• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:23
CEST 00:23
KST 07:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy1GSL CK: More events planned pending crowdfunding0Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
RSL Season 4 announced for March-April $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sea Duckling Open (Global, Bronze-Diamond) GSL CK: More events planned pending crowdfunding Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
so ive been playing broodwar for a week straight. Gypsy to Korea ASL21 General Discussion Pros React To: JaeDong vs Queen [BSL22] RO32 Group Stage
Tourneys
[BSL22] RO32 Group B - Sunday 21:00 CEST [BSL22] RO32 Group A - Saturday 21:00 CET 🌍 Weekly Foreign Showmatches [Megathread] Daily Proleagues
Strategy
Muta micro map competition Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1573 users

What can Blizzard Learn from MOBA Balancing/Design - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 25 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 11 2013 20:41 GMT
#341
On September 12 2013 05:30 Plansix wrote:
Show nested quote +
On September 12 2013 05:16 Thieving Magpie wrote:
On September 12 2013 04:54 Plansix wrote:
On September 12 2013 04:46 Thieving Magpie wrote:
On September 12 2013 04:21 archwaykitten wrote:
I wouldn't mind experimenting with less clumpy pathfinding provided my units still went where I told them to without getting lost. I definitely don't want a return to BW's broken pathfinding though. Similarly, I don't want to return to limited unit selection either. I'd much rather have clumped units than a user interface I have to constantly fight with.



I really need to write a blog about what Day9 was actually talking about when he tried to explain the tactility of BW.

The "less clumpy" nature of BW was not due to bad pathfinding, it was due to incomplete pathfinding. The algorithms they used stopped working over time getting units trapped in loops. This was mostly not a problem in their testing until they tried using it on workers. They could not solve this issue and so simply had workers fly through each other when mining.

However, over short distances and when given constantly refreshed commands ("spamming") the commands would loop back to the start point and not deteriorate. This was due to the fact that they intended the game to be squad based in nature, hence the control groups, where you controlled small armies to engage each other.

They didn't realize Korea would say "fuck it, I'll play fast enough" that the bugs began to show (much like it showed when workers tried mining in clumps)

The tactility that people talk about stem from the attempt to circumvent these bugs on a large scale while maintaining the blitz speed that they were now expected to keep.

It should also be pointed out that BW was run on a "grid" and units could moved from "square" to "square". Two units couldn't "clump" like in SC2, because even when they were right next to each other, they couldn't "pack in". They cannot occupy the same space at the same time. The view in BW was much smaller as well, only being in 640/480. The whole game was in a much small space and everything worded within those constraints.


Mostly my problem with Day9's vod on it was that he was playing too safe and casual and did not properly explain just *what* is different. My head was dizzy the first time I realized just how massive the screen could get in SC2 compared to BW. I'll probably have something put together by next week since people keep talking about BW pathing and BW etc... without knowing *what* it means.


Yeah, that is one of the biggest differences between SC2 and BW. I think I played BW on a 14 inch CRT, with a ball mouse. People really forget how far games have come in that amount of time and what has changed. The pathing is another issue that people just assume is a quick fix and would "solve everything", when it would likely just make some stuff super powered and other things suck.

BW pathing as a result of the available computational power and its effect on the overall gameplay is an interesting topic, but it has little bearing on how one might improve SC2 (beyond being an oft-referred-to data point). Clearly there are any number of pathfinding implementations capable on contemporary home computers not possible in BW days, many of which could be argued to be better than what SC2 currently uses. Arguing for BW pathing is silly, true. Arguing for less clumpy pathing is not. Note that this is a high-level statement and not a descriptor for a "quick fix". Certainly it could affect game balance if the pathing was changed and no units were changed. That's not really the issue though.

