|
It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great.
|
People expected SC2 to take over the world in the same way that BW took over Korea. Once people realized that wouldn't happen they turned their attention towards talking shit about other games (mostly LoL) and stopped caring about SC2, subsequently becoming overprotective of its legitimacy as a sport (Orb witch hunt among others). Of course, Blizzard also dropped the ball on a lot of things, but the community did its share as well.
|
On October 09 2013 22:21 Squat wrote:Show nested quote +On October 09 2013 21:48 Grumbels wrote:On October 09 2013 13:33 Falling wrote:On October 09 2013 03:57 Ctone23 wrote: Sitting around and bashing SC2 because so-and-so game is getting more viewers, or some nostalgic "BW is the best ever" approach (seriously what other games were out when BW was out that could compete?), just isn't healthy for the scene, and quite frankly shows that e-sports has a lot of growing up to do. In retrospect, BW blew everyone out the water. But that is a view of knowing the future and interpreting backwards. From Patrick Wyatt's blog (lead developer of Starcraft) With everyone looking critically at StarCraft, it was clear that the project needed to be vastly more ambitious than our previous ground-breaking efforts in defining the future of the real-time strategy (RTS) genre with the first two Warcraft games.
At the time of the StarCraft reboot, according to Johnny Wilson, then Editor in Chief of Computer Gaming World, the largest-distribution gaming magazine of that time, there were over eighty (80!!) RTS games in development. With so many competitors on our heels, including Westwood Studios, the company that originated the modern RTS play-style, we needed to make something that kicked ass. Emphasis mine. I somehow doubt there are that many rts games in development now though there are a couple big ones that get released. We're looking at it from the perspective of how competition affected Brood War, but in general you can see that with more games and more competition there will be increased risk taking and more variance in game quality. One of the game that ended up being great was Brood War, it's not necessary luck because in retrospect we can see what decisions were made to cause the desirable gameplay, but let's also not pretend like the developers had perfect foresight. (survivor bias) Starcraft 2 on the other hand only had Supreme Commander II as competition? And they were guaranteed an audience because of Blizzard's brand value. Of course they would only consolidate and focus on getting a solid, well-produced game. Why should they take risks? On October 09 2013 20:02 TheBloodyDwarf wrote:On October 09 2013 13:14 Kheve wrote:On October 09 2013 03:57 Ctone23 wrote:
Seriously though, there is entirely too much whining going on. It's downright depressing coming onto TL and reading through this. I mean, what did you guys expect, for SC2 to beat out the likes of the NFL, EPL, MLB?
Sitting around and bashing SC2 because so-and-so game is getting more viewers, or some nostalgic "BW is the best ever" approach (seriously what other games were out when BW was out that could compete?), just isn't healthy for the scene, and quite frankly shows that e-sports has a lot of growing up to do. What other games were out?!?!??!?! OMG EVERY single game that died out thats what. And why did they die out? coz of BW. Did other developers jes shut their doors and say gg BW > ALL ofc not. They tried they failed thats all. Command and conquer #1 before SC. Many sequels too with existing fanbase but all lost to an older game. Age of Empire another great of its time, all its sequel failed due to BW. Total anihilation touted as the greatest innovation in the rts genre died also when compared to BW. Countless of other big budget rts came and die. Oh yes how could i forget DUNE the grandfather of rts. Its not that BW had no competition, nearly all competition pales in comparison to BW. This must be one of the stupiest comments that I have ever readed. How then you explain that aoe2 is highest rated rts game of all time? You call that fail? aoe3 is rated great also. aoe2 is also the most pirated game ever. You are living in your own fantasy world where broodwar rules them all. And I dont wanna be dick but broodwar was pretty much dead outside of korea already in 2005. (By amounth of players) Well, you are oblivious troll so I shouldnt answer to you. Age of Empires II is still played at my university while Blizzard RTS games are forgotten. I think that they have an image as being a niche activity that's not necessarily respectable. I don't know if it's because of