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HotS Highground Mechanic - Page 3

Forum Index > SC2 General
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Masq
Profile Blog Joined March 2009
Canada1792 Posts
February 02 2013 03:24 GMT
#41
why would this make any difference? It would make early games even more defensive, with almost no chance of doing early pressure. This would just compound the problems with units like colossus and broodlord turtling (that simply bypass any highground/terrain advantage).

If those type of units were adjusted something like this would be viable. Until then, its kind of pointless.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
February 02 2013 03:31 GMT
#42
--- Nuked ---
grush57
Profile Joined March 2011
Korea (South)2582 Posts
February 02 2013 03:32 GMT
#43
Yea, this would make the game far more turtle like. Bad thing, imo.
"Every thing is either simply awful or awfully simple." | "Weaklings can't pick... their way of death."
coolcor
Profile Joined February 2011
520 Posts
Last Edited: 2013-02-02 03:40:53
February 02 2013 03:38 GMT
#44
On February 02 2013 12:04 KillingVector wrote:
Show nested quote +
On February 02 2013 09:28 Pufftrees wrote:
I am glad Blizzard is thinking about trying new things. When I first got WoL beta and even before that when we played at Blizzcon, the lack of high ground advantage really irked me. Like many things I moved on and I honestly never really thought about revisiting this mechanic... so props to Blizzard in that regard.

I wouldn't be worried about "Saving" Sc2 lol. It will pretty much dominate the RTS market for a while. There will always be a desire for competitive rts and as long as it has no competition it doesn't need saving. Now trying to compete with Mobas or another genre... well that is another story.

Let's all just focus on helping Blizzard making SC2 the best it can be!


Maybe I missed something, but I was under the impression that Blizzard has been ignoring these type of threads.

I'm going to play a little bit of devil's advocate, and argue a little against some of the suggestions. First, for a range reduction, my concern is that this affects high range units less than low range units in the sense that the % reduction of their range is less. I would prefer that a high ground advantage have a more flat % effect on ground range units. It keeps the purpose of the strategic terrain clear, instead of adding an element of "if I have the right composition to attack that hill, I can faceroll."

Second, the argument that random effects in Sc2 "average out" to something predictable gives me pause. The Law of Large Numbers does not apply here. A game of Sc is not a series of independent trials. Any kind of swing could potentially have great effect on the later stages of the game. This is especially true with my next concern with this argument, the baneling.

A couple banelings surviving can have a great effect on the outcome of the fight. A 5 health baneling does as much damage as a full health baneling. Of course, the 5 health baneling has less chance of survival to make its optimal detonation, but I feel like it needs testing to see how large the variance in gameplay could be.

I can't think of any argument against a flat damage reduction. Before people start arguing about decimals, remember that they could internally multiply all of the damage/health in the game by N allowing "fractional" values by 1/N. Of course, they would keep the health displays the same (just divide by N).

Edit: The other problem with % chance to miss ideas is Sc2's smart fire. I feel like their interaction would severely affect something like marines. They would intentionally spread their fire too thin against stuff on the high ground.


The miss chance can be programmed to be psudorandom like wc3 was to make sure it is much more unlikely to get a string of bad or good luck. They can even make each unit miss every other high ground shot predictably after randomly deciding if the first is hit or miss randomly if they wanted.

Smart fire does not work like that it happens because each marine or tank deals damage instantly as soon as it fires. The game does not fire two units at the same time so the target dies before any other marine or tank can do an overkill shot. Highground will not change this.

Dustin Browder mentioned high ground advantage in this video http://www.gdcvault.com/play/1014488/The-Game-Design-of-STARCRAFT during the skill part. He says they fought about stuff like that a lot, using the example of +2 amour on highground, but said "the problem with it is that it prevented a lot of player skill". He then went on to say they worked really hard to make terrain super meaningful without it using examples of melee against ranged units. Arguments about why high ground does not prevent player skill and that terrain is not very meaningful might have the best chance to convince him.