With regard to the original topic, evolving unit designs changes the nature of the game significantly as a competitive endeavor, whereas tweaks to the underlying game mechanics would (hopefully) provide more emergent depth instead of a change of scenery, so to speak. Incidentally, I'll reiterate that that's what maps are for.
Comprehensive strategic intention: DNE
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 11 2013 20:42 GMT
#342
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 11 2013 20:43 GMT
#343
On September 12 2013 05:31 EatThePath wrote:
Show nested quote +
On September 12 2013 05:19 Thieving Magpie wrote:
On September 12 2013 05:15 EatThePath wrote:
On September 12 2013 01:02 lolfail9001 wrote:
On September 12 2013 00:45 EatThePath wrote:
On September 12 2013 00:39 Thieving Magpie wrote:
On September 11 2013 15:24 EatThePath wrote:
On September 11 2013 14:49 Thieving Magpie wrote:
On September 11 2013 14:24 NukeD wrote:
On September 11 2013 13:00 Thieving Magpie wrote:
[quote]

He's not saying it doesn't work, he's saying its not entertaining.

Now he thinks his opinion that it isn't entertaining is fact and not simply an opinion--which is the type of snide remark that sparks flame wars.

But despite his snark, understand that he's trying to talk about visual appeal and not effectiveness of design or coding.

I personally disagree with him that unit pathing is badly implemented in SC2, but I do agree that it has not been the *cause* of entertaining play.

If AOE dps was upped so much that seige units became the norm and the game became about massive lines of aoe units not wanting to break the no man's land--then you'd get BW TvT and PvT where barracks units were pretty much never used.

Ok yeah I did want to sound a bit dramatic because I am somewhat frustrated by past discussions on the topic of SC2 pathing. Mostly by people chategorically refusing to understand what you are trying to say and dissmising the idea of not clumpy pathing with simple remarks as "ye make SC2 even easier with no spread micro" or "no more marine vs baneling" etc.

Ofcourse i am not talkin about the effectivness of the pathing in SC2. Its obviusly perfect at making the units do what you tell them to do. I am just saying, design wise however, its absolutelly abysmal (because of entertainment value if you will, but I mainly think of micro here as Rabiator explained previously).


My main grip against the "spread out the units" movement is that its not asking for the Yang to its Ying. If we spread units out, we need to design the units to be fun when fighting spread units. But the same could be said about units being clumped, if we design units to be fun to watch when fighting armies both would lead to the same end result entertainment wise.

Currently in SC2 it seems like half the units would be more entertaining if units were spread out and the other half are only interesting because the units clump. One or the other would be better.

Any units are always more fun when things are more spread out, because the lower local dps allows you time for relevant micro decisions. There can be tactics evolving within an engagement, not just a dominos release of two armies meeting.


There can be a lot of micro involved in clumped units as well.

Whether units are clumped or not are arbitrary--but units have to be designed with that arbitration in mind.

No matter how clumped or unclumped units are, RTS design remains the same.

Cheap mobile units outflank slow strong units but are squished by expensive aoe units which can't manage slow strong units.

The more transparent that trifecta is the more entertaining the game is.

In a game like BW, unit design was damage based. Dragoons dealt full damage to large units, vultures dealt full damage to small units, etc... Which works in a game with spread out units since fights are closer to the 1v1 scale that the units were designed in.

When units clump you can't have that dynamic which is why the +damage stats on units snowball. 1 maraduer compared to 1 stalker is very balanced. One is more mobile, one is more damaging, etc... They both have uses. But once you clump them up marauders hard counter stalkers so badly that it never feels fair. The reason it doesn't feel fair is that the units were designed with spread out 1v1 unit fights in mind and instead are put in a game where tight clumps allows focus fire to be easier instead of harder. (Try to focus fire with Dragoons in BW, that shit is hard! (Vultures are even tougher with the way they always wiggle a bit after stopping unless you use the hold command to stop and the patrol command to attack move))

When it is too easy to focus fire, don't give units such high damage potential. When the game is hard to focus fire in, give units high damage potential. One or the other.

But yes, declumping unit pathing is also a valid change, but it would require as much reworking of units as keeping units clumped.

I disagree for the simple reason that you can also clump your units by hand (like making a nice tight line of dragoons in BW). I can't really think of a single situation in SC2 that would be worse off with default unit clumping being reduced. Yes, the AoE spells wouldn't be as juicy but they don't have to be to be useful. At the highest level they serve as space control anyway.

