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Dustin Browder, David Kim Interviews - Page 18

Forum Index > SC2 General
494 CommentsPost a Reply
Prev 1 16 17 18 19 20 25 Next All
ProbeEtPylon
Profile Joined October 2010
168 Posts
June 13 2012 19:35 GMT
#341
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...
beer
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
June 13 2012 20:00 GMT
#342
On June 14 2012 04:35 ProbeEtPylon wrote:
Show nested quote +
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...



Now that you mention it, I don't know who's bigger
Huk or David Kim...
...hmmm
moo...for DRG
Solo Terran
Profile Joined November 2011
367 Posts
June 13 2012 20:33 GMT
#343
The whole NP Mothership conversation was just weird. The point of what kennigit was saying is that the late game dynamic of ZvP can shift in a second due to vortex. So if Zerg is able to Neural it that risk is gone and Zerg can just push Protoss back and eventually win, not that Neural specifically is the problem.
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
June 13 2012 20:38 GMT
#344
Finally we know who is actually hurting esports. Thors! Who would've thought.

Nice interviews, not much of new info though. One thing stuck for me is how they actually look into matchup stats by the length of the games -- a lot of people claimed that Blizzard doesn't do this
More GGs, more skill
ProbeEtPylon
Profile Joined October 2010
168 Posts
Last Edited: 2012-06-13 20:49:54
June 13 2012 20:47 GMT
#345
On June 14 2012 05:00 neoghaleon55 wrote:
Show nested quote +
On June 14 2012 04:35 ProbeEtPylon wrote:
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...



Now that you mention it, I don't know who's bigger
Huk or David Kim...
...hmmm


After having watched alot of ...videos in the internet, I think I know the answer to our question :-|
beer
Heweree
Profile Joined July 2011
United Kingdom497 Posts
June 13 2012 20:56 GMT
#346
Really good questions
But, damn, be more confident
SovietHammer
Profile Joined March 2011
United States166 Posts
Last Edited: 2012-06-13 20:58:56
June 13 2012 20:57 GMT
#347
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.
naastyOne
Profile Joined April 2012
491 Posts
June 13 2012 21:24 GMT
#348
[QUOTE]On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.[/QUOTE]
And that is?
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
June 13 2012 21:32 GMT
#349
I liked the David Kim interview. Anyone know who the interviewer was?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2012-06-13 21:35:42
June 13 2012 21:35 GMT
#350
On June 14 2012 06:24 naastyOne wrote:
Show nested quote +
On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.

And that is?


That Protoss' production design is plainly better than Terran's production design, so Terran is forced to be cost-efficient with his units so they can handle the next wave of Protoss units.

If Mech becomes truely viable, that means Mech can be very cost efficient against Protoss units and can handle multiple battles while replenishing units, because right now neither Mech or Bio can keep up with Protoss production.
naastyOne
Profile Joined April 2012
491 Posts
June 13 2012 21:41 GMT
#351
On June 14 2012 06:35 HeroMystic wrote:
Show nested quote +
On June 14 2012 06:24 naastyOne wrote:
On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.

And that is?


That Protoss' production design is plainly better than Terran's production design, so Terran is forced to be cost-efficient with his units so they can handle the next wave of Protoss units.

If Mech becomes truely viable, that means Mech can be very cost efficient against Protoss units and can handle multiple battles while replenishing units, because right now neither Mech or Bio can keep up with Protoss production.

Not really, since Terran just gets unit with a delay that is less than a warp-in cycle, so the Terran needs an advantage to hold the warp-in for 30-40 seconds, and that is about it.

Which terran perfectly can, due to Mules that can replace SCVs, so the late game battles are ~170 army supply of terran vs ~130 army supply of Protos, and Protos warp-in of about 20-40 supply.

So generally it is pretty balanced if mules taken into accout.
listal
Profile Joined August 2003
United States228 Posts
June 13 2012 21:44 GMT
#352
poor David Kim. compared to Dustin, that interview felt so much more brutal under the surface T_T
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
June 13 2012 21:52 GMT
#353
On June 14 2012 05:00 neoghaleon55 wrote:
Show nested quote +
On June 14 2012 04:35 ProbeEtPylon wrote:
On June 14 2012 04:33 neoghaleon55 wrote:
David Kim is really tiny in person
I dare say he is barely 5 feet tall.


