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Interview w/ David Kim on Balance at IEM Shanghai - Page 3

Forum Index > SC2 General
110 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
Godwrath
Profile Joined August 2012
Spain10138 Posts
August 24 2013 10:58 GMT
#41
On August 24 2013 18:57 Qikz wrote:
Show nested quote +
The goal for us is to create exciting games to watch and as long as strategies are good, as long as every matchup is diverse,


You mean... like TvP which has been stale since the release of the game? Damnit T_T Why do people find TvP entertaining.

Because the best terrans just own on it.
Nimix
Profile Joined October 2011
France1809 Posts
Last Edited: 2013-08-24 11:09:01
August 24 2013 11:02 GMT
#42
I still think the main problem with balance are the race specific mechanics added with sc2 (mules/injects/chrono, and warpgate I guess). They complexify the game way too much to balance units easily (can you really scout and anticipate all ins well when depending on where your opponents spends chrono / how he uses injects it can vary vastly?) and they make the greedy and mass powering strategies possible (you wouldn't be able to get a super early 3rd without mules, you couldn't get super early upgrades without chrono, and couldn't shit tons of units as soon as your bases are saturated without spending on macro hatches if not for injects).
I'd really like to hear the dev team talk about that. But I guess they won't talk about that nor change anything until sc3... So we'll still see stupid comebacks that shouldn't be possible, 11mn maxes, instant remaxes, 15mn 3/3 timings, pre 10 mn 2 base all ins, games where T loses all his workers and still has income... and so on
And lol@ the propositions about how to make the game easier to make it fun and how 100apm is unreachable for casual players. It's not true at all, it's a muscle memory thing, if you enjoy the game, you'll be able to play and get used to hit production and such. I've got very casual friends that are totally able to macro decently.
Broodwar was extremely popular in korea while being way harder mechanically than sc2.. I for one got interested in sc2 because of the mechanical difficulty. This has never been the problem, changing the fundamentals of what starcraft is since it exists to appeal to more players would be the dumbest thing ever in my opinion, because that would mean losing all the current ones and the spirit of the game. What would be important now is to try to please the people that loved broodwar and don't like sc2 as much because of some dumb mechanics or units.
TaShadan
Profile Joined February 2010
Germany1978 Posts
August 24 2013 11:11 GMT
#43
What would be important now is to try to please the people that loved broodwar and don't like sc2 as much because of some dumb mechanics or units.


That will never happen, because they wont change the fundamental flaws. (my oppinion)

Total Annihilation Zero
Mutineer
Profile Joined March 2013
New Zealand179 Posts
August 24 2013 11:36 GMT
#44
On August 24 2013 19:47 TaShadan wrote:
Show nested quote +
On August 24 2013 19:46 Mutineer wrote:
Why autocats building bad idea? Do you believe it is a good when beginers are advised NOT to micro there units and spend a few a lot of time train just to produce SCV's and units? It is still true that one can get to gold with 0 micro, just macro?

Where there thinking when a Lot of game is just to remember to press production key every XZsecond? Where fun in that?

I do not think it is wrong to do everything possible to reduce repetitive, mechanic component of SC2. It is nothing have to do with making computer play for you. Making Micro decisions, positional decisions are mach more fun.


You should try out Total Annihilation. It has exactly what you want.
http://zero.tauniverse.com/
Its a great mod that improves TA ever further.


