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Game-time Counter vs Clock

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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
paralleluniverse
Profile Joined July 2010
4065 Posts
September 15 2012 08:16 GMT
#21
On September 15 2012 17:09 Dasian wrote:
Show nested quote +
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.

But nothing actually changes about the game. It would just be the tooltip, which should probably be rounded to 1 dp.

So the only change would be along the lines of writing the hatchery build time as 73.5 instead of 100. The only objection I can think of is that it doesn't look as nice. But "wrong" tooltips also don't look nice.
Grani
Profile Joined July 2011
Germany50 Posts
September 15 2012 08:25 GMT
#22
Looks promising!
sVnteen
Profile Joined January 2011
Germany2238 Posts
September 15 2012 08:29 GMT
#23
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

lol
what is the problem with you guys?
I mean come on just changing the time into a counter doesn't make it easier to play the game it just gives new possibilities.
I assure you that noone (no not even pros) was actually calculating when exactly an upgrade finished
they just check all the time if it is finished yet.
but calculating when it finishes and then remembering it so you have the perfect timing without wasting apm doesn't make the game any easier it just opens new possibilities

great idea imo
MY LIFE STARTS NOW ♥
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
September 15 2012 08:48 GMT
#24
Personally I wouldn't be able to use this feature as my brain is so accustomed to adding to the time and not to a whole number; I wouldn't be able to look at the counter as a time.

If there was an option that allowed you to choose between counter and clock I would totally support this though, no need to say no to something just because I don't like it.
11/5/14 CATACLYSM | The South West's worst Falco main
Fyrewolf
Profile Joined January 2010
United States1533 Posts
September 15 2012 09:02 GMT
#25
So your solution... is to have two clocks. I think this will only just make things more confusing for spectators and new players. No one used to ever complain about video game clocks not counting real seconds back in the day, despite it happening all the time in almost every single game. The game shows the game clock, which is what is actually relevant to the game(and can scale with speed setting), it doesn't need to show real time, that's what physical clocks are for.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Antimatterz
Profile Blog Joined October 2010
United States1010 Posts
September 15 2012 09:05 GMT
#26
On September 15 2012 16:45 NeonFox wrote:
Honestly I would find this much harder and confusing than a regular clock.


My thoughts too, it is really not that hard to just do a quick mental calculation as to what time your upgrade will finish (or you could just repeatedly babysit the upgrade by looking at how far the bar has progressed lol)
"HotBid [11:45 AM]: i dunno i kinda like the big muta shooting smaller mutas out"
CT Legacy
Profile Joined April 2011
United States57 Posts
September 15 2012 09:09 GMT
#27
but what if I wanted to send in my over at let's say 6:30, I would then have to convert that into the game time counter number which I think would be a lot harder...
Twitter @CT_Legacy
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
Last Edited: 2012-09-15 09:13:44
September 15 2012 09:12 GMT
#28
On September 15 2012 16:04 Dasian wrote:
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)


So why even put this clock in?

Real time doesn't actually help you in the game, since all the times use game-time instead (for good reason).

As for my opinion: No, this is a terrible idea.
bLooD.
Profile Joined November 2010
Germany470 Posts
September 15 2012 09:55 GMT
#29
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

I'm so tired of this stupid comment. If this game is so fu**ing easy, why don't you win some GSL's? -.-
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 15 2012 10:03 GMT
#30
On September 15 2012 18:55 bLooD. wrote:
Show nested quote +
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

I'm so tired of this stupid comment. If this game is so fu**ing easy, why don't you win some GSL's? -.-

The problem isn't that the game is too easy for ME, the problem is that the game is too easy for the noobs in platinum that keep beating me all the time. Without changes like this, I would be able to roflstomp them with my superior skill. How come no one can understand that this activision ezz-mode business plan completely ruins the competetive aspect of e-sports??
graNite
Profile Blog Joined December 2010
Germany4434 Posts
September 15 2012 10:06 GMT
#31
On September 15 2012 18:55 bLooD. wrote:
Show nested quote +
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

I'm so tired of this stupid comment. If this game is so fu**ing easy, why don't you win some GSL's? -.-

Because everybody is playing the same, easy game. What an intelligent question :D
+ Show Spoiler +
I don't think it is easy at all.