the difficulty, the cartoon graphics or the people proselyting about the coming of e-sports being seen as cultists, but among an audience of university students it hasn't aged very well. AOE 2 is a very fundamentally sound game that has aged remarkably well. It's easier to play than BW mechanically and it's quite a bit more forgiving for small errors. It also simulates the strategy part of RTS very well. I used to play it a ton back in the day, got fairly decent. It's definitely one of the all time best RTS games, probably the best for casual play, it's easy to pick up and play, and feels grandiose and epic. It never had the depth or razor edge balance of BW, some civs are clearly broken towards both ends of the spectrum, but that is typically not very important for a bunch of students getting together to play just for fun. Edit: It just struck me, Koreans were borderline broken in AOE2, meaning they are OP in RTS games both in and out of the game. Nerf pls. The only game I've played for the last three months is Settlers II, yay for old school strategy games. Actually, I find the slow-paced gameplay where you're building up a civilization and economy very interesting, it's an area where BW and SC2 are lacking. For understandable reasons, as it would conflict with the fast-paced competitive gameplay ideal, but it makes the economy/macro aspect one-dimensional some times. A lot of the subtle nuances of Starcraft's economy aren't really apparent to casual players anyway, they will simply see zerg production and economy as 'build drones' -> 'build army', they won't consider all the reasoning that goes into deciding when to produce either of the two.
When I was ~10 I used to play Warcraft II, but what I would do was that I would create a new map in the editor with several computer players and then have a base of my own surrounded by trees and gold mines. Then I would create a big army, slowly cut down the trees to create a path out of seclusion, and use my army to defeat the opponent. I would probably be bored doing the same thing now, but I think there is something to the idea of 'building up' as being enjoyable.
|
On October 10 2013 01:21 Grumbels wrote:Show nested quote +On October 09 2013 22:21 Squat wrote:On October 09 2013 21:48 Grumbels wrote:On October 09 2013 13:33 Falling wrote:On October 09 2013 03:57 Ctone23 wrote: Sitting around and bashing SC2 because so-and-so game is getting more viewers, or some nostalgic "BW is the best ever" approach (seriously what other games were out when BW was out that could compete?), just isn't healthy for the scene, and quite frankly shows that e-sports has a lot of growing up to do. In retrospect, BW blew everyone out the water. But that is a view of knowing the future and interpreting backwards. From Patrick Wyatt's blog (lead developer of Starcraft) With everyone looking critically at StarCraft, it was clear that the project needed to be vastly more ambitious than our previous ground-breaking efforts in defining the future of the real-time strategy (RTS) genre with the first two Warcraft games.
At the time of the StarCraft reboot, according to Johnny Wilson, then Editor in Chief of Computer Gaming World, the largest-distribution gaming magazine of that time, there were over eighty (80!!) RTS games in development. With so many competitors on our heels, including Westwood Studios, the company that originated the modern RTS play-style, we needed to make something that kicked ass. Emphasis mine. I somehow doubt there are that many rts games in development now though there are a couple big ones that get released. We're looking at it from the perspective of how competition affected Brood War, but in general you can see that with more games and more competition there will be increased risk taking and more variance in game quality. One of the game that ended up being great was Brood War, it's not necessary luck because in retrospect we can see what decisions were made to cause the desirable gameplay, but let's also not pretend like the developers had perfect foresight. (survivor bias) Starcraft 2 on the other hand only had Supreme Commander II as competition? And they were guaranteed an audience because of Blizzard's brand value. Of course they would only consolidate and focus on getting a solid, well-produced game. Why should they take risks? On October 09 2013 20:02 TheBloodyDwarf wrote:On October 09 2013 13:14 Kheve wrote:On October 09 2013 03:57 Ctone23 wrote:
Seriously though, there is entirely too much whining going on. It's downright depressing coming onto TL and reading through this. I mean, what did you guys expect, for SC2 to beat out the likes of the NFL, EPL, MLB?