The ability to move fluidly in a clump without effort causes degenerate situations like 100 stim marines winning easily against double the supply of zerglings.

The ability to move fluidly in a clump without effort causes degenerate situations like 100 stim marines losing to 10 burrowed banelings. It is double edged sword.

The difference is there's nothing the zerglings can do to win. The marines can easily avoid dying to banelings like that.


A lot of zerg's wins vs protoss has come about due to zergling clump being difficult to stop with forcefields unless you're parti- *cough* I mean perfect.

The way mass zerglings play in SC2 is MUCH different than it was in BW and has lead to very very very brutal results in PvZ. There's a reason Zealots mostly suck even against zerglings.

Again, this is a "problem" with fluid clumpy movement. Perhaps it'd be better to say, "an arguably undesirable consequence of". + Show Spoiler +
In the case of PvZ, there's no mineral sink unit that range dps's zerglings that scales well into the lategame for protoss to be including in their army. So the difference between okay and not okay is very stark. That said, it's okay to add zealots to your army if you see vast quantities of lings and this is more or less effective much of the time. As long as you're fighting lings and not watching them run into your mineral lines.


Just showing you how the smooth controls did not actually nerf zerglings and have made them better 9/10 of the time. This is true for many of the units in SC2 that have transitioned from BW. (Even the firebat's better )

The clumped armies have problems, and some aspects of the game need looking into. How clumped or smooth they are is not really the problem. If the choose to declump then that's fine, declump it, but if they choose not to declump it then that is fine too since there are still many ways to improve the game whether there is clumping or not.

Melee units, to me, look great clumped. Zerglings, Zealots, Ultralisks, banelings, etc...
Small ranged units look retarded clumped, reapers, marines, etc...
Larger units look okay clumped like tanks, stalkers, etc...
While other large units look dumb like Archons, Thors, etc...

Its not as black and white as you would like it to be.
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 11 2013 20:45 GMT
#344
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.


I will answer this in a blog post next week.
Hark, what baseball through yonder window breaks?
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-09-11 20:53:49
September 11 2013 20:49 GMT
#345
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.
DeMoN pulls off a Miracle and Flies to the Moon
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-09-11 20:51:57
September 11 2013 20:51 GMT
#346
On September 12 2013 05:43 Thieving Magpie wrote:
Show nested quote +
On September 12 2013 05:31 EatThePath wrote:
On September 12 2013 05:19 Thieving Magpie wrote:
On September 12 2013 05:15 EatThePath wrote:
On September 12 2013 01:02 lolfail9001 wrote:
On September 12 2013 00:45 EatThePath wrote:
On September 12 2013 00:39 Thieving Magpie wrote:
On September 11 2013 15:24 EatThePath wrote:
On September 11 2013 14:49 Thieving Magpie wrote:
On September 11 2013 14:24 NukeD wrote:
[quote]
Ok yeah I did want to sound a bit dramatic because I am somewhat frustrated by past discussions on the topic of SC2 pathing. Mostly by people chategorically refusing to understand what you are trying to say and dissmising the idea of not clumpy pathing with simple remarks as "ye make SC2 even easier with no spread micro" or "no more marine vs baneling" etc.

Ofcourse i am not talkin about the effectivness of the pathing in SC2. Its obviusly perfect at making the units do what you tell them to do. I am just saying, design wise however, its absolutelly abysmal (because of entertainment value if you will, but I mainly think of micro here as Rabiator explained previously).


My main grip against the "spread out the units" movement is that its not asking for the Yang to its Ying. If we spread units out, we need to design the units to be fun when fighting spread units. But the same could be said about units being clumped, if we design units to be fun to watch when fighting armies both would lead to the same end result entertainment wise.

Currently in SC2 it seems like half the units would be more entertaining if units were spread out and the other half are only interesting because the units clump. One or the other would be better.

