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Game-time Counter vs Clock

Forum Index > SC2 General
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Dasian
Profile Joined January 2011
United States41 Posts
Last Edited: 2012-09-16 16:29:26
September 15 2012 07:04 GMT
#1
I'd like to get some feedback from TL about whether you, as a player, would like this change or not:

I just made a suggestion on the Battle.net forums for a feature I think would solve the real-time clock issue, as well as benefit players who like to use the clock as a benchmark for unit/structure build times.

Edit:
What this addresses - Interview with Dustin Browder



Other discussions about this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=366628



Battle.net post
http://us.battle.net/sc2/en/forum/topic/6571487641#1


This topic has been brought up several times, however not many suggestions
have been made outside of just changing the clock to be real-time.

I'd like to present an alternative that I believe would
benefit both spectators as well as players.

1-Change the "Game-time Clock" to a "Game-time Counter"

-Instead of having time values, this would just be a whole number that increments every "game-time second"

-Doing mental calculations on the fly becomes much easier with whole numbers.
For example. Adding 220 to a whole number to know when my level 3 melee
upgrade will be ready is a hell of a lot easier than adding 220 to a time
value such as 12:49.

2-Add a real-time clock option as well

-This clock wouldn't be synced with the game outside of pauses.

-Since games can be played at different speeds, any games played at non-faster
speeds would have different time benchmarks, but who cares? The game-time counter will provide consistency across different game speeds.

-Replays would show the real-time clock as it was, depending on the game speed.
(Not sure this would be easy to do, the counter alone would probably be enough)


TL;DR
-Change the in-game clock to a number that increments each game-second.
-Add a real-time clock that simply isn't a function of game-time.


MiniMap clock mockup
[image loading]

Replay mockup
[image loading]

Options menu mockup
[image loading]

Poll: What do you think of the Game-time Counter idea?

I would totally use it! (72)
 
52%

You're a terrible person for even thinking this was a good idea. (37)
 
27%

I don't mind the option, but I wouldn't use it. (16)
 
12%

I'd give it a try, but would probably stick to the game clock. (13)
 
9%

138 total votes

Your vote: What do you think of the Game-time Counter idea?

(Vote): I would totally use it!
(Vote): I'd give it a try, but would probably stick to the game clock.
(Vote): I don't mind the option, but I wouldn't use it.
(Vote): You're a terrible person for even thinking this was a good idea.




MadJack
Profile Blog Joined March 2010
Peru357 Posts
September 15 2012 07:10 GMT
#2
Exactly what this game needed, to become even more easier. Good Job.

User was warned for this post
이제동 화이팅! / http://www.youtube.com/watch?v=26jjD3ro-Xk /
ChickaChuckWally
Profile Joined July 2011
Australia85 Posts
September 15 2012 07:11 GMT
#3
Interesting idea
:^) Puppy is love, Puppy is life
Kamwah
Profile Joined February 2012
United Kingdom724 Posts
September 15 2012 07:13 GMT
#4
It doesn't make the game any easier to play -_- Stop your crying.
Learn to count with CatsPajamas!
Hargol
Profile Joined April 2011
United States52 Posts
September 15 2012 07:15 GMT
#5
Looks like a great idea.
ChickaChuckWally
Profile Joined July 2011
Australia85 Posts
September 15 2012 07:15 GMT
#6
On September 15 2012 16:13 Kamwah wrote:
It doesn't make the game any easier to play -_- Stop your crying.


Exactly it just makes it so you don't have to be converting numbers, + it gets rid of the whole each real second is 1.3 in game seconds
:^) Puppy is love, Puppy is life
AgentChaos
Profile Joined July 2011
United Kingdom4569 Posts
September 15 2012 07:17 GMT
#7
This is a really nice idea and I would love to have it but I think sc has and lots of other rts has used the clock since forever and having a counter like that would further make the game easier than it already is
I think this is something neat but not necessary and this change could reduce the skill needed to be a better player
IM & EG supporter
dani`
Profile Joined January 2011
Netherlands2402 Posts
September 15 2012 07:22 GMT
#8
I'd rather have they just use real seconds for the game clock, and continue to use hh:mm:ss for the game clock. People who cannot add 45 seconds to 3:30 shouldn't even bother adding two numbers in the first place imo.
Jotripo
Profile Joined February 2012
2 Posts
September 15 2012 07:34 GMT
#9
Looks really good. Very good idea.
Kakaru2
Profile Joined March 2011
198 Posts
September 15 2012 07:41 GMT
#10
Very nice idea. I'd like Blizz to implement it. IMO this won't affect the micro or macro component so the game will not get easier as a result.
Soma.bokforlag
Profile Joined February 2011
Sweden448 Posts
September 15 2012 07:42 GMT
#11
this makes the game too easy.. they should change the clock so that it counts down and sometimes up adding confusion and really rewarding players that can count while playing.

