02 2012 03:09 GMT
#170
On June 02 2012 11:57 mtn wrote:
Show nested quote +
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


If this is because they implemented an acceleration rate for screen scroll, it will hurt professional play, since it actually means "less responsive".
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
June 02 2012 03:13 GMT
#171
On June 02 2012 12:09 larse wrote:
Show nested quote +
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


If this is because they implemented an acceleration rate for screen scroll, it will hurt professional play, since it actually means "less responsive".


It will hurt most of the competitive players. It actually sounds terrible to me and I'm only a mid master player -_-
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 02 2012 03:17 GMT
#172
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


LOL wait so if you were to morph a ling into a bling, it would glitch and be stuck as an egg underneath a hatchery?

Also, didn't even know you can tell if Bunkers are empty or not, wtf o.o
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
CyDe
Profile Blog Joined November 2011
United States1010 Posts
Last Edited: 2012-06-02 03:25:25
June 02 2012 03:22 GMT
#173
On June 02 2012 12:09 larse wrote:
Show nested quote +
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


If this is because they implemented an acceleration rate for screen scroll, it will hurt professional play, since it actually means "less responsive".

I bet they will implement some sort of optional "Use Scrolling Acceleration" option, Blizzard is pretty good about that sort of thing.

EDIT: "Optional... option." Check out dem repetitive redundancies, man.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
June 02 2012 03:23 GMT
#174
On June 02 2012 12:17 Yoshi Kirishima wrote:
Show nested quote +
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


LOL wait so if you were to morph a ling into a bling, it would glitch and be stuck as an egg underneath a hatchery?

Also, didn't even know you can tell if Bunkers are empty or not, wtf o.o


An empty bunker has its uppermost bit look kind of "lifted" and the portholes where the marines fire from are black. When the bunker has units in it the top bit lowers slightly and the ports light up based on how many marines are in it, along with the shooting animation from each port based on the number of marines. One marine will mean that if a marine shoots you only see shots from one of the ports, the one that is closest to the bottom of the screen for example.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
SpecFire
Profile Joined December 2010
United States1681 Posts
June 02 2012 03:35 GMT
#175
Can I get Grandmaster on this Beta?
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 03:36 GMT
#176
On June 02 2012 11:57 mtn wrote:
Show nested quote +
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


Thanks for the response. Can I get a clarification?

When you say smoother, did you mean more responsive or something else?
MMA: The true King of Wings
di3alot
Profile Joined December 2011
172 Posts
June 02 2012 03:36 GMT
#177
you guys should look for bugs not for changes. just sayn
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2012-06-02 03:48:21
June 02 2012 03:40 GMT
#178
the removal of bfh splash to burrowed units seem unfortunate (i assume still works against cloaks?)
or maybe same principle as irradiated burrow unit not effecting unburrowed units.

edit: i read it wrong

ty poster below me
age: 84 | location: california | sex: 잘함
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
Last Edited: 2012-06-02 03:44:15
June 02 2012 03:42 GMT
#179
On June 02 2012 12:35 SpecFire wrote:
Can I get Grandmaster on this Beta?


OMG if you can i wanna play on it! lol


On June 02 2012 12:40 jinorazi wrote:
the removal of bfh splash to burrowed units seem unfortunate (i assume still works against cloaks?)
or maybe same principle as irradiated burrow unit not effecting unburrowed units.


I think you read that wrong. It says that if there is a zergling burrowed, and there are unburrowed zerglings behind it, previously the hellion would only hit the burrowed unit. But now, it will hit the burrowed unit and also splash the ones behind it if they are within range.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
mtn
Profile Blog Joined August 2011
729 Posts
Last Edited: 2012-06-02 03:50:12
June 02 2012 03:46 GMT
#180
On June 02 2012 12:36 SarcasmMonster wrote:
Show nested quote +
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


Thanks for the response. Can I get a clarification?

When you say smoother, did you mean more responsive or something else?


Well, on the mini map with current version( not 1.5beta) when u move ur screen through ur mini map it feels like small jumps all the time, if u know what I mean. On 1.5, it feels very smooth, U can't really feel the jumps. Also i noticed that it's different feel with the cursor too. Feels really good. I love the changes, although the one thing I'm not happy with is that they didn't add ANY statistics.

Such as ur winrate vs Z vs P vs T etc etc. Just same old shit with better lighting. No stats of ur winrate on maps or anything like that.

The one thing that I really love is ur Ladder menu, with new Race icons and graphics.

[image loading]
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 03:48 GMT
#181
On June 02 2012 12:46 mtn wrote:
Show nested quote +
On June 02 2012 12:36 SarcasmMonster wrote:
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


Thanks for the response. Can I get a clarification?

When you say smoother, did you mean more responsive or something else?


Well, on the mini map with current version( not 1.5beta) when u move ur screen through ur mini map it feels like small jumps all the time, if u know what I mean. On 1.5, it feels very smooth, U can't really feel the jumps. Also i noticed that it's different feel with the cursor too. Feels really good. I love the changes, although the one thing I'm not happy with is that they didn't add ANY statistics.

Such as ur winrate vs Z vs P vs T etc etc. Just same old shit with better lighting. No stats of ur winrate on maps or anything like that.

The one thing that I really love is ur Ladder menu, with new Race icons and graphics.


Oh now I see. Thanks for clarifying
MMA: The true King of Wings
mtn
Profile Blog Joined August 2011
729 Posts
June 02 2012 03:50 GMT
#182
[image loading]

Thats the Ladder menu :d
Sein
Profile Blog Joined September 2010
United States1811 Posts
Last Edited: 2012-06-02 03:52:34
June 02 2012 03:51 GMT
#183
Hahahaha, Colossus the minesweeper. Browder just loves that unit, doesn't he?

^The new ladder menu looks pretty neat
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2012-06-02 03:52:34
June 02 2012 03:52 GMT
#184
why they switch it lol. 1v1 being stuck between others seem weird.
(or subliminal attempt at making 4v4 more popular)
age: 84 | location: california | sex: 잘함
Karawasa
Profile Joined July 2011
United States58 Posts
June 02 2012 04:04 GMT
#185
Today was a good day for SC2.
Pokemonxoxo
Profile Blog Joined July 2010
United States217 Posts
June 02 2012 04:08 GMT
#186
On June 02 2012 12:50 mtn wrote:
[image loading]

Thats the Ladder menu :d


Can anyone clarify that "Look for team" on the top right of the picture? Does this mean some sort of clan/team support that allows one to look for teams and be in one?
Within and Without
haitike
Profile Joined June 2009
Spain2711 Posts
June 02 2012 04:13 GMT
#187
On June 02 2012 13:08 Pokemonxoxo wrote:
Show nested quote +
On June 02 2012 12:50 mtn wrote:
[image loading]

Thats the Ladder menu :d


Can anyone clarify that "Look for team" on the top right of the picture? Does this mean some sort of clan/team support that allows one to look for teams and be in one?


No, it opens the chat channel "Looking for a team".
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
June 02 2012 04:14 GMT
#188
On June 02 2012 12:52 jinorazi wrote:
why they switch it lol. 1v1 being stuck between others seem weird.
(or subliminal attempt at making 4v4 more popular)


This ^

Looks really weird I agree.
TheSwamp
Profile Joined November 2010
United States1497 Posts
June 02 2012 04:35 GMT
#189
The baneling thing is a bug fix. Any other "balance changes" are completely irrelevant because this is a UI/custom game patch. They don't care about the balance of the actual game for this beta because they don't want you to play it.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
Last Edited: 2012-06-02 05:03:30
June 02 2012 05:02 GMT
#190
On June 02 2012 12:46 mtn wrote:
Show nested quote +
On June 02 2012 12:36 SarcasmMonster wrote:
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


Thanks for the response. Can I get a clarification?

When you say smoother, did you mean more responsive or something else?


Well, on the mini map with current version( not 1.5beta) when u move ur screen through ur mini map it feels like small jumps all the time, if u know what I mean. On 1.5, it feels very smooth, U can't really feel the jumps. Also i noticed that it's different feel with the cursor too. Feels really good. I love the changes, although the one thing I'm not happy with is that they didn't add ANY statistics.

Such as ur winrate vs Z vs P vs T etc etc. Just same old shit with better lighting. No stats of ur winrate on maps or anything like that.

The one thing that I really love is ur Ladder menu, with new Race icons and graphics.

[image loading]


Yay! It shows art instead of the stupid pictures from the campaign scenes xD

Though I still would have liked for the Marine, Zealot, and Hydralisk to represent the 3 races, but doesn't matter too much.

I sorta don't like the new art direction though... I mean, it doesn't exactly look cleaner nor better. And I don't understand why 1v1 is on the right side now lol.

Shit, just realized that all those custom backgrounds... ;_;
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Romitelli
Profile Blog Joined August 2011
Brunei Darussalam566 Posts
June 02 2012 05:12 GMT
#191
On June 02 2012 12:50 mtn wrote:
[image loading]

Thats the Ladder menu :d


OMW, this looks really fugly
Zed's dead, baby, Zed's dead.
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
June 02 2012 05:19 GMT
#192
That last screenshot looks really bad but the arcade stuff and chat channels looks really interesting (like a forward step back to good old Bnet 1.0)
Kohonski
Profile Blog Joined July 2011
United States150 Posts
June 02 2012 05:33 GMT
#193
On June 02 2012 14:12 Romitelli wrote:
Show nested quote +
On June 02 2012 12:50 mtn wrote:
[image loading]

Thats the Ladder menu :d


OMW, this looks really fugly

Ugh I agree. I like the old style much more than that beta art. :|
Now we are both in the club of "people who caught mice and asked IRC what to do". Mine was caught face first on a glue trap though, but his back legs were free and he was pushing the trap all over my house. I ended up drowning him. - Lemonwalrus
mrtomjones
Profile Joined April 2011
Canada4020 Posts
June 02 2012 05:35 GMT
#194
"Banelings will now auto-cast Unburrow if a Colossus comes within their attack range"

What is this about? Do banes do that for other units?
jnkw
Profile Joined November 2010
Canada347 Posts
June 02 2012 05:36 GMT
#195
On June 02 2012 05:12 Whole wrote:
Show nested quote +
On June 02 2012 04:55 eviltomahawk wrote:
New statistics have been added to the Player Profile: Games Played This Season, Most Played Mode, and Total Career games.

Cool. I love statistics.

So can we figure out our win/loss now?


Yeah, it's 50%.

But seriously, Blizzard has explained time and time again that win ratio is a meaningless statistic in Bronze-Diamond since you will always stabilize at 50% with enough games played. I don't see them reverting their decision to remove that statistic.
nebffa
Profile Blog Joined February 2009
Australia776 Posts
June 02 2012 05:39 GMT
#196
The most important thing of everything in this new update imo, is that there is an OPEN GAME LOBBY. You can see the games that are being hosted. This is the one thing that can really make a difference to the custom map community. I am really glad it is in there, and not a moment too soon
mnck
Profile Joined April 2010
Denmark1518 Posts
June 02 2012 05:47 GMT
#197
On June 02 2012 12:50 mtn wrote:
[image loading]

Thats the Ladder menu :d


I like this a lot, just dont get why 4v4 is first and not 1v1. Makes no sense to me lol.

Besides that, I think the new patch looks really cool, seems like a much needed improvement on battle.net. I'm very excited for HOTS with this patch... Cant wait! :D
@Munck
frontline-
Profile Joined March 2012
Bulgaria281 Posts
Last Edited: 2012-06-02 05:58:06
June 02 2012 05:56 GMT
#198
I really dont understand how can anyone like the new quick match page more than the current one. This new one looks like a joke compared to the one right now ; /
paralleluniverse
Profile Joined July 2010
4065 Posts
June 02 2012 06:00 GMT
#199
On June 02 2012 08:05 Xapti wrote:
OMG they added open games! I was worried that due to the private/closed beta that they wouldn't add it, and just use fun-or-not like they said at Blizzcon (and I think even in earlier 1.5 patch notes, although it didn't work when I tested it)

Also:
Show nested quote +
The following new slash commands have been added :
• /help – displays available /slash commands
• /close – closes the focused chat window
• /min – minimizes the focused chat window
• /max – maximizes the focused chat window
• /restore – returns the focused chat window to default position and size
• /afk – puts the player into AFK status
• /dnd – puts the players into DND status
• /partyinvite – invites the targeted player to a party
• /partykick – removes the targeted player from party
• /block – blocks the targeted player
• /unblock – unblocks the targeted player
• /addfriend – adds the targeted player as a character friend
• /removefriend – removes the targeted player as a friend
• /profile – opens the profile page for targeted player
• /report – opens the Report Player dialog for targeted player
• /friendnote – opens the Friend Note dialog for targeted player
FINALLY. Long overdue. I guess open games list was also really long overdue too (although I could see it taking more time than chat commands to implement)

Still no /whisper.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 02 2012 06:03 GMT
#200
On June 02 2012 14:35 mrtomjones wrote:
"Banelings will now auto-cast Unburrow if a Colossus comes within their attack range"

What is this about? Do banes do that for other units?



Yes, if you put a baneling on auto-unburrow it will pop out and explode if anything walks near it with the exception of the colossus, this is merely a bug fix that makes it act consistent with all the other ground units.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
June 02 2012 06:03 GMT
#201

Terrain Module

A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance).
New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options).

AAAWWWEEEESOMMMEEEEEEE!!!!!!!
YES!
especially the second option has the potential to save hours of time when making maps.

now I just have to wait for this to load...
This is it... the alpaca lips.
Veldril
Profile Joined August 2010
Thailand1817 Posts
June 02 2012 06:11 GMT
#202
On June 02 2012 15:03 Dingobloo wrote:
Show nested quote +
On June 02 2012 14:35 mrtomjones wrote:
"Banelings will now auto-cast Unburrow if a Colossus comes within their attack range"

What is this about? Do banes do that for other units?



Yes, if you put a baneling on auto-unburrow it will pop out and explode if anything walks near it with the exception of the colossus, this is merely a bug fix that makes it act consistent with all the other ground units.


Think of auto-unburrow Banelings like Vulture's spider mines. Only it's better because you can detonate them manually.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
June 02 2012 06:14 GMT
#203
Having played the Beta, the open games list is a huge improvement. I can actually play customs now.

Also really nifty, there's a "join chat" button on a lot of screens that kicks you into a relevant chat room. The home page gets you into a general chat, the arcade page has a button for the arcade chat, and quick-play 2v2 and up has a button for looking for teams, etc. It makes more people go into the chat, which in turn makes the chats livelier. It's a nice improvement.

There isn't an easy way to invite someone into a game you're in the lobby for. I'd like that.

A lot of the buttons have been redesigned to be nicer, but that UI still feels empty, especially the home page.
Inex
Profile Joined October 2010
Bulgaria443 Posts
June 02 2012 06:42 GMT
#204
It's funny to see that ''Starcraft'' button at the top left corner of the screen, it looks as if you can play the original game inside starcraft 2, not to mention that ''Arcade'' button, which reminds me of these old rom emulators. So yeah the whole UI is a blast from the past, but a much needed improvement.

Btw, can you write the name of your game in Open Games, for example ''1x1 PROs only no n00bs''. I miss those things from WC3?
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-06-02 06:50:47
June 02 2012 06:44 GMT
#205
On June 02 2012 12:50 mtn wrote:
[image loading]
For those of you who've actually tried it out, have any of you noticed a bug where instead of "Terran, Zerg, Protoss, Random", it says "Red, Blue, Teal, Purple"? I thought that was weird and funny— "I'm going to play as purple [race] today"

On June 02 2012 15:00 paralleluniverse wrote:
Show nested quote +
On June 02 2012 08:05 Xapti wrote:
OMG they added open games! I was worried that due to the private/closed beta that they wouldn't add it, and just use fun-or-not like they said at Blizzcon (and I think even in earlier 1.5 patch notes, although it didn't work when I tested it)

Also:
The following new slash commands have been added :
• /help – displays available /slash commands
• /close – closes the focused chat window
• /min – minimizes the focused chat window
• /max – maximizes the focused chat window
• /restore – returns the focused chat window to default position and size
• /afk – puts the player into AFK status
• /dnd – puts the players into DND status
• /partyinvite – invites the targeted player to a party
• /partykick – removes the targeted player from party
• /block – blocks the targeted player
• /unblock – unblocks the targeted player
• /addfriend – adds the targeted player as a character friend
• /removefriend – removes the targeted player as a friend
• /profile – opens the profile page for targeted player
• /report – opens the Report Player dialog for targeted player
• /friendnote – opens the Friend Note dialog for targeted player
FINALLY. Long overdue. I guess open games list was also really long overdue too (although I could see it taking more time than chat commands to implement)

Still no /whisper.

They actually added that ability a while ago. It may have been a ninjaed change. I was happy when they added that, too. I kinda doubt it works in the lobby, but you can do it in-game. It even has an auto-search pop-up list of names to choose from when you've partially typed the name (rather necessary considering the fact that you can have people with the same name (it shows their ID number as well))
On June 02 2012 08:33 NeWeNiyaLord wrote:
One thing I noticed was, that you can only fungal units. This way, you can't miss.... Can't fungal if there's no units -.- ridiculous..

I noticed that was the case with the old 1.5 arcade beta, along with a bunch of other weird things (unable to cast infested terran while burrowed), but I didn't notice it in the bunch of games I played today in the new version. Are you talking about hte right version?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
June 02 2012 06:54 GMT
#206
Downloading it right now. Lets see what it is and HOW it is

Is this like another full game of starcraft or will I be logging into my real battlenet account and having the same MMR and be in my old league and everything?
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Jebediah
Profile Joined April 2012
Germany106 Posts
Last Edited: 2012-06-02 07:21:59
June 02 2012 07:13 GMT
#207
On June 02 2012 15:54 enemy2010 wrote:
Is this like another full game of starcraft or will I be logging into my real battlenet account and having the same MMR and be in my old league and everything?


It's like a second account. You get a new name, new ID, new rfiendlist, new MMR.
Only your login is the same.

I really like some of the changes and I really dislike others.
The "Arcade" is great. An "Open Games" tab, sorting maps by genres, the rating system and especially the preview option for every map is awesome. If they implemented that earlier, a lot of casuals would still be playing the game.
I'm not so fond of the look of the UI, especially the Quick Match screen looks kinda meh :/ But since it's only a game menu, I don't really care.
What I really don't like is the changes they made to the look of the game itself. I have the feeling that everything that's not in my vision looks gritty and darker than what I'm used to. Played about 15 laddergames and I still have the feeling, that it just doesn't look right.
Deagle
Profile Joined April 2010
Lithuania108 Posts
June 02 2012 07:26 GMT
#208
New arcade looks cool, but there's one thing, that I don't like it. The main problem is to reach my division ladder. If i press on portrait it doesn't show my league, division - nothing useful. If I want to get to my division I have to go like this Starcraft>Quick Match>View ladder. The other thing is with other players. If I want to know in which league they're I have to go to career summary, but there is no way I can get in other people division ladder.
emc
Profile Joined September 2010
United States3088 Posts
June 02 2012 07:31 GMT
#209
all the open games list needs is a player count in each lobby. There also needs to be some kind of veto system where players can boot the host so afk hosts don't clog up the open lists.
dynwar7
Profile Joined May 2011
1983 Posts
June 02 2012 07:54 GMT
#210
On June 02 2012 11:55 SarcasmMonster wrote:
Show nested quote +
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


You just listed a bunch of bug fixes... what's to be concerned about?



No Im only asking, is this a real patch for the normal game, or is this patch for a separate custom game of SC2? I am confused because it says "arcade" beta, instead of the previous patches where the names were simply "patch 1.3.0, patch 1.3.1", so on.
Regarding the imbalance, hilarious to see Zergs defending themselves....
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 02 2012 07:56 GMT
#211
Oh this is weird. When I played the game at about 40% downloaded/installed, Typhon Peaks and Shattered Temple were part of my 1v1 map pool along with new maps like Ohana and Cloud Kingdom. When I played the beta at 100% installed, the correct, current map pool was displayed. Weird.
ㅇㅅㅌㅅ
MShaw006
Profile Joined April 2011
United States74 Posts
June 02 2012 08:04 GMT
#212
Anybody else notice that they left Khaydarin Amulet in there? Get your storm drops in while you can!
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
June 02 2012 08:15 GMT
#213
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.

I dont think blizzard thought this one through.
This 1. removes skill from the game (like we need that blizz) and 2. it makes a cllossus an observer.

Maybe sometimes it might even be better to have banelings blow up on colossus.
So I really hate this unit automization.

Also they added support for self cast hotkey? What is that?
4th August 2012...Never forget.....
Archybaldie
Profile Joined June 2011
United Kingdom818 Posts
June 02 2012 08:23 GMT
#214
On June 02 2012 17:15 CrtBalorda wrote:
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.

