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On January 13 2014 08:40 SC2Toastie wrote:Show nested quote +On January 13 2014 08:31 cheekymonkey wrote: What kind of mech changes has been discussed by davie? I only saw that they wanted to change something about the tanks damage to armored, was there any reason for it not to be implemented?
Also, is there a summary of the history of balance updates available? The only armored ground unit tanks struggle with is the Immortal, which is not gonna be fixed by +damage v armored.
If i remember correctly they considered a ghost energy upgrade as well to deal with that. I haven't kept up with the metagame lately, but as far as I know mech is still useless vs protoss.
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On January 13 2014 08:03 Squat wrote: The game would not be better because foreigners won stuff. You cannot build the game on personalities, esports careers are short and often highly unstable. They will retire, and then your flaccid product will simply collapse. The game HAS to be good enough on its own to survive, it has to be bigger than any player. Koreans will be the dominant country for the lifespan of this game, that's something we knew before WoL beta was relased. BW was dominated by Koreans for 10+ years, but foreigners watched anyway, because the game was so incredibly good. SC2 has to have that allure too, but it just doesn't.
I know that for my part, I watch mostly because of some players, mostly ex BW guys whose