Two clocks are obviously too confusing. I think the real time clock would be the best way. It is especially good for new players and spectators.
The problem of learning "new timings" is only half true in my opinion.
You don't look on the ingame time and say: oh, it is xx:xx, in the next 3 minutes there are broodlords.
When you play, you develop some kind of "starsense" and know, based on what you have scouted and how the game went until now, what can happen in the next minutes.
And pros dont start their upgrades by calculating the time when they are ready, but by tabbing through all control groups and checking their upgrading structures frequently.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 15 2012 10:09 GMT
#32
On a serious note, I don't think this change to the game timer would make things any easier. However cumbersome this stupid 60-seconds-in-a-minute is, it is simple not worth the effort to relearn how we measure time just for sc2. It would be like take someone used to measure length in inches and yards, and force them to learn metric in diablo, despite the fact that they never use those units otherwise.

Yes, the system you suggest makes more sense on paper, but no, it is not worth the effort to relearn your intuition just for a computer game.

If you suggest to divide the day into decidays, centidays and milliday on a general basis, I am behind you no problem. But using two systems (RL vs sc2) to measure time is even more cumbersome than using just one of them everywhere, even if it happens to be the one that makes least sense.
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
September 15 2012 10:43 GMT
#33
They just need to implement real-time before HOTS builds start getting solidified.
/commercial
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2012-09-15 10:48:37
September 15 2012 10:45 GMT
#34
On September 15 2012 19:06 graNite wrote:
Show nested quote +
On September 15 2012 18:55 bLooD. wrote:
On September 15 2012 16:10 MadJack wrote:
Exactly what this game needed, to become even more easier. Good Job.

I'm so tired of this stupid comment. If this game is so fu**ing easy, why don't you win some GSL's? -.-

Because everybody is playing the same, easy game. What an intelligent question :D
+ Show Spoiler +
I don't think it is easy at all.

Two clocks are obviously too confusing. I think the real time clock would be the best way. It is especially good for new players and spectators.
The problem of learning "new timings" is only half true in my opinion.
You don't look on the ingame time and say: oh, it is xx:xx, in the next 3 minutes there are broodlords.
When you play, you develop some kind of "starsense" and know, based on what you have scouted and how the game went until now, what can happen in the next minutes.
And pros dont start their upgrades by calculating the time when they are ready, but by tabbing through all control groups and checking their upgrading structures frequently.


Actually plenty of players, including pros look down at the game clock and think "hmm its 14 minutes in, better get ready to make some vikings to counter those broodlords that will appear in a few minutes". When you scout and see no expansion, first thing you should do is look at the clock, if it says 4:00 then no big deal if it says 4:30 then start to worry about aggression etc. Knowing exactly how far in to a game you are helps you make decisions based on what you observe.

See no expansion, see that its only 6:45 in to the game, you know that DT's aren't gonna be out yet. I certainly use the clock a lot to help me make informed decisions, I would bet the bank that players much better than I use it even more often and better. Such as scouting a nexus that is 10 seconds in to building and then knowing exactly when to hit with ur army so that it finishes, while you may have "starsense" that allows you to know exactly how long has passed, most people don't.

Plus, I think you are confusing what starsense is and how it is triggered. Knowing exactly how far in to the game you are, i.e looking at the clock, means that you can narrow down the options right away. If you turned off the game clock and played, I promise you that you would think you are 5 minutes in to a game and that DT's won't be ready yet, then 2 secs later a DT rips up ur mineral line. Especially in a game where game-time and real time are different.
When there is nothing left to lose but your dignity, it is already gone.
NeonFox
Profile Joined January 2011
2373 Posts
September 15 2012 10:52 GMT
#35
On September 15 2012 18:05 Antimatterz wrote:
Show nested quote +
On September 15 2012 16:45 NeonFox wrote:
Honestly I would find this much harder and confusing than a regular clock.