I dont think blizzard thought this one through.
This 1. removes skill from the game (like we need that blizz) and 2. it makes a cllossus an observer.

Maybe sometimes it might even be better to have banelings blow up on colossus.
So I really hate this unit automization.

Also they added support for self cast hotkey? What is that?


1: You could already right click on unburrow and it would enable the autocast that would automatically unburrow if a unit came within range. (Less effective then casting it yourself)
2: This is just a fix. If a colossus would walk over a baneling it wouldnt trigger the auto unburrow this just fixes it so it will react in the same way as every other unit.
I'm in the bubblewrap league ... i just keep getting popped
di3alot
Profile Joined December 2011
172 Posts
June 02 2012 08:27 GMT
#215
On June 02 2012 17:15 CrtBalorda wrote:
Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.

I dont think blizzard thought this one through.
This 1. removes skill from the game (like we need that blizz) and 2. it makes a cllossus an observer.

Maybe sometimes it might even be better to have banelings blow up on colossus.
So I really hate this unit automization.

Also they added support for self cast hotkey? What is that?


dude thats a bugfix wtf are you talking about
AXygnus
Profile Blog Joined November 2010
Portugal1008 Posts
June 02 2012 08:54 GMT
#216
On June 02 2012 11:26 ZeromuS wrote:
I would love to post my lower end computer results but with a 10GB download I will need to wait until I get to my house on sunday to download the game. Im surprised its a whole 10GB download O.O

I have the following specs, if someone with a similar PC can let me know if they took a performance hit I would appreciate it

Laptop:

1st Gen i5 430m, 2.27Ghz 4 logical core, turboboost to 2.54Ghz
Nvidia 330M 1GB dedicated card
6GB DDR3 Ram
500GB 7200 RPM HDD


I have a similar laptop, except it's not overclocked, has a Nvidia 320M, 4GB DDR3 RAM (just because of this, it might take a performance hit) and the same harddrive specs. I'll get back at you, if you want me to.
"To create, to recreate. To create, to recreate. Down to the last seed, I stand with a dark stare. Still silent. Still frighteningly silent."
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-02 09:01:03
June 02 2012 08:59 GMT
#217
There's still a massive lack of focus on competitive ladders.

You can't even view other people's ladder profile and division ladder anymore. There's no stats. Still no way to compare the rank of players not in the same division.

This is not a serious competitive game.
FluffyBinLaden
Profile Blog Joined December 2010
United States527 Posts
June 02 2012 09:24 GMT
#218
I must say, the Beta-patch game looks amazing. It feels like a return to the original SC2 beta feel, with all the buttons and the whole interface just being much more... defined. Looks good, the arcade system is useful. I've got high hopes for this one.
Riddles in the Dark. Answers in the Light.
Ace1123
Profile Joined September 2011
Philippines1187 Posts
June 02 2012 09:25 GMT
#219
The new UI is great, Much more good looking, Great job Blizz
ForGG, Mvp, MMA, MarineKing, BoxeR,
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 02 2012 09:31 GMT
#220
On June 02 2012 16:54 dynwar7 wrote:
Show nested quote +
On June 02 2012 11:55 SarcasmMonster wrote:
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


You just listed a bunch of bug fixes... what's to be concerned about?



No Im only asking, is this a real patch for the normal game, or is this patch for a separate custom game of SC2? I am confused because it says "arcade" beta, instead of the previous patches where the names were simply "patch 1.3.0, patch 1.3.1", so on.


It's just a regular patch, the actual patch number is patch 1.5.0, They're making a big deal about it because it introduces a lot of stuff designed to bring custom game types to the front hence the "Arcade Patch".
MNdakota
Profile Joined March 2012
United States512 Posts
June 02 2012 10:13 GMT
#221
Yeah the game feels a lot more finished now. It has a way better feel than it did before.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
voltaic
Profile Blog Joined November 2010
1071 Posts
Last Edited: 2012-06-02 10:34:25
June 02 2012 10:34 GMT
#222
game is crashing, have to wait till it's loaded fully, but the interface and the graphics seem better, though i am not sure if the starcraft/arcade button is better than single/multplayer as arcade and custom don't seem toooooo relevant in the community.
pls correct me if i am wrong as i am a campaign fan and don't follow custom maps too much.
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4329 Posts
June 02 2012 11:00 GMT
#223
anything that gets more people playing a larger variety customs is a good thing , sc2 melee is just soooo boring compared to brood war
https://www.youtube.com/watch?v=e7PvoI6gvQs
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 11:26 GMT
#224
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]
DaNom
Profile Joined December 2010
Poland144 Posts
June 02 2012 11:28 GMT
#225
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD
DaNom.211 BNet EU
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 11:30 GMT
#226
On June 02 2012 20:28 DaNom wrote:
Show nested quote +
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD

No, you can't, before it says, that you can open only one chat window at same time
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
June 02 2012 11:31 GMT
#227
On June 02 2012 20:00 iPlaY.NettleS wrote:
anything that gets more people playing a larger variety customs is a good thing , sc2 melee is just soooo boring compared to brood war



Thanks for your... valuable... input.

On topic: Looking forward to everything except 4v4 being at the beginning of the list
trips
Profile Joined December 2010
United Kingdom107 Posts
June 02 2012 11:36 GMT
#228
How long does it take to install.??

iv been stuck on "updating setup files" for ages.
¯\_(ツ)_/¯
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
Last Edited: 2012-06-02 12:45:59
June 02 2012 11:42 GMT
#229
I'm sure this is a nice patch for many, but for me, there is no balance changes...
DaNom
Profile Joined December 2010
Poland144 Posts
June 02 2012 11:50 GMT
#230
On June 02 2012 20:30 Existor wrote:
Show nested quote +
On June 02 2012 20:28 DaNom wrote:
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD

No, you can't, before it says, that you can open only one chat window at same time

Yes, you can
[image loading]
DaNom.211 BNet EU
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
Last Edited: 2012-06-02 11:57:27
June 02 2012 11:56 GMT
#231
Build order history is really bugged, it shows warpgate when im playing terran, and hydras before pool when zerg... really weird.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-02 12:03:32
June 02 2012 12:03 GMT
#232
Yes, you can

Looks like they hidden-fixed that some time ago in some of last patches
Build order history is really bugged, it shows warpgate when im playing terran, and hydras before pool when zerg... really weird.

What you want from beta?
Ace1123
Profile Joined September 2011
Philippines1187 Posts
June 02 2012 12:33 GMT
#233
On June 02 2012 20:50 DaNom wrote:
Show nested quote +
On June 02 2012 20:30 Existor wrote:
On June 02 2012 20:28 DaNom wrote:
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD

No, you can't, before it says, that you can open only one chat window at same time

Yes, you can
[image loading]



No, What they mean is the OFFICIAL Blizz chat channel. Before only 1 at a time is allowed
ForGG, Mvp, MMA, MarineKing, BoxeR,
dsjoerg
Profile Joined January 2012
United States384 Posts
June 02 2012 12:41 GMT
#234
Stuck in "validating cache" for about 10 minutes. How long should I expect this to go on?
card-carrying grubby fan. developer of GGTracker.
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-02 12:49:27
June 02 2012 12:47 GMT
#235
On June 02 2012 20:28 DaNom wrote:
Show nested quote +
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD


LoL you fail so much , then go to the game , and try. Next time try to think , or buy the game and check it ;P


On June 02 2012 20:42 Azzur wrote:
I'm sure this is a nice patch for many, but for me, there is no balance changes...


So what ? Its not balance patch , its interface patch.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Fencar
Profile Blog Joined August 2011
United States2694 Posts
June 02 2012 13:10 GMT
#236
On June 02 2012 21:33 Ace1123 wrote:
Show nested quote +
On June 02 2012 20:50 DaNom wrote:
On June 02 2012 20:30 Existor wrote:
On June 02 2012 20:28 DaNom wrote:
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD

No, you can't, before it says, that you can open only one chat window at same time

Yes, you can
[image loading]



No, What they mean is the OFFICIAL Blizz chat channel. Before only 1 at a time is allowed

Plus you can go into multiple instances of the same channel.
This is my signature. There are many like it, but this one is mine.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 13:34 GMT
#237

No, What they mean is the OFFICIAL Blizz chat channel. Before only 1 at a time is allowed

Plus you can go into multiple instances of the same channel. [/QUOTE]
^ this too

They're nicely updated and promoted chat channels. Probably now they will be more popular, unlike in WoL
dynwar7
Profile Joined May 2011
1983 Posts
June 02 2012 13:35 GMT
#238
On June 02 2012 18:31 Dingobloo wrote:
Show nested quote +
On June 02 2012 16:54 dynwar7 wrote:
On June 02 2012 11:55 SarcasmMonster wrote:
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


You just listed a bunch of bug fixes... what's to be concerned about?



No Im only asking, is this a real patch for the normal game, or is this patch for a separate custom game of SC2? I am confused because it says "arcade" beta, instead of the previous patches where the names were simply "patch 1.3.0, patch 1.3.1", so on.


It's just a regular patch, the actual patch number is patch 1.5.0, They're making a big deal about it because it introduces a lot of stuff designed to bring custom game types to the front hence the "Arcade Patch".


Thanks for that. Wow...if this is a real patch...then, the Baneling and Colossus one is a bitwierd O.o

Regarding the imbalance, hilarious to see Zergs defending themselves....
jurch
Profile Joined December 2009
Slovenia60 Posts
June 02 2012 13:43 GMT
#239
On June 02 2012 22:35 dynwar7 wrote:
Show nested quote +
On June 02 2012 18:31 Dingobloo wrote:
On June 02 2012 16:54 dynwar7 wrote:
On June 02 2012 11:55 SarcasmMonster wrote:
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


You just listed a bunch of bug fixes... what's to be concerned about?



No Im only asking, is this a real patch for the normal game, or is this patch for a separate custom game of SC2? I am confused because it says "arcade" beta, instead of the previous patches where the names were simply "patch 1.3.0, patch 1.3.1", so on.


It's just a regular patch, the actual patch number is patch 1.5.0, They're making a big deal about it because it introduces a lot of stuff designed to bring custom game types to the front hence the "Arcade Patch".


Thanks for that. Wow...if this is a real patch...then, the Baneling and Colossus one is a bitwierd O.o



It's nothing balance related. It was just a bug that banes didn't react to colossi when auto-casting was on.
ZenithM
Profile Joined February 2011
France15952 Posts
June 02 2012 13:47 GMT
#240
On June 02 2012 21:47 pallad wrote:
Show nested quote +
On June 02 2012 20:28 DaNom wrote:
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD


LoL you fail so much , then go to the game , and try. Next time try to think , or buy the game and check it ;P


Show nested quote +
On June 02 2012 20:42 Azzur wrote:
I'm sure this is a nice patch for many, but for me, there is no balance changes...


So what ? Its not balance patch , its interface patch.

But if he's Terran like me, of course he wants a balance patch. *wink*
AXygnus
Profile Blog Joined November 2010
Portugal1008 Posts
June 02 2012 14:07 GMT
#241
On June 02 2012 21:41 dsjoerg wrote:
Stuck in "validating cache" for about 10 minutes. How long should I expect this to go on?


I had this too. Alt+F4'd ut of the client, then restarted, worked like a charm.
"To create, to recreate. To create, to recreate. Down to the last seed, I stand with a dark stare. Still silent. Still frighteningly silent."
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
June 02 2012 14:53 GMT
#242
On June 02 2012 22:47 ZenithM wrote:
Show nested quote +
On June 02 2012 21:47 pallad wrote:
On June 02 2012 20:28 DaNom wrote:
On June 02 2012 20:26 Existor wrote:
Another cool chat-channels change - you can now join more, than one chat at same time

[image loading]

LOL you can join multiple chat channels from the beggining xD


LoL you fail so much , then go to the game , and try. Next time try to think , or buy the game and check it ;P


On June 02 2012 20:42 Azzur wrote:
I'm sure this is a nice patch for many, but for me, there is no balance changes...


So what ? Its not balance patch , its interface patch.

But if he's Terran like me, of course he wants a balance patch. *wink*


Hidden bunker change?
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
virpi
Profile Blog Joined August 2009
Germany3598 Posts
June 02 2012 14:57 GMT
#243
lol, I just found some funny things in the hotkey setup:
It's possible to assign hotkeys to the following zerg upgrades (dunno about the other races):
- ultralisk speed
- infestor speed while burrowed
- roach organic carapace
first we make expand, then we defense it.
Rassy
Profile Joined August 2010
Netherlands2308 Posts
Last Edited: 2012-06-02 15:07:37
June 02 2012 15:07 GMT
#244
"A new player property has been added to disallow resource splitting when players drop from a game."


does this mean that if a player now drops from a multi game, you wont get his resources untill the 5 minute mark?
If so, its a good fix against purposely dropping to split resources but the majority of drops seem to be accidental and then you severaly hamperd if 1 player drops
not sure am happy with this
Math.random();
Profile Joined July 2011
433 Posts
Last Edited: 2012-06-02 15:30:24
June 02 2012 15:29 GMT
#245
Is there a way to have better contrast concerning the health bar? It's hard for me to recognize if I already stimmed my units and if which have low health. And also the quality of graphics seem to be better, but maxed battles on low graphics is unplayable for me
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 15:34 GMT
#246
On June 03 2012 00:29 Math.random(); wrote:
Is there a way to have better contrast concerning the health bar? It's hard for me to recognize if I already stimmed my units and if which have low health. And also the quality of graphics seem to be better, but maxed battles on low graphics is unplayable for me

Those HP-bars are ugly. We must have option to change sizes of HP bars.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
June 02 2012 15:35 GMT
#247
UI does seem better, cool to see some different custom games then the usual ones come to light.

Still no clan support in it though
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Oerbaa
Profile Joined October 2011
Scotland184 Posts
June 02 2012 15:55 GMT
#248
On June 03 2012 00:29 Math.random(); wrote:
Is there a way to have better contrast concerning the health bar? It's hard for me to recognize if I already stimmed my units and if which have low health. And also the quality of graphics seem to be better, but maxed battles on low graphics is unplayable for me


yep the graphics on low for me are different too, im getting lag in 200/200 battles , i guess blizzard just hate people with low spec comps :D
I came here to kick as and drink milk, and ive finished my milk
Antithesis
Profile Joined August 2010
Germany1152 Posts
June 02 2012 16:26 GMT
#249
Sorry, I'm unable to find a definite answer to this in the notes:

Is it possible to play standard 1v1/2v2 ladder matches on the test realm or is it just arcade + general UI? Thanks.
Mutation complete.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 16:33 GMT
#250
On June 03 2012 01:26 Antithesis wrote:
Sorry, I'm unable to find a definite answer to this in the notes:

Is it possible to play standard 1v1/2v2 ladder matches on the test realm or is it just arcade + general UI? Thanks.

StarCraft -> Quick Matches.

Or rebind it to F1-F5 binds and when launching game, click F1 and go to automatch imediately
Art.FeeL
Profile Blog Joined September 2007
1163 Posts
June 02 2012 16:43 GMT
#251
On June 02 2012 23:57 virpi wrote:
lol, I just found some funny things in the hotkey setup:
It's possible to assign hotkeys to the following zerg upgrades (dunno about the other races):
- ultralisk speed
- infestor speed while burrowed
- roach organic carapace - faster regenaration while burrowed


Other than that there are:
Research Neosteel grame - increase cargo space in bunker by two, same for planetary and cc
Flux vanes - speed and acceleration for void rays (didn't they remove it?)
Kaydarin amulet

Did they just put it there like that or what? pretty strange to have these things
I am a great believer in luck. The harder I work the luckier I am.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 16:47 GMT
#252
Did they just put it there like that or what? pretty strange to have these things

Strange? This is a WoL version 1.0 with not fully implemented latest patch changes
magnaflow
Profile Joined August 2011
Canada1521 Posts
June 02 2012 16:52 GMT
#253
On June 03 2012 00:55 Oerbaa wrote:
Show nested quote +
On June 03 2012 00:29 Math.random(); wrote:
Is there a way to have better contrast concerning the health bar? It's hard for me to recognize if I already stimmed my units and if which have low health. And also the quality of graphics seem to be better, but maxed battles on low graphics is unplayable for me


yep the graphics on low for me are different too, im getting lag in 200/200 battles , i guess blizzard just hate people with low spec comps :D



Do you bitch at Microsoft for not being able to play xbox 360 games on your xbox? Spend the 100 dollars to upgrade, if you don't have it blame yourself not Blizzard.

Shit you can buy a whole rig (reman) for like $200.00 that will play SC2 on medium settings.
nocrA
Profile Joined August 2011
Italy27 Posts
June 02 2012 16:55 GMT
#254
On June 03 2012 01:47 Existor wrote:
Show nested quote +
Did they just put it there like that or what? pretty strange to have these things

Strange? This is a WoL version 1.0 with not fully implemented latest patch changes


In my version the game is fully updated(with even the last changes like queen range etc...), maybe you need to wait for the download to complete.
(╯°□°)╯︵ ┻━┻
SHOOG
Profile Blog Joined December 2011
United States1639 Posts
June 02 2012 16:57 GMT
#255
Hey, I'm having a problem I can't seem to figure out with the beta and I'm wondering if anyone else has experienced it, and has been able to fix it?
My hotkeys weren't working during games on ladder. My numbers on the keyboard worked, but none of the letters did. So I had to manually build everything.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
Last Edited: 2012-06-02 17:18:24
June 02 2012 17:07 GMT
#256
GPU temperature monitor under the framerate if you press ctrl - alt - f. Pretty neat


On June 03 2012 01:52 magnaflow wrote:
Show nested quote +
On June 03 2012 00:55 Oerbaa wrote:
On June 03 2012 00:29 Math.random(); wrote:
Is there a way to have better contrast concerning the health bar? It's hard for me to recognize if I already stimmed my units and if which have low health. And also the quality of graphics seem to be better, but maxed battles on low graphics is unplayable for me


yep the graphics on low for me are different too, im getting lag in 200/200 battles , i guess blizzard just hate people with low spec comps :D



Do you bitch at Microsoft for not being able to play xbox 360 games on your xbox? Spend the 100 dollars to upgrade, if you don't have it blame yourself not Blizzard.

Shit you can buy a whole rig (reman) for like $200.00 that will play SC2 on medium settings.


The hell are you on about, blizzard provide a low setting for people who have too bad computers for the higher settings, people shouldn't have to buy a new computer after a patch. Expansion sure arguably but for a compulsary patch the computer requirements shouldn't change.
magnaflow
Profile Joined August 2011
Canada1521 Posts
June 02 2012 17:25 GMT
#257
On June 03 2012 02:07 Iksf wrote:
GPU temperature monitor under the framerate if you press ctrl - alt - f. Pretty neat


Show nested quote +
On June 03 2012 01:52 magnaflow wrote:
On June 03 2012 00:55 Oerbaa wrote:
On June 03 2012 00:29 Math.random(); wrote:
Is there a way to have better contrast concerning the health bar? It's hard for me to recognize if I already stimmed my units and if which have low health. And also the quality of graphics seem to be better, but maxed battles on low graphics is unplayable for me


yep the graphics on low for me are different too, im getting lag in 200/200 battles , i guess blizzard just hate people with low spec comps :D



Do you bitch at Microsoft for not being able to play xbox 360 games on your xbox? Spend the 100 dollars to upgrade, if you don't have it blame yourself not Blizzard.

Shit you can buy a whole rig (reman) for like $200.00 that will play SC2 on medium settings.


The hell are you on about, blizzard provide a low setting for people who have too bad computers for the higher settings, people shouldn't have to buy a new computer after a patch. Expansion sure arguably but for a compulsary patch the computer requirements shouldn't change.



This isn't a patch, how do you know how this will affect your gameplay until it is implented live, it is a BETA afterall
Affluenza
Profile Joined April 2010
United Kingdom214 Posts
June 02 2012 18:32 GMT
#258
This beta is unoptimised...Ofcourse it will run worse. There's been a ton of optimisation changes in the patches for SC2.

Chill out...
My children, the hour of our victory is at hand. For upon this world of Aiur shall we incorporate the strongest known species into our fold. Then shall we be the greatest of creation's children. We shall be... Perfect.
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
June 02 2012 19:08 GMT
#259
Overall, I really like the changes to the UI in this patch. It seems much nicer, with a better focus on being social. It's not perfect, but I think its a solid step in the right direction.
Greenei
Profile Joined November 2011
Germany1754 Posts
June 02 2012 19:12 GMT
#260
omg ladder is soooo hard. i offraced a bit, landet in silver and am playing against pre-arcade plat/diamond/masters lol.
IMBA IMBA IMBA IMBA IMBA IMBA
ProxySilmaril
Profile Joined June 2011
81 Posts
June 02 2012 19:19 GMT
#261
when i first read, that it is WOL 1.0 I was happy... I am toss
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 02 2012 19:23 GMT
#262
On June 03 2012 04:12 Greenei wrote:
omg ladder is soooo hard. i offraced a bit, landet in silver and am playing against pre-arcade plat/diamond/masters lol.