Sitting around and bashing SC2 because so-and-so game is getting more viewers, or some nostalgic "BW is the best ever" approach (seriously what other games were out when BW was out that could compete?), just isn't healthy for the scene, and quite frankly shows that e-sports has a lot of growing up to do. What other games were out?!?!??!?! OMG EVERY single game that died out thats what. And why did they die out? coz of BW. Did other developers jes shut their doors and say gg BW > ALL ofc not. They tried they failed thats all. Command and conquer #1 before SC. Many sequels too with existing fanbase but all lost to an older game. Age of Empire another great of its time, all its sequel failed due to BW. Total anihilation touted as the greatest innovation in the rts genre died also when compared to BW. Countless of other big budget rts came and die. Oh yes how could i forget DUNE the grandfather of rts. Its not that BW had no competition, nearly all competition pales in comparison to BW. This must be one of the stupiest comments that I have ever readed. How then you explain that aoe2 is highest rated rts game of all time? You call that fail? aoe3 is rated great also. aoe2 is also the most pirated game ever. You are living in your own fantasy world where broodwar rules them all. And I dont wanna be dick but broodwar was pretty much dead outside of korea already in 2005. (By amounth of players) Well, you are oblivious troll so I shouldnt answer to you. Age of Empires II is still played at my university while Blizzard RTS games are forgotten. I think that they have an image as being a niche activity that's not necessarily respectable. I don't know if it's because of the difficulty, the cartoon graphics or the people proselyting about the coming of e-sports being seen as cultists, but among an audience of university students it hasn't aged very well. AOE 2 is a very fundamentally sound game that has aged remarkably well. It's easier to play than BW mechanically and it's quite a bit more forgiving for small errors. It also simulates the strategy part of RTS very well. I used to play it a ton back in the day, got fairly decent. It's definitely one of the all time best RTS games, probably the best for casual play, it's easy to pick up and play, and feels grandiose and epic. It never had the depth or razor edge balance of BW, some civs are clearly broken towards both ends of the spectrum, but that is typically not very important for a bunch of students getting together to play just for fun. Edit: It just struck me, Koreans were borderline broken in AOE2, meaning they are OP in RTS games both in and out of the game. Nerf pls. The only game I've played for the last three months is Settlers II, yay for old school strategy games. Actually, I find the slow-paced gameplay where you're building up a civilization and economy very interesting, it's an area where BW and SC2 are lacking. For understandable reasons, as it would conflict with the fast-paced competitive gameplay ideal, but it makes the economy/macro aspect one-dimensional some times. A lot of the subtle nuances of Starcraft's economy aren't really apparent to casual players anyway, they will simply see zerg production and economy as 'build drones' -> 'build army', they won't consider all the reasoning that goes into deciding when to produce either of the two.
I think you are very right that many, many people who love Strategy games have trouble with the fast paced/competitive aspects of Starcraft (and similar games). I think Strategy games need some form of very slow simulation mode to really reach players that don't want a click-spamfest with timing oriented play and rather just want to tech up and build an evergrowing empire that interacts with opponents - while not running into serious trouble.
|
On October 09 2013 23:43 XaCez wrote: People expected SC2 to take over the world in the same way that BW took over Korea. Once people realized that wouldn't happen they turned their attention towards talking shit about other games (mostly LoL) and stopped caring about SC2, subsequently becoming overprotective of its legitimacy as a sport (Orb witch hunt among others). Of course, Blizzard also dropped the ball on a lot of things, but the community did its share as well.
Eh, I wouldn't say that. Actually I don't see how the sc2 community is significantly worse than any other (e)Sport community out there. Care to name a few examples? :-/
The Orb incidence would've happened like that in any other community, in my opinion. Every community absolutely hates being lied to, especially from people who do it to talk down some mistake they did (take for example the former German minister of defense and his copied phd thesis).
|
On October 10 2013 01:45 JustPassingBy wrote:Show nested quote +On October 09 2013 23:43 XaCez wrote: People expected SC2 to take over the world in the same way that BW took over Korea. Once people realized that wouldn't happen they turned their attention towards talking shit about other games (mostly LoL) and stopped caring about SC2, subsequently becoming overprotective of its legitimacy as a sport (Orb witch hunt among others). Of course, Blizzard also dropped the ball on a lot of things, but the community did its share as well. Eh, I wouldn't say that. Actually I don't see how the sc2 community is significantly worse than any other (e)Sport community out there. Care to name a few examples? :-/ The Orb incidence would've happened like that in any other community, in my opinion. Every community absolutely hates being lied to, especially from people who do it to talk down some mistake they did.