Any units are always more fun when things are more spread out, because the lower local dps allows you time for relevant micro decisions. There can be tactics evolving within an engagement, not just a dominos release of two armies meeting.


There can be a lot of micro involved in clumped units as well.

Whether units are clumped or not are arbitrary--but units have to be designed with that arbitration in mind.

No matter how clumped or unclumped units are, RTS design remains the same.

Cheap mobile units outflank slow strong units but are squished by expensive aoe units which can't manage slow strong units.

The more transparent that trifecta is the more entertaining the game is.

In a game like BW, unit design was damage based. Dragoons dealt full damage to large units, vultures dealt full damage to small units, etc... Which works in a game with spread out units since fights are closer to the 1v1 scale that the units were designed in.

When units clump you can't have that dynamic which is why the +damage stats on units snowball. 1 maraduer compared to 1 stalker is very balanced. One is more mobile, one is more damaging, etc... They both have uses. But once you clump them up marauders hard counter stalkers so badly that it never feels fair. The reason it doesn't feel fair is that the units were designed with spread out 1v1 unit fights in mind and instead are put in a game where tight clumps allows focus fire to be easier instead of harder. (Try to focus fire with Dragoons in BW, that shit is hard! (Vultures are even tougher with the way they always wiggle a bit after stopping unless you use the hold command to stop and the patrol command to attack move))

When it is too easy to focus fire, don't give units such high damage potential. When the game is hard to focus fire in, give units high damage potential. One or the other.

But yes, declumping unit pathing is also a valid change, but it would require as much reworking of units as keeping units clumped.

I disagree for the simple reason that you can also clump your units by hand (like making a nice tight line of dragoons in BW). I can't really think of a single situation in SC2 that would be worse off with default unit clumping being reduced. Yes, the AoE spells wouldn't be as juicy but they don't have to be to be useful. At the highest level they serve as space control anyway.

The ability to move fluidly in a clump without effort causes degenerate situations like 100 stim marines winning easily against double the supply of zerglings.

The ability to move fluidly in a clump without effort causes degenerate situations like 100 stim marines losing to 10 burrowed banelings. It is double edged sword.

The difference is there's nothing the zerglings can do to win. The marines can easily avoid dying to banelings like that.


A lot of zerg's wins vs protoss has come about due to zergling clump being difficult to stop with forcefields unless you're parti- *cough* I mean perfect.

The way mass zerglings play in SC2 is MUCH different than it was in BW and has lead to very very very brutal results in PvZ. There's a reason Zealots mostly suck even against zerglings.

Again, this is a "problem" with fluid clumpy movement. Perhaps it'd be better to say, "an arguably undesirable consequence of". + Show Spoiler +
In the case of PvZ, there's no mineral sink unit that range dps's zerglings that scales well into the lategame for protoss to be including in their army. So the difference between okay and not okay is very stark. That said, it's okay to add zealots to your army if you see vast quantities of lings and this is more or less effective much of the time. As long as you're fighting lings and not watching them run into your mineral lines.


Just showing you how the smooth controls did not actually nerf zerglings and have made them better 9/10 of the time. This is true for many of the units in SC2 that have transitioned from BW. (Even the firebat's better )

I'm not sure what you're saying. I didn't really comment on whether they're worse than they used to be in BW, I was pointing out a degenerate situation where tier 1 units have an egregious disparity in how they scale, and implicating the pathfinding. We can theorycraft (with some confidence) that zergling runby's would be worse in a world of less fluid pathing, but I'm much more interested in what engagement dynamics are like generally, and the strategic consequences. E.g. de facto defender's advantage due to inferior local dps while moving into an existing enemy formation.

On September 12 2013 05:45 Thieving Magpie wrote:
Show nested quote +
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.


I will answer this in a blog post next week.

Looking forward to it.
Comprehensive strategic intention: DNE
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 11 2013 21:16 GMT
#347
On September 12 2013 05:49 lolfail9001 wrote:
Show nested quote +
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-09-11 21:21:42
September 11 2013 21:21 GMT
#348
On September 12 2013 06:16 Grumbels wrote:
Show nested quote +
On September 12 2013 05:49 lolfail9001 wrote:
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?