Dude, I was Plat and played TvZs for all my placements and got into Bronze XD.

Granted, I did throw my last placement since I didn't want to play any more TvZs since I'm soooo bad at the matchup right now .

Huh, my client crashed when it started loading SC1 Greatest Hits. Strange...
ㅇㅅㅌㅅ
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 19:24 GMT
#263
Now you will be able to never play ZvZ, because cancel button :D
Roe
Profile Blog Joined June 2010
Canada6002 Posts
June 02 2012 19:27 GMT
#264
The problem with the lag might be happening because there was a patch a while ago that made the graphics run smoother or something. Can't remember exactly but it would make sense if people are reporting old values for units/costs etc.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
June 02 2012 19:34 GMT
#265
I don't know why so many people are having a problem with the newer graphics. I have a laptop and play on low settings and i don't notice the difference. Maybe it makes more difference in low/medium settings?

"Its easy, just trust your CPU".-Boxer on being good at games
Leberwurstbrot
Profile Joined March 2012
Germany144 Posts
Last Edited: 2012-06-02 19:53:40
June 02 2012 19:53 GMT
#266
Yeah, im offracing, too. Won against Grandmaster (as a gold player), which makes me really feeling like a boss :D.
+ Show Spoiler +
http://cs302108.userapi.com/v302108196/b24/bImgeccV3JA.jpg
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 02 2012 19:54 GMT
#267
I'm getting about 10-20 less FPS in this Beta.

I'm running with everything on low, except for medium textures and high models.

My specs are i5 processor, Intel HD 3000 integrated graphics, 6 gigs of RAM on an HP Pavilion dm4 laptop.

That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.
ㅇㅅㅌㅅ
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 02 2012 19:57 GMT
#268
That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.

It's wrong. Zerg units are easier to see on creep, than now. Lighter creep - harder to see zerglings for example.

And look at HotS presentation. They already said, that they will make textures better and sharper on low settings. And I understand that change. Players, who are playing on lowest settings, turning EVERYTHING off, including things, that do not change game readability, but makes game to look a bit better.

Smooth textures looked weird really
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
Last Edited: 2012-06-02 21:59:28
June 02 2012 20:20 GMT
#269
•Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.


Only relevant balance change I see.

And... what? So the banelings unburrow and evaporate to the thermal lance? Are they on hold position? Attack (towards the colossus)? Why has this changed?

EDIT: It was explained to me a few posts below I don't play Zerg ^^
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
June 02 2012 20:21 GMT
#270
On June 02 2012 12:50 mtn wrote:
[image loading]

Thats the Ladder menu :d


This looks really pretty Not gonna lie.

I like it.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-02 20:23:36
June 02 2012 20:22 GMT
#271
Only relevant balance change I see.

And... what? So the banelings unburrow and evaporate to the thermal lance? Are they on hold position? Attack (towards the colossus)? Why has this changed?

They already can auto-unburrow when units come close to their range. This is not worked, if colosus walking over them.

This is not a balance change, this is only a bug-fix of unpopular function "Auto-cast unburrow" for banelings vs colosus.

Launch SC2 now and burrow ANY zerg unit. Then see, that you can auto-cast unburrow commandfor ANY zerg unit.

if that hydra, then they will unburrow at 5+1 range from enemy unit. If ultralis, then at 1 range, etc
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-06-02 20:43:11
June 02 2012 20:43 GMT
#272
People, stop talking about balance change. It is CONFIRMED by blue poster that there is no balance change.

Source: http://us.battle.net/sc2/en/forum/topic/5590642507

But, there is some bugs with balance. If you play ladder games, it is a 2010 WOL 1.0 build. But if you play Versus AI or custom games, it is the newest 1.4.3.2 build (with queen buff, overlord speed and all that).
mindjames
Profile Blog Joined October 2010
Israel322 Posts
June 02 2012 20:52 GMT
#273
I don't understand why they would reverse the order of the game mode buttons (1v1, 2v2, etc.). Maybe to attract first-timers to the more casual modes?
Also kind of upset there's no clan support yet (although there are signs of it!) and no old-bnet-like public chat. :/

Arcade schmarcade.
Volka
Profile Joined December 2010
Argentina408 Posts
June 02 2012 21:00 GMT
#274
"Arcade" it's a good name but "Starcraft"? Call it "Normal" or "hardcore" or something else!
http://www.starsite.com.ar
GunHogz
Profile Joined June 2011
Canada47 Posts
June 02 2012 21:04 GMT
#275
I love the patch but the only thing I don't like is the fog of war. I hope that's just in the beta its really confusing
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-02 21:04:53
June 02 2012 21:04 GMT
#276
On June 03 2012 06:00 Volka wrote:
"Arcade" it's a good name but "Starcraft"? Call it "Normal" or "hardcore" or something else!

call it broodwar :D
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
June 02 2012 21:08 GMT
#277
On June 03 2012 04:54 eviltomahawk wrote:
I'm getting about 10-20 less FPS in this Beta.

I'm running with everything on low, except for medium textures and high models.

My specs are i5 processor, Intel HD 3000 integrated graphics, 6 gigs of RAM on an HP Pavilion dm4 laptop.

That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.


Me too, exactly the same stuff, except for models. It feels weird to play because of colors and I also get fewer FPS.
Here's my post on US B.net forums + photo comparasion: http://us.battle.net/sc2/en/forum/topic/5592452722
"Having your own haters means you are famous"
Werk
Profile Blog Joined October 2010
United States294 Posts
Last Edited: 2012-06-02 21:15:57
June 02 2012 21:15 GMT
#278
The tab for non arcade being called starcraft is pretty silly...i agree it needs a new bad ass name
Do Werk Son
kubiks
Profile Blog Joined March 2011
France1328 Posts
June 02 2012 21:18 GMT
#279
Lol I just got a game and the build order are messed up : looks like I made 9 assimilator, 13 beacon, the usual counter to 9 hydra 13 evo chamber
Juanald you're my hero I miss you -> best troll ever on TL <3
magnaflow
Profile Joined August 2011
Canada1521 Posts
June 02 2012 21:20 GMT
#280
On June 03 2012 04:54 eviltomahawk wrote:
I'm getting about 10-20 less FPS in this Beta.

I'm running with everything on low, except for medium textures and high models.

My specs are i5 processor, Intel HD 3000 integrated graphics, 6 gigs of RAM on an HP Pavilion dm4 laptop.

That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.



Integrated graphics are your problem. Add any $40.00 card and it will run much much better
qwertyindeed
Profile Joined November 2010
151 Posts
June 02 2012 21:21 GMT
#281
is there a release date for the patch yet?
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-02 21:32:57
June 02 2012 21:28 GMT
#282
On June 03 2012 06:08 nucLeaRTV wrote:
Show nested quote +
On June 03 2012 04:54 eviltomahawk wrote:
I'm getting about 10-20 less FPS in this Beta.

I'm running with everything on low, except for medium textures and high models.

My specs are i5 processor, Intel HD 3000 integrated graphics, 6 gigs of RAM on an HP Pavilion dm4 laptop.

That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.


Me too, exactly the same stuff, except for models. It feels weird to play because of colors and I also get fewer FPS.
Here's my post on US B.net forums + photo comparasion: http://us.battle.net/sc2/en/forum/topic/5592452722


LOLED ...
You are trolling or what ?

You have 150+ fps on both screens.

Your screens
Beta 1.5
http://i.imgur.com/3LXuC.jpg

Normal 1.4
http://i.imgur.com/uEXij.jpg

Sorry i must ask , you have 150+ fps , and you cry abouth fps drop ?
And the other thing is .. your brightnes in options , are not set the same. You can see this on screens , dont need look at creep , you can see this on mini map , minerals , and even on space platform.

PS . You need only around 30-35 fps for rts games , to play smoth
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-06-02 21:34:00
June 02 2012 21:31 GMT
#283
--- Nuked ---
dareKEU
Profile Joined August 2011
Spain16 Posts
June 02 2012 21:52 GMT
#284
On June 03 2012 06:28 pallad wrote:

PS . You need only around 30-35 fps for rts games , to play smoth


I think you've gone to far, i'll say 60-70 fps is the right amount.
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
Last Edited: 2012-06-02 21:53:49
June 02 2012 21:53 GMT
#285
On June 03 2012 06:28 pallad wrote:
Show nested quote +
On June 03 2012 06:08 nucLeaRTV wrote:
On June 03 2012 04:54 eviltomahawk wrote:
I'm getting about 10-20 less FPS in this Beta.

I'm running with everything on low, except for medium textures and high models.

My specs are i5 processor, Intel HD 3000 integrated graphics, 6 gigs of RAM on an HP Pavilion dm4 laptop.

That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.


Me too, exactly the same stuff, except for models. It feels weird to play because of colors and I also get fewer FPS.
Here's my post on US B.net forums + photo comparasion: http://us.battle.net/sc2/en/forum/topic/5592452722


LOLED ...
You are trolling or what ?

You have 150+ fps on both screens.

Your screens
Beta 1.5
http://i.imgur.com/3LXuC.jpg

Normal 1.4
http://i.imgur.com/uEXij.jpg

Sorry i must ask , you have 150+ fps , and you cry abouth fps drop ?
And the other thing is .. your brightnes in options , are not set the same. You can see this on screens , dont need look at creep , you can see this on mini map , minerals , and even on space platform.

PS . You need only around 30-35 fps for rts games , to play smoth


I can't edit brightness on Windowed Fullscreen. Also, yes, I cry about it since it seems they've improved the highest settings while lowering FPS lowest. Also, when there is a big 200/200 vs 200/200 battle, I have like 40-50 fps on 1.4.3 and when I stream I go at about 25-30. If i lose another 15 fps, what can I do ?

If you don't micro&mutlitask, yeah, 35 fps is enough.
"Having your own haters means you are famous"
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
June 02 2012 21:59 GMT
#286
On June 03 2012 05:22 Existor wrote:
Show nested quote +
Only relevant balance change I see.

And... what? So the banelings unburrow and evaporate to the thermal lance? Are they on hold position? Attack (towards the colossus)? Why has this changed?

They already can auto-unburrow when units come close to their range. This is not worked, if colosus walking over them.

This is not a balance change, this is only a bug-fix of unpopular function "Auto-cast unburrow" for banelings vs colosus.

Launch SC2 now and burrow ANY zerg unit. Then see, that you can auto-cast unburrow commandfor ANY zerg unit.

if that hydra, then they will unburrow at 5+1 range from enemy unit. If ultralis, then at 1 range, etc


Thank you for clarifying this Clearly I don't play Zerg ^^
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 02 2012 21:59 GMT
#287
On June 03 2012 06:00 Volka wrote:
"Arcade" it's a good name but "Starcraft"? Call it "Normal" or "hardcore" or something else!

This is only the beta, renaming the starcraft section is the least of their worries right now..
i wish my motherboard would find a fatherboard so i could have anotherboard
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 02 2012 22:51 GMT
#288
On June 03 2012 06:20 magnaflow wrote:
Show nested quote +
On June 03 2012 04:54 eviltomahawk wrote:
I'm getting about 10-20 less FPS in this Beta.

I'm running with everything on low, except for medium textures and high models.

My specs are i5 processor, Intel HD 3000 integrated graphics, 6 gigs of RAM on an HP Pavilion dm4 laptop.

That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.



Integrated graphics are your problem. Add any $40.00 card and it will run much much better

Obviously a card would be preferred, but don't underestimate the Intel HD 3000 coupled with a Sandy Bridge processor. That baby got me through Skyrim with high textures and distant actor/object fade, and I'm stuck with laptop for the time being so no graphics upgrades for me.

But with vanilla SC2, I get about 80 fps with everything turned off, and about 60-70 with medium textures and high models. I'm fine with how the normal game looks and performs. In this Beta, my FPS is a bit lower at a noticeable level, at about 40-60 FPS with those same settings, dipping to 20-30 later in the game.

On June 03 2012 04:57 Existor wrote:
Show nested quote +
That being said, I've noticed that ground textures are sharper-looking, and I'm on the fence on whether or not I like the new Creep look. Sometimes it's harder to discern Zerg units when they are on Creep.

It's wrong. Zerg units are easier to see on creep, than now. Lighter creep - harder to see zerglings for example.

And look at HotS presentation. They already said, that they will make textures better and sharper on low settings. And I understand that change. Players, who are playing on lowest settings, turning EVERYTHING off, including things, that do not change game readability, but makes game to look a bit better.

Smooth textures looked weird really

I'm fine with the sharper textures, though I would prefer if my FPS didn't take that much of a hit since I do like my medium textures and high models, especially since high models is useful for gameplay since you can get some info by glancing at dead debris.

And regarding the Creep, my problem isn't really with its brightness but rather its specific shade of brown, at least on lower settings. Grey-ish units like Roaches were kinda hard for me to see on the old Creep since they both are a similar shade of grey, especially when I'm watching a livestream in a bad quality. With this new brownish Creep, the brownish units like Hydras and Lings and Overlords seem to be slightly harder to discern but not by much, but it seems that this really depends on the lighting of the map for medium shaders and higher. For example, I was okay with the lighting on Korhal Compound, but playing with medium shaders on Cloud Kingdom was kinda hard due to the night lighting making the color shades look too similar and washed out.

I dunno. It's really subjective, at least for me. I like the new Creep on some maps but not on others, and I hope Blizzard can make it so that Zerg stuff is easier to see on it, even if I'm okay with it right now.
ㅇㅅㅌㅅ
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 02 2012 23:13 GMT
#289
I personally hope that Blizzard will eventually implement an internal option to enable team colours like shown in the "stronger team colours" mod, for sake of greater clarity. I know some of the Blizz staff were saying it was a cool idea and they were taking a look at it for consideration.

In the meantime, really liking the visual improvements done to lower settings. I tend to play on low settings for better performance, but it sucked that the ground always looked like random blobs of colours.
Twitter: @iamcaustic
Xenocryst
Profile Joined December 2010
United States521 Posts
June 02 2012 23:24 GMT
#290
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2012-06-02 23:28:38
June 02 2012 23:27 GMT
#291
On June 03 2012 08:24 Xenocryst wrote:
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....

It's always been there, since beta, you just never realized it,. Also auto unburrow banelings suck compared to a well place/timed press X
[TLNY]Mahjong Club Thread
Jackbo
Profile Joined December 2010
Korea (South)102 Posts
June 02 2012 23:32 GMT
#292
On June 03 2012 08:24 Xenocryst wrote:
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....


It's a bug FIX, meaning if you set your baneling to AUTOCAST unburrow, it now works for the colossus. Meaning that before, every other unit on AUTOCAST unburrow would unburrow for the colossus, and the baneling on AUTOCAST unburrow would unburrow for everything except the colossus. Now the baneling will unburrow for all units, including the colossus.

The thing I'm getting at here if you couldn't tell is AUTOCAST unburrow. Yes, AUTOCAST. Meaning this only happens when you set it to autocast. Your banelings won't just unburrow randomly now that there are colossi on the field. Also, this has been answered 20 times already, whatever happened to people reading things before they set themselves into AUTOCOMPLAIN mode?
Catchafire2000
Profile Joined August 2010
United States227 Posts
June 03 2012 00:09 GMT
#293
Am I the only one not impressed with this? Thanks, Blizzard?
jabooty
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 03 2012 00:21 GMT
#294
Auto-cast unburrow is already in WoL.
WArped
Profile Joined December 2010
United Kingdom4845 Posts
June 03 2012 00:24 GMT
#295
As long as the menu runs a lot smoother, i'll be happy. I can't stand it when the current system greys out my entire game and goes unresponsive due to clicking on the damn ladder tab. t.t
DrDevice
Profile Joined December 2010
Canada132 Posts
June 03 2012 00:30 GMT
#296
On June 03 2012 08:32 Jackbo wrote:
Show nested quote +
On June 03 2012 08:24 Xenocryst wrote:
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....

Also, this has been answered 20 times already, whatever happened to people reading things before they set themselves into AUTOCOMPLAIN mode?
Yeah. I just read the thread (before posting, what a concept) and I can't believe how many people continue to bring that up when it has been explained on like every page...
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
June 03 2012 01:05 GMT
#297
Been validating cache for like 10 mins.......
zJayy962
Profile Blog Joined April 2010
1363 Posts
June 03 2012 01:17 GMT
#298
On June 03 2012 09:09 Catchafire2000 wrote:
Am I the only one not impressed with this? Thanks, Blizzard?


Yea i think you are. This is a great leap forward.
DaMook
Profile Joined May 2012
United States21 Posts
June 03 2012 01:21 GMT
#299
The new UI is impressive. I can't wait until the actual patch comes out.
CaptainCharisma
Profile Joined February 2011
New Zealand808 Posts
June 03 2012 01:41 GMT
#300
On June 03 2012 10:21 DaMook wrote:
The new UI is impressive. I can't wait until the actual patch comes out.


Is there any word on when it does actually come out?
EG.DeMuslim --- EG.ThorZain --- TSL.Polt --- LGIMMvp --- Mill.fOrGG --- EG.Stephano --- EGiNcontroL --- EG.IdrA --- MarineKing.Prime --- SlayerS_MMA --- Liquid'Hero
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2012-06-03 01:49:36
June 03 2012 01:45 GMT
#301
On June 03 2012 10:41 CaptainCharisma wrote:
Show nested quote +
On June 03 2012 10:21 DaMook wrote:
The new UI is impressive. I can't wait until the actual patch comes out.


Is there any word on when it does actually come out?

Soon™

edit: Upon further inspection, it is literally "Soon™."

We have a number of updates and changes coming SoonTM to StarCraft II: Wings of Liberty and we wanted to share some of them with you.

http://us.battle.net/sc2/en/blog/4592755
ㅇㅅㅌㅅ
skatbone
Profile Joined August 2010
United States1005 Posts
June 03 2012 01:48 GMT
#302
On June 03 2012 08:32 Jackbo wrote:
Show nested quote +
On June 03 2012 08:24 Xenocryst wrote:
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....


It's a bug FIX, meaning if you set your baneling to AUTOCAST unburrow, it now works for the colossus. Meaning that before, every other unit on AUTOCAST unburrow would unburrow for the colossus, and the baneling on AUTOCAST unburrow would unburrow for everything except the colossus. Now the baneling will unburrow for all units, including the colossus.

The thing I'm getting at here if you couldn't tell is AUTOCAST unburrow. Yes, AUTOCAST. Meaning this only happens when you set it to autocast. Your banelings won't just unburrow randomly now that there are colossi on the field. Also, this has been answered 20 times already, whatever happened to people reading things before they set themselves into AUTOCOMPLAIN mode?


/AUTOCOMPLAIN

Lol. Yea. I think I'll start applying this assessment to my real life experiences as well.

...Don't pay him any mind, he's just entering AUTOCOMPLAIN mode.


Mercurial#1193
Karawasa
Profile Joined July 2011
United States58 Posts
June 03 2012 01:52 GMT
#303
On June 03 2012 09:09 Catchafire2000 wrote:
Am I the only one not impressed with this? Thanks, Blizzard?


You are alone buddy.
Noocta
Profile Joined June 2010
France12578 Posts
June 03 2012 01:56 GMT
#304
The new UI is actually something not trash.
It's not great, but it's not bad anymore.
" I'm not gonna fight you. I'm gonna kick your ass ! "
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 03 2012 02:23 GMT
#305
I wonder how "beta" is it? Will they continue adding more stuff or just polish.
MMA: The true King of Wings
Zombo Joe
Profile Joined May 2010
Canada850 Posts
June 03 2012 02:23 GMT
#306
Its terrible but not as terrible as before.
I am Terranfying.
deth
Profile Blog Joined August 2009
Australia1757 Posts
June 03 2012 02:58 GMT
#307
On June 03 2012 10:45 eviltomahawk wrote:
Show nested quote +
On June 03 2012 10:41 CaptainCharisma wrote:
On June 03 2012 10:21 DaMook wrote:
The new UI is impressive. I can't wait until the actual patch comes out.


Is there any word on when it does actually come out?

Soon™

edit: Upon further inspection, it is literally "Soon™."

Show nested quote +
We have a number of updates and changes coming SoonTM to StarCraft II: Wings of Liberty and we wanted to share some of them with you.

http://us.battle.net/sc2/en/blog/4592755


>date of post 15th March
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-03 03:10:30
June 03 2012 03:02 GMT
#308
On June 03 2012 11:58 deth wrote:
Show nested quote +
On June 03 2012 10:45 eviltomahawk wrote:
On June 03 2012 10:41 CaptainCharisma wrote:
On June 03 2012 10:21 DaMook wrote:
The new UI is impressive. I can't wait until the actual patch comes out.