"BW Fans love the game purely on nostalgia" "HAHA BW going down. Take that elitist jerks"
-Most New SC2 fans who did not know about BW before SC2. yeap .. those were dime a dozen back then. you won't see them now because SC2 fans is getting their own tons of trouble.
|
Russian Federation40186 Posts
On October 10 2013 01:51 shaftofpleasure wrote:Show nested quote +On October 10 2013 01:45 JustPassingBy wrote:On October 09 2013 23:43 XaCez wrote: People expected SC2 to take over the world in the same way that BW took over Korea. Once people realized that wouldn't happen they turned their attention towards talking shit about other games (mostly LoL) and stopped caring about SC2, subsequently becoming overprotective of its legitimacy as a sport (Orb witch hunt among others). Of course, Blizzard also dropped the ball on a lot of things, but the community did its share as well. Eh, I wouldn't say that. Actually I don't see how the sc2 community is significantly worse than any other (e)Sport community out there. Care to name a few examples? :-/ The Orb incidence would've happened like that in any other community, in my opinion. Every community absolutely hates being lied to, especially from people who do it to talk down some mistake they did. "BW Fans love the game purely on nostalgia" "HAHA BW going down. Take that elitist jerks" -Most New SC2 fans who did not know about BW before SC2. yeap .. those were dime a dozen back then. you won't see them now because SC2 fans is getting their own tons of trouble. Most New SC2 fans who did not know about BW before SC2 would never tell that. Why? Because they did not know about BW. Couple of trolls pretending to not know about BW yet saying that are not worth mentioning.
|
On October 10 2013 01:45 JustPassingBy wrote:Show nested quote +On October 09 2013 23:43 XaCez wrote: People expected SC2 to take over the world in the same way that BW took over Korea. Once people realized that wouldn't happen they turned their attention towards talking shit about other games (mostly LoL) and stopped caring about SC2, subsequently becoming overprotective of its legitimacy as a sport (Orb witch hunt among others). Of course, Blizzard also dropped the ball on a lot of things, but the community did its share as well. Eh, I wouldn't say that. Actually I don't see how the sc2 community is significantly worse than any other (e)Sport community out there. Care to name a few examples? :-/ The Orb incidence would've happened like that in any other community, in my opinion. Every community absolutely hates being lied to, especially from people who do it to talk down some mistake they did (take for example the former German minister of defense and his copied phd thesis). Anyone who thinks the Sc2 community is horrible probably hasn't been to any of the major MOBA communities. If you want your sanity permanently scarred, try heading over to the xbox live forums.
SC2 probably has one of the most civilized communities there is, gaming-wise. Which may or may not be saying very much.
|
On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great.
Reaver duds weren't part of the game design - you could argue Blizz would have liked to have fixed that bug, but it ended up being exciting. One of the problems with SC2 is there aren't any chance effects. Even high-ground advantage in BW meant a miss chance for units firing from below, something removed in SC2.
Biggest problems, in my opinon, for SC2 are unit clumping (obviously), and a few really terrible units like the Colossus and Marauder. Warpgate also needs a nerf, as well as force fields.