You mean WC2? Since WC3's pathing is irrelevant to SC1. I have no clue about WC2, but if my memory serves me right, they used it as purely top-down rendering, so it had no problems like that problem with bridge demonstrated on pick. Also, what do you mean under sequel to Brood War?
DeMoN pulls off a Miracle and Flies to the Moon
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
September 11 2013 21:46 GMT
#349
On September 12 2013 04:55 dani` wrote:
Show nested quote +
On September 10 2013 23:20 Thieving Magpie wrote:
On September 10 2013 22:59 _Search_ wrote:
I really don't get why Starcraft people don't understand that the word "utilize" is just a pretentious way of saying "use". NEVER say utilize. Ever.


Use and utilize are very different words....

Utilize comes from the word utility, and implies the accessing of variant aspects of an object instead of using its primary function.

Example:
One uses a knife to slice, yet by utilizing a knife's handle, one can hammer open peanuts.
One uses a knife to cut, but one can utilize the thin blade of a knife to pry open a pistachio.
One uses a knife to peel, but by utilizing the flat side of the blade, one can also press garlic.

Using something for its primary function is utilizing it too, you just made that distinction up. I won't say utilize can be replaced by use and confer the exact same meaning in each and every instance, but usually this holds.

Just look in any dictionary, and you'll most likely see it's indeed a synonym for 'use'. Below is Merriam Webster's entry.
Show nested quote +

Full Definition of UTILIZE
: to make use of : turn to practical use or account

Synonyms
apply, employ, exercise, exploit, harness, operate, use


Not really. People don't say, "I utilize a spoon for scooping". There's a difference between denotation (definition) and conotation (context of the word).

For example, acquit and absolve mean "free from guilt". However, we use "acquit" for law freeing the suspect while absolve can be used in multiple situations such as forgiveness, debt, etc. Same goes for utilize and use. Use focuses on primary function while utilize is based on multiple functions.
Seed's # 1 fan!!! #ForVengeance
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 11 2013 22:15 GMT
#350
On September 12 2013 06:21 lolfail9001 wrote:
Show nested quote +
On September 12 2013 06:16 Grumbels wrote:
On September 12 2013 05:49 lolfail9001 wrote:
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?

You mean WC2? Since WC3's pathing is irrelevant to SC1. I have no clue about WC2, but if my memory serves me right, they used it as purely top-down rendering, so it had no problems like that problem with bridge demonstrated on pick. Also, what do you mean under sequel to Brood War?

?? Wc3 = wc3. the point is that you can't say that the bw pathfinding was buggy so you shouldn't use it in a modern game. they could have fixed the bugs and used the same sort of pathfinding for a sequel to brood war (a hypothetical sc2). in fact, they did fix it for a sequel to brood war, namely wc3
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 11 2013 22:49 GMT
#351
On September 12 2013 07:15 Grumbels wrote:
Show nested quote +
On September 12 2013 06:21 lolfail9001 wrote:
On September 12 2013 06:16 Grumbels wrote:
On September 12 2013 05:49 lolfail9001 wrote:
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?

You mean WC2? Since WC3's pathing is irrelevant to SC1. I have no clue about WC2, but if my memory serves me right, they used it as purely top-down rendering, so it had no problems like that problem with bridge demonstrated on pick. Also, what do you mean under sequel to Brood War?

?? Wc3 = wc3. the point is that you can't say that the bw pathfinding was buggy so you shouldn't use it in a modern game. they could have fixed the bugs and used the same sort of pathfinding for a sequel to brood war (a hypothetical sc2). in fact, they did fix it for a sequel to brood war, namely wc3


Because the bug was the pathfinding...

To "fix the bugs" is to not use the pathfinding...