Is there any word on when it does actually come out?

Soon™

edit: Upon further inspection, it is literally "Soon™."

We have a number of updates and changes coming SoonTM to StarCraft II: Wings of Liberty and we wanted to share some of them with you.

http://us.battle.net/sc2/en/blog/4592755


>date of post 15th March


Making it "Sooner™"

It's likely still very beta, I'm almost certain the machmaking for arcade games straight doesn't work yet, only those that put you straight into a lobby like currently seem to get any games going, this was the case for the alpha as well where pretty much only private lobbies were working.

Also the profile is worse than the current one, you can't view your division from the profile you have to go to quick match, and by extension that means you can't view a friends division ladder, don't know yet if that's a conscious decision or an oversight.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
June 03 2012 03:36 GMT
#309
On June 03 2012 12:02 Dingobloo wrote:
Show nested quote +
On June 03 2012 11:58 deth wrote:
On June 03 2012 10:45 eviltomahawk wrote:
On June 03 2012 10:41 CaptainCharisma wrote:
On June 03 2012 10:21 DaMook wrote:
The new UI is impressive. I can't wait until the actual patch comes out.


Is there any word on when it does actually come out?

Soon™

edit: Upon further inspection, it is literally "Soon™."

We have a number of updates and changes coming SoonTM to StarCraft II: Wings of Liberty and we wanted to share some of them with you.

http://us.battle.net/sc2/en/blog/4592755


>date of post 15th March


Making it "Sooner™"

It's likely still very beta, I'm almost certain the machmaking for arcade games straight doesn't work yet, only those that put you straight into a lobby like currently seem to get any games going, this was the case for the alpha as well where pretty much only private lobbies were working.

Also the profile is worse than the current one, you can't view your division from the profile you have to go to quick match, and by extension that means you can't view a friends division ladder, don't know yet if that's a conscious decision or an oversight.


Wow, I hope it is a bug =(
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
June 03 2012 04:13 GMT
#310
Not a fan of the graphics changes, like the fog of war and darkness...just feels very different.
ryx
Profile Joined March 2006
Philippines38 Posts
June 03 2012 04:46 GMT
#311
OPEN GAMES!!! Thank goodness -_-;;;; Battle.net 1.5!!! YES :D
***To Korea With Love***
ETisME
Profile Blog Joined April 2011
12380 Posts
June 03 2012 14:58 GMT
#312
liking it a lot:
now we can even delete chat channels!

I like the additional visual indications as well (such as the drone rally line for mineral), not sure what the real purpose is for but it looks better whenever you try to count how many harvesters you have.

The creep on minimap looks ok, I prefer the current one because it makes the map more purple, showing the effort to creep spread is paying off. The one in beta somehow feels a bit empty.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Maxd11
Profile Joined July 2011
United States680 Posts
June 03 2012 15:03 GMT
#313
On June 03 2012 13:13 Doodsmack wrote:
Not a fan of the graphics changes, like the fog of war and darkness...just feels very different.

It does feel different but it feels more accurate and precise. It might be more annoying if you have higher graphic settings or something. I guess we'll have to wait to see what the pros think about it.
I looked in the mirror and saw biupilm69t
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
June 03 2012 15:24 GMT
#314
I didn't play the 1.5 beta patch so I can't really comment on the functionality of the new UI, but from what i've seen from the screenshots it looks bland and lifeless.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
June 03 2012 16:34 GMT
#315
It's not working for me at the moment ? I couldn't join anything, and decided to restart the game, and now I get an error, I can't start it. anyone else that has this problem ?
Xenocryst
Profile Joined December 2010
United States521 Posts
June 03 2012 16:41 GMT
#316
On June 03 2012 08:32 Jackbo wrote:
Show nested quote +
On June 03 2012 08:24 Xenocryst wrote:
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....


It's a bug FIX, meaning if you set your baneling to AUTOCAST unburrow, it now works for the colossus. Meaning that before, every other unit on AUTOCAST unburrow would unburrow for the colossus, and the baneling on AUTOCAST unburrow would unburrow for everything except the colossus. Now the baneling will unburrow for all units, including the colossus.

The thing I'm getting at here if you couldn't tell is AUTOCAST unburrow. Yes, AUTOCAST. Meaning this only happens when you set it to autocast. Your banelings won't just unburrow randomly now that there are colossi on the field. Also, this has been answered 20 times already, whatever happened to people reading things before they set themselves into AUTOCOMPLAIN mode?


Theres an autocast for unburrow...... oh all right..... still seems dumb but whatever XD
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 03 2012 18:20 GMT
#317
Wonder if they'll work in some balance changes to this patch later. If this thing is coming out in couple of months, then it might be time for some balance adjustments.
MMA: The true King of Wings
snively
Profile Blog Joined August 2011
United States1159 Posts
June 03 2012 18:35 GMT
#318
On June 04 2012 01:41 Xenocryst wrote:
Show nested quote +
On June 03 2012 08:32 Jackbo wrote:
On June 03 2012 08:24 Xenocryst wrote:
WTF is with the auto baneling unburrow!?!?!? this makes me feel like blizzard is trolling a little but because thats just so fucking dumb....


It's a bug FIX, meaning if you set your baneling to AUTOCAST unburrow, it now works for the colossus. Meaning that before, every other unit on AUTOCAST unburrow would unburrow for the colossus, and the baneling on AUTOCAST unburrow would unburrow for everything except the colossus. Now the baneling will unburrow for all units, including the colossus.

The thing I'm getting at here if you couldn't tell is AUTOCAST unburrow. Yes, AUTOCAST. Meaning this only happens when you set it to autocast. Your banelings won't just unburrow randomly now that there are colossi on the field. Also, this has been answered 20 times already, whatever happened to people reading things before they set themselves into AUTOCOMPLAIN mode?


Theres an autocast for unburrow...... oh all right..... still seems dumb but whatever XD


i didnt know theres an autocast for unburrow.
My religion is Starcraft
Melwach
Profile Joined January 2012
Germany176 Posts
June 03 2012 18:39 GMT
#319
I feel a bit cranky when saying this..but I really hate the fact that they changed the order of quickmatch game modes.
Together with the arcade/starcraft partition it just shouts "Casual!" right into my face.
Come for the culture. Stay for the cultural decline.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
June 03 2012 18:49 GMT
#320
Mentioned multiple times already is that the mineral patches, when selected, view the number of harvesters mining the patch.
If you select multiple fields, does it show the total number of workers mining any of the selected patches?
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
June 03 2012 19:26 GMT
#321
On June 04 2012 03:39 Melwach wrote:
I feel a bit cranky when saying this..but I really hate the fact that they changed the order of quickmatch game modes.
Together with the arcade/starcraft partition it just shouts "Casual!" right into my face.

WTH is wrong with people, why do people like to classify things into Casual and Hardcore or Competitive or whatever. You are all consumers of the same product called Starcraft and the intentions you have for the product doesn't really change the fact that you paid for it.

Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
Last Edited: 2012-06-03 22:16:48
June 03 2012 22:15 GMT
#322
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
MVega
Profile Joined November 2010
763 Posts
June 03 2012 23:31 GMT
#323
On June 04 2012 04:26 [17]Purple wrote:
Show nested quote +
On June 04 2012 03:39 Melwach wrote:
I feel a bit cranky when saying this..but I really hate the fact that they changed the order of quickmatch game modes.
Together with the arcade/starcraft partition it just shouts "Casual!" right into my face.

WTH is wrong with people, why do people like to classify things into Casual and Hardcore or Competitive or whatever. You are all consumers of the same product called Starcraft and the intentions you have for the product doesn't really change the fact that you paid for it.

Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


I wondered about this too ... and the irony is that some of the people complaining about the "Casualness" of it all have LoL sigs - Which is the most casual of the Moba games.
bumkin: How can you play like 50 games per day... I 4gate 2 times then it's nap time
NukeD
Profile Joined October 2010
Croatia1612 Posts
Last Edited: 2012-06-03 23:43:43
June 03 2012 23:37 GMT
#324
Will this come with Blizzard DotA? If i remeber correctly they said something along those lines at blizzcon, they also said it wont be free :D
sorry for dem one liners
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-04 00:16:11
June 03 2012 23:53 GMT
#325
On June 04 2012 08:37 NukeD wrote:
Will this come with Blizzard DotA? If i remeber correctly they said something along those lines at blizzcon, they also said it wont be free :D


They said they have no intention of testing blizzard dota in the beta. They also haven't announced their plans for Blizzard Allstars (dota) though from the last blizzcon they mentioned it might be free for players who have starcraft, then a limited version for people without it, whether that's WoL or HotS remains to be seen.

On June 04 2012 07:15 NicolBolas wrote:
Show nested quote +
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 04 2012 00:15 GMT
#326
On June 04 2012 08:37 NukeD wrote:
Will this come with Blizzard DotA? If i remeber correctly they said something along those lines at blizzcon, they also said it wont be free :D

How the hell do they expect to compete with LoL/Dota2?????
i wish my motherboard would find a fatherboard so i could have anotherboard
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-04 00:31:02
June 04 2012 00:24 GMT
#327
On June 04 2012 09:15 AsymptoticClimax wrote:
Show nested quote +
On June 04 2012 08:37 NukeD wrote:
Will this come with Blizzard DotA? If i remeber correctly they said something along those lines at blizzcon, they also said it wont be free :D

How the hell do they expect to compete with LoL/Dota2?????


Dont listen to troll.

Blizzard dota will be ABSOLUTLY free , and everyone why buy WoL ( or who buy HOTS , i dont remmember , but i think you need only WoL ) will be able to play it.
Blizzard never said , that BD wont be free.
And also blizzard never said that BD will be in patch 1.5 , they said BD will be when they lunch HOTS.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
June 04 2012 01:40 GMT
#328
On June 04 2012 08:53 Dingobloo wrote:
Show nested quote +
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Kambing
Profile Joined May 2010
United States1176 Posts
June 04 2012 01:49 GMT
#329
On June 04 2012 10:40 NicolBolas wrote:
Show nested quote +
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


That is the idea. Furthermore, your selection "sticks" so you don't have to keep selecting 1v1 to quick match. No change to current players. Encouragement for new players to jump into laddering in a friendlier environment than 1v1.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-06-04 02:49:37
June 04 2012 02:48 GMT
#330
On June 04 2012 10:40 NicolBolas wrote:
Show nested quote +
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


The actual quote is over here from an interview with Game Informer during the beta:

Dustin Browder said:
"We're definitely going to be looking at Achievements and other tools to encourage our players, once they graduate from cooperative vs. AI to move into team play before they move into 1v1. We're going to offer 4v4 and 3v3 to encourage them to get into a team play environment [and] get with a team. It's a much more casual environment than the 1v1. You've got somebody to help you to play with, you've got allies who can come to your rescue if you get into a little bit of trouble. We really consider the 1v1 the final endgame arena-style gameplay that we hope players will only get to after 30, 40, 50, 60 hours played depending on their enthusiasm for it."
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 04 2012 02:51 GMT
#331
On June 04 2012 08:53 Dingobloo wrote:
Show nested quote +
On June 04 2012 08:37 NukeD wrote:
Will this come with Blizzard DotA? If i remeber correctly they said something along those lines at blizzcon, they also said it wont be free :D


They said they have no intention of testing blizzard dota in the beta. They also haven't announced their plans for Blizzard Allstars (dota) though from the last blizzcon they mentioned it might be free for players who have starcraft, then a limited version for people without it, whether that's WoL or HotS remains to be seen.

Show nested quote +
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


They said it would be available in the Starter Edition, meaning that it's F2P just like LoL and DotA 2.

And it's blizzard, so the gameplay's GOT to be good
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
OneBaseKing
Profile Blog Joined April 2012
Afghanistan412 Posts
June 04 2012 04:42 GMT
#332
Woah, I didn't know they implemented a whole new ladder
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
June 04 2012 04:46 GMT
#333
Anyone notice how the gateway doesn't glow when producing anymore?
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 04 2012 04:49 GMT
#334
a whole new ladder??? what do u mean by "whole new" o.o
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Veldril
Profile Joined August 2010
Thailand1817 Posts
June 04 2012 05:02 GMT
#335
On June 04 2012 10:40 NicolBolas wrote:
Show nested quote +
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


They actually said a couple of times in the interview during the beta or shortly after launched that they intend people to work their way up from the team game to the 1v1. But it's so old that most people could forget about it.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 04 2012 05:23 GMT
#336
On June 04 2012 13:49 Yoshi Kirishima wrote:
a whole new ladder??? what do u mean by "whole new" o.o

There will be separate ladder for WoL and HotS
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
June 04 2012 05:40 GMT
#337
On June 04 2012 14:23 Existor wrote:
Show nested quote +
On June 04 2012 13:49 Yoshi Kirishima wrote:
a whole new ladder??? what do u mean by "whole new" o.o

There will be separate ladder for WoL and HotS

Of course there will. Why would there be one ladder for people playing two different rulesets?
The frumious Bandersnatch
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 04 2012 05:42 GMT
#338
On June 04 2012 14:23 Existor wrote:
Show nested quote +
On June 04 2012 13:49 Yoshi Kirishima wrote:
a whole new ladder??? what do u mean by "whole new" o.o

There will be separate ladder for WoL and HotS


Oh, thanks
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
June 04 2012 09:05 GMT
#339
I think they mixed up the units/buildings in the "build order" tab of previously played matches. Supply depots show up as engineering bays, and SCVs show up as reapers, and then I think orbital command comes up as warpgate. 10engineering bay, 12factory, 15warpgate all the way baby.
trips
Profile Joined December 2010
United Kingdom107 Posts
June 04 2012 11:26 GMT
#340
So is it better for playing custom games now or should i just wait for the finished patch.??
¯\_(ツ)_/¯
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2012-06-04 11:33:25
June 04 2012 11:32 GMT
#341
On June 04 2012 18:05 Kid-Fox wrote:
I think they mixed up the units/buildings in the "build order" tab of previously played matches. Supply depots show up as engineering bays, and SCVs show up as reapers, and then I think orbital command comes up as warpgate. 10engineering bay, 12factory, 15warpgate all the way baby.

The build of gods.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-04 14:11:09
June 04 2012 13:27 GMT
#342
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562
pimsc2
Profile Joined January 2012
France73 Posts
Last Edited: 2012-06-04 13:30:35
June 04 2012 13:28 GMT
#343
I really like the red HP bars for the ennemy. It helps a lot in deathball vs deathball engagements or marines vs marines where the outcome feels somewhat random and you can't predict if this will end in your favor until it's too late. Now you have a sense of losing or winning a fight a lot sooner and you can disengage if needed. Definitely a good option.

[image loading]
Scoggerbot
Profile Blog Joined March 2012
United States21 Posts
June 04 2012 14:09 GMT
#344
I like this so far. Seems to be an improvement overall, though I'm not entirely happy with some of the graphics they chose for the layout.
Topin
Profile Blog Joined December 2010
Peru10055 Posts
June 04 2012 14:15 GMT
#345
one question, can you filter your customs game in only "1v1"? cause right now you enter custom game and find the same map like three times in three different speeds :s
i would define my style between a mix of ByuN, Maru and MKP
TheSwamp
Profile Joined November 2010
United States1497 Posts
June 04 2012 14:18 GMT
#346
On June 04 2012 10:49 Kambing wrote:
Show nested quote +
On June 04 2012 10:40 NicolBolas wrote:
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


That is the idea. Furthermore, your selection "sticks" so you don't have to keep selecting 1v1 to quick match. No change to current players. Encouragement for new players to jump into laddering in a friendlier environment than 1v1.


Great point! And as mentioned before like a million times, you can save different screens to F1-5. So all you have to do is press F1 and click find match. Seems pretty simple to me.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-04 14:32:41
June 04 2012 14:31 GMT
#347
On June 04 2012 23:18 TheSwamp wrote:
Show nested quote +
On June 04 2012 10:49 Kambing wrote:
On June 04 2012 10:40 NicolBolas wrote:
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


That is the idea. Furthermore, your selection "sticks" so you don't have to keep selecting 1v1 to quick match. No change to current players. Encouragement for new players to jump into laddering in a friendlier environment than 1v1.


Great point! And as mentioned before like a million times, you can save different screens to F1-5. So all you have to do is press F1 and click find match. Seems pretty simple to me.

I don't like it.

From the perspective of a new player, the ladder games are hidden behind a few menus and there is nothing at all to suggest that "quick match" is the core game.

And given that they find quick match, why should they play 4v4? Team games often lead to frustration because of bad teammates, the game is also not balanced around 4v4.

It also doesn't look right that 1v1 is between 2v2 and FFA.

If they wanted to suggest that new players should start with 4v4, then they should simply add some sort of welcome tour where it guides the players through the menus and some voiceover says that new players should start with 4v4.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 04 2012 14:35 GMT
#348
HP bars sizes are still ugly. SC2 is a still game of health bars and counters, not real units. Units just are skins only, that are hidden by HP bar
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-04 14:37:09
June 04 2012 14:36 GMT
#349
On June 04 2012 08:31 MVega wrote:
Show nested quote +
On June 04 2012 04:26 [17]Purple wrote:
On June 04 2012 03:39 Melwach wrote:
I feel a bit cranky when saying this..but I really hate the fact that they changed the order of quickmatch game modes.
Together with the arcade/starcraft partition it just shouts "Casual!" right into my face.

WTH is wrong with people, why do people like to classify things into Casual and Hardcore or Competitive or whatever. You are all consumers of the same product called Starcraft and the intentions you have for the product doesn't really change the fact that you paid for it.

Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


I wondered about this too ... and the irony is that some of the people complaining about the "Casualness" of it all have LoL sigs - Which is the most casual of the Moba games.

Yes, people would have still complained if it was ordered like that since release.

4, 3, 2, 1 is not a natural ordering. Everything (except for countdowns) are ordered ascendingly, i.e. 1, 2, 3, 4.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2012-06-04 14:59:59
June 04 2012 14:52 GMT
#350
I play on low graphics (macbook pro) and its significantly different with the 1.5 update.

The ground textures are much sharper and detailed, which wouldn't be too bad except that I'm noticing significant lag between issuing commands and execution.

Also has anyone else noticed that you can expand a chat window further than what '/max' applies?
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?
Kambing
Profile Joined May 2010
United States1176 Posts
June 04 2012 14:54 GMT
#351
On June 04 2012 22:28 pimsc2 wrote:
I really like the red HP bars for the ennemy. It helps a lot in deathball vs deathball engagements or marines vs marines where the outcome feels somewhat random and you can't predict if this will end in your favor until it's too late. Now you have a sense of losing or winning a fight a lot sooner and you can disengage if needed. Definitely a good option.

[image loading]


I really want the red/green team bars to have a gradient based on damage. For example, full health enemy units are orange and low health enemy units are red. That visual distinction has been very important for me in the past to micro hurt units out of the line of fire. But at the same time, I really like being able to tell my units from my opponents, e.g., ling/bane wars.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-04 14:55:39
June 04 2012 14:55 GMT
#352
On June 04 2012 22:28 pimsc2 wrote:
[image loading]

Purple and other dark colors are still unreadable on minimap.

Also red-HP bars fully counter Changelings.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
June 04 2012 14:57 GMT
#353
On June 04 2012 23:55 Existor wrote:
Show nested quote +
On June 04 2012 22:28 pimsc2 wrote:
[image loading]

Purple and other dark colors are still unreadable on minimap.

Also red-HP bars fully counter Changelings.


Couldn't a changeling just have a green HP bar?!
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Kambing
Profile Joined May 2010
United States1176 Posts
June 04 2012 14:58 GMT
#354
On June 04 2012 23:31 paralleluniverse wrote:
Show nested quote +
On June 04 2012 23:18 TheSwamp wrote:
On June 04 2012 10:49 Kambing wrote:
On June 04 2012 10:40 NicolBolas wrote:
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


That is the idea. Furthermore, your selection "sticks" so you don't have to keep selecting 1v1 to quick match. No change to current players. Encouragement for new players to jump into laddering in a friendlier environment than 1v1.


Great point! And as mentioned before like a million times, you can save different screens to F1-5. So all you have to do is press F1 and click find match. Seems pretty simple to me.

I don't like it.

From the perspective of a new player, the ladder games are hidden behind a few menus and there is nothing at all to suggest that "quick match" is the core game.

And given that they find quick match, why should they play 4v4? Team games often lead to frustration because of bad teammates, the game is also not balanced around 4v4.

It also doesn't look right that 1v1 is between 2v2 and FFA.

If they wanted to suggest that new players should start with 4v4, then they should simply add some sort of welcome tour where it guides the players through the menus and some voiceover says that new players should start with 4v4.


