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Game-time Counter vs Clock - Page 5

Forum Index > SC2 General
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Mr Showtime
Profile Joined April 2011
United States1353 Posts
Last Edited: 2012-09-16 23:48:07
September 16 2012 23:47 GMT
#81
On September 17 2012 07:48 rd wrote:
Show nested quote +
On September 17 2012 07:20 Mr Showtime wrote:
On September 17 2012 06:35 revy wrote:
I really don't understand why they're so hesitant to change it to a fricken real time clock. If they're concerned about the fact that it would be different on different speeds, they can just add a multiplier so that each speed always displays the clock in real time.

I like the game time counter as well, saves some math for the silly base 60 minute/hour.


It would make sense to do this change 2 years ago, but so much of the game is based on timings that making the change now fucks everything up really bad.


Not really. Before the clock was implemented every timing was based relative to your own build/opponent's build. The world didn't end back then either.


That's a different situation. Something was added and nothing was taken away. If anything, it made the easier/more organized. Now we're talking about (essentially) removing something and adding something else. Also, the game is now over 2 years old. The effect seen from a change now would be much different than what we would have been seen back then if it was a comparable scenario.

I'm not saying that you're wrong. This is just my opinion (though that should go without saying..... it often doesn't)
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
September 17 2012 00:06 GMT
#82
On September 17 2012 08:47 Mr Showtime wrote:
Show nested quote +
On September 17 2012 07:48 rd wrote:
On September 17 2012 07:20 Mr Showtime wrote:
On September 17 2012 06:35 revy wrote:
I really don't understand why they're so hesitant to change it to a fricken real time clock. If they're concerned about the fact that it would be different on different speeds, they can just add a multiplier so that each speed always displays the clock in real time.

I like the game time counter as well, saves some math for the silly base 60 minute/hour.


It would make sense to do this change 2 years ago, but so much of the game is based on timings that making the change now fucks everything up really bad.


Not really. Before the clock was implemented every timing was based relative to your own build/opponent's build. The world didn't end back then either.


That's a different situation. Something was added and nothing was taken away. If anything, it made the easier/more organized. Now we're talking about (essentially) removing something and adding something else. Also, the game is now over 2 years old. The effect seen from a change now would be much different than what we would have been seen back then if it was a comparable scenario.

I'm not saying that you're wrong. This is just my opinion (though that should go without saying..... it often doesn't)



i agree with you as when they added the clock it merely gave an additional way of measuring an already existing method by changing the clock you change one method which can lead to a mucking up of your timings more so from a confusion perspective as you have to readjust everything mentally.
ZvP imbalanced blizzards solution nerf terran
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2012-09-17 00:32:15
September 17 2012 00:10 GMT
#83
I'd prefer the tooltips be adjusted to minutes:seconds rather than the game timer being changed to match the tooltips.

Everyone is already familiar with adding times, provided they're in the correct format. We all know intuitively what 1:25 later than 12:30 is, and most people can actually do that on the fly more easily than 750+85.

I agree that there should be some serious attempt to standardise SC2's timekeeping. Currently we're adding 85 to 12:30, oh and multiplying by 1.6, oh and the score screen graphs display 750. It's pretty silly. I'm just not convinced that a raw seconds counter is the best answer.
rd
Profile Blog Joined July 2010
United States2586 Posts
September 17 2012 00:43 GMT
#84
On September 17 2012 08:47 Mr Showtime wrote:
Show nested quote +
On September 17 2012 07:48 rd wrote:
On September 17 2012 07:20 Mr Showtime wrote:
On September 17 2012 06:35 revy wrote:
I really don't understand why they're so hesitant to change it to a fricken real time clock. If they're concerned about the fact that it would be different on different speeds, they can just add a multiplier so that each speed always displays the clock in real time.

I like the game time counter as well, saves some math for the silly base 60 minute/hour.


It would make sense to do this change 2 years ago, but so much of the game is based on timings that making the change now fucks everything up really bad.


Not really. Before the clock was implemented every timing was based relative to your own build/opponent's build. The world didn't end back then either.