Lurkers were SO much better than swarm hosts, but Blizz is really crippled with their "we're not going to copy BW" attitude. It's unfortunate, but they're so afraid of being in the shadow of their old game they refuse to learn from it. Abilities like FF, fungal, and concussive shell just rob talented players of their ability to micro, and I would love it if they were removed from the game.
|
On October 10 2013 06:48 lowercase wrote:Show nested quote +On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. Reaver duds weren't part of the game design - you could argue Blizz would have liked to have fixed that bug, but it ended up being exciting. One of the problems with SC2 is there aren't any chance effects. Even high-ground advantage in BW meant a miss chance for units firing from below, something removed in SC2. Biggest problems, in my opinon, for SC2 are unit clumping (obviously), and a few really terrible units like the Colossus and Marauder. Warpgate also needs a nerf, as well as force fields. Lurkers were SO much better than swarm hosts, but Blizz is really crippled with their "we're not going to copy BW" attitude. It's unfortunate, but they're so afraid of being in the shadow of their old game they refuse to learn from it. Abilities like FF, fungal, and concussive shell just rob talented players of their ability to micro, and I would love it if they were removed from the game.
It feels that SC2 feels like fluids devouring each other instead of being able to have a consistent "war".
There isn't much units in SC2 that are able to "hold" grounds vs another.
BW is like attempting to gain as much territory as possible in order to safely grow the economy while SC2 is about "flight or fight" sort of mentality.
|
[QUOTE]On October 10 2013 06:48 lowercase wrote: [QUOTE]On October 09 2013 23:03 TheWorldToCome wrote: Blizz is really crippled with their "we're not going to copy BW" attitude. It's unfortunate, but they're so afraid of being in the shadow of their old game they refuse to learn from it.[/QUOTE]
|
[QUOTE]On October 10 2013 08:46 Zadien wrote: [QUOTE]On October 10 2013 06:48 lowercase wrote: [QUOTE]On October 09 2013 23:03 TheWorldToCome wrote: Blizz is really crippled with their "we're not going to copy BW" attitude. It's unfortunate, but they're so afraid of being in the shadow of their old game they refuse to learn from it.[/QUOTE][/QUOTE]
How come this is not the TL front page banner, or any large issue collected by census over their regimentally monitored big brotheresque admins?
|
On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. Sadly you cant take the units from BW and put them into SC2 and have an improved game, because the "easy mass production" and "automatically tighly clumped armies" AND "smartcast spellcasting" would make them far too overpowered. As a consequence they would have to be nerfed and thus made less exciting.
There wouldnt really be the need to dream about "BW HD" if the game wasnt built around the super tight clumps of armies ... which make "locally overpowered but hard to use units" (like the Reaver) impossible to add to the game. BW thrives on them, but SC2 couldnt handle them as the Infestor and the "mass Fungal from mass Infestors" has shown. Fungal Growth in its effect is totally broken, because there is no downside to it at all and because crowd control spells should be a great NO-NO for a game without heavy drawbacks. The one CC spell from BW made the units it locked down invulnerable and that was an acceptable drawback because the units were spread out in that game and you didnt get a whole lot of units most of the time.
On October 09 2013 23:43 XaCez wrote: People expected SC2 to take over the world in the same way that BW took over Korea. Once people realized that wouldn't happen they turned their attention towards talking shit about other games (mostly LoL) and stopped caring about SC2, subsequently becoming overprotective of its legitimacy as a sport (Orb witch hunt among others). Of course, Blizzard also dropped the ball on a lot of things, but the community did its share as well. The community only reacts to what it is given ... and it was given a hyped game with great potential that was ruined by the decisions of the devs. The main decision maker had come from another RTS franchise where he was part of a team that designed a rather bad game in that beloved franchise. Now make a guess who didnt do his job properly and failed to learn from past mistakes.
|
Philadelphia, PA10406 Posts
On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring.
|
On October 10 2013 14:20 tree.hugger wrote:Show nested quote +On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring. The units are only boring because "everything is special" and as a consequence special becomes normal. If there was no smartcast any Fungal Growth would be exciting, because there would be far fewer of them, but to combat the massive numbers of units clumped up you have to have smartcast activated. The same holds true for Forcefield and EMP and Psi Storm. Just look at EMP in BW for example and you see that it simply couldnt be used to "blanket a Protoss army" because it was part of the Science Vessel spells and thus there werent as many casters. The same is true for Feedback, which the Dark Archon - which no one got - had.