Finally, the map editor can add highground mechanics. If a tournament really wanted to they could use a map or two programmed to have highground advantage and balanced around that as a unique feature/gimmick of that map without blizzard doing anything right? BW had a few tournament maps with spells on them so just give high ground a very very subtle visual effect and say it has a spell like guardian shield on it except it gives whatever highground bonus the map maker wants. If it is successful maybe tournament maps can standardize on this feature and that would put a lot of community pressure on blizzard to eventually make ladder maps the same since they say they want to have tournament maps on it.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
February 02 2013 03:40 GMT
#45
this seems to over complicate it...why not just do what bw did :/
age: 84 | location: california | sex: 잘함
PineapplePizza
Profile Joined June 2010
United States749 Posts
February 02 2013 03:50 GMT
#46
On February 02 2013 12:40 jinorazi wrote:
this seems to over complicate it...why not just do what bw did :/


The devs don't like the idea of random chance changing the outcome of a fight.

I really don't know why they didn't decide to change it to a % damage reduction, if RNG was that much of a problem. I really, REALLY don't know why they felt the need to mess with something that worked, and had been a significant part of player strategy and map design.

It's like they watched 5 games of TvP, then said "omg all they do is make tanks" then decided to gut or remove half the shit in the game.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
coolcor
Profile Joined February 2011
520 Posts
Last Edited: 2013-02-02 03:58:35
February 02 2013 03:55 GMT
#47
On February 02 2013 12:50 Ooshmagoosh wrote:
Show nested quote +
On February 02 2013 12:40 jinorazi wrote:
this seems to over complicate it...why not just do what bw did :/


The devs don't like the idea of random chance changing the outcome of a fight.

I really don't know why they didn't decide to change it to a % damage reduction, if RNG was that much of a problem. I really, REALLY don't know why they felt the need to mess with something that worked, and had been a significant part of player strategy and map design.

It's like they watched 5 games of TvP, then said "omg all they do is make tanks" then decided to gut or remove half the shit in the game.


I just linked to a video where Dustin Browder tells you why they don't have any high ground advantage. They discussed it a lot and decided it prevented a lot of player skill. But they worked for weeks on the sizes of the units to make sure terrain is meaningful when zealots try to attack up a ramp instead.
IndyO
Profile Joined June 2012
392 Posts
February 02 2013 03:58 GMT
#48
People need to realize that it would only encourage deathbally-turtle play on current maps, because the current maps have to be designed that way.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
February 02 2013 04:09 GMT
#49
I think the fact that there are even people arguing about it means it's worth trying out. I mean like the guy said, it is a beta and it's really hard to give a definite yes or no without physically seeing how it affects the game. With that said, I can see both sides of the argument and wouldn't mind seeing it tested.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-02-02 04:14:32
February 02 2013 04:13 GMT
#50
I think it might be more like this:

Lack of defenders advantage = you have to have a strong force sitting at your base to defend
Defenders advantage = you can defend even if some of your forces are out on the map

In which case it's the lack of defender's advantage that causes turtling. (and removes player skill)
all's fair in love and melodies
sunglasseson
Profile Blog Joined November 2012
United States145 Posts
February 02 2013 04:21 GMT
#51
On February 02 2013 12:23 sitromit wrote:
So more turtling? No thank you.



this is the new generation response to improving the game. he doesnt mean high ground must work like this he means that positional advantage is a skill that is lacking in the game. sc2 is so bad skill wise compared to brood war. its very often that build orders crush and the current best race cleans house. its common that a far better player loses to a far worse simply because the race vs race dynamic in sc2 is so horribly imbalanced and since control is so easy, it magnifys the problems.