That's a different situation. Something was added and nothing was taken away. If anything, it made the easier/more organized. Now we're talking about (essentially) removing something and adding something else. Also, the game is now over 2 years old. The effect seen from a change now would be much different than what we would have been seen back then if it was a comparable scenario.

I'm not saying that you're wrong. This is just my opinion (though that should go without saying..... it often doesn't)


I think you're confusing the suggestion then, as it would be highly likely that they'd make the two clocks toggleable.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
September 17 2012 00:48 GMT
#85
You know, I've read your whole post and it still hardly makes any sense to me, it seems extremely confusing. Maybe it's because I just woke up, idk.

Seems completely unnecessary is all I get out of it.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 17 2012 01:30 GMT
#86
On September 17 2012 09:48 v3chr0 wrote:
You know, I've read your whole post and it still hardly makes any sense to me, it seems extremely confusing. Maybe it's because I just woke up, idk.

Seems completely unnecessary is all I get out of it.


[image loading]

Suggestion goes like this:

On the Left side: Real counting clock, a real timer in real time. Counts seconds and minutes. If someone ggs and this is saying 15:47, the game really took 15 minutes and 47 seconds.

On the Right side: Blizzard time counter. This counts in starcraft time. Useful because everything in game is measured in starcraft seconds. If something in game says it takes 220, it takes 220 of these. Normally you're playing on faster so these starcraft seconds are shorter than real ones. In the picture it's just counting seconds since the game started, but Blizzard could probably add in an option that would let you display it in minutes and seconds, which would be exactly like it is in game right now.
saladToss
Profile Joined June 2012
United States75 Posts
September 17 2012 01:38 GMT
#87
Remember when there were threads on TL with polls on whether having a clock next to your monitor when you played was cheating or not?

Time is like a fuse, short and burning fast
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
September 17 2012 01:44 GMT
#88
Cool idea, always thought it was a little clunky that the developers KNEW the game was gonna be played on fastest (which is different from how BW was at first) and yet made the decision to have the in-game clock off anyway.
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
September 17 2012 01:54 GMT
#89
I`d like to see many other things addressed before this one as I don`t really see this as an issue or priority.
Shadow_Dog
Profile Joined July 2011
Canada427 Posts
September 17 2012 02:14 GMT
#90
They should just put in real time and end this debate once and for all. EZ.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 17 2012 02:16 GMT
#91
They can't just put in a real clock by itself without making all the production and research times have fractions of a second, and having them change around if someone is playing in a different game speed.
Delta-V
Profile Joined March 2011
New Zealand43 Posts
Last Edited: 2012-09-17 03:30:38
September 17 2012 02:22 GMT
#92
On September 17 2012 09:10 Belisarius wrote:
I'd prefer the tooltips be adjusted to minutes:seconds rather than the game timer being changed to match the tooltips.

Everyone is already familiar with adding times, provided they're in the correct format. We all know intuitively what 1:25 later than 12:30 is, and most people can actually do that on the fly more easily than 750+85.

I agree that there should be some serious attempt to standardise SC2's timekeeping. Currently we're adding 85 to 12:30, oh and multiplying by 1.6, oh and the score screen graphs display 750. It's pretty silly. I'm just not convinced that a raw seconds counter is the best answer.


Yeah exactly. Ideally for me, the timer would be in real-time at faster speed, and all the tooltips would be in real time in the format minutes:seconds

A second timer may be useful at non-standard speeds however, so that both real-time and game-time can be shown.


Edit:
On September 17 2012 11:16 Resistentialism wrote:
They can't just put in a real clock by itself without making all the production and research times have fractions of a second, and having them change around if someone is playing in a different game speed.

That's true. Maybe the clock could show centiseconds also? There is quite a few times that already have fractions. Then again maybe just having two clocks would be a better solution.


