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[D] You must "Staircase" in order to level up. - Page 2

Forum Index > SC2 General
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Taronar
Profile Joined December 2011
Netherlands177 Posts
October 29 2013 12:07 GMT
#21
I really dislike the unlocking middle because it gives a favorable lead to the person who invested more time into the game. I think skill should be the deciding factor in winning or losing. Not your level. This is one of the main reasons why I favor Dota2 over LoL. I played LoL casually for 2 months and I was still not able to play ranked while I get burned down by ignites. I play Dota 2, jump into 3-4 games and already won the 5th and 6th. Yes these are low-quality games but matchmaking should is the factor who leads. Not my level and the perks it brings with it.
SKT1.Rain | SKT1.PartinG | Liquid TaeJa | Startale Life
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2013-10-29 12:38:10
October 29 2013 12:37 GMT
#22
On October 29 2013 07:03 canikizu wrote:
Show nested quote +
On October 29 2013 01:08 -Celestial- wrote:
Sorry but I disagree that the "levelling" mechanics of LoL's business model are in any way a good thing.

The fact you don't have equal access to summoner spells from the start, don't have equal access to characters right from the start and don't have equal access to runes and masteries from the start is, I feel, a horrible thing. Its a good business decision from Riot's part (because it makes people pay money) but it is not a good thing for the scene.

In essence its a horribly anti-competitive business model to run with and I seriously feel that if Riot wasn't supporting it in a big way the LoL esports scene wouldn't be a fraction of what it is. Because its an environment that is on its most basic level completely against fair competition compared to something like SC2 where you have access to anything which effects gameplay right from the word go.


TLDR: "Unlocking" gameplay altering stuff in a game makes it anti-competitive by business design. It is an awful thing to design a competitive environment around.

+ If you are a newbie, it's most likely that you're gonna get matched against other newbies who don't also don't have access to full summoner spells, runes, champions. So you're on the equal foot.

+ If you're a smurf, then it's a good way to cap you. Games are not and should not be designed to accommodate and encourage smurfing. If you're smurfing, you're essentially cheat the system, so having to play up to level 30 and not having access to a lot of stuff is a way to discourage people to smurf. Games like Special Force also requires you a certain level, such as level 21 to buy sniping rifles, therefore if you're smurfing and want to destroy newbies for fun, you're discouraged by it. Overall this game design choice is not uncommon, and as long as it does it job, that's fine.

+ I also don't like not having access to big pool of champion, but I understand that depends on the regions though. In NA, EU, the business model is different than, say SEA or KR. In Korea, you have access to full pool of champions as long as you play in PCBang, and champ's price are cheap too. In SEA, there're constantly onsale champs, and bonus 50%,100% IP, RP; you can easily get to level 30 will full runes in couple weeks.





- "Everyone is on equal footing" is firstly a terrible, terrible argument to make in favour of restricting gameplay impacting features and secondly is flat out incorrect. Because that'd ONLY be true if everyone had access to the exact same characters and the exact same runes. Which they don't. Because you buy them separately.

- Strawman argument. Nobody said anything about smurfing and if your MMR system is any good then smurfing shouldn't be an issue. If LoL's matchmaking is really THAT bad at rapidly balancing smurfs then I'd suggest they look into fixing it up.

- And that is totally irrelevant to the discussion at hand. Regardless of the system the fact is that locking off gameplay altering mechanics and heroes is an awful design for a supposedly competitive game. Its a good business model but it is inherently anti-competitive.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
maraxus
Profile Joined April 2011
Peru15 Posts
Last Edited: 2013-10-29 12:46:51
October 29 2013 12:45 GMT
#23
The problem with breaking down sc2 into parts is that the game is designed to be played as a whole. For example if you can only build up to tier 1.5 units and play a TvP then you are at a point where the last units you can build are marauders that counter stalkers and you can't build immortals to counter marauders. The only other units the protoss have are zealots that can be kitted easily and sentries that can forcefield ramps forever and the terran can't get medivacs to get vision or lift your units,so it creates a lot of issues... it seems just too hard to implement those kind of things in a game like sc2... I think we will see more of those casual systems in HOS...
mikedebo
Profile Joined December 2010
Canada4341 Posts
October 29 2013 13:07 GMT
#24
I don't understand the idea behind the post at all, but I wanted to say to the OP: your english is really damn good, that intro warning wasn't necessary
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
Netsky
Profile Joined October 2010
Australia1155 Posts
October 29 2013 13:17 GMT
#25
RTS is not the same as MOBA. You are comparing apples and oranges.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
October 29 2013 13:27 GMT
#26
Why do you need to add incentives? The game is fun or it isn't. Gimmicks do not solve this problem.
ॐ
Keiras
Profile Joined January 2009
Czech Republic57 Posts
October 29 2013 13:45 GMT
#27
On October 29 2013 06:41 mizU wrote:
Uh that's what campaign is for


This isn't true. You can only play as Terran in the original game. Most of the campaign units are different from their multiplayer counterparts. The mechanics aren't the same as well. Thus playing through the campaign to get a gist of how the multiplayer works is ineffective.

In BW it worked pretty well though. Players were slowly introduced to the units and missions were designed around utilizing the newly acquired units. Also special units (heroes) were usually just a bit stronger and sometimes had an ability from some other unit, it wasn't really a brand new unit.
autechr3
Profile Joined May 2013
United States58 Posts
Last Edited: 2013-10-29 15:36:15
October 29 2013 15:35 GMT
#28
A lot of people are taking this at face value and arguing about whether or not we need it. I say, why not? It wouldn't hurt. Besides, who says that the sc2 client has to provide this? Why not create some kind of 3rd party app/web app that gets data about your matches from the replay files and determines whether or not you followed the staircase method or what have you. If you do, you "level up" on the app. Such a thing can be used with ggtracker to provide additional analysis. In fact, I think the staircase method is integrated with ggtracker to a degree, but I never did figure out exactly how to use it.
You can't not rax as terran
ElMeanYo
Profile Joined March 2011
United States1032 Posts
Last Edited: 2013-10-29 15:41:43
October 29 2013 15:40 GMT
#29
SC2 already has a reward system in place with the portraits, decals and dances. They just need flesh this out to add more of these and other interesting things to encourage play again. Bump up the level max and add things like new skins, graphics, sounds, maps, achievements, colors, even music. People will play to unlock these things.

These rewards need not to affect gameplay at all, and I think this is the right approach.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
January 13 2014 08:32 GMT
#30
I think you have a great idea with this thread. I wonder if we could make a staircase mod that does the same thing...
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
January 13 2014 09:14 GMT
#31
"How to get people to play "

Well perhaps Star 2 is infinity times more expensive?
maru G5L pls
MonkeyBot
Profile Joined June 2013
United States125 Posts
January 30 2014 18:10 GMT
#32
Interesting idea. The multiplayer training tool that was introduced in HotS has some of what you are talking about. I'm seeting lots of renewed interest in The Staircase recently. I'm going to see if I can use it to break my try-hard, silver-for-life status

I agree that 'locking' certain aspects of multiplayer and perfecting the basics is the right way to improve. The idea of tying this to improvements is interesting but tough to implement. Skins, dances, decals etc are good. What about a free, limited pass to view paywalled VODS (like GSL) tied to these achievements? They could be very motivating for players, plus serve as publicity for the folks who run the paywalls.
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