My thoughts too, it is really not that hard to just do a quick mental calculation as to what time your upgrade will finish (or you could just repeatedly babysit the upgrade by looking at how far the bar has progressed lol)


Yeah, you just get the feel after a while anyways. We may be biased in a way because we play zerg and since everytime you inject your cam goes back to the queens and since tech buildings are typically built next to the hatcheries, you see the progress bars on them. Maybe from a terran or protoss perspective it is harder, even though protoss chronoboost the upgrades qo they should see the progress regularly as well.
kafkaesque
Profile Blog Joined November 2011
Germany2006 Posts
September 15 2012 10:53 GMT
#36
Really neat idea, has my fullest support.
| (• ◡•)|╯ ╰(❍ᴥ❍ʋ)
aRRoSC2
Profile Joined March 2011
Denmark241 Posts
September 15 2012 11:00 GMT
#37
I really have no problems adding 220 seconds to a gametime, I like it the way it is.
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
September 15 2012 11:07 GMT
#38
I like this idea. Couldn't give a shit about real time, doesn't impact the game in any way other than screw up peoples knowledge of timings for a few weeks
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
September 15 2012 11:12 GMT
#39
Blizzard would obviously just want to switch to real time seconds now.

But the problem is that a) as they said their entire engine is based one these game time seconds and it is probably at least some struggle to change all of that and
b) it's gonna be kinda stupid to adjust the values now. I mean fungal lasts what, 4 seconds? So 4*1.3 = 5.2s? I highly doubt Blizzard would like values like this.
So then it becomes rounding and that does change the Balance from what it currently is. Even if it's just minor it may be minor in MANY cases.

Still, I hope we'll see the switch :/
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
hifriend
Profile Blog Joined June 2009
China7935 Posts
Last Edited: 2012-09-15 11:31:18
September 15 2012 11:30 GMT
#40
Makes proper timings way too easy imo. I don't like the clock either.
Dasian
Profile Joined January 2011
United States41 Posts
September 15 2012 15:37 GMT
#41
A lot of mixed opinions it looks like.

What if the option for the counter just exists, meaning you could choose to keep things the way they are?

With a real-time clock, it would still be relevant since all games are played at Faster speed anyway. A DT timing would just change from something like 6:30 to 5:45. Times would still exist, they would just be slightly different. I don't see how this would be a big deal, since HoTS will change a lot of timings anyway.

For those that say you just check your upgrades by tabbing or looking at the progress bar, fine, you can just disable the game counter and just have the clock (game or real-time)

As for changing the tool-tips to real-time, I don't think this would be a good idea for reasons stated in the OP.
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
September 15 2012 16:02 GMT
#42
On September 16 2012 00:37 Dasian wrote:
With a real-time clock, it would still be relevant since all games are played at Faster speed anyway. A DT timing would just change from something like 6:30 to 5:45. Times would still exist, they would just be slightly different. I don't see how this would be a big deal, since HoTS will change a lot of timings anyway..


Why do you want a real time clock in the first place? I don't think you've actually explained this anywhere.
MicroTastiC
Profile Joined January 2011
375 Posts
September 15 2012 16:15 GMT
#43
No. Just, no.
Hoon
Profile Joined December 2010
Brazil891 Posts
September 15 2012 16:22 GMT
#44
It's pretty pointless actually, so not a good idea.
It's not like it's hard to convert seconds into minutes. The people who bother checking the timing a certain upgrade will finish can make those conversions just as easy.
Newcomers will never check when an upgrade finish so they can get that advantage window to attack their opponent, so this counter would just make it more confusing and make the UI worse.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
LuckyMacro
Profile Joined July 2010
United States1482 Posts
September 15 2012 16:27 GMT
#45
Soon people will be asking for bookmarks and alarms at various times...for each matchup/map/w/e...
Dasian
Profile Joined January 2011
United States41 Posts
Last Edited: 2012-09-15 17:32:43
September 15 2012 17:14 GMT
#46
On September 16 2012 01:02 netherh wrote:
Show nested quote +
On September 16 2012 00:37 Dasian wrote:
With a real-time clock, it would still be relevant since all games are played at Faster speed anyway. A DT timing would just change from something like 6:30 to 5:45. Times would still exist, they would just be slightly different. I don't see how this would be a big deal, since HoTS will change a lot of timings anyway..


Why do you want a real time clock in the first place? I don't think you've actually explained this anywhere.


Many people have brought up the fact that gametime is not real-time. I personally would be happy with just the counter, but I'm trying to propose a solution that would make both players and spectators happy.