And simular replyes, try to change topic and attack me personally. It has nothing to do with me, but with what I believe is best for starcraft. About existing players leaving, why? It change nothing on high level. If you macro preciselly yourself you will have mach betterr control on that units you need now, then automated macro. All it will do is to make game mach easier to get into, atract more beginers to have fun and not get dissapointed by boring aspect of the game. All of you long time players forgetting that magority of money come from NOOBS. Success of game depends on how mach it is noob friendly. It can have a lot of depts and fun at the end, but if it does not atract and retain noobs they will never come to that level. There a lots of interesting deep games that have very stable and small niche market but never become really popular.
Weavel
Profile Joined January 2010
Finland9221 Posts
August 24 2013 11:41 GMT
#45
Amazing questions but typical DK answers...
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
TaShadan
Profile Joined February 2010
Germany1978 Posts
August 24 2013 11:47 GMT
#46
On August 24 2013 20:36 Mutineer wrote:
Show nested quote +
On August 24 2013 19:47 TaShadan wrote:
On August 24 2013 19:46 Mutineer wrote:
Why autocats building bad idea? Do you believe it is a good when beginers are advised NOT to micro there units and spend a few a lot of time train just to produce SCV's and units? It is still true that one can get to gold with 0 micro, just macro?

Where there thinking when a Lot of game is just to remember to press production key every XZsecond? Where fun in that?

I do not think it is wrong to do everything possible to reduce repetitive, mechanic component of SC2. It is nothing have to do with making computer play for you. Making Micro decisions, positional decisions are mach more fun.


You should try out Total Annihilation. It has exactly what you want.
http://zero.tauniverse.com/
Its a great mod that improves TA ever further.


And simular replyes, try to change topic and attack me personally. It has nothing to do with me, but with what I believe is best for starcraft. About existing players leaving, why? It change nothing on high level. If you macro preciselly yourself you will have mach betterr control on that units you need now, then automated macro. All it will do is to make game mach easier to get into, atract more beginers to have fun and not get dissapointed by boring aspect of the game. All of you long time players forgetting that magority of money come from NOOBS. Success of game depends on how mach it is noob friendly. It can have a lot of depts and fun at the end, but if it does not atract and retain noobs they will never come to that level. There a lots of interesting deep games that have very stable and small niche market but never become really popular.


Not exactly. I love TA and especially TA Zero. If you want a game less mechanically demanding you should try it.If you think iam trolling you i cant help you.
Total Annihilation Zero
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
August 24 2013 12:07 GMT
#47
You know what would be nice. If they would say and do something about the hacking problem....
29 fps
Profile Blog Joined March 2008
United States5725 Posts
August 24 2013 12:33 GMT
#48
if it's too noob friendly, it becomes less spectator friendly. part of why i like watching pro SC2 is because they do things that I cannot. if it's easy for everyone, i won't think the pros are amazing because i can do that too.
4v4 is a battle of who has the better computer.
GhostOwl
Profile Blog Joined July 2011
766 Posts
Last Edited: 2013-08-24 12:35:05
August 24 2013 12:34 GMT
#49
On August 24 2013 14:53 avilo wrote:
Good interview and good questions. Their answers about mech are quite infuriating to read. Especially this part:

"If you increase the damage a bit, it won't change much because Immortals and Zealots have a really harsh counter relationship with Tanks..."

So they recognize no matter what they change with Terran mech...the main issue is the immortal being an extreme hard counter to mech/tanks TvP..soooo...how about they do something about it

Whoever the interviewer was, props to you for actually knowing your shiot about the game and asking amazing questions.
edit:
Show nested quote +
On August 24 2013 14:42 digmouse wrote:
On August 24 2013 14:33 larse wrote:
The Chinese article has been translated before:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=422804

Nevertheless thanks for the full translation.

It's not a translation, I interviewed him myself one on one and transcript the recording, it's not that press conference and talk party.


aha, good stuff


you DO realize Terran mech vs Protoss doesn't HAVE to be viable right? You can't have every option available to you, that's making your own race op. Bio in BW vs Protoss wasn't really viable except for few early game cheeses, and TvP in BW was the most balanced matchup we've seen ever.