So to make units exciting they need to become "more special" and thus less frequently used, much harder to use AND more powerful. The Lurker has been added to the campaign and you can compare those SC2 stats to the BW stats to see how it would "have to be treated" to make it acceptable for SC2. It would become weak and boring and the same has happened to the other units that have already been "converted to SC2" ... and the reason is simply the stupid perfect unit pathing and unlimited unit selection, which the devs thought necessary for the game. Get rid of those two and you have a more exciting game where you can allow "locally overpowered units" to exist.
|
On October 10 2013 15:25 Rabiator wrote:Show nested quote +On October 10 2013 14:20 tree.hugger wrote:On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring. The units are only boring because "everything is special" and as a consequence special becomes normal. If there was no smartcast any Fungal Growth would be exciting, because there would be far fewer of them, but to combat the massive numbers of units clumped up you have to have smartcast activated. The same holds true for Forcefield and EMP and Psi Storm. Just look at EMP in BW for example and you see that it simply couldnt be used to "blanket a Protoss army" because it was part of the Science Vessel spells and thus there werent as many casters. The same is true for Feedback, which the Dark Archon - which no one got - had. So to make units exciting they need to become "more special" and thus less frequently used, much harder to use AND more powerful. The Lurker has been added to the campaign and you can compare those SC2 stats to the BW stats to see how it would "have to be treated" to make it acceptable for SC2. It would become weak and boring and the same has happened to the other units that have already been "converted to SC2" ... and the reason is simply the stupid perfect unit pathing and unlimited unit selection, which the devs thought necessary for the game. Get rid of those two and you have a more exciting game where you can allow "locally overpowered units" to exist.
I kinda agree with this post, but it shows greatly that this is not that easy then a lot of people argue.
You say that it would be better if SC2 would be harder to play with cutting smartcast unlimited unit selection and pathing. You say it would be a higher skill cap and we could really appreciate the "amazing fungals" in pro games and you are kind of right.
The point were the rat bites his tail is that a lot of people claim the success on LoL and Dota that they have a huge player base. But the thing is this player base are mostly casuals that play the MOBA games because they are team games and relatively easy to understand and execute.
You just cannot sell a game no matter if it is ftp or 50 bucks with things like limited unit selection, no waypoints and weird unit movement in 2013. Testing magazines or websides would destory that game and saying "well its kinda cool but it has controles from times were our main audience was 3 feet tall."
|
Russian Federation221 Posts
On October 10 2013 16:46 USvBleakill wrote:Show nested quote +On October 10 2013 15:25 Rabiator wrote:On October 10 2013 14:20 tree.hugger wrote:On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring. The units are only boring because "everything is special" and as a consequence special becomes normal. If there was no smartcast any Fungal Growth would be exciting, because there would be far fewer of them, but to combat the massive numbers of units clumped up you have to have smartcast activated. The same holds true for Forcefield and EMP and Psi Storm. Just look at EMP in BW for example and you see that it simply couldnt be used to "blanket a Protoss army" because it was part of the Science Vessel spells and thus there werent as many casters. The same is true for Feedback, which the Dark Archon - which no one got - had. So to make units exciting they need to become "more special" and thus less frequently used, much harder to use AND more powerful. The Lurker has been added to the campaign and you can compare those SC2 stats to the BW stats to see how it would "have to be treated" to make it acceptable for SC2. It would become weak and boring and the same has happened to the other units that have already been "converted to SC2" ... and the reason is simply the stupid perfect unit pathing and unlimited unit selection, which the devs thought necessary for the game. Get rid of those two and you have a more exciting game where you can allow "locally overpowered units" to exist. I kinda agree with this post, but it shows greatly that this is not that easy then a lot of people argue. You say that it would be better if SC2 would be harder to play with cutting smartcast unlimited unit selection and pathing. You say it would be a higher skill cap and we could really appreciate the "amazing fungals" in pro games and you are kind of right. The point were the rat bites his tail is that a lot of people claim the success on LoL and Dota that they have a huge player base. But the thing is this player base are mostly casuals that play the MOBA games because they are team games and relatively easy to understand and execute. You just cannot sell a game no matter if it is ftp or 50 bucks with things like limited unit selection, no waypoints and weird unit movement in 2013. Testing magazines or websides would destory that game and saying "well its kinda cool but it has controles from times were our main audience was 3 feet tall." The solution is quite simple. Only GM players and progamers should play on harder settings.