They could certainly be more overt about it. However, team games are less stressful for new players since (1) you have three other players to rely on and (2) it makes the game more social. Team games are only really frustrating for players that think they're better than their teammates (which may or may not be true), a trait that players new to the game will likely not possess.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
Last Edited: 2012-06-04 15:02:48
June 04 2012 15:01 GMT
#355
On June 04 2012 23:57 JOJOsc2news wrote:
Show nested quote +
On June 04 2012 23:55 Existor wrote:
On June 04 2012 22:28 pimsc2 wrote:
[image loading]

Purple and other dark colors are still unreadable on minimap.

Also red-HP bars fully counter Changelings.


Couldn't a changeling just have a green HP bar?!


Impossible.

EDIT: It's a joke, btw. I don't really see the problem with just letting the changeling have a green HP bar...can't be that complicated to do. I mean it's already a unit that changes form, so making it have a different HP bar shouldn't be a challenge either.
paralleluniverse
Profile Joined July 2010
4065 Posts
June 04 2012 15:06 GMT
#356
On June 04 2012 23:58 Kambing wrote:
Show nested quote +
On June 04 2012 23:31 paralleluniverse wrote:
On June 04 2012 23:18 TheSwamp wrote:
On June 04 2012 10:49 Kambing wrote:
On June 04 2012 10:40 NicolBolas wrote:
On June 04 2012 08:53 Dingobloo wrote:
On June 04 2012 07:15 NicolBolas wrote:
On June 04 2012 04:26 [17]Purple wrote:
Beyond that however, I don't see any issue with why people would actually get peeved with the order of the quickmatches, they really show no significance. Had the game been released with that order instead, would people have gotten peeved about it?


That's kinda the point. As you say, it's a completely meaningless change.

So why change it? If it means nothing, one way or the other, why bother doing something that isn't making the interface objectively better in any way, shape, or form? The only thing it will do is force people who memorized it one way to do it backwards.

Yeah, that annoyance will last for about a day, but still, why do something that will only cause annoyance?

It's not something people need to harp on, but this is beta. And the most likely chance of getting it changed back is now.


It's an annoyance at best for someone who wants to play 1v1, but it makes all the difference in the world for someone who's just starting out when the default is 4v4. They've never hidden the fact that they intend people to start with team games and work their way towards 1v1. It's an extremely low-impact change for current players, but with a potential benefit for new players, that's the kind of changes people should be happy about, but apparently the fact that new players exist and are affecting their game in any way makes them angry.

Why now? They had to re-do a lot of the interface screens anyway so they all made use of their new UI editor tool because it allows them to iterate more quickly on the interface so they took the opportunity to swap the ordering, I don't think it represents a huge shift in their thought process surrounding the game.


I've never bought into this notion that people are supposed to play team games and work towards 1v1. Blizzard may not be hiding this idea, but they're certainly not advertising it either. I don't recall them saying anything about suggesting that players play team games for a time.

But yes, if that's what they're trying to say (and simply not communicating very well), then the UI change does have some positive benefit to it.


That is the idea. Furthermore, your selection "sticks" so you don't have to keep selecting 1v1 to quick match. No change to current players. Encouragement for new players to jump into laddering in a friendlier environment than 1v1.


Great point! And as mentioned before like a million times, you can save different screens to F1-5. So all you have to do is press F1 and click find match. Seems pretty simple to me.

I don't like it.

From the perspective of a new player, the ladder games are hidden behind a few menus and there is nothing at all to suggest that "quick match" is the core game.

And given that they find quick match, why should they play 4v4? Team games often lead to frustration because of bad teammates, the game is also not balanced around 4v4.

It also doesn't look right that 1v1 is between 2v2 and FFA.

If they wanted to suggest that new players should start with 4v4, then they should simply add some sort of welcome tour where it guides the players through the menus and some voiceover says that new players should start with 4v4.


They could certainly be more overt about it. However, team games are less stressful for new players since (1) you have three other players to rely on and (2) it makes the game more social. Team games are only really frustrating for players that think they're better than their teammates (which may or may not be true), a trait that players new to the game will likely not possess.

Yes, they can suggest new players play 4v4 without ordering the game types in an unnatural way.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
June 04 2012 15:12 GMT
#357
Is anyone else having problems remapping their hotkeys?

I tried to change my Patrol key to the ` key and no dice.
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?
ZenithM
Profile Joined February 2011
France15952 Posts
June 04 2012 15:18 GMT
#358
On June 04 2012 23:35 Existor wrote:
HP bars sizes are still ugly. SC2 is a still game of health bars and counters, not real units. Units just are skins only, that are hidden by HP bar

So?
Just remove the health bars if you don't like them.You'll obviously have to give up on the competitive aspect of the game, which should not be a big loss for you, you don't seem to like SC2 very much.
Crow!
Profile Joined September 2011
United States150 Posts
Last Edited: 2012-06-04 15:46:09
June 04 2012 15:43 GMT
#359
Here's hoping for Shattered Temple and Typhon Peaks returning to the pool. Those maps were awesome.

SC / Arcade buttons are ugly. They need icons of some sort, in addition to the text.

Burrow bug fix needed to be more clearly worded; I don't think that the ability to autocast unburrow is well known (I for one didn't), and if you don't know both that and the fact that Colossi fail to trigger it, then the change sounds very strange indeed.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2012-06-04 15:44:51
June 04 2012 15:44 GMT
#360
On June 05 2012 00:18 ZenithM wrote:
Show nested quote +
On June 04 2012 23:35 Existor wrote:
HP bars sizes are still ugly. SC2 is a still game of health bars and counters, not real units. Units just are skins only, that are hidden by HP bar

So?
Just remove the health bars if you don't like them.You'll obviously have to give up on the competitive aspect of the game, which should not be a big loss for you, you don't seem to like SC2 very much.


he is obviously bitter about sc2 and wishes we were all still playing BW on a DSL connection.
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
June 04 2012 15:45 GMT
#361
This makes me look forward to HOTS. The UI improvements really make it look like a more complete game and indirectly shows off the power of the map editor.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
June 04 2012 15:49 GMT
#362
On June 05 2012 00:01 Fragile51 wrote:
Show nested quote +
On June 04 2012 23:57 JOJOsc2news wrote:
On June 04 2012 23:55 Existor wrote:
On June 04 2012 22:28 pimsc2 wrote:
[image loading]

Purple and other dark colors are still unreadable on minimap.

Also red-HP bars fully counter Changelings.


Couldn't a changeling just have a green HP bar?!


Impossible.

EDIT: It's a joke, btw. I don't really see the problem with just letting the changeling have a green HP bar...can't be that complicated to do. I mean it's already a unit that changes form, so making it have a different HP bar shouldn't be a challenge either.


The technology isn't there!
They're coming to get you, Barbara.
MetalSlug
Profile Joined February 2010
Germany443 Posts
June 04 2012 15:49 GMT
#363
On June 05 2012 00:44 emc wrote:
Show nested quote +
On June 05 2012 00:18 ZenithM wrote:
On June 04 2012 23:35 Existor wrote:
HP bars sizes are still ugly. SC2 is a still game of health bars and counters, not real units. Units just are skins only, that are hidden by HP bar

So?
Just remove the health bars if you don't like them.You'll obviously have to give up on the competitive aspect of the game, which should not be a big loss for you, you don't seem to like SC2 very much.


he is obviously bitter about sc2 and wishes we were all still playing BW on a DSL connection.


56k is what real men play with ! I actually started playing Starcraft on battle.net in 1999 with a 56k modem... jesus how the time flies...
MKP | Maru | Nada | Boxer | Supernova | Keen
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
Last Edited: 2012-06-04 15:58:21
June 04 2012 15:57 GMT
#364
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
Show nested quote +
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-04 16:18:06
June 04 2012 16:04 GMT
#365
On June 05 2012 00:57 Omegalisk wrote:
Show nested quote +
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.
Maggost
Profile Joined August 2011
Venezuela296 Posts
June 04 2012 16:30 GMT
#366
I love that 1v1 unranked games...i will quit ladder for sure and practice in there but...

That unranked MMR will affect in the MMR ladder?
Quote
pallad
Profile Joined September 2010
Poland1958 Posts
June 04 2012 16:44 GMT
#367
On June 04 2012 20:26 trips wrote:
So is it better for playing custom games now or should i just wait for the finished patch.??


You can have two installed sc2 . One with 1.4 patch , one with 1.5 beta . You dont even need to download it all , you can start playing after i think 500mb of download.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 04 2012 17:08 GMT
#368
On June 05 2012 01:04 paralleluniverse wrote:
Show nested quote +
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.
Moderator
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
June 04 2012 17:13 GMT
#369
So can we find ladder map custom games with titles in it yet i.e. zvp mapname? So that we can practice a certain race matchup?
trips
Profile Joined December 2010
United Kingdom107 Posts
June 04 2012 17:51 GMT
#370
^^^^^^^ this ^^^^^^^
¯\_(ツ)_/¯
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
June 04 2012 17:57 GMT
#371
On June 05 2012 00:49 MetalSlug wrote:
Show nested quote +
On June 05 2012 00:44 emc wrote:
On June 05 2012 00:18 ZenithM wrote:
On June 04 2012 23:35 Existor wrote:
HP bars sizes are still ugly. SC2 is a still game of health bars and counters, not real units. Units just are skins only, that are hidden by HP bar

So?
Just remove the health bars if you don't like them.You'll obviously have to give up on the competitive aspect of the game, which should not be a big loss for you, you don't seem to like SC2 very much.


he is obviously bitter about sc2 and wishes we were all still playing BW on a DSL connection.


56k is what real men play with ! I actually started playing Starcraft on battle.net in 1999 with a 56k modem... jesus how the time flies...


I played sc2 on 56k in my parent's place for three months, lol. I must be super mega man
Its grack
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-06-04 20:06:16
June 04 2012 19:57 GMT
#372
Can anyone explain what "sc2 is now a streaming game" means? Does this mean that every time I play, I am downloading / uploading stuff?
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 04 2012 20:13 GMT
#373
On June 05 2012 04:57 Snowbear wrote:
Can anyone explain what "sc2 is now a streaming game" means? Does this mean that every time I play, I am downloading / uploading stuff?


The launcher has a built-in downloader which transfers game data (and uploads it if you have peer-to-peer enabled). The data is tiered so that you first receive the framework for the game, and the game can't be launched until this phase is finished. The second tier is the critical data, such as most of the graphics and sounds, and the game can be launched while this is downloading but may be missing some pieces. The third tier is the noncritical data such as movies and other bells and whistles, and you can launch the game during this phase too. The game will continue downloading in the background if you choose to launch before it's completely finished, essentially "streaming" the game content to your PC.
Moderator
Von
Profile Joined May 2009
United States363 Posts
June 04 2012 20:20 GMT
#374
On June 05 2012 00:44 emc wrote:
Show nested quote +
On June 05 2012 00:18 ZenithM wrote:
On June 04 2012 23:35 Existor wrote:
HP bars sizes are still ugly. SC2 is a still game of health bars and counters, not real units. Units just are skins only, that are hidden by HP bar

So?
Just remove the health bars if you don't like them.You'll obviously have to give up on the competitive aspect of the game, which should not be a big loss for you, you don't seem to like SC2 very much.


he is obviously bitter about sc2 and wishes we were all still playing BW on a DSL connection.



I think he is (obviously) noticing the the health bars are too large, obscure the action in large battles, and could use an improvement ... such that they could still remain on, and NOT obscure the action in large battles.

At least, that's what I got from it. Maybe I'm reading too deep into it ...



If its not fun I dont want it.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 04 2012 20:29 GMT
#375
I'll throw one in that's been bugging the custom community for a long time:

How have they adapted the b.net netcode to handle third-person and first-person lookaround latency? There's a lot of games that have been scrapped because of a small amount of forced latency from b.net. TSP and FPS customs suffer drastically as a result. Do they have plans to address this?

Additionally, are they planning on upping the map publishing limit? I was hoping to re-create a lot of BW customs, but the 10 map limit really sours things. Why can't they make it 50?


From here. I've never even realized this was an issue o_O. Hopefully it can be looked into.

Patch 1.5 would be the time to make any of the changes needed for the custom scene. If this is a dealbreaker for mapmakers, then we need Blizz to know ASAP. Any other mapmakers/knowledgable people confirm what was said in the post?
MMA: The true King of Wings
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 04 2012 20:33 GMT
#376
On June 05 2012 05:13 Excalibur_Z wrote:
Show nested quote +
On June 05 2012 04:57 Snowbear wrote:
Can anyone explain what "sc2 is now a streaming game" means? Does this mean that every time I play, I am downloading / uploading stuff?


The launcher has a built-in downloader which transfers game data (and uploads it if you have peer-to-peer enabled). The data is tiered so that you first receive the framework for the game, and the game can't be launched until this phase is finished. The second tier is the critical data, such as most of the graphics and sounds, and the game can be launched while this is downloading but may be missing some pieces. The third tier is the noncritical data such as movies and other bells and whistles, and you can launch the game during this phase too. The game will continue downloading in the background if you choose to launch before it's completely finished, essentially "streaming" the game content to your PC.


Isn't this THE nightmare for every player with a download limit (like me)?
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2012-06-04 20:53:43
June 04 2012 20:50 GMT
#377
On June 05 2012 02:08 Excalibur_Z wrote:
Show nested quote +
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?

Save gaming: kill esport
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 04 2012 21:29 GMT
#378
On June 05 2012 05:50 skeldark wrote:
Show nested quote +
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 04 2012 21:32 GMT
#379
On June 05 2012 05:33 Snowbear wrote:
Show nested quote +
On June 05 2012 05:13 Excalibur_Z wrote:
On June 05 2012 04:57 Snowbear wrote:
Can anyone explain what "sc2 is now a streaming game" means? Does this mean that every time I play, I am downloading / uploading stuff?


The launcher has a built-in downloader which transfers game data (and uploads it if you have peer-to-peer enabled). The data is tiered so that you first receive the framework for the game, and the game can't be launched until this phase is finished. The second tier is the critical data, such as most of the graphics and sounds, and the game can be launched while this is downloading but may be missing some pieces. The third tier is the noncritical data such as movies and other bells and whistles, and you can launch the game during this phase too. The game will continue downloading in the background if you choose to launch before it's completely finished, essentially "streaming" the game content to your PC.


Isn't this THE nightmare for every player with a download limit (like me)?


Well it's not like game is always downloading data. It's only downloading what the client needs to run properly. If you have a 10GB/month limit and the game is 6GB, that 6GB is a one-time download (plus whatever patches happen to come along which are typically 200MB on the high end). It's not like you're downloading that 6GB every time you run the launcher. It's just a way for players to get started playing earlier, like when they're initially downloading the game via Battle.net onto a new computer.
Moderator
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2012-06-04 22:14:17
June 04 2012 22:03 GMT
#380
On June 05 2012 06:29 Excalibur_Z wrote:
Show nested quote +
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.


1) Yes. You get points for playing more if you are better or not. Its just a different system, that dont rate the skill its rate the play amount. I prefer a skill system not a indicator how much you play, I can see this in the gamecount.
Every other game and sport dont mix this too. Why does sc2 have to?
If you think, it takes the playamount and skil in ratio into account than its just a bad designed system.
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.

When this is such a good solution and normal players dont like to see overall statistic, why is sc2 the only game that does this?
Even games for causal players show this kind of information. Its plain arrogant by blizzard, that they think they know better than us what we want.


As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.

So you think you have not enough experience to talk about this topic. Thats fine, but please dont act like you can speak for me too. I know enough to have an opinion. I dont know everything about it but i take incomplete information and form an opinion out of it. Thats what people do when you discuss. Thats what people do when they have opinions. I think you are well aware of this and the fact that your sentence was just a "kill "argument.
Save gaming: kill esport
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
June 04 2012 22:34 GMT
#381
On June 05 2012 07:03 skeldark wrote:
Show nested quote +
On June 05 2012 06:29 Excalibur_Z wrote:
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.


1) Yes. You get points for playing more if you are better or not. Its just a different system, that dont rate the skill its rate the play amount. I prefer a skill system not a indicator how much you play, I can see this in the gamecount.
Every other game and sport dont mix this too. Why does sc2 have to?
If you think, it takes the playamount and skil in ratio into account than its just a bad designed system.
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.


What on earth are you talking about? The system is SUPPOSED to encourage players to be active, not climb to a particular position and sit on it. Every good ranking system will penalize your rank for inactivity.

Also, your English is very hard to read even if it isn't your first language, so I have no idea what you're arguing other than "the system takes play amount and skill into account therefore it is badly designed." And that's flat out false.
I will eat you alive
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2012-06-04 22:43:02
June 04 2012 22:40 GMT
#382
On June 05 2012 07:34 FieryBalrog wrote:
Show nested quote +
On June 05 2012 07:03 skeldark wrote:
On June 05 2012 06:29 Excalibur_Z wrote:
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.


1) Yes. You get points for playing more if you are better or not. Its just a different system, that dont rate the skill its rate the play amount. I prefer a skill system not a indicator how much you play, I can see this in the gamecount.
Every other game and sport dont mix this too. Why does sc2 have to?
If you think, it takes the playamount and skil in ratio into account than its just a bad designed system.
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.


What on earth are you talking about? The system is SUPPOSED to encourage players to be active, not climb to a particular position and sit on it. Every good ranking system will penalize your rank for inactivity.

Also, your English is very hard to read even if it isn't your first language, so I have no idea what you're arguing other than "the system takes play amount and skill into account therefore it is badly designed." And that's flat out false.

1) Im sorry for my English.

"the system takes play amount and skill into account therefore it is badly designed."
The good thing on the quote function is: when you use it you dont change what people wrote.

2) In this case every sport have a bad ranking system. I never heard about a ranking system that takes inactivity every 2h into account to rate your skill value new. If they are all bad perhaps you should write letters to all sport and chess unions and 99% of the game publisher that they have bad ranking systems and should learn from sc2.
Save gaming: kill esport
Limniscate
Profile Joined October 2010
United States84 Posts
June 04 2012 23:13 GMT
#383
I don't know if any of you guys have checked this out, but I seem to be getting 9% better performance for frame rate in 1.5.
OneBaseKing
Profile Blog Joined April 2012
Afghanistan412 Posts
Last Edited: 2012-06-04 23:18:42
June 04 2012 23:18 GMT
#384
On June 05 2012 08:13 Limniscate wrote:
I don't know if any of you guys have checked this out, but I seem to be getting 9% better performance for frame rate in 1.5.


Yup there is better performance. But instead of 9% for me, I get around 100 fps on maxed settings without anti aliasing. Before the beta, I got around 70 fps.

100 fps in the beginning of course, then it drops to around constant 50 fps.
Limniscate
Profile Joined October 2010
United States84 Posts
June 04 2012 23:53 GMT
#385
On June 05 2012 08:18 OneBaseKing wrote:
Show nested quote +
On June 05 2012 08:13 Limniscate wrote:
I don't know if any of you guys have checked this out, but I seem to be getting 9% better performance for frame rate in 1.5.


Yup there is better performance. But instead of 9% for me, I get around 100 fps on maxed settings without anti aliasing. Before the beta, I got around 70 fps.

100 fps in the beginning of course, then it drops to around constant 50 fps.


Yeah I get 59-60-ish on the beta at 2560x1440 no AA ultra settings on a GTX 460 and i5 750 overclocked to 3.8Ghz as opposed to 55 on the normal game.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
Last Edited: 2012-06-05 00:21:50
June 05 2012 00:18 GMT
#386
On June 05 2012 07:34 FieryBalrog wrote:
Show nested quote +
On June 05 2012 07:03 skeldark wrote:
On June 05 2012 06:29 Excalibur_Z wrote:
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.


1) Yes. You get points for playing more if you are better or not. Its just a different system, that dont rate the skill its rate the play amount. I prefer a skill system not a indicator how much you play, I can see this in the gamecount.
Every other game and sport dont mix this too. Why does sc2 have to?
If you think, it takes the playamount and skil in ratio into account than its just a bad designed system.
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.


What on earth are you talking about? The system is SUPPOSED to encourage players to be active, not climb to a particular position and sit on it. Every good ranking system will penalize your rank for inactivity.

Also, your English is very hard to read even if it isn't your first language, so I have no idea what you're arguing other than "the system takes play amount and skill into account therefore it is badly designed." And that's flat out false.


If you can only speak one language then your brain gets too used to the same "correct" stuff and gets lazy. I can understand him just fine. I'd say the problem is mainly the English speakers thinking they don't need to learn any other language, ignoring the benefits for their cognition system. You can't have everyone speaking/writing perfect English, it's way easier for the natives in English to expand their cognition just a little bit in order to understand all the variations that non-natives create.

Also, it would be interesting for team liquid to open a new forum: "English Class". We do have enough non-native English speakers here to make it a very interesting forum and we would all have this bounding with gaming/SC2, so I think it could lead to an interesting environment for learning English =D

Anyway, there is no point in telling someone that his English isn't good enough. Instead you should bring whatever is problematic for you and ask for clarification. I am 100% sure I must have made mistakes or abnormal/weird English in this text I just wrote, but I really have no idea where are these mistakes, so there's no point telling me they exist, bring me to them, then I can start learning ok.