That's like me complaining I can't go full sky toss vs. Terran.
Sprouter
Profile Joined December 2009
United States1724 Posts
August 24 2013 12:42 GMT
#50
all of the "we're looking into it, maybe there will be something in the future" answers are so annoying.
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
Last Edited: 2013-08-24 12:53:51
August 24 2013 12:51 GMT
#51
On August 24 2013 21:34 GhostOwl wrote:
Show nested quote +
On August 24 2013 14:53 avilo wrote:
Good interview and good questions. Their answers about mech are quite infuriating to read. Especially this part:

"If you increase the damage a bit, it won't change much because Immortals and Zealots have a really harsh counter relationship with Tanks..."

So they recognize no matter what they change with Terran mech...the main issue is the immortal being an extreme hard counter to mech/tanks TvP..soooo...how about they do something about it

Whoever the interviewer was, props to you for actually knowing your shiot about the game and asking amazing questions.
edit:
On August 24 2013 14:42 digmouse wrote:
On August 24 2013 14:33 larse wrote:
The Chinese article has been translated before:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=422804

Nevertheless thanks for the full translation.

It's not a translation, I interviewed him myself one on one and transcript the recording, it's not that press conference and talk party.


aha, good stuff


you DO realize Terran mech vs Protoss doesn't HAVE to be viable right? You can't have every option available to you, that's making your own race op. Bio in BW vs Protoss wasn't really viable except for few early game cheeses, and TvP in BW was the most balanced matchup we've seen ever.

That's like me complaining I can't go full sky toss vs. Terran.


Except if Mech was viable vs Protoss then SkyToss would automatically be viable vs Mech thus creating a win/win. Just the same as if Mech was viable then it drastically improves the viability of Swarm Hosts and Hydralisks vs Terran.

The reason Mech complaints are so common these days is because Mech is ONLY viable in TvT and even there it isn't as good as it was in WoL.

M^4 is FAR superior in TvZ and Hive Tech has a plethora of hard counters to Mech play and Mech is even less viable in TvP than it was in WoL which I never thought I'd ever find myself saying.
aka: KTVindicare the Geeky Bartender
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 24 2013 13:05 GMT
#52
Good to hear some of the answers about TLMC good interview.
Administrator~ Spirit will set you free ~
Estancia
Profile Joined July 2011
Korea (South)335 Posts
August 24 2013 13:14 GMT
#53
I think one of the unique aspect of starcraft is its very hard mechanics. Its what defines this game from the rest of genre; if you're looking for games that focuses less on mechanics you're looking at C&C and CoH (Still needs more multitasking/micro than C&C). Its the steep learning curve that defines this game, and even with hard mechanics this game was very popular in South korea. Mostly because of its pro scene, and probably the custom game scene too.
There are quite a few RTS games out there, but Starcraft is unique among them because it has much harder mechanics. Although I agree that the current metagame sucks (except for TvZ, thats probably the only ones I watch) that can be improved. Starcraft needs to keep its uniqueness.

Also although the questions were really good, the response was shit. So many uncertainty. I haven't learnt a single thing from this interview.
plgElwood
Profile Joined October 2010
Germany518 Posts
August 24 2013 13:27 GMT
#54
Hard mechanics, many "ways to go" and units/fights that support pre planning and micro! Focus on that stuff.

hey kind of fixed the Mirrors in a way of not having the same matches as in WoL and PvP goes to more than 1 base now.
I really like marine Tank and i want it to be viable in PvT and TvZ :D

The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 24 2013 13:32 GMT
#55
On August 24 2013 21:42 Sprouter wrote:
all of the "we're looking into it, maybe there will be something in the future" answers are so annoying.

It's the PR Blizzard answer for "No".
Head Coach Park: "They should buff tanks!"
Aveng3r
Profile Joined February 2012
United States2411 Posts
August 24 2013 13:52 GMT
#56
On August 24 2013 21:34 GhostOwl wrote:
Show nested quote +
On August 24 2013 14:53 avilo wrote:
Good interview and good questions. Their answers about mech are quite infuriating to read. Especially this part:

"If you increase the damage a bit, it won't change much because Immortals and Zealots have a really harsh counter relationship with Tanks..."