|
On October 10 2013 16:46 USvBleakill wrote:Show nested quote +On October 10 2013 15:25 Rabiator wrote:On October 10 2013 14:20 tree.hugger wrote:On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring. The units are only boring because "everything is special" and as a consequence special becomes normal. If there was no smartcast any Fungal Growth would be exciting, because there would be far fewer of them, but to combat the massive numbers of units clumped up you have to have smartcast activated. The same holds true for Forcefield and EMP and Psi Storm. Just look at EMP in BW for example and you see that it simply couldnt be used to "blanket a Protoss army" because it was part of the Science Vessel spells and thus there werent as many casters. The same is true for Feedback, which the Dark Archon - which no one got - had. So to make units exciting they need to become "more special" and thus less frequently used, much harder to use AND more powerful. The Lurker has been added to the campaign and you can compare those SC2 stats to the BW stats to see how it would "have to be treated" to make it acceptable for SC2. It would become weak and boring and the same has happened to the other units that have already been "converted to SC2" ... and the reason is simply the stupid perfect unit pathing and unlimited unit selection, which the devs thought necessary for the game. Get rid of those two and you have a more exciting game where you can allow "locally overpowered units" to exist. I kinda agree with this post, but it shows greatly that this is not that easy then a lot of people argue. You say that it would be better if SC2 would be harder to play with cutting smartcast unlimited unit selection and pathing. You say it would be a higher skill cap and we could really appreciate the "amazing fungals" in pro games and you are kind of right. The point were the rat bites his tail is that a lot of people claim the success on LoL and Dota that they have a huge player base. But the thing is this player base are mostly casuals that play the MOBA games because they are team games and relatively easy to understand and execute. You just cannot sell a game no matter if it is ftp or 50 bucks with things like limited unit selection, no waypoints and weird unit movement in 2013. Testing magazines or websides would destory that game and saying "well its kinda cool but it has controles from times were our main audience was 3 feet tall." I looked at the gamespot review of league of legends and they gave it a 6, the ign review gave it an 8. Yes, reviewers will mock your product, but if your game is both free and fun to play then word of mouth will be enough. I take it that most of the sales still come from a 'hype' period in the week after release, so maybe that's not the best strategy from a monetary perspective, but on the other hand it does seem like the best method if the goal is to have an e-sports: create a fun game that people like, invest one or two years into making constant core changes to the game, then invest money into supporting it as an e-sports.
|
On October 10 2013 16:56 MikeMM wrote:Show nested quote +On October 10 2013 16:46 USvBleakill wrote:On October 10 2013 15:25 Rabiator wrote:On October 10 2013 14:20 tree.hugger wrote:On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring. The units are only boring because "everything is special" and as a consequence special becomes normal. If there was no smartcast any Fungal Growth would be exciting, because there would be far fewer of them, but to combat the massive numbers of units clumped up you have to have smartcast activated. The same holds true for Forcefield and EMP and Psi Storm. Just look at EMP in BW for example and you see that it simply couldnt be used to "blanket a Protoss army" because it was part of the Science Vessel spells and thus there werent as many casters. The same is true for Feedback, which the Dark Archon - which no one got - had. So to make units exciting they need to become "more special" and thus less frequently used, much harder to use AND more powerful. The Lurker has been added to the campaign and you can compare those SC2 stats to the BW stats to see how it would "have to be treated" to make it acceptable for SC2. It would become weak and boring and the same has happened to the other units that have already been "converted to SC2" ... and the reason is simply the stupid perfect unit pathing and unlimited unit selection, which the devs thought necessary for the game. Get rid of those two and you have a more exciting game where you can allow "locally overpowered units" to exist. I kinda agree with this post, but it shows greatly that this is not that easy then a lot of people argue. You say that it would be better if SC2 would be harder to play with cutting smartcast unlimited unit selection and pathing. You say it would be a higher skill cap and we could really appreciate the "amazing fungals" in pro games and you are kind of right. The point were the rat bites his tail is that a lot of people claim the success on LoL and Dota that they have a huge player base. But the thing is this player base are mostly casuals that play the MOBA games because they are team games and relatively easy to understand and execute. You just cannot sell a game no matter if it is ftp or 50 bucks with things like limited unit selection, no waypoints and weird unit movement in 2013. Testing magazines or websides would destory that game and saying "well its kinda cool but it has controles from times were our main audience was 3 feet tall." The solution is quite simple. Only GM players and progamers should play on harder settings. and do you think people would prefer to watch a more difficult to play game in which it looks the same except you know it is more difficult but the overall gameplay would look worse than a high master game?