Native English speakers should be more pro-active while interacting with non-natives, you already have it easier.

----------------------
BTW, I don't mind the bonus pool, I do mind not knowing my division tier and offset. I should be able to do the math to reach to my MMR if I wanted to, in a similar way that I can use sc2gears to have my win/loss ratio and the people that don't care enough to use sc2gears or other method don't get the numbers, that's fine! It's stupid for Blizzard to say that only the top 4% best players are harcore enough to take the "reality". I am hardcore in my own way and I want to have information, otherwise I might just give up completely this game, it's not fun to just be a random platinum for 2 years, then if I play enough I get a star <3 (top8...)
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 05 2012 00:35 GMT
#387
hey i believe this happened for the PTRs as well, but there is a tab when you log in, it says

SCII-1 and SCII-2

I tried it and I can create a 2nd character for SCII-2.

Why is this? Did Blizz say anything about this? Are they looking at possibly allowing more than 1 character per account? Or is it only if you bought 2 SC2s or something? Why do they have this function in the beta?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 05 2012 01:58 GMT
#388
On June 05 2012 09:35 Yoshi Kirishima wrote:
hey i believe this happened for the PTRs as well, but there is a tab when you log in, it says

SCII-1 and SCII-2

I tried it and I can create a 2nd character for SCII-2.

Why is this? Did Blizz say anything about this? Are they looking at possibly allowing more than 1 character per account? Or is it only if you bought 2 SC2s or something? Why do they have this function in the beta?


As you mentioned it's happened on every single PTR, I think it's just a weird artifact of how they do the licenses I wouldn't look too deep into it.
trips
Profile Joined December 2010
United Kingdom107 Posts
June 05 2012 02:02 GMT
#389
On June 05 2012 02:13 Adeeler wrote:
So can we find ladder map custom games with titles in it yet i.e. zvp mapname? So that we can practice a certain race matchup?

can anyone answer this.
¯\_(ツ)_/¯
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 05 2012 02:09 GMT
#390
On June 05 2012 11:02 trips wrote:
Show nested quote +
On June 05 2012 02:13 Adeeler wrote:
So can we find ladder map custom games with titles in it yet i.e. zvp mapname? So that we can practice a certain race matchup?

can anyone answer this.


Nope, sorry, but im sure you can use chat channels for that instead...
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
trips
Profile Joined December 2010
United Kingdom107 Posts
June 05 2012 04:50 GMT
#391
So you can ladder using a different name and it doesn't affect your mmr and theres an unranked ladder.Gonna download and check it out.
¯\_(ツ)_/¯
trips
Profile Joined December 2010
United Kingdom107 Posts
June 05 2012 06:40 GMT
#392
Wow defiantly looks better on low graphics and seems to run better.

The custom melee games are listed the same as before which is annoying.

The open games are just nexus wars,marine arena etc no melee games at the moment and there's like 5 of them lol.

Worth downloading just for the graphics and getting to play on a different name.
¯\_(ツ)_/¯
kAelle_sc
Profile Joined April 2011
287 Posts
Last Edited: 2012-06-05 06:51:22
June 05 2012 06:50 GMT
#393
Is there a full installer that you can download (the whole 10GB I mean)?

I think the Arcade installer doesn't work for me because my Internet is not fast enough (I downloaded it twice, yet still "please check internet connection"). I tried rebooting my PC, modem and router twice now and still the same error.

+ Show Spoiler +
[image loading]
It's all about the journey, not the outcome.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
June 05 2012 07:34 GMT
#394
On June 05 2012 13:50 trips wrote:
So you can ladder using a different name and it doesn't affect your mmr and theres an unranked ladder.Gonna download and check it out.


There isn't an unranked ladder, it's just the same as now only you get a fresh account because it's a beta, so it doesn't affect your live account.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 05 2012 08:18 GMT
#395
On June 05 2012 15:40 trips wrote:
Wow defiantly looks better on low graphics and seems to run better.

The custom melee games are listed the same as before which is annoying.

The open games are just nexus wars,marine arena etc no melee games at the moment and there's like 5 of them lol.

Worth downloading just for the graphics and getting to play on a different name.


If this is true... then hurray!

Actually now that you mention it, I don't recall the game randomly freezing anymore! Yay! Cus that didn't happen to me until i forget what patch, maybe 1.3 or 1.4. After that, suddenly SC2 was running slower. Whenever a new building/unit was about to finish, or just finished (especially if it was the first one in the game), I would suddenly lag for a second. Very annoying. Place my first Barracks? Game lags. Barracks at 95% and I'm about to make a Marine and OC? Game lags. Marine pops out? Game lags. Grrr.

I just noticed that this hasn't happened yet though! I wonder about if it actually runs better though, with the graphics on low, despite them being improved... if it does, then huge thanks and applause from me! Though I wonder why they don't allow you to make the graphics lower like they are in non-beta. Low graphics in the 1.4.3 version looks fine to me.

Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-05 11:43:36
June 05 2012 11:41 GMT
#396
On June 05 2012 02:08 Excalibur_Z wrote:
Show nested quote +
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

You're wrong for 2 reasons:

1. What the ladder ranks is players who play it. If casual players stop playing, the scope of the ladder changes to... ranking players who play it. In other words, it's still ranking the same thing. Cutting out casual players has no effect on the scope of the ladder in relative terms, and the ladder is necessarily relative. Nor does it have any effect on the accuracy of the ladder, because all MMR is relative to the player pool.

2. So only the top 2% of players deserve to be on a ladder that is comparable. 98% of players are uncompetitive and do not want statistics, and don't want a global ladder, and are happy with a meaningless rank that is impossible to compare?
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-05 12:45:35
June 05 2012 11:57 GMT
#397
On June 05 2012 06:29 Excalibur_Z wrote:
Show nested quote +
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.

The bonus pool is disingenuous. Or at least Blizzard's reason is.

Here's what they say about the bonus pool:
Q. What is the Bonus Pool and how are bonus points acquired?
A. The Bonus Pool is an accumulation of points that every player receives whether they're online and playing or not. They're essentially used as a means to help give a player a catch-up boost if they haven't played in a while. The pool does have a cap, but it increases slowly until the end of a season.

http://us.battle.net/sc2/en/blog/110519

This is so wrong that it can almost be classed as a lie. The bonus pool doesn't help you catch-up with other players. The reason you even need to catch-up in the first place is because of the bonus pool. The bonus pool doesn't help close the divergence between points of 2 equally skilled players, it is the CAUSE of the divergence.

If there were no bonus pool, after playing ~30 games you'll hit your MMR and you'll only fluctuate around this point as you continue to play games. This is what happens when you've used up your bonus pool anyway. There would be no need to catch-up, other than to play enough games to avoid point decay (which is the correct way to implement bonus pool).

The bonus pool system causes endless inflation of points until the seasonal ladder reset. This also causes the ladder to never stabilize. E.g. Player 1 and 2 are ranked 10 and 15 respectively, and have used their bonus pool. Player 1 is better than player 2. The next day, player 1 doesn’t play, so he falls to rank 15 because others have used their bonus pool. Player 2 uses his bonus pool moving him to rank 12. Player 2 is now erroneously ranked higher than player 1, until player 1 and all the other players use their bonus pool, to increase their points, bumping player 2 down. Since the ladder never stabilizes, this again delegitimizes ladder ranks. In fact, ladder ranks are only correct when everyone has used up their bonus pool.

The intention of bonus pool is obviously the same idea as XP decay in the WC3 AMM, but disguised as a reward. Thus, the bonus pool is a psychological gimmick. But it’s not a reward, because every time you log in, your rank falls, since others have used their bonus pool. Hence, it is a failed psychological gimmick. Bonus pool should be redesigned so it is the extra points you get for playing in the WoW arena system that is used to move your displayed rating (points) to quickly converge to your MMR. Point decay should be implemented.

Another alternative is to freeze inactive players from the ladder. So if you haven't played a game for, say, 2 weeks and you're ranked 25. It will still be recorded on your profile that your last known rank was 25, until the ladder reset or until you become active again. But you won't be on the official ladder, until you've played a minimum of, say, 3 games. After these 3 games, you're put right back where you left off plus those 3 games played. This will make ladder ranks more accurate because the scope of the ladder is changed to ranking all active players. Currently, an active player can be ranked higher than inactive player, because of their activity. The ladder doesn't measure skill, it measures activity+skill. If we kick the inactive players off the ladder, we can make a ladder that measures skill only, while solving the problem of inactive players camping at high or untouchable ratings.
yeint
Profile Joined May 2011
Estonia2329 Posts
June 05 2012 12:56 GMT
#398
It's designed to make scores increase even if your MMR plateaus.

The ladder is designed to reward activity. The bonus pool lets them reward activity without rewarding mass gaming.

I don't think it qualifies as a lie at all. They could have had scores increase in a different way, such as giving 50 extra points for your first win every day. Just displaying MMR like WoW Arena would be a terrible idea for player retention, since the majority of players will sit in the middle of the bell curve with hardly any divergence. Ladder ranking is not a psychological trick, it's part of the ruleset of the game.

I don't think anyone ever thought that the bonus pool magically inflates their MMR and makes them better players.

It does have the added benefit of cushioning the relearning after a break bit, but again, only as far as ladder points go.
Not supporting teams who take robber baron money.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-05 13:16:49
June 05 2012 13:14 GMT
#399
On June 05 2012 21:56 yeint wrote:
It's designed to make scores increase even if your MMR plateaus.

And that's as much a punishment as it is a reward.

Everyday you're punished by seeing that your rank has fallen and that you must play games and face the stress of potentially losing just to keep up.

The ladder is designed to reward activity. The bonus pool lets them reward activity without rewarding mass gaming.

Point decay and kicking inactive players off the ladder (in the particular way I described) would be a better way to achieve this, as I've explained.

I don't think it qualifies as a lie at all. They could have had scores increase in a different way, such as giving 50 extra points for your first win every day.

If they did that and said that the 50 extra points are to help player's catch-up it would be the exact same lie. That 50 extra points caused the divergence in the first place. It does not help you catch-up. No catch-up would even be necessary if there was no bonus pool and no 50 extra points.

Just displaying MMR like WoW Arena would be a terrible idea for player retention, since the majority of players will sit in the middle of the bell curve with hardly any divergence. Ladder ranking is not a psychological trick, it's part of the ruleset of the game.

Again, you're assuming that the way WoW does it is a psychological punishment and the way SC2 does it is a psychological reward. But this is not true. The reward of increasing points is symmetric with the punishment of falling ranks.

There is no free lunch.

And I didn't call the ladder a psychological gimmick, I called the bonus pool a psychological gimmick, which it is. It's meant to be the "feel good" version of XP decay. But as I've shown, there's a punishment that mirrors the reward.

I don't think anyone ever thought that the bonus pool magically inflates their MMR and makes them better players.

It does have the added benefit of cushioning the relearning after a break bit, but again, only as far as ladder points go.

What?
discator
Profile Joined March 2011
Germany639 Posts
June 05 2012 14:16 GMT
#400
nice beta, but

PLZ ADD A FRIEND LIST SEARCH FEATURE

pleaase! beggin you blizz!
;;
Shmu
Profile Joined February 2011
Canada27 Posts
June 05 2012 14:25 GMT
#401
Personally, I really enjoy the way bonus pool works. Whether or not it's the *best* system, as mid level Platinum player, I find it very encouraging to try and keep my bonus pool at zero.

This might be an inaccurate comparison, but I've always felt that this is very similar to WoW's "Rested XP" system. It becomes obvious that the most "efficient" way to level your character, is to only play when you have rested XP - but, it's also important that you play frequently enough that you don't cap out your rested.

An interesting thought -- I wonder how leveling in WoW would feel if all Mob difficulty's were dynamically adjusted so that you would win as close to 50% of your engagements as possible, and dying caused you to lose the same XP you would have gained.... ( no wonder my other gamer friends won't play SC2)
yeint
Profile Joined May 2011
Estonia2329 Posts
Last Edited: 2012-06-05 15:04:29
June 05 2012 14:55 GMT
#402
On June 05 2012 22:14 paralleluniverse wrote:
If they did that and said that the 50 extra points are to help player's catch-up it would be the exact same lie. That 50 extra points caused the divergence in the first place. It does not help you catch-up. No catch-up would even be necessary if there was no bonus pool and no 50 extra points.


You're arguing from a false premise, which is that the best ladder system would rank players based on static ELO points. This is not the design intent at all. Blizzard has never claimed that ladder points are intended to mirror ELO ranking.

Like you said, there are other ways to reward activity, such as rating decay. Rating decay WOULD put an inactive player behind without any method to catch up, and rating decay is a punishment that prevents you from not playing rather than a reward that entices you to play.

The SC2 ladder is designed to give every single player a constant avenue of ranking up. For two people of equal skill who play concurrently, their ladder rank will be indistinguishable. If Player A stops playing for a week, then Player B will rank up. The difference in ranking will increase as long as Player A is not playing and Player B is playing. When Player B comes back, he will catch up to Player A pretty quickly.

Please present an alternate method where two skill-plateaud players can be rewarded for activity both during active play and returning after a break.

If you don't want to receive "imaginary" rewards for non-improvement, then strive to get promoted. The vast majority of players are not going to make Grandmaster, and the ladder caters to those players.

There is no free lunch.


The lunch is not free. The lunch is earned by playing. Your ladder points would be at a static point if there was no bonus pool. You play until you hit 700, your skill plateaus, and you will forever hover around 700 points. Keep playing and the bonus pool increases your points score until the end of the season. Stop playing and your rank falls. Start playing again and collect all your bonus pool.

And I didn't call the ladder a psychological gimmick, I called the bonus pool a psychological gimmick, which it is. It's meant to be the "feel good" version of XP decay. But as I've shown, there's a punishment that mirrors the reward.


It is not meant to be the feel good version of XP decay because XP decay does nothing to affect your points score while you're actively playing. If I play for 3 months straight at the same MMR, XP decay doesn't kick in at all. If I play for 3 months straight at the same MMR, the bonus pool will increase my score. This is not a gimmick, this is a REWARD FOR ACTIVITY. Whereas XP decay is a PENALTY FOR NOT PLAYING.

Like I said earlier, they could have rewarded activity in another way. But since the bonus pool awards the same amount of points to everyone, it emphatically rewards every player the same, whether they take mid-season breaks or not. Same number of wins required to earn the same number of bonus points.

The only way to miss out on your bonus pool is to not return to play before the end of the season.
Not supporting teams who take robber baron money.
paralleluniverse
Profile Joined July 2010
4065 Posts
June 05 2012 14:57 GMT
#403
On June 05 2012 23:25 Shmu wrote:
Personally, I really enjoy the way bonus pool works. Whether or not it's the *best* system, as mid level Platinum player, I find it very encouraging to try and keep my bonus pool at zero.

This might be an inaccurate comparison, but I've always felt that this is very similar to WoW's "Rested XP" system. It becomes obvious that the most "efficient" way to level your character, is to only play when you have rested XP - but, it's also important that you play frequently enough that you don't cap out your rested.

An interesting thought -- I wonder how leveling in WoW would feel if all Mob difficulty's were dynamically adjusted so that you would win as close to 50% of your engagements as possible, and dying caused you to lose the same XP you would have gained.... ( no wonder my other gamer friends won't play SC2)

Yes, it is like the WoW rested XP system. It's almost surely based off the same philosophy: instead of punishing you by reducing XP by 50% if you played too long, they doubled all XP and made rested XP a 100% bonus. This was back in WoW's beta.

But there are also major differences. WoW is a competitive game, but levelling up in WoW is not. So the punishment of seeing your rank fall every day you log in because of bonus pool is not felt in WoW. This is something that they failed to see. This punishment cancels out the reward of increased points. When you log in, you must play games to catch up to where you were before.

In WoW, eventually you graduate out of leveling. In SC2, ladder is the game. So this punishment is persistent. It's like running an endless race and whenever you catch-up to the pack, you're destined to fall behind again, and then you need to start the work of catching up all over again, ad infinitum.
yeint
Profile Joined May 2011
Estonia2329 Posts
June 05 2012 15:09 GMT
#404
On June 05 2012 23:57 paralleluniverse wrote:
In WoW, eventually you graduate out of leveling. In SC2, ladder is the game. So this punishment is persistent. It's like running an endless race and whenever you catch-up to the pack, you're destined to fall behind again, and then you need to start the work of catching up all over again, ad infinitum.


But it's not a punishment at all!

Player A and B both play for a week, and get to 500 ladder points.

Player A keeps playing for another week, while player B takes a break.

Player A now has 584 ladder points, and he had to win 5 games to earn the 84 bonus pool points.

Player B still has 500 ladder points.

Week three, Player A keeps playing, and Player B returns to active play.

By the end of the third week week, Player A has 584+84, i.e. 668 ladder points. He had to win 5 games to earn another 84 bonus points.

Player B also has 668 ladder points. He had to win 10 games to earn his 168 bonus points.

The number of games they needed to win is exactly the same.
Not supporting teams who take robber baron money.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-05 15:33:00
June 05 2012 15:14 GMT
#405
On June 05 2012 23:55 yeint wrote:
Show nested quote +
On June 05 2012 22:14 paralleluniverse wrote:
If they did that and said that the 50 extra points are to help player's catch-up it would be the exact same lie. That 50 extra points caused the divergence in the first place. It does not help you catch-up. No catch-up would even be necessary if there was no bonus pool and no 50 extra points.


You're arguing from a false premise, which is that the best ladder system would rank players based on static ELO points. This is not the design intent at all. Blizzard has never claimed that ladder points are intended to mirror ELO ranking.

Like you said, there are other ways to reward activity, such as rating decay. Rating decay WOULD put an inactive player behind without any method to catch up, and rating decay is a punishment that prevents you from not playing rather than a reward that entices you to play.

The SC2 ladder is designed to give every single player a constant avenue of ranking up. For two people of equal skill who play concurrently, their ladder rank will be indistinguishable. If Player A stops playing for a week, then Player B will rank up. The difference in ranking will increase as long as Player A is not playing and Player B is playing. When Player B comes back, he will catch up to Player A pretty quickly.

Please present an alternate method where two skill-plateaud players can be rewarded for activity both during active play and returning after a break.

If you don't want to receive "imaginary" rewards for non-improvement, then strive to get promoted. The vast majority of players are not going to make Grandmaster, and the ladder caters to those players.

Yes, rating decay would put an inactive player behind, but rating decay only kicks in after a certain amount of inactivity (usually a week). So everyone that is active is essentially ranked correctly. And you're shifted down a bit if you're inactive. With the bonus pool system, as your own example points out, and as I've already said, no one is ranked correctly unless everyone has used up their bonus pool, which is impossible. Unspent bonus pool distorts correct ranks.

Being active is the catch-up mechanism for a rating decay system. Since displayed rating (or some simple function of it) always converges to MMR, it's not possible to permanently "stuff-up" your rating due to inactivity.

However, I do know that a bonus pool system where a chunk of bonus pool is rewarded each week for activity is equivalent to a rating decay system where a chunk of rating is lost for not playing.

The best system is the one I've described in a previous post (http://www.teamliquid.net/forum/viewmessage.php?topic_id=341648&currentpage=20#397) where inactive players are kicked out of the ladder ranks (although not on their profile page). The reward for skill plateaued players is not being kicked out.

Also please stop repeating the debunked argument that bonus pool is a psychological "feel good" reward. Any "reward" in terms of extra points for activity is self-defeating -- it cancels itself out. It doesn't take into account the punishment of your rank falling, and having to play catch up. The problem is that you don't understand that giving a reward for activity is NOT a reward. It's psychologically neutral, the reward is symmetric to the punishment. But it stuffs up the rankings which is why it's a bad idea.

Lastly, I don't mind if they always give you another type of point for playing (win or lose) which can only be spent on buying cosmetic items for units and UI art. I even suggested this in a previous post (http://www.teamliquid.net/forum/viewmessage.php?topic_id=341648&currentpage=18#342).

This way there really is a "feel good" boost to playing games, regardless of whether you won or lost.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-05 15:54:29
June 05 2012 15:25 GMT
#406
On June 06 2012 00:09 yeint wrote:
Show nested quote +
On June 05 2012 23:57 paralleluniverse wrote:
In WoW, eventually you graduate out of leveling. In SC2, ladder is the game. So this punishment is persistent. It's like running an endless race and whenever you catch-up to the pack, you're destined to fall behind again, and then you need to start the work of catching up all over again, ad infinitum.


But it's not a punishment at all!

Player A and B both play for a week, and get to 500 ladder points.

Player A keeps playing for another week, while player B takes a break.