On September 15 2012 16:10 MadJack wrote:
even more easier

haha
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2012-09-17 03:32:14
September 17 2012 02:47 GMT
#93
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

User was warned for this post


lol you're so right.
What we should do is make it as hard and as much of a cluster fuck as possible. Fuck MBS or any multiple selection, let's make it to where you can select only 1 unit at a time, so higher apm really stands out. Forget automining, let's make it harder and make you select every worker and send them to mine; and on top of that, let's make sure you have to do it for every single gathering trip or else your workers won't mine. That makes the game harder so it must be good right? Hey I got another idea. Let's make it so that every time you want to cast a spell you have to click it 7 times in a row for it to be cast, cause it makes a game harder, ya'know. Sad that that was the first reply to this thread. /rant

On topic, I really love op's idea, would be great for something like this to get implemented. And it will differentiate sc2 from most other games as well. Don't remember many games with a continuous counter like he proposes. Also, not sure why but it always bugged me a lot that I couldn't see real time in game, would be happy to see that changed.

edit:
on second thought, seven clicks is too easy. Make it 24 clicks, and if you miss the number, the spell will self cast. Let's say if you try to storm, but click 23 times, your own hts will get stormed. Best idea ever to make the gamer harder and better, i know, no need to thank me.
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
September 18 2012 13:30 GMT
#94
Main reason to use the feature is I want to know what time it is ingame.
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
September 18 2012 13:54 GMT
#95
I mean it's a nice cosmetic change I suppose, but I would rather their development team push out Heart of the Swarm earlier than change something that honestly doesn't matter.
Chameleons Cast No Shadows
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
September 18 2012 15:55 GMT
#96
On September 17 2012 11:47 iokke wrote:
Show nested quote +
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

User was warned for this post


lol you're so right.
What we should do is make it as hard and as much of a cluster fuck as possible. Fuck MBS or any multiple selection, let's make it to where you can select only 1 unit at a time, so higher apm really stands out. Forget automining, let's make it harder and make you select every worker and send them to mine; and on top of that, let's make sure you have to do it for every single gathering trip or else your workers won't mine. That makes the game harder so it must be good right? Hey I got another idea. Let's make it so that every time you want to cast a spell you have to click it 7 times in a row for it to be cast, cause it makes a game harder, ya'know. Sad that that was the first reply to this thread. /rant

On topic, I really love op's idea, would be great for something like this to get implemented. And it will differentiate sc2 from most other games as well. Don't remember many games with a continuous counter like he proposes. Also, not sure why but it always bugged me a lot that I couldn't see real time in game, would be happy to see that changed.

edit:
on second thought, seven clicks is too easy. Make it 24 clicks, and if you miss the number, the spell will self cast. Let's say if you try to storm, but click 23 times, your own hts will get stormed. Best idea ever to make the gamer harder and better, i know, no need to thank me.


Still too easy. How about clicking a move command anywhere where a unit can't actually get to will cause the unit to instantly self-destruct. Get all your clicks precisely right or lose everything!

And units don't auto-attack. You have to manually select each unit and click an opposing unit for it to attack. And it'll only do so once per click so you have to keep clicking.

Game would be so much harder! So much skill! :D


On topic: I don't know actually. Having it as an option would be ok, but honestly I prefer the clock to be scaled to the game speed so I wouldn't use it.

In short: I don't see any reason why not, so long as you don't HAVE to use it.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 02 2012 22:33 GMT
#97
We agree that the in-game clock can be a little confusing, and we’re looking at ways to solve this issue. We’re concerned about forcibly adjusting game time across the board because it may have a negative impact on those who frequently use the clock to help with timings, but allowing players to choose whether they want their clocks to display real time or game time sounds like it could potentially be an option. Needless to say, this is something we’re still discussing internally, so we’re not quite sure when or if a feature like this will be added.


-Aldrexus

I like Incinerate's response

honestly its only a small inconvenience that has a lifetime of results if changed to be correct time.Not only will it fix that, but it will also bring more meaning to what Real Apm numbers are. change it to real time. Players will adapt to the changes in no time. It should not even be a concern. Now is the time to do it.
MMA: The true King of Wings
Sixer
Profile Blog Joined February 2009
United States278 Posts
October 02 2012 22:55 GMT
#98
people really find the smallest things to get upset about with this game
YO MAN~YOGA PARTY BABY
xHadoken
Profile Blog Joined March 2012
United States171 Posts
October 03 2012 00:24 GMT
#99
I would use this but I really have no problem with bliz time
Defeating a sandwich only makes it tastier
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