There wasn't a "Dragoon Bug" there was a pathfinding bug that affected units of the size of the dragoon when navigating a space of size X from direction Y. The Dragoon was fine, the Vultures were fine. The "bug" was the pathfinding.
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 11 2013 22:52 GMT
#352
On September 12 2013 06:46 hansonslee wrote:
Show nested quote +
On September 12 2013 04:55 dani` wrote:
On September 10 2013 23:20 Thieving Magpie wrote:
On September 10 2013 22:59 _Search_ wrote:
I really don't get why Starcraft people don't understand that the word "utilize" is just a pretentious way of saying "use". NEVER say utilize. Ever.


Use and utilize are very different words....

Utilize comes from the word utility, and implies the accessing of variant aspects of an object instead of using its primary function.

Example:
One uses a knife to slice, yet by utilizing a knife's handle, one can hammer open peanuts.
One uses a knife to cut, but one can utilize the thin blade of a knife to pry open a pistachio.
One uses a knife to peel, but by utilizing the flat side of the blade, one can also press garlic.

Using something for its primary function is utilizing it too, you just made that distinction up. I won't say utilize can be replaced by use and confer the exact same meaning in each and every instance, but usually this holds.

Just look in any dictionary, and you'll most likely see it's indeed a synonym for 'use'. Below is Merriam Webster's entry.

Full Definition of UTILIZE
: to make use of : turn to practical use or account

Synonyms
apply, employ, exercise, exploit, harness, operate, use


Not really. People don't say, "I utilize a spoon for scooping". There's a difference between denotation (definition) and conotation (context of the word).

For example, acquit and absolve mean "free from guilt". However, we use "acquit" for law freeing the suspect while absolve can be used in multiple situations such as forgiveness, debt, etc. Same goes for utilize and use. Use focuses on primary function while utilize is based on multiple functions.


_Search_ was technically correct that you shouldn't use the word utilize when you actually intended to mean Use; his conclusion was wrong that you should always utilize use as a catch all word instead of utilize.
Hark, what baseball through yonder window breaks?
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 11 2013 22:54 GMT
#353
On September 12 2013 07:49 Thieving Magpie wrote:
Show nested quote +
On September 12 2013 07:15 Grumbels wrote:
On September 12 2013 06:21 lolfail9001 wrote:
On September 12 2013 06:16 Grumbels wrote:
On September 12 2013 05:49 lolfail9001 wrote:
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?

You mean WC2? Since WC3's pathing is irrelevant to SC1. I have no clue about WC2, but if my memory serves me right, they used it as purely top-down rendering, so it had no problems like that problem with bridge demonstrated on pick. Also, what do you mean under sequel to Brood War?

?? Wc3 = wc3. the point is that you can't say that the bw pathfinding was buggy so you shouldn't use it in a modern game. they could have fixed the bugs and used the same sort of pathfinding for a sequel to brood war (a hypothetical sc2). in fact, they did fix it for a sequel to brood war, namely wc3


Because the bug was the pathfinding...

To "fix the bugs" is to not use the pathfinding...

There wasn't a "Dragoon Bug" there was a pathfinding bug that affected units of the size of the dragoon when navigating a space of size X from direction Y. The Dragoon was fine, the Vultures were fine. The "bug" was the pathfinding.

you really think they couldn't fix the behavior in some edge cases?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 11 2013 23:30 GMT
#354
On September 12 2013 07:54 Grumbels wrote:
Show nested quote +
On September 12 2013 07:49 Thieving Magpie wrote:
On September 12 2013 07:15 Grumbels wrote:
On September 12 2013 06:21 lolfail9001 wrote:
On September 12 2013 06:16 Grumbels wrote:
On September 12 2013 05:49 lolfail9001 wrote:
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?

You mean WC2? Since WC3's pathing is irrelevant to SC1. I have no clue about WC2, but if my memory serves me right, they used it as purely top-down rendering, so it had no problems like that problem with bridge demonstrated on pick. Also, what do you mean under sequel to Brood War?

?? Wc3 = wc3. the point is that you can't say that the bw pathfinding was buggy so you shouldn't use it in a modern game. they could have fixed the bugs and used the same sort of pathfinding for a sequel to brood war (a hypothetical sc2). in fact, they did fix it for a sequel to brood war, namely wc3


Because the bug was the pathfinding...