Dustin Browder discusses this in an interview - (skips to 4 minutes 8 seconds)
http://www.youtube.com/watch?v=J45iRrdGfqE&#t=4m08s


Other discussion about this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=366628
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
Last Edited: 2012-09-15 17:48:59
September 15 2012 17:43 GMT
#47
On September 16 2012 02:14 Dasian wrote:

Many people have brought up the fact that gametime is not real-time. I personally would be happy with just the counter, but I'm trying to propose a solution that would make both players and spectators happy.

Dustin Browder discusses this in an interview
http://www.youtube.com/watch?v=J45iRrdGfqE#!


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


I don't particularly object to the counter as an option, though I wouldn't personally use it.

However, none of this explains the pros of having a real-time clock / real-time game time. The interview just seems to be Dustin Browder saying "yes, we'll fix it!" to everything, without having thought things through (and was done in 2011 it looks like - clearly it's not going to change).

A real-time clock is useless without changing all the underlying timings to real time as well. Then you're dealing with fractional values for nearly everything, which will just make things extraordinarily confusing for both players and spectators.

Maybe it was an error for Blizzard to have designed WOL for "normal" time, instead of "faster" time, but that's just the way it happened. It's straightforward enough, nobody is confused, everyone is used to how it works. I don't see any pros to changing anything real time now (even as far as adding a real-time clock).
Sorkoas
Profile Joined May 2010
549 Posts
September 15 2012 17:49 GMT
#48
All I have to say about this is that you must be really bad at reading the clock if you can't make just seconds into minutes and seconds to know your timings based on the current in-game timer. I mean come on, if you want to call it math it's like elementary school level and the thought process is just on two levels (converting seconds into minutes+seconds and then add it to the current time we have displayed to us).

Someone please explain if I got this wrong because it just seems dumb to me. You're asking for making the game even easier to play AND uglier at the same time.
aznboi918
Profile Joined February 2010
United States70 Posts
September 15 2012 17:49 GMT
#49
omg... he didn't even know that the koreans are the elites of the starcraft community... c'mon this guys a joke... why does he even have a say in anything that goes on in starcraft........................... ㅡ.ㅡ...
"I want to share my bloody tears with those who cry because the road they chose was too difficult, or those that gave up their dreams to take the road that was a little easier." (Lim Yo Hwan)
aznboi918
Profile Joined February 2010
United States70 Posts
September 15 2012 17:55 GMT
#50
he just said starcraft is about economy and grinding the opponent away.......... wow...
"I want to share my bloody tears with those who cry because the road they chose was too difficult, or those that gave up their dreams to take the road that was a little easier." (Lim Yo Hwan)
Dasian
Profile Joined January 2011
United States41 Posts
September 15 2012 18:00 GMT
#51
On September 16 2012 02:49 Sorkoas wrote:
All I have to say about this is that you must be really bad at reading the clock if you can't make just seconds into minutes and seconds to know your timings based on the current in-game timer. I mean come on, if you want to call it math it's like elementary school level and the thought process is just on two levels (converting seconds into minutes+seconds and then add it to the current time we have displayed to us).

Someone please explain if I got this wrong because it just seems dumb to me. You're asking for making the game even easier to play AND uglier at the same time.


Those that prefer the in-game clock would still have that option. If you don't like the option then you wouldn't enable it.
Whatson
Profile Blog Joined January 2012
United States5357 Posts
September 15 2012 18:01 GMT
#52
Useless and pointless.
¯\_(シ)_/¯
bnanaPEEL
Profile Joined July 2010
Canada138 Posts
September 15 2012 18:07 GMT
#53
What I think you're all missing is that the people who have trouble adding 2 minutes 20 seconds to 15 minutes 50 seconds are NOT the same people who even care about timings or keep track of such things.
unintentionally intoxicated
Sorkoas
Profile Joined May 2010
549 Posts
September 15 2012 18:09 GMT
#54
On September 16 2012 03:00 Dasian wrote:
Show nested quote +
On September 16 2012 02:49 Sorkoas wrote:
All I have to say about this is that you must be really bad at reading the clock if you can't make just seconds into minutes and seconds to know your timings based on the current in-game timer. I mean come on, if you want to call it math it's like elementary school level and the thought process is just on two levels (converting seconds into minutes+seconds and then add it to the current time we have displayed to us).