in broodwar protoss was an easier race to macro but just because he can make an army doesnt mean he can use it as well as say another much better zerg/terran could and he gets crushed. in sc2 its VERY easy to max and VERY easy to control said max army so there needs to be some way for the better play to trounce the lesser one
RParks42
Profile Joined December 2012
United States77 Posts
February 02 2013 04:46 GMT
#52
Saying high ground doesn't play a big role in the late game is something I just don't get. The player who wins the engagement is almost always the one who had their units positioned properly, using high ground/chokes to get shots off before the opponent can even attack, while keeping valuable units alive (given that both players were playing about roughly equal). The flip side of this is that while high ground is crucial for positioning, just because one occupies the high ground during an engagement doesn't mean they are in an optimal position. I feel too many people think they should win engagements because of this, not taking into consideration that the other player may have had better micro or unit comp for the situation
I enjoy some good dome occasionally
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
February 02 2013 05:37 GMT
#53
I dont think this will cause turtling. It would actually motivate players to leave their base as you don't need your entire force to stop massive runbys which SC2 falls victims too. Plus getting control of the high grounds out on the map would be quite beneficial instead of balling it up.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
February 02 2013 05:40 GMT
#54
--- Nuked ---
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2013-02-02 05:51:12
February 02 2013 05:50 GMT
#55
On February 02 2013 14:40 Emzeeshady wrote:
Show nested quote +
On February 02 2013 13:21 sunglasseson wrote:
On February 02 2013 12:23 sitromit wrote:
So more turtling? No thank you.



this is the new generation response to improving the game. he doesnt mean high ground must work like this he means that positional advantage is a skill that is lacking in the game. sc2 is so bad skill wise compared to brood war. its very often that build orders crush and the current best race cleans house. its common that a far better player loses to a far worse simply because the race vs race dynamic in sc2 is so horribly imbalanced and since control is so easy, it magnifys the problems.

in broodwar protoss was an easier race to macro but just because he can make an army doesnt mean he can use it as well as say another much better zerg/terran could and he gets crushed. in sc2 its VERY easy to max and VERY easy to control said max army so there needs to be some way for the better play to trounce the lesser one

I disagree


Re-read(or read in the first place in case you didnt) my post because I'm quite sure half of the pro players out there would be willing to tell you how horrible PvP and ZvZ are. Sure some players are able to optimize, and play the mirrors much better than others, but that definitely doesn't mean that they're good MUs. To make this less of a veiled complaint on balance and more towards the skill aspect we started with, simply compare the mirrors of PvP and ZvZ from BW to SC2. Which can you say honestly takes more skill?

From there, apply the ways the MUs can be played due to the maps and core game mechanics such as high ground and I just don't see much of a contrasting argument. Sure the game is made its own way and meant to be played in its own way. That doesn't refute that it shouldn't be improved however.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2013-02-02 05:52:47
February 02 2013 05:52 GMT
#56
On February 02 2013 14:40 Emzeeshady wrote:
Show nested quote +
On February 02 2013 13:21 sunglasseson wrote:
On February 02 2013 12:23 sitromit wrote:
So more turtling? No thank you.



this is the new generation response to improving the game. he doesnt mean high ground must work like this he means that positional advantage is a skill that is lacking in the game. sc2 is so bad skill wise compared to brood war. its very often that build orders crush and the current best race cleans house. its common that a far better player loses to a far worse simply because the race vs race dynamic in sc2 is so horribly imbalanced and since control is so easy, it magnifys the problems.

in broodwar protoss was an easier race to macro but just because he can make an army doesnt mean he can use it as well as say another much better zerg/terran could and he gets crushed. in sc2 its VERY easy to max and VERY easy to control said max army so there needs to be some way for the better play to trounce the lesser one

I disagree


i think all the skills are there, but the game doesnt allow it to be displayed in a more brighter way, as in player consistency in short and long term.
age: 84 | location: california | sex: 잘함
KillingVector
Profile Joined June 2012
United States96 Posts
February 02 2013 06:03 GMT
#57
On February 02 2013 12:38 coolcor wrote:
Show nested quote +
On February 02 2013 12:04 KillingVector wrote:
On February 02 2013 09:28 Pufftrees wrote:
I am glad Blizzard is thinking about trying new things. When I first got WoL beta and even before that when we played at Blizzcon, the lack of high ground advantage really irked me. Like many things I moved on and I honestly never really thought about revisiting this mechanic... so props to Blizzard in that regard.