To "fix the bugs" is to not use the pathfinding...

There wasn't a "Dragoon Bug" there was a pathfinding bug that affected units of the size of the dragoon when navigating a space of size X from direction Y. The Dragoon was fine, the Vultures were fine. The "bug" was the pathfinding.

you really think they couldn't fix the behavior in some edge cases?


They did.

Smaller box sizes for units, smoother collisions, and better algorithms to prevent infinite loops: SC2.

Unless you want them to program units to specifically act in a buggy way except for a select few?
Hark, what baseball through yonder window breaks?
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 12 2013 07:53 GMT
#355
On September 12 2013 08:30 Thieving Magpie wrote:
Show nested quote +
On September 12 2013 07:54 Grumbels wrote:
On September 12 2013 07:49 Thieving Magpie wrote:
On September 12 2013 07:15 Grumbels wrote:
On September 12 2013 06:21 lolfail9001 wrote:
On September 12 2013 06:16 Grumbels wrote:
On September 12 2013 05:49 lolfail9001 wrote:
On September 12 2013 05:42 Grumbels wrote:
I don't know why people always bring up the Brood War pathing bugs as an example of how we should be happy to have new and improved SC2 pathfinding. They could always have fixed those bugs, for instance WC3 had largely similar pathfinding to Brood War but without so much of the clumsiness. I always thought it was annoying that SC2 doesn't allow you to do blocking micro, similar to WC3, units are just slippery and take up no space.

http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
Good luck fixing! And no, i am neutral to path finding, it is simply a funny note that good part of Sc1 consisted of those bugs and dirty hacks like this.

Pathfinding for WC3 works out fine even though it's based on the same algorithm, so why couldn't they fix the bugs for a sequel to Brood War?

You mean WC2? Since WC3's pathing is irrelevant to SC1. I have no clue about WC2, but if my memory serves me right, they used it as purely top-down rendering, so it had no problems like that problem with bridge demonstrated on pick. Also, what do you mean under sequel to Brood War?

?? Wc3 = wc3. the point is that you can't say that the bw pathfinding was buggy so you shouldn't use it in a modern game. they could have fixed the bugs and used the same sort of pathfinding for a sequel to brood war (a hypothetical sc2). in fact, they did fix it for a sequel to brood war, namely wc3


Because the bug was the pathfinding...

To "fix the bugs" is to not use the pathfinding...

There wasn't a "Dragoon Bug" there was a pathfinding bug that affected units of the size of the dragoon when navigating a space of size X from direction Y. The Dragoon was fine, the Vultures were fine. The "bug" was the pathfinding.

you really think they couldn't fix the behavior in some edge cases?


They did.

Smaller box sizes for units, smoother collisions, and better algorithms to prevent infinite loops: SC2.

Unless you want them to program units to specifically act in a buggy way except for a select few?

now you're being dishonest, sc2 pathfinding has nothing to do with scbw pathfinding. they could have kept the behavior of scbw the same while smoothing out some edge cases or 'bugs'. sc2 uses a completely different type of algorithm as far as I know.

wc3 had similar pathfinding to scbw and it never felt buggy to me there
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Belisarius
Profile Joined November 2010
Australia6233 Posts
September 12 2013 08:00 GMT
#356
Lot of effort in the OP, but it's a pretty pointless discussion. "Balance" in Dota etc is completely different because of the pick/ban mechanic. Both teams have access to the same heroes and have the same mechanisms to remove/abuse them. If there's a horribly OP hero in the pool he just gets banned.

That makes balance in moba games much more robust. The designers can afford to make more sweeping changes because the system can self-correct for a certain amount of imbalance. SC2, by comparison, is asymmetric and has no mechanic like the pick/ban phase, so it has to be modified in a much more conservative way.