Someone please explain if I got this wrong because it just seems dumb to me. You're asking for making the game even easier to play AND uglier at the same time.


Those that prefer the in-game clock would still have that option. If you don't like the option then you wouldn't enable it.

Wait. You make a thread asking about opinions and when you get negative feedback you just tell people it would be optional so it's all fine and everyone will be happy. Why are you making a discussion thread instead of just a poll somewhere if you're simply looking for people that like your idea?
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
September 15 2012 18:12 GMT
#55
I don't see the difference. Both are forms of measuring elapsed game time. Telling someone to attack at 420 versus telling them to attack at 5:00 doesn't alter the fact that if they do their build right they will be ready to attack on time. I seriously believe this is completely pointless. It's like using feet instead of metres. The physical distance is still the same. The time elapsed is still the same.
twitch.tv/duttroach
TsGBruzze
Profile Blog Joined April 2012
Sweden1190 Posts
September 15 2012 18:27 GMT
#56
This Would make The game much more boring too watch... Someone said it makes that People needs less apm and that Would be sad, i like when people needs apm. If we dont need apm we can just play chess instead...
''you got to yolo things up to win''
BoZiffer
Profile Joined November 2011
United States1841 Posts
September 15 2012 18:31 GMT
#57
On September 16 2012 03:12 dUTtrOACh wrote:
I don't see the difference. Both are forms of measuring elapsed game time. Telling someone to attack at 420 versus telling them to attack at 5:00 doesn't alter the fact that if they do their build right they will be ready to attack on time. I seriously believe this is completely pointless. It's like using feet instead of metres. The physical distance is still the same. The time elapsed is still the same.


Agreed. I didn't even really know that this was some form of issue with the game... is it?
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
September 15 2012 18:32 GMT
#58
On September 16 2012 03:27 TsGBruzze wrote:
This Would make The game much more boring too watch... Someone said it makes that People needs less apm and that Would be sad, i like when people needs apm. If we dont need apm we can just play chess instead...


what the fuck does a time counter and real-time clock have to do with apm.

Whenever I see a post like this I die a little inside.
♥ The world needs more hearts! ♥
PardonYou
Profile Blog Joined March 2010
United States1360 Posts
Last Edited: 2012-09-15 20:51:57
September 15 2012 18:35 GMT
#59
-
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
September 15 2012 18:37 GMT
#60
I'm just confused. Are you talking about like it shows the current time in ones area like how its 14:35 here at the moment? Or you mean real-time relating to how long the game has been going on? If so, why would it be neccisary to add in-game seconds as a additional time? Because isn't the current clock in-game related to the in-game time?
Master Chief
Dasian
Profile Joined January 2011
United States41 Posts
September 16 2012 16:30 GMT
#61
On September 16 2012 03:09 Sorkoas wrote:
Show nested quote +
On September 16 2012 03:00 Dasian wrote:
On September 16 2012 02:49 Sorkoas wrote:
All I have to say about this is that you must be really bad at reading the clock if you can't make just seconds into minutes and seconds to know your timings based on the current in-game timer. I mean come on, if you want to call it math it's like elementary school level and the thought process is just on two levels (converting seconds into minutes+seconds and then add it to the current time we have displayed to us).

Someone please explain if I got this wrong because it just seems dumb to me. You're asking for making the game even easier to play AND uglier at the same time.


Those that prefer the in-game clock would still have that option. If you don't like the option then you wouldn't enable it.

Wait. You make a thread asking about opinions and when you get negative feedback you just tell people it would be optional so it's all fine and everyone will be happy. Why are you making a discussion thread instead of just a poll somewhere if you're simply looking for people that like your idea?


Good idea, poll added!
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
September 16 2012 16:50 GMT
#62
I think people will still use the fake time at the pro level because timings will line up perfectly and as such I will so the same
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
ymir233
Profile Blog Joined June 2010
United States8275 Posts
Last Edited: 2012-09-16 16:59:51
September 16 2012 16:56 GMT
#63
Thanks for suggesting this, I was having trouble with basic arithmetic mod 60.