Player A now has 584 ladder points, and he had to win 5 games to earn the 84 bonus pool points.

Player B still has 500 ladder points.

Week three, Player A keeps playing, and Player B returns to active play.

By the end of the third week week, Player A has 584+84, i.e. 668 ladder points. He had to win 5 games to earn another 84 bonus points.

Player B also has 668 ladder points. He had to win 10 games to earn his 168 bonus points.

The number of games they needed to win is exactly the same.

I know that.

Bonus pool has no effect on the ratings when it's all used up. In fact, I even said it myself here and gave an almost identical example: http://www.teamliquid.net/forum/viewmessage.php?topic_id=341648&currentpage=20#397

The problem is that it's never all used up for everyone. So the ladder is never correct. In your example, player A is erroneously ranked higher than player B for a week, even though both have equal skill.

You're mixing up 2 separate issues:
1) Being ranked correctly and how this is affected by bonus pool (above).
2) Reward and punishment, which is all psychological and it's about how good you feel (below).

In terms of reward and punishment. That's got nothing to do with the number of games or being ranked correctly. That's about the psychological reward of seeing your points increase vs the psychological punishment of seeing your rank fall. And how these 2 feelings cancel each other out.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
June 05 2012 16:35 GMT
#407
The bonus pool is essentially a decay mechanism, that is true. However, there is a distinct psychological difference between losing your points for not playing and having free points available for you to collect just by playing games. The former can be seen as discouraging for less active players because it makes playing the game a necessity -- a chore. The bonus pool model is more flexible because every point that you "decay" can eventually be earned back, whereas in a traditional decay model, once you lose those points, they're gone.

The rankings may not be 100% accurate at any given time because not everyone is playing at the same time, but that's mostly okay as long as the amount of unspent bonus pool is low. The lower the unspent bonus pool for a player, the more accurate that player's ranking. There is therefore a direct correlation between the relevance of a player's rating and the amount of unspent bonus pool he has. If I have 500 points and 500 bonus pool, it's not a foregone conclusion that I will eventually have 1,000 points if I spent it all. I could have 1500 if I never lost a game, or I could lose it all if I'm over-rated.
Moderator
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-05 17:40:57
June 05 2012 17:29 GMT
#408
On June 06 2012 01:35 Excalibur_Z wrote:
The bonus pool is essentially a decay mechanism, that is true. However, there is a distinct psychological difference between losing your points for not playing and having free points available for you to collect just by playing games. The former can be seen as discouraging for less active players because it makes playing the game a necessity -- a chore. The bonus pool model is more flexible because every point that you "decay" can eventually be earned back, whereas in a traditional decay model, once you lose those points, they're gone.

The rankings may not be 100% accurate at any given time because not everyone is playing at the same time, but that's mostly okay as long as the amount of unspent bonus pool is low. The lower the unspent bonus pool for a player, the more accurate that player's ranking. There is therefore a direct correlation between the relevance of a player's rating and the amount of unspent bonus pool he has. If I have 500 points and 500 bonus pool, it's not a foregone conclusion that I will eventually have 1,000 points if I spent it all. I could have 1500 if I never lost a game, or I could lose it all if I'm over-rated.


Sometimes, I wonder if you even read what I write.

For your first paragraph, let me repost:
Also please stop repeating the debunked argument that bonus pool is a psychological "feel good" reward. Any "reward" in terms of extra points for activity is self-defeating -- it cancels itself out. It doesn't take into account the punishment of your rank falling, and having to play catch up. The problem is that you don't understand that giving a reward for activity is NOT a reward. It's psychologically neutral, the reward is symmetric to the punishment. But it stuffs up the rankings which is why it's a bad idea.

Being active is the catch-up mechanism for a rating decay system. Since displayed rating (or some simple function of it) always converges to MMR, it's not possible to permanently "stuff-up" your rating due to inactivity.


For your second paragraph:
That's essentially saying that the ladder should account for activity so that the information that the system has about the skill of the players, reflected in the rank, is the most up to date.

I see it slightly differently. If we were psychic and simply knew what the skill of each player if he were to play a game at that moment without needing him to play a game, then we would just use this knowledge for ranking, i.e. in an ideal world ranking will be 100% skill based. But because we don't know someone's skill at a given moment unless they play, we must factor activity into the ladder, and I agree that activity should be a factor. But this is the only reason for activity to be factored into ranks: because we don't completely know current skill. To the extent that we have good knowledge of a player's current skill, activity should not matter for the purposes of ranking.

This means that ideally, we want to minimize the weight given to activity as a factor, subject to the constraint that the player is active enough to give a reasonably good estimate of his current skill. To this end, decay systems that penalize you after a week (or equivalently a bonus pool system that gives out bonus pool once weekly) or even better, a system that removes you from being ranked if you don't play any games for a week, are all superior to the current bonus pool system. This is because they reduce the weight given to activity, since activity doesn't matter as long as you play a bit each week. It also does not produce the distortions associated with the bonus pool system that we've discussed. The bonus pool system, however, requires that you be active always, everyday, so does not satisfy the above-mentioned criteria.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-06-05 18:27:08
June 05 2012 18:24 GMT
#409
On June 05 2012 23:55 yeint wrote:
Like you said, there are other ways to reward activity, such as rating decay. Rating decay WOULD put an inactive player behind without any method to catch up, and rating decay is a punishment that prevents you from not playing rather than a reward that entices you to play.

The SC2 ladder is designed to give every single player a constant avenue of ranking up. For two people of equal skill who play concurrently, their ladder rank will be indistinguishable. If Player A stops playing for a week, then Player B will rank up. The difference in ranking will increase as long as Player A is not playing and Player B is playing. When Player B comes back, he will catch up to Player A pretty quickly.

Please present an alternate method where two skill-plateaud players can be rewarded for activity both during active play and returning after a break.

Personally I've always wanted a system of decay removing a percentage of player's points per day|hour, with all decay going to a bonus pool so that they can regain any lost rating easily.

This way lower level players won't need to work as hard to keep their rating as the higher rated ones, who are in a much more competitive you-snooze-you-lose environment.

Inflation would not be as big of a problem with this sort of system since points aren't being generated without playing games.


I guess the biggest problem with removing free points is that late starters (new players) would have a harder time getting where they need to be since they can't gain bonus points. I personally don't consider it a huge issue though.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Chakoi
Profile Joined June 2012
United Kingdom81 Posts
June 05 2012 21:54 GMT
#410
When where the full release be, so I don't have to download the alpha..
The mediocre teacher tells. The good teacher explains. The superior teacher demonstrates. The great teacher inspires
Zombo Joe
Profile Joined May 2010
Canada850 Posts
June 05 2012 23:04 GMT
#411
I tried the beta, the new interface makes my eyes bleed.

Its so messy and all over the place.
I am Terranfying.
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 05 2012 23:06 GMT
#412
Can't be worse than the current UI ^^

Also your quote is bad and you should feel bad!
i wish my motherboard would find a fatherboard so i could have anotherboard
Chakoi
Profile Joined June 2012
United Kingdom81 Posts
June 05 2012 23:23 GMT
#413
lol I am terranfying...
The mediocre teacher tells. The good teacher explains. The superior teacher demonstrates. The great teacher inspires
Zombo Joe
Profile Joined May 2010
Canada850 Posts
Last Edited: 2012-06-06 00:03:58
June 06 2012 00:03 GMT
#414
Terran it up.

The new interface feels chunky.
I am Terranfying.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 06 2012 03:35 GMT
#415
On June 06 2012 08:04 Zombo Joe wrote:
I tried the beta, the new interface makes my eyes bleed.

Its so messy and all over the place.

... Have you not used the current interface? New one is a huge leap forward in improvement.
Twitter: @iamcaustic
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
June 06 2012 06:47 GMT
#416
On June 05 2012 09:18 SDream wrote:
Show nested quote +
On June 05 2012 07:34 FieryBalrog wrote:
On June 05 2012 07:03 skeldark wrote:
On June 05 2012 06:29 Excalibur_Z wrote:
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
The new B.net interface is a vast improvement over the current version, and now that the custom game system is good, it's time to fix the ladder system and make this a competitive game again.

The problem is the following:
The whole division and ladder system does everything possible to hide your true rank and to make it impossible to compare the ranks of players in different divisions.

There are no win loss ratios, no global ladder rank, no way to compare the skill of any 2 players, no statistics, and now with patch 1.5 you can't even view the division ladder of other players.

Look at how empty the profile page is. There's just the number of games played, and a meaningless division rank that cannot be compared to anything. It literally has no meaning. If I tell you that you're 9th, what does that mean? 9th out of what? 9th compared to who? No one will ever know.

To fix this Blizzard needs to:
Bring back statistics.

Bring back a global ladder or at the very least reveal division tiers so that player ranks are meaningful and comparable. Currently there's no way to tell how good you are, the 5 lowest leagues are meant to contain 20% of the players, but this band is too large and it's not true that it contains 20% of players. An alternative is a percentile, even if it's in multiples of 5.

Make ladder competitive and promote competition. Put it on the home page or link to it in the home page. It's the core Starcraft game.

Stop removing everything because of "ladder anxiety" and hurt feelings:
The removal of win/loss ratios necessarily implies that useful statistics can never be revealed. Reverse this. Blizzard's resolve to appease players with ladder anxiety, to not hurt their feelings, is turning SC2 into a non-competitive game. This is the opposite of what an RTS game should be.

The unranked matchmaking that's in HotS will fix ladder anxiety. It's time to stop killing the competitive nature of this game and removing all the systems needed to support competition because of ladder anxiety and hurt feelings.

To appeal to casuals, they can even make a system where you always gain another type of point for playing, which can be spent to unlock cosmetic rewards to customize units and even the B.net UI, such as extra backgrounds.

http://us.battle.net/sc2/en/forum/topic/5589544562


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.


1) Yes. You get points for playing more if you are better or not. Its just a different system, that dont rate the skill its rate the play amount. I prefer a skill system not a indicator how much you play, I can see this in the gamecount.
Every other game and sport dont mix this too. Why does sc2 have to?
If you think, it takes the playamount and skil in ratio into account than its just a bad designed system.
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.


What on earth are you talking about? The system is SUPPOSED to encourage players to be active, not climb to a particular position and sit on it. Every good ranking system will penalize your rank for inactivity.

Also, your English is very hard to read even if it isn't your first language, so I have no idea what you're arguing other than "the system takes play amount and skill into account therefore it is badly designed." And that's flat out false.


If you can only speak one language then your brain gets too used to the same "correct" stuff and gets lazy. I can understand him just fine. I'd say the problem is mainly the English speakers thinking they don't need to learn any other language, ignoring the benefits for their cognition system. You can't have everyone speaking/writing perfect English, it's way easier for the natives in English to expand their cognition just a little bit in order to understand all the variations that non-natives create.

Also, it would be interesting for team liquid to open a new forum: "English Class". We do have enough non-native English speakers here to make it a very interesting forum and we would all have this bounding with gaming/SC2, so I think it could lead to an interesting environment for learning English =D

Anyway, there is no point in telling someone that his English isn't good enough. Instead you should bring whatever is problematic for you and ask for clarification. I am 100% sure I must have made mistakes or abnormal/weird English in this text I just wrote, but I really have no idea where are these mistakes, so there's no point telling me they exist, bring me to them, then I can start learning ok.

Native English speakers should be more pro-active while interacting with non-natives, you already have it easier.

----------------------
BTW, I don't mind the bonus pool, I do mind not knowing my division tier and offset. I should be able to do the math to reach to my MMR if I wanted to, in a similar way that I can use sc2gears to have my win/loss ratio and the people that don't care enough to use sc2gears or other method don't get the numbers, that's fine! It's stupid for Blizzard to say that only the top 4% best players are harcore enough to take the "reality". I am hardcore in my own way and I want to have information, otherwise I might just give up completely this game, it's not fun to just be a random platinum for 2 years, then if I play enough I get a star <3 (top8...)


I speak 3 languages and English isn't the language of my parents. Please, there's no good that can come from a sentence like:

Because you can not know how much each a player dropes over idle time and this guess would be terrible random.
I will eat you alive
Flummie
Profile Joined August 2010
Netherlands417 Posts
Last Edited: 2012-06-06 07:46:15
June 06 2012 07:44 GMT
#417
On June 06 2012 15:47 FieryBalrog wrote:
Show nested quote +
On June 05 2012 09:18 SDream wrote:
On June 05 2012 07:34 FieryBalrog wrote:
On June 05 2012 07:03 skeldark wrote:
On June 05 2012 06:29 Excalibur_Z wrote:
On June 05 2012 05:50 skeldark wrote:
On June 05 2012 02:08 Excalibur_Z wrote:
On June 05 2012 01:04 paralleluniverse wrote:
On June 05 2012 00:57 Omegalisk wrote:
On June 04 2012 22:27 paralleluniverse wrote:
The custom game system and UI is a vast improvement over what is currently in game. I still have some minor problems with it, but I think we should focus on getting ladder improved now. Specifically, win/loss ratios, statistics, and a global ladder (or at the least a ladder where it is possible to compare any 2 players).

Here's a post I wrote on the B.net forums:
[quote]


I agree that those sort of features need to be implemented to make SC2 a more competitive game, but I also think that ladder anxiety is a real problem. I believe those features that you mentioned would be best implemented after the unranked ladder is, so you can have a truly competitive ladder and a "for fun" ladder (it still would have MMR, but still). I would wait until HotS for those type of features to be implemented (and, judging on these changes, Blizz is listening to the community, so they might just do that).

Don't be so sure. They've never signaled that they will ever change the ladder except by taking away more details. For example, in the beta you can't view the division ladder of other players anymore.

This should be a competitive game, to destroy systems that support this competition, just for some dubious and unproven relief to ladder anxiety, is contrary to the point of the game.

Blizzard seriously thinks their division system is the greatest thing ever. They've been talking about how fun it is to climb the ranks in your little group of 100 arbitrary and insignificant players since before the game was released, and the facelessness of being rank 14,933. They've missed the point about ranking, they've missed the point that the removal of win/loss means there can never be statistics, and they've missed the point of competition on the ladder. They've said they won't reveal MMR. Absolutely everything they do, every single design decision related to the ladder, is about hiding true ranks.


I think the idea is that there are so many casual ladder players out there who are fine with just earning points and climbing ranks in their division. It can't be overstated how important it is that lower-skilled players remain in the active player pool to keep the relative definitions of higher-skilled players accurate, because the more players the ladder has, the healthier the ladder is. Master and Grandmaster is where all of the obfuscating factors are removed: losses, division tiers, minimum MMR, everything. It's Master and Grandmaster that appeal to the more hardcore players who are truly looking to gauge their skill. Master and Grandmaster level players are far more active and more interested in improving than players of lower leagues, and that's where the skill gap becomes very pronounced.

Thats the reason why master dont have bonus pool and divisions and they show the mmr and not points for master and also publish the server ranking of all master/gm players on their webserver.
Oh wait...

Blizzard thinks, showing the real skill will let the normal player stop playing. I think its the over way round. Lie to them and act like they are HIGH whatever and are close to get promoted all the time pressure them. Just play more and you raise, lets you think you are really good because everytime you try , you improve.
However this clash with the reality where you dont improve at all.
And this diffrence between reality and thought makes the ladder fear.

If you see your mmr and realise that if you loose many games its easy to get back to your old mmr, you are way more relaxed.
It works on any sport ever invented. Why is sc2 so different, that you have to hide the information?



That's fairly disingenuous. The bonus pool is not an obfuscator. It's very relevant because it keeps rankings current. The bonus pool ensures that people can't rest at #1 without consequences. It could be that there's no harm in showing MMR to Master+ players, but that's neither here nor there as we're actively working to establish player MMRs anyway, especially for those skill levels.

As for player psychology, I think that's something we're not experienced enough in the subject to properly comment on.


1) Yes. You get points for playing more if you are better or not. Its just a different system, that dont rate the skill its rate the play amount. I prefer a skill system not a indicator how much you play, I can see this in the gamecount.
Every other game and sport dont mix this too. Why does sc2 have to?
If you think, it takes the playamount and skil in ratio into account than its just a bad designed system.
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.


What on earth are you talking about? The system is SUPPOSED to encourage players to be active, not climb to a particular position and sit on it. Every good ranking system will penalize your rank for inactivity.

Also, your English is very hard to read even if it isn't your first language, so I have no idea what you're arguing other than "the system takes play amount and skill into account therefore it is badly designed." And that's flat out false.


If you can only speak one language then your brain gets too used to the same "correct" stuff and gets lazy. I can understand him just fine. I'd say the problem is mainly the English speakers thinking they don't need to learn any other language, ignoring the benefits for their cognition system. You can't have everyone speaking/writing perfect English, it's way easier for the natives in English to expand their cognition just a little bit in order to understand all the variations that non-natives create.

Also, it would be interesting for team liquid to open a new forum: "English Class". We do have enough non-native English speakers here to make it a very interesting forum and we would all have this bounding with gaming/SC2, so I think it could lead to an interesting environment for learning English =D

Anyway, there is no point in telling someone that his English isn't good enough. Instead you should bring whatever is problematic for you and ask for clarification. I am 100% sure I must have made mistakes or abnormal/weird English in this text I just wrote, but I really have no idea where are these mistakes, so there's no point telling me they exist, bring me to them, then I can start learning ok.

Native English speakers should be more pro-active while interacting with non-natives, you already have it easier.

----------------------
BTW, I don't mind the bonus pool, I do mind not knowing my division tier and offset. I should be able to do the math to reach to my MMR if I wanted to, in a similar way that I can use sc2gears to have my win/loss ratio and the people that don't care enough to use sc2gears or other method don't get the numbers, that's fine! It's stupid for Blizzard to say that only the top 4% best players are harcore enough to take the "reality". I am hardcore in my own way and I want to have information, otherwise I might just give up completely this game, it's not fun to just be a random platinum for 2 years, then if I play enough I get a star <3 (top8...)


I speak 3 languages and English isn't the language of my parents. Please, there's no good that can come from a sentence like:

Show nested quote +
Because you can not know how much each a player dropes over idle time and this guess would be terrible random.


But you seem to live in the states so at least you have some exposure to the language. Not everyone is good in learning languages but as long as people try they have my full support. There are so many native English speakers who don't speak any other language that you can only respect the effort in my opinion. In the end they are making communication with English persons easier by adapting to them and not the other way around, even though it is not flawless.

And tbh, I understand perfectly what this guy is saying even though it is not in perfect English. It is all about communication not who is the best speaker of us all. If MC speaks English everybody loves the effort but as soon as it is a forum poster he or she gets burned for his or her mistakes, while both are in the very least trying to speak English and need all the practice they can get.

Just curious: what 3 languages do you speak? I am also an avid language learner myself
ผมพยายามหาคำตอบอยู่ตลอดเวลา
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
June 06 2012 08:49 GMT
#418
the balance on the this 1.5 version just shows how long they been working on this (since 1.0) lol
HeliBadger
Profile Joined September 2011
538 Posts
June 06 2012 13:48 GMT
#419
More defined Fog of War

[image loading]
trips
Profile Joined December 2010
United Kingdom107 Posts
June 06 2012 14:16 GMT
#420
Takes AGES to get a 1v1 custom match going even the ones at the top of the list(been waiting 10 mins for xel naga cavens)

And your units walk in the fog of war like they are carrying a lantern(bright round light on them), like above.

Not impressed at all.. not worth the big download that's for sure.I keep going back to regular sc2.

Maybe its just the lack of players that haven't d/l it yet.
¯\_(ツ)_/¯
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
June 06 2012 14:32 GMT
#421
I really like the more defined fog of war, makes it easier as a spectator.
i wish my motherboard would find a fatherboard so i could have anotherboard
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
June 06 2012 15:24 GMT
#422
I heard someone mention this 1.5 patch fixes the serious FPS problem affecting all Mac users. Is this true? Anyone stuck on a Mac like me who can confirm they are getting better FPS now?
Limniscate
Profile Joined October 2010
United States84 Posts
June 06 2012 16:30 GMT
#423
I was wrong about the patch giving 9% extra performance. I wasn't spawning in the same starting position when I checked the framerate. It doesn't seem to give any performance benefit.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 07 2012 18:40 GMT
#424
On June 06 2012 23:16 trips wrote:
Takes AGES to get a 1v1 custom match going even the ones at the top of the list(been waiting 10 mins for xel naga cavens)

And your units walk in the fog of war like they are carrying a lantern(bright round light on them), like above.

Not impressed at all.. not worth the big download that's for sure.I keep going back to regular sc2.

Maybe its just the lack of players that haven't d/l it yet.

... Why on earth would you custom 1v1 in a beta? Nobody is doing that; they're either playing on the ladder for 1v1 or messing with the Arcade (which is what the beta is for in the first place).
Twitter: @iamcaustic
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 07 2012 18:41 GMT
#425
On June 07 2012 00:24 FallDownMarigold wrote:
I heard someone mention this 1.5 patch fixes the serious FPS problem affecting all Mac users. Is this true? Anyone stuck on a Mac like me who can confirm they are getting better FPS now?