There are a few small things SC2 might be able to learn from mobas, but it's rarely helpful to compare them.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 12 2013 08:58 GMT
#357
On September 12 2013 17:00 Belisarius wrote:
Lot of effort in the OP, but it's a pretty pointless discussion. "Balance" in Dota etc is completely different because of the pick/ban mechanic. Both teams have access to the same heroes and have the same mechanisms to remove/abuse them. If there's a horribly OP hero in the pool he just gets banned.

That makes balance in moba games much more robust. The designers can afford to make more sweeping changes because the system can self-correct for a certain amount of imbalance. SC2, by comparison, is asymmetric and has no mechanic like the pick/ban phase, so it has to be modified in a much more conservative way.

There are a few small things SC2 might be able to learn from mobas, but it's rarely helpful to compare them.

I had an idea that, say, contaminate was similar-ish to banning heroes in dota. You can reserve it for the strongest aspect of the opponent's race, so it helps contain more imbalanced things. :o
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Belisarius
Profile Joined November 2010
Australia6233 Posts
September 12 2013 09:32 GMT
#358
...but you still have to tech to contaminate, and buy the unit to cast it, and get it into your opponent's base, and it's temporary, and even then they can just build another structure. And it's available only to Zerg, which completely undermines the levelling effect of pick/ban.

It's not even remotely comparable. And please let's not try to introduce a "ban X unit from your opponent's race" minigame.

RTS games are just fundamentally different, and harder to balance.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 12 2013 09:58 GMT
#359
On September 12 2013 18:32 Belisarius wrote:
...but you still have to tech to contaminate, and buy the unit to cast it, and get it into your opponent's base, and it's temporary, and even then they can just build another structure. And it's available only to Zerg, which completely undermines the levelling effect of pick/ban.

It's not even remotely comparable. And please let's not try to introduce a "ban X unit from your opponent's race" minigame.

RTS games are just fundamentally different, and harder to balance.

I think that theoretically contaminate could have an equalizing effect on balance, somewhat similar(-ish!) to banning heroes in dota. It can help contain aspects of the opponent's race that are strong. Your counter arguments are a bit pitiful and nonsensical, the specifics of resource and opportunity cost, race availability etc. really don't matter for my theory. And where did you get that I was proposing that we could "ban unit X"? :o
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MikeMM
Profile Joined November 2012
Russian Federation221 Posts
Last Edited: 2013-09-12 10:24:47
September 12 2013 10:23 GMT
#360
On September 12 2013 18:32 Belisarius wrote:
...but you still have to tech to contaminate, and buy the unit to cast it, and get it into your opponent's base, and it's temporary, and even then they can just build another structure. And it's available only to Zerg, which completely undermines the levelling effect of pick/ban.

It's not even remotely comparable. And please let's not try to introduce a "ban X unit from your opponent's race" minigame.

RTS games are just fundamentally different, and harder to balance.

RTS games are not hard to balance.
It is SC2 with asymmetrical economy and production for each race that is hard to balance.
Had developers kept economy like it was in BW SC2 units would have been much easier to balance.
Prev 1 16 17 18 19 20 25 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 291
StarCraft: Brood War
Artosis 367
hero 219
Rush 172
Terrorterran 19
Dota 2
monkeys_forever285
capcasts133
League of Legends
JimRising 380
Super Smash Bros
C9.Mang0209
Mew2King68
Other Games
summit1g15179
Grubby2850
FrodaN433
hungrybox316
Liquid`Hasu140
ZombieGrub59
KnowMe57
ViBE38
ROOTCatZ23
Organizations
Other Games
BasetradeTV118
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Adnapsc2 23
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki33
• blackmanpl 30
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• masondota21271
League of Legends
• Doublelift3046
Other Games
• imaqtpie1173
• Scarra623
Upcoming Events
Replay Cast
1h 37m
The PondCast
11h 37m
CranKy Ducklings
1d 1h
WardiTV Team League
1d 12h
Replay Cast
2 days
CranKy Ducklings
2 days
WardiTV Team League
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV Team League
3 days
OSC
3 days
BSL
3 days
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
GSL
5 days
Replay Cast
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.