I wouldn't be worried about "Saving" Sc2 lol. It will pretty much dominate the RTS market for a while. There will always be a desire for competitive rts and as long as it has no competition it doesn't need saving. Now trying to compete with Mobas or another genre... well that is another story.

Let's all just focus on helping Blizzard making SC2 the best it can be!


Maybe I missed something, but I was under the impression that Blizzard has been ignoring these type of threads.

I'm going to play a little bit of devil's advocate, and argue a little against some of the suggestions. First, for a range reduction, my concern is that this affects high range units less than low range units in the sense that the % reduction of their range is less. I would prefer that a high ground advantage have a more flat % effect on ground range units. It keeps the purpose of the strategic terrain clear, instead of adding an element of "if I have the right composition to attack that hill, I can faceroll."

Second, the argument that random effects in Sc2 "average out" to something predictable gives me pause. The Law of Large Numbers does not apply here. A game of Sc is not a series of independent trials. Any kind of swing could potentially have great effect on the later stages of the game. This is especially true with my next concern with this argument, the baneling.

A couple banelings surviving can have a great effect on the outcome of the fight. A 5 health baneling does as much damage as a full health baneling. Of course, the 5 health baneling has less chance of survival to make its optimal detonation, but I feel like it needs testing to see how large the variance in gameplay could be.

I can't think of any argument against a flat damage reduction. Before people start arguing about decimals, remember that they could internally multiply all of the damage/health in the game by N allowing "fractional" values by 1/N. Of course, they would keep the health displays the same (just divide by N).

Edit: The other problem with % chance to miss ideas is Sc2's smart fire. I feel like their interaction would severely affect something like marines. They would intentionally spread their fire too thin against stuff on the high ground.


The miss chance can be programmed to be psudorandom like wc3 was to make sure it is much more unlikely to get a string of bad or good luck. They can even make each unit miss every other high ground shot predictably after randomly deciding if the first is hit or miss randomly if they wanted.

Smart fire does not work like that it happens because each marine or tank deals damage instantly as soon as it fires. The game does not fire two units at the same time so the target dies before any other marine or tank can do an overkill shot. Highground will not change this.

Dustin Browder mentioned high ground advantage in this video http://www.gdcvault.com/play/1014488/The-Game-Design-of-STARCRAFT during the skill part. He says they fought about stuff like that a lot, using the example of +2 amour on highground, but said "the problem with it is that it prevented a lot of player skill". He then went on to say they worked really hard to make terrain super meaningful without it using examples of melee against ranged units. Arguments about why high ground does not prevent player skill and that terrain is not very meaningful might have the best chance to convince him.

Finally, the map editor can add highground mechanics. If a tournament really wanted to they could use a map or two programmed to have highground advantage and balanced around that as a unique feature/gimmick of that map without blizzard doing anything right? BW had a few tournament maps with spells on them so just give high ground a very very subtle visual effect and say it has a spell like guardian shield on it except it gives whatever highground bonus the map maker wants. If it is successful maybe tournament maps can standardize on this feature and that would put a lot of community pressure on blizzard to eventually make ladder maps the same since they say they want to have tournament maps on it.


For some reason I assumed the game calculated which units the marines target and then assign damage, but what you said makes a lot more sense. Good to know that smart fire won't be an issue.

I wasn't aware the map editor can add high ground mechanics. I heard that someone made a mod to add it, but I wasn't aware of it actually being in the editor itself.
"In mathematics you don't understand things. You just get used to them." - John Von Neumann
EnumaAvalon
Profile Blog Joined February 2012
Philippines3613 Posts
February 02 2013 06:12 GMT
#58
Better high ground mechanics can solidify the defender's advantage.
(._.) ( l: ) ( .-. ) ( :l ) (._.) They see me rolling. They hating.
TheSwamp
Profile Joined November 2010
United States1497 Posts
February 02 2013 06:14 GMT
#59
I almost thought this was real lol.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
February 02 2013 06:19 GMT
#60
--- Nuked ---
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