I'm a Mac user and definitely getting better FPS. Patch 1.4.3, I would lag a bit on Daybreak; not getting any of that junk in the 1.5 beta, and the textures are far better on low settings to boot!
Twitter: @iamcaustic
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
June 13 2012 16:32 GMT
#426
1. I'm getting terrible lag spikes (lag I don't get in regular SC2).

2. It takes 1-3 minutes to find even a 1v1 ladder match (as opposed to just seconds in regular SC2), but I assume that's just because there are far fewer people playing this version of the game.

3. I'm getting paired up with people of all levels, without any consistency (even after many, many games). My last few opponent's leagues were- according to the score screens: platinum, GM (wtf?), silver, platinum again, silver again, etc. I win most of them (even the won against the apparent GM player lol), so I assume it's just taking the system longer than usual to find me a place (they stupidly placed me in silver even though I kept winning), but I have no idea why every two or three games I play really really shitty players. The silver players actually player as if they're silver.

4. Other than these technical problems, I really like the layout and format. It looks a lot more colorful, organized, and all-around nicer. Still don't think I'll be using the Arcade/ Custom Game stuff, but it's surely appealing for those who do use it.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
MyFirstProbe
Profile Joined April 2011
Netherlands294 Posts
June 13 2012 16:38 GMT
#427
On June 14 2012 01:32 DarkPlasmaBall wrote:
1. I'm getting terrible lag spikes (lag I don't get in regular SC2).

2. It takes 1-3 minutes to find even a 1v1 ladder match (as opposed to just seconds in regular SC2), but I assume that's just because there are far fewer people playing this version of the game.

3. I'm getting paired up with people of all levels, without any consistency (even after many, many games). My last few opponent's leagues were- according to the score screens: platinum, GM (wtf?), silver, platinum again, silver again, etc. I win most of them (even the won against the apparent GM player lol), so I assume it's just taking the system longer than usual to find me a place (they stupidly placed me in silver even though I kept winning), but I have no idea why every two or three games I play really really shitty players. The silver players actually player as if they're silver.

4. Other than these technical problems, I really like the layout and format. It looks a lot more colorful, organized, and all-around nicer. Still don't think I'll be using the Arcade/ Custom Game stuff, but it's surely appealing for those who do use it.


But I think this beta isn't really about testing the ladder system, but more the custom game changes they made.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 13 2012 16:39 GMT
#428
Well, like with Diablo 3 Auction, in SC2 Maps Market there will same things, but without gold, just for real moneys and with 15% of all costs going to Blizzard
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
June 13 2012 16:41 GMT
#429
On June 14 2012 01:38 MyFirstProbe wrote:
Show nested quote +
On June 14 2012 01:32 DarkPlasmaBall wrote:
1. I'm getting terrible lag spikes (lag I don't get in regular SC2).

2. It takes 1-3 minutes to find even a 1v1 ladder match (as opposed to just seconds in regular SC2), but I assume that's just because there are far fewer people playing this version of the game.

3. I'm getting paired up with people of all levels, without any consistency (even after many, many games). My last few opponent's leagues were- according to the score screens: platinum, GM (wtf?), silver, platinum again, silver again, etc. I win most of them (even the won against the apparent GM player lol), so I assume it's just taking the system longer than usual to find me a place (they stupidly placed me in silver even though I kept winning), but I have no idea why every two or three games I play really really shitty players. The silver players actually player as if they're silver.

4. Other than these technical problems, I really like the layout and format. It looks a lot more colorful, organized, and all-around nicer. Still don't think I'll be using the Arcade/ Custom Game stuff, but it's surely appealing for those who do use it.


But I think this beta isn't really about testing the ladder system, but more the custom game changes they made.


Gotcha. That makes sense.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2012-06-13 16:45:57
June 13 2012 16:45 GMT
#430
Wrong post.
ZenithM
Profile Joined February 2011
France15952 Posts
June 15 2012 12:06 GMT
#431
Is the 1.5 beta available on EU right now? I'm getting the usual "Battle.net may be temporarily unavailable...". My regular SC2 works fine. Do I need to do some special thing other than download the game?
Loxon
Profile Joined September 2010
United States20 Posts
June 15 2012 12:12 GMT
#432
On June 15 2012 21:06 ZenithM wrote:
Is the 1.5 beta available on EU right now? I'm getting the usual "Battle.net may be temporarily unavailable...". My regular SC2 works fine. Do I need to do some special thing other than download the game?


They announced that the Rate the Game HOTS Contest is over and it's possible they've taken it down to either tally the numbers or possibly end the 1.5 beta. It's down in US as well at the moment.
memcpy
Profile Blog Joined April 2010
United States459 Posts
June 15 2012 12:17 GMT
#433
I hope the server being down would mean it's coming out next week. Soon........
ZenithM
Profile Joined February 2011
France15952 Posts
June 15 2012 12:17 GMT
#434
On June 15 2012 21:12 Loxon wrote:
Show nested quote +
On June 15 2012 21:06 ZenithM wrote:
Is the 1.5 beta available on EU right now? I'm getting the usual "Battle.net may be temporarily unavailable...". My regular SC2 works fine. Do I need to do some special thing other than download the game?


They announced that the Rate the Game HOTS Contest is over and it's possible they've taken it down to either tally the numbers or possibly end the 1.5 beta. It's down in US as well at the moment.

Okay :'(
And I just downloaded it haha. Didn't care much for the HotS contest, but I thought they would leave the beta up a while longer.
Loxon
Profile Joined September 2010
United States20 Posts
June 15 2012 12:26 GMT
#435
Well, they didn't announce the beta was ending so I wouldn't delete it just yet.
MeLo
Profile Joined August 2010
Australia192 Posts
June 15 2012 12:36 GMT
#436
I used 3 accounts and rated every day.

I hope to get a single beta access at least
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
June 15 2012 12:39 GMT
#437
On June 15 2012 21:36 MeLo wrote:
I used 3 accounts and rated every day.

I hope to get a single beta access at least


If you are really from Australia, then you are unlucky, unless I am blind:

THE SWEEPSTAKES IS OPEN ONLY TO RESIDENTS OF THE UNITED STATES, CANADA, ARGENTINA, CHILE, MEXICO, PERU, BELGIUM, UNITED KINGDOM, GERMANY AND AUSTRIA

I don't see Australia in the list.
MeLo
Profile Joined August 2010
Australia192 Posts
June 15 2012 12:47 GMT
#438
oh that sucks ;(
Jackbo
Profile Joined December 2010
Korea (South)102 Posts
June 17 2012 21:04 GMT
#439
Well, in case anyone is wondering, the beta is back up, but I don't think they're still using it for the HotS beta key contest. Had to download some content before launching, and now it seems they've changed a couple of things. The "Starcraft" and "Arcade" buttons on the top by making the fonts the same size. The 1v1 artwork has been changed. Terran is a ghost, Protoss still a zealot, and the Zerg is idk what. Looks very odd, but I don't recognize it. They've also made it so that the artwork you haven't selected is greyed out, which is a nice touch. Also, I don't know if it was just me, but the "Spotlight" section under Arcade wasn't working before, but now it seems to be fine.

Overall, it seems like they're just doing tiny little tweaks, which might mean they're close to shipping it out, which is good, because once they've got this up a running, hopefully they can divert more attention to getting the HotS beta out :D
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-17 21:27:18
June 17 2012 21:26 GMT
#440
Protoss still a zealot,

It's not a zealot -_- This is a Tassadar

[image loading]
aeroblaster
Profile Blog Joined November 2011
United States422 Posts
Last Edited: 2012-06-17 21:42:40
June 17 2012 21:40 GMT
#441
On June 18 2012 06:04 Jackbo wrote:
Well, in case anyone is wondering, the beta is back up, but I don't think they're still using it for the HotS beta key contest. Had to download some content before launching, and now it seems they've changed a couple of things. The "Starcraft" and "Arcade" buttons on the top by making the fonts the same size. The 1v1 artwork has been changed. Terran is a ghost, Protoss still a zealot, and the Zerg is idk what. Looks very odd, but I don't recognize it. They've also made it so that the artwork you haven't selected is greyed out, which is a nice touch. Also, I don't know if it was just me, but the "Spotlight" section under Arcade wasn't working before, but now it seems to be fine.

Overall, it seems like they're just doing tiny little tweaks, which might mean they're close to shipping it out, which is good, because once they've got this up a running, hopefully they can divert more attention to getting the HotS beta out :D

Amazing how people don't know what a Changeling looks like XD
I don't like that they're using it for Zerg. It just isn't a core representation of the race at all.
Also, it's weird that its the only one in color! Like what.
If you want to catch a rabbit just hide behind a tree and make the sound of a carrot.
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
June 17 2012 21:45 GMT
#442
On June 18 2012 06:26 Existor wrote:
Show nested quote +
Protoss still a zealot,

It's not a zealot -_- This is a Tassadar

[image loading]

Can you blame him? Tassadar was badly written and I forgot about him after completing the SC2 camapaign. They really should have left him alone after his badass move to the overmind
CrtBalorda
Profile Joined December 2011
Slovenia704 Posts
Last Edited: 2012-06-17 21:49:29
June 17 2012 21:48 GMT
#443
I blizzard retarded? What is wrong with them? Marine, zealot and HYDRALISK should represent the 3 races, not some random thing thats not even in the game. Lets put the starcraft master portrait to represent zerg, I think that would be amazing -.-

Edit: Also why is the terran symbol yellow now?
4th August 2012...Never forget.....
DDKz
Profile Joined October 2010
Australia188 Posts
June 17 2012 22:14 GMT
#444
On June 18 2012 06:48 CrtBalorda wrote:
I blizzard retarded? What is wrong with them? Marine, zealot and HYDRALISK should represent the 3 races, not some random thing thats not even in the game. Lets put the starcraft master portrait to represent zerg, I think that would be amazing -.-

Edit: Also why is the terran symbol yellow now?


Why does Hydralisk need to represent Zerg? If I was Zerg I would rather be represented by a Roach or Queen or something, not a unit that is never used. Not that this affects the game at all so really I think you're just looking for things to complain about.

I haven't been on the Arcade beta, but from the pictures I've seen I'm looking forward to it, sometimes small changes like this can bring some 'fresh-ness' to the game. I wish they'd do some work to the ingame UI but we can't ask for it all I guess.
Mysticesper
Profile Joined January 2011
United States1183 Posts
June 17 2012 22:18 GMT
#445
On June 18 2012 07:14 DDKz wrote:
Show nested quote +
On June 18 2012 06:48 CrtBalorda wrote:
I blizzard retarded? What is wrong with them? Marine, zealot and HYDRALISK should represent the 3 races, not some random thing thats not even in the game. Lets put the starcraft master portrait to represent zerg, I think that would be amazing -.-

Edit: Also why is the terran symbol yellow now?


Why does Hydralisk need to represent Zerg? If I was Zerg I would rather be represented by a Roach or Queen or something, not a unit that is never used. Not that this affects the game at all so really I think you're just looking for things to complain about.

I haven't been on the Arcade beta, but from the pictures I've seen I'm looking forward to it, sometimes small changes like this can bring some 'fresh-ness' to the game. I wish they'd do some work to the ingame UI but we can't ask for it all I guess.


It's preparing for the expansion when hydralisks will become overused (at least to begin with) because of the speed buff =P
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 17 2012 22:31 GMT
#446
Edit: Also why is the terran symbol yellow now?

It was always yellow rofl.

And yeah, I have to agree that Hydralisk is an old concept. Zergs got a lot new stuff and for me, Swarm Hosts can be a new zegr icon or Queens (queen from art, where it holds zealot head)
Jackbo
Profile Joined December 2010
Korea (South)102 Posts
June 18 2012 12:34 GMT
#447
On June 18 2012 06:40 aeroblaster wrote:
Show nested quote +
On June 18 2012 06:04 Jackbo wrote:
Well, in case anyone is wondering, the beta is back up, but I don't think they're still using it for the HotS beta key contest. Had to download some content before launching, and now it seems they've changed a couple of things. The "Starcraft" and "Arcade" buttons on the top by making the fonts the same size. The 1v1 artwork has been changed. Terran is a ghost, Protoss still a zealot, and the Zerg is idk what. Looks very odd, but I don't recognize it. They've also made it so that the artwork you haven't selected is greyed out, which is a nice touch. Also, I don't know if it was just me, but the "Spotlight" section under Arcade wasn't working before, but now it seems to be fine.

Overall, it seems like they're just doing tiny little tweaks, which might mean they're close to shipping it out, which is good, because once they've got this up a running, hopefully they can divert more attention to getting the HotS beta out :D

Amazing how people don't know what a Changeling looks like XD
I don't like that they're using it for Zerg. It just isn't a core representation of the race at all.
Also, it's weird that its the only one in color! Like what.

Oh it's a changeling, hehe, I guess I've never had a chance to click on one before it transforms and look at the portrait.

Also, I think the Swarm Host avatar is very similar to the Hydralisk, so much so that when its silhouette was released before Blizzcon people were predicting that it was going to be a Hydra morph like the lurker, so if they did have the Swarm Host, maybe that would satisfy the old and the new
ReboundEU
Profile Joined September 2010
508 Posts
June 18 2012 12:43 GMT
#448
So how is the new system turning out? Easy to read points not endles tl'drs. Also did Blizzard say anything about when it will be released?
U MAD BRO?
Jetaap
Profile Blog Joined November 2010
France4814 Posts
June 18 2012 12:47 GMT
#449
On June 15 2012 21:39 Snowbear wrote:
Show nested quote +
On June 15 2012 21:36 MeLo wrote:
I used 3 accounts and rated every day.

I hope to get a single beta access at least


If you are really from Australia, then you are unlucky, unless I am blind:

THE SWEEPSTAKES IS OPEN ONLY TO RESIDENTS OF THE UNITED STATES, CANADA, ARGENTINA, CHILE, MEXICO, PERU, BELGIUM, UNITED KINGDOM, GERMANY AND AUSTRIA

I don't see Australia in the list.

noooooooooooooooooooooooooooooooooooooo (i'm french)
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2012-06-20 17:42:55
June 20 2012 17:40 GMT
#450
Anyone else stuck at 10% on the installer? A lot of people on Bnet have been posting about it but I can't find a solution.

Actually, it just seems to be stuck there for a while, I think there's nothing wrong with it, you just have to sit and wait. I took a shit break, it jumped down to 9% and then climed back up. I'm at 13% and counting now
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
larse
Profile Blog Joined March 2012
1611 Posts
June 23 2012 03:12 GMT
#451
The following is just my opinion and I'm fully aware this is just beta. Even though the Arcade thing is an improvement, the 1.5 UI in other aspects is NOT an overall improvement.

I post 6 sets of screenshot comparisons below and show how 1.5 UI is still not better than 1.4.3. All upper pictures are from 1.5, and all bottom pictures are from 1.4.3.

------------------------
1 Comparison: the home screen:
http://imgur.com/a/KacLr

The home screen has been criticized most for not utilizing the empty space. As you can see from the screenshots, the 1.4.3 utilizes more space than 1.5.

---------------------------
2 Comparison: Quick Match:
http://imgur.com/a/jyRnp

The pictures of the race selection are ridiculously bad at representing the race. The pictures of three races look somehow like from a single race. People not familiar with the races may not even think Terran is human.

Most importantly, the new button style is inconsistent with the old UI elements. In the 1.5 screenshot, in the upper-right, buttons are the old 1.4.3. light blue buttons, but all the other buttons are the new 1.5 dark blue buttons. Anyone with a basic aesthetics will think the UI style in bottom screenshot more mature and harmonious.

----------------------------
3 Comparison: Versus AI:
http://imgur.com/a/3D7vV

Really? No preview window of mini-map?

----------------------------
4 Comparison: Game lobby:
http://imgur.com/a/LPseH

Look at the right side of the 1.5 screenshot, there is a scroll bar and no all the options can be shown. You need to scroll up and down to see all the options. While in the 1.4.3 screenshot, you can see all the options at one glance.

----------------------------
5 Comparison: Score screen
http://imgur.com/a/dGurv

In the 1.5 screenshot, the elements inside the score window are all the old light blue style, but all other things outside the score window are dark blue.

In the 1.4.3 screenshot, everything is just highly consistent and harmonious.

----------------------------
6 Comparison: Settings
http://imgur.com/a/gK3dU

Sorry but I have to say that dark blue buttons are just so ugly, especially in this screenshot.

----------------------------

People were not complaining about the UI style. The UI style was great. People were complaining about the layout of the UI and how the empty space is not utilized to provide some important information. I know aesthetics can be very subjective. People may not buy into what I said and I heard many people said the new UI style is better than the old one. However, everything I saw from the 1.5 beta is not great like they said.

What's your thought on this?
FragRaptor
Profile Joined October 2010
United States184 Posts
June 23 2012 03:34 GMT
#452
Personally I don't like the new style. I like the old style but I agree it just needs more things to it, if they forced a chat it would make people want to create their own or join something so they don't have to be in the one with all the idiots. Doing that would start making people want to chat with people eventually... IMHO.
Do your thing. No matter what.
PardonYou
Profile Blog Joined March 2010
United States1360 Posts
June 23 2012 03:41 GMT
#453
On June 21 2012 02:40 [UoN]Sentinel wrote:
Anyone else stuck at 10% on the installer? A lot of people on Bnet have been posting about it but I can't find a solution.

Actually, it just seems to be stuck there for a while, I think there's nothing wrong with it, you just have to sit and wait. I took a shit break, it jumped down to 9% and then climed back up. I'm at 13% and counting now


Yeah, I've been stuck at 10% every time I try. Turned off Firewall, 20%, and then it quit on me.



I like some of the changes that I see, but they need to change the order number. 1's should be first. Really annoying.
Fueled
Profile Joined October 2011
United States1610 Posts
June 23 2012 04:09 GMT
#454
On June 23 2012 12:41 NexRex wrote:
Show nested quote +
On June 21 2012 02:40 [UoN]Sentinel wrote:
Anyone else stuck at 10% on the installer? A lot of people on Bnet have been posting about it but I can't find a solution.

Actually, it just seems to be stuck there for a while, I think there's nothing wrong with it, you just have to sit and wait. I took a shit break, it jumped down to 9% and then climed back up. I'm at 13% and counting now


Yeah, I've been stuck at 10% every time I try. Turned off Firewall, 20%, and then it quit on me.



I like some of the changes that I see, but they need to change the order number. 1's should be first. Really annoying.

If you're talking about the Arcade Beta than ya. I was stuck at 10% for about 20 minutes. Came back and it started going through.
The Wood League - Where a double gas opening can still mean a Marine/SCV all-in
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
June 23 2012 08:04 GMT
#455
6 Comparison: Settings
http://imgur.com/a/gK3dU

Sorry but I have to say that dark blue buttons are just so ugly, especially in this screenshot.


I like the dark buttons. It has better visual contrast with the text. Rather than white text on a light-colored background, it's white text on a dark background.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Ballistixz
Profile Joined January 2010
United States1269 Posts
June 23 2012 08:24 GMT
#456
On June 18 2012 06:48 CrtBalorda wrote:
I blizzard retarded? What is wrong with them? Marine, zealot and HYDRALISK should represent the 3 races, not some random thing thats not even in the game. Lets put the starcraft master portrait to represent zerg, I think that would be amazing -.-

Edit: Also why is the terran symbol yellow now?



does it really matter? if you want to be technical then raynor should represent terran, kerrigan should represisent zerg, and zaratul should represent protoss.

but it doesnt matter.
Kmatt
Profile Joined July 2011
United States1019 Posts
June 24 2012 00:37 GMT
#457
I tried to use the 1.5 ladder to do placement matches, but I guess I can only play other people on 1.5 beta. Which very few people are on -.-

And I laughed when I did a practice league game. Terribad (though strangely amusing) maps on slow speed. Or "normal" in Blizzard terms.
We CAN have nice things
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2012-07-14 18:40:35
July 14 2012 18:40 GMT
#458
I wonder why this patch is taking so long to be released.
For those who spend a lot of time in the PTR : do you think the patch is ready yet ? If there any big issue left ?
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 14 2012 18:42 GMT
#459
On June 18 2012 07:14 DDKz wrote:
Show nested quote +
On June 18 2012 06:48 CrtBalorda wrote:
I blizzard retarded? What is wrong with them? Marine, zealot and HYDRALISK should represent the 3 races, not some random thing thats not even in the game. Lets put the starcraft master portrait to represent zerg, I think that would be amazing -.-

Edit: Also why is the terran symbol yellow now?


Why does Hydralisk need to represent Zerg?


Blizzard. Look at what you've done.
starleague forever
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