|
Russian Federation221 Posts
On October 10 2013 17:27 ETisME wrote:Show nested quote +On October 10 2013 16:56 MikeMM wrote:On October 10 2013 16:46 USvBleakill wrote:On October 10 2013 15:25 Rabiator wrote:On October 10 2013 14:20 tree.hugger wrote:On October 09 2013 23:03 TheWorldToCome wrote: It's missing exciting units that BW had: Reaver, Lurker, Spider Mine (although I guess widow mine kinda replaces)
Seeing a reaver shoot a scarab into a line of probes and holding your breath waiting to see if it would explode or be a dud was exciting as hell.
Lurkers were just great units in many ways, as well as the hold position trick where you could lure a pack of MM into a trap and just rape them was great. I agree with this guy. Sc2 units, minus the baneling and the units ported from BW (Siege tank, mines) are all really boring. The units are only boring because "everything is special" and as a consequence special becomes normal. If there was no smartcast any Fungal Growth would be exciting, because there would be far fewer of them, but to combat the massive numbers of units clumped up you have to have smartcast activated. The same holds true for Forcefield and EMP and Psi Storm. Just look at EMP in BW for example and you see that it simply couldnt be used to "blanket a Protoss army" because it was part of the Science Vessel spells and thus there werent as many casters. The same is true for Feedback, which the Dark Archon - which no one got - had. So to make units exciting they need to become "more special" and thus less frequently used, much harder to use AND more powerful. The Lurker has been added to the campaign and you can compare those SC2 stats to the BW stats to see how it would "have to be treated" to make it acceptable for SC2. It would become weak and boring and the same has happened to the other units that have already been "converted to SC2" ... and the reason is simply the stupid perfect unit pathing and unlimited unit selection, which the devs thought necessary for the game. Get rid of those two and you have a more exciting game where you can allow "locally overpowered units" to exist. I kinda agree with this post, but it shows greatly that this is not that easy then a lot of people argue. You say that it would be better if SC2 would be harder to play with cutting smartcast unlimited unit selection and pathing. You say it would be a higher skill cap and we could really appreciate the "amazing fungals" in pro games and you are kind of right. The point were the rat bites his tail is that a lot of people claim the success on LoL and Dota that they have a huge player base. But the thing is this player base are mostly casuals that play the MOBA games because they are team games and relatively easy to understand and execute. You just cannot sell a game no matter if it is ftp or 50 bucks with things like limited unit selection, no waypoints and weird unit movement in 2013. Testing magazines or websides would destory that game and saying "well its kinda cool but it has controles from times were our main audience was 3 feet tall." The solution is quite simple. Only GM players and progamers should play on harder settings. and do you think people would prefer to watch a more difficult to play game in which it looks the same except you know it is more difficult but the overall gameplay would look worse than a high master game? The overall gameplay would look better not worse. By better I mean more fun and more exciting. And yea I would rather watch more fun and exciting game than dull and boring.
|
|
|
|