- ____________________________________________________________________________ -;;
Come motivate me to be cynical about animus at http://infinityandone.blogspot.com/ // Stork proxy gates are beautiful.
Dasian
Profile Joined January 2011
United States41 Posts
September 16 2012 17:02 GMT
#64
On September 17 2012 01:56 ymir233 wrote:
Thanks for suggesting this, I was having trouble with basic arithmetic mod 60.

- ____________________________________________________________________________ -;;


hahahaha! That's hilarious lolol
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 16 2012 17:21 GMT
#65
This is the dumbest kind of skillfulness to want to protect. Agree with OP idea.
moskonia
Profile Joined January 2011
Israel1448 Posts
September 16 2012 19:19 GMT
#66
Game time counter sounds awesome!! I would love if Blizz would add it
ChriseC
Profile Joined December 2010
Germany440 Posts
September 16 2012 19:26 GMT
#67
blizzard knows about all the stuff but it takes them forever to finaly bring them in....... other companies are so much faster.. even the simple things like a clock that doesnt need any design at all.. just fixing the numbers
TT1
Profile Blog Joined December 2008
Canada10028 Posts
Last Edited: 2012-09-16 19:41:54
September 16 2012 19:41 GMT
#68
they should remove the ingame timer altogether
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
September 16 2012 19:45 GMT
#69
what's the game time counter for them removing the destructible rocks?
University of Kentucky Basketball #1
IcedBacon
Profile Joined May 2011
Canada906 Posts
September 16 2012 19:51 GMT
#70
There are actually people that would do the math to see when an upgrade finishes? Seems so unnecessary, would be better to just get a feel of when they should be done and be able to go back to the buildings to check on its progress.
"I went Zerg because Artosis is a douchebag." -IdrA
Hds
Profile Joined July 2011
France200 Posts
September 16 2012 19:52 GMT
#71
No need that I think, it's not hard to convert 220 of an upgrade, and then add it to for example, 13:56

It may help other persons, I guess, why not
Watily! ♥
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
September 16 2012 20:17 GMT
#72
i dont kjnow if it jut me but i find a game counter more difficult than doing the conversion in my head lol.
ZvP imbalanced blizzards solution nerf terran
Xenocryst
Profile Joined December 2010
United States521 Posts
September 16 2012 20:25 GMT
#73
I think it would be harder for me, when i play sc i think in starcraft time. Dont think it really matters anymore.
SteBreeze
Profile Joined November 2011
United Kingdom13 Posts
September 16 2012 20:47 GMT
#74
Seems like a great idea to me. but i don't think it would help me very much personally.
British Terran player. Plays on the Eu server.
FallenEncore
Profile Joined January 2011
United Kingdom64 Posts
September 16 2012 20:56 GMT
#75
i know im not ment to, but the more i see of dustin the more i like him
dangthatsright
Profile Joined July 2011
1160 Posts
September 16 2012 21:06 GMT
#76
For the real-time clock, I don't see any reason why not to have the option available if it's not difficult to implement, I personally wouldn't care that much but I don't think it would be damaging.

I'm less of a fan of having a game counter over a game clock, because to me it's a little more intuitive to think of 5:30 for 4 gates or a 4 minute window to hit before broodlords come out, rather than 330 or 240 on the game counter.

Mr Showtime
Profile Joined April 2011
United States1353 Posts
September 16 2012 21:27 GMT
#77
No, don't change the time. It's been this way too long. This is change for the sake of change, not change for the better. If this was changed earlier in the life of the game, it would certainly be for the better, but at this point you'd only create confusion. Yea, the game clock is a strange pace of time, but that's just how it is. It's consistent and everyone is used to it.
revy
Profile Joined September 2009
United States1524 Posts
Last Edited: 2012-09-16 21:36:34
September 16 2012 21:35 GMT
#78
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.
Mr Showtime
Profile Joined April 2011
United States1353 Posts
September 16 2012 22:20 GMT
#79
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.
rd
Profile Blog Joined July 2010
United States2586 Posts
September 16 2012 22:48 GMT
#80
On September 17 2012 07:20 Mr Showtime wrote:
Show nested quote +
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.
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
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