Yes, tiny ... I wonder ...



Now that you mention it, I don't know who's bigger
Huk or David Kim...
...hmmm


I'd put 500 dollars on HuK
crms
Profile Joined February 2010
United States11933 Posts
June 13 2012 22:08 GMT
#354
listening to david kim speak about ideas in gameplay is a breath of fresh air after reading what the d3 devs think diablo needs.. i had lost all faith in blizz but maybe SC2 will turn out even better than expectation!
http://i.imgur.com/fAUOr2c.png | Fighting games are great
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
June 13 2012 22:15 GMT
#355
I know this can't be true, since David Kim and Dustin Browder work together, but why does it seem that David Kim knows so much more about the game than Dustin Browder? I mean, the ignorance of mothership in PvZ was mind-blowing.

Really enjoyed the David Kim interview, it's nice to see all the various parameters they are optimizing for.
You must construct additional pylons.
zezamer
Profile Joined March 2011
Finland5701 Posts
June 13 2012 22:16 GMT
#356
David Kim seems to understand quite much about the game.
Nazeron
Profile Joined September 2010
Canada1046 Posts
June 13 2012 22:21 GMT
#357
Awesome interviews thnx a lot TL, great job.
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2012-06-13 22:32:22
June 13 2012 22:25 GMT
#358
On June 14 2012 06:41 naastyOne wrote:
Show nested quote +
On June 14 2012 06:35 HeroMystic wrote:
On June 14 2012 06:24 naastyOne wrote:
On June 14 2012 05:57 SovietHammer wrote:
I think the idea of making terran less micro intensive is meant to address a concern that terran has a heigher skill reuqirment to play at the same level as the other races. Terran macro might still remain the least forgiving of the three races, but if they truly commit to making mech viable it might work as an effective patch to cover up the fundemental game desgin flaw that they are unwilling to address.

And that is?


That Protoss' production design is plainly better than Terran's production design, so Terran is forced to be cost-efficient with his units so they can handle the next wave of Protoss units.

If Mech becomes truely viable, that means Mech can be very cost efficient against Protoss units and can handle multiple battles while replenishing units, because right now neither Mech or Bio can keep up with Protoss production.

Not really, since Terran just gets unit with a delay that is less than a warp-in cycle, so the Terran needs an advantage to hold the warp-in for 30-40 seconds, and that is about it.

Which terran perfectly can, due to Mules that can replace SCVs, so the late game battles are ~170 army supply of terran vs ~130 army supply of Protos, and Protos warp-in of about 20-40 supply.

So generally it is pretty balanced if mules taken into accout.


Actually, if Blizzard has brains they should be doing it like this:

[image loading]
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 13 2012 22:28 GMT
#359
Why does everyone want to make the races more symmetrical -_-;;
MMA: The true King of Wings
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 13 2012 22:31 GMT
#360
On June 14 2012 07:15 YMCApylons wrote:
I know this can't be true, since David Kim and Dustin Browder work together, but why does it seem that David Kim knows so much more about the game than Dustin Browder? I mean, the ignorance of mothership in PvZ was mind-blowing.

Really enjoyed the David Kim interview, it's nice to see all the various parameters they are optimizing for.


I think people are misreading into that section of the interview. From what I heard, I think Dustin Browder misunderstood Kennigit and thought that he was staying the NP was with the mothership an issue in PvZ late game. The whole discussion would have been more on point if Kennigit had focused on vortex. It is just an misunderstanding.

I liked the interviews and think they have a good idea what they are doing. They seem to be listening to the right people and taking the more "one-sided" points of view with a grain of salt. I also like the comments about 1-a units and the understanding that some units need to at least function without directly control. Since control isn't defined by number of actions alone, I am glad to hear that they are giving terran some ability play a more passive style. I also am excited how they are trying to pull units out of the death ball.

But the best comment was the part when Dustin said "Players are always going to gravitate toward the death ball. It is the easiest way to play." As designers, they can try to force us to fight with smaller groups, but without artificial limits(aka, 12 max control groups) we are still going to come back to that death ball.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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