So they recognize no matter what they change with Terran mech...the main issue is the immortal being an extreme hard counter to mech/tanks TvP..soooo...how about they do something about it

Whoever the interviewer was, props to you for actually knowing your shiot about the game and asking amazing questions.
edit:
On August 24 2013 14:42 digmouse wrote:
On August 24 2013 14:33 larse wrote:
The Chinese article has been translated before:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=422804

Nevertheless thanks for the full translation.

It's not a translation, I interviewed him myself one on one and transcript the recording, it's not that press conference and talk party.


aha, good stuff


you DO realize Terran mech vs Protoss doesn't HAVE to be viable right? You can't have every option available to you, that's making your own race op. Bio in BW vs Protoss wasn't really viable except for few early game cheeses, and TvP in BW was the most balanced matchup we've seen ever.

That's like me complaining I can't go full sky toss vs. Terran.

Everything you said is true, but there are still reasons why people want mech to be viable in tvp. It is a unique playstyle that we dont see as much and a lot of people find it fun to watch.

Also people want it to be viable for the same reason that they want hydralisks to be a useful unit or zealots to have a speed upgrade instead of charge or the collossus to go away and for the reaver to come back
I carve marble busts of assassinated world leaders - PM for a quote
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
August 24 2013 14:09 GMT
#57
On August 24 2013 19:19 Mutineer wrote:
What I really do not undestand why SC2 have to have that mach mechanic component. It takes about 100 apm minimum only to produce, build, research resonably well. Which majority of non proffecionals have less then that apm, It greatly reduce enjoyement of game for non profecionals. So, why not reduce Mechanic APM needed? It is relativelly simple to do.
Example: Make quied units use no resources untill they are in production. Make it possible to autocats production. Add easy priority order of spending resource. For zerg, make injects and creep autocast, but do remove infinite range creep.

Make SCV, probes autocats. Add easy way to see total amount scv/probe drones we have. I am sure there some way to automate zerg production too.

This few changes will reduce mechanic for non profeccionals, makes game more fun for them as they will be able to spend more time doing fun stuff, like micro there units. Pro can still execise there A and S fingers.

For mech, I believe simpel reduction medibac volume of tanks to 2 and hellions to 1 will greatly increase mech mobility, making them more valible in all mach ups and do not change T-T too mach.


This is literally the worst suggestion I have ever seen for SC2
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
August 24 2013 14:15 GMT
#58
Sweet questions man, people take note of the TL Strat Team!

I always wanted to ask what units would be needed in LotV to really shift the game into a more miltitude of playstyles for each race. I feel Terran need another mech while I'm not quite sure for Protoss
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Cloak
Profile Joined October 2009
United States816 Posts
August 24 2013 14:38 GMT
#59
On August 24 2013 23:15 Torte de Lini wrote:
Sweet questions man, people take note of the TL Strat Team!

I always wanted to ask what units would be needed in LotV to really shift the game into a more miltitude of playstyles for each race. I feel Terran need another mech while I'm not quite sure for Protoss


For Protoss, they lack skirmish potency. A DT redesign would be pretty awesome, or another templar unit. Protoss air will be fixed when Mech gets fixed.
The more you know, the less you understand.
blarkh
Profile Joined December 2011
Austria72 Posts
August 24 2013 14:45 GMT
#60
I think you people just need to accept that if they are talking about the balance of SC2, no sensible Blizzard employee is liable of saying 'We should have built a different game with different core mechanics'. They are talking about how to balance the units, while leaving the fundamental mechanics intact, not about screwing around with the economy until things change. Expecting anything else at this point is kind of useless. And I will say that SC2 is an amizingly entertaining game, and the fact that it isn't BW shouldn't make you angry anytime DK talks about balance without adressing the 'fundamental flaws' keeping SC2 from playing like BW. It just will never happen.
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