it is very important that this game is difficult. for example you should not be able to build workers while the clock is at 36, 45 or 78
NeonFox
Profile Joined January 2011
2373 Posts
September 15 2012 07:45 GMT
#12
Honestly I would find this much harder and confusing than a regular clock.
capu
Profile Blog Joined June 2011
Finland224 Posts
September 15 2012 07:48 GMT
#13
many board games like chess or go are mechanically very easy to play but are still very challenging to excel in.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
September 15 2012 07:51 GMT
#14
It's a really cute idea in theory, but will take a lot of getting used to.

Also timing stuff in seconds alone feels very strange.
paralleluniverse
Profile Joined July 2010
4065 Posts
September 15 2012 07:54 GMT
#15
All times in the game including those on the clock and the tooltips should be rescaled to real time on the fastest setting.
habeck
Profile Joined February 2011
1120 Posts
September 15 2012 07:56 GMT
#16
Pointless idea.
PandaTank
Profile Blog Joined September 2010
South Africa255 Posts
September 15 2012 07:57 GMT
#17
The applications of this pointless as far as I can tell. Unless you have an incredible memory and are playing with 5 APM, I can't imagine anyone choosing to remember a number such as "1257" for the span of 2 minutes, instead of simply cycling to their forge and seeing that the upgrade is 90% complete. I don't think this makes the game easier or harder. It just encourages players to play and make decisions out of 'memory' instead of responding to what they see visually. Which pretty much defeats the purpose of a "real time" strategy game in my opinion.
facebook.com/PandaTank \\\ @PandaTankSC2
Dasian
Profile Joined January 2011
United States41 Posts
September 15 2012 08:09 GMT
#18
On September 15 2012 16:54 paralleluniverse wrote:
All times in the game including those on the clock and the tooltips should be rescaled to real time on the fastest setting.


The reason this issue is more complicated than it sounds is because of two things:
-Build times of in-game structures and units are all integer values based off of game-time.
-Games can be played at different speeds.

I believe trying to sync the game's time with real-time is a complete waste of development time. It would require converting all unit/building build times (which are all round numbers) to obscure time values.
For example, a Hatechery that takes 100 gametime seconds to build would be changed to something like 73.53 second build time. (not sure about that calculation)

On top of that, slower game speeds would still not represent real-time, so the only thing it would accomplish would be making build times sound more complicated.


The point of this suggestion is to give people the choice of having a real-time clock without having to completely overhaul code built into the game engine. It would also be good for casual spectators. I'd imagine casted games would have the counter disabled and the real-time clock enabled. Where players may have a preference one way or another.
KuKri
Profile Joined February 2012
Germany168 Posts
Last Edited: 2012-09-15 08:11:46
September 15 2012 08:11 GMT
#19
On September 15 2012 16:54 paralleluniverse wrote:
All times in the game including those on the clock and the tooltips should be rescaled to real time on the fastest setting.

True, this way you could see how much time you spent playing a game and in replays you could see the real apm. I can't even think of any reason why they didn't scale it the way you proposed it in the first place.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
September 15 2012 08:12 GMT
#20
On September 15 2012 16:42 Soma.bokforlag wrote:
this makes the game too easy.. they should change the clock so that it counts down and sometimes up adding confusion and really rewarding players that can count while playing.

it is very important that this game is difficult. for example you should not be able to build workers while the clock is at 36, 45 or 78


Make it so that the game randomly seizes up to, so that players will need to take that into account when engaging. Will make the game so much harder.

Oh wait they added that in 1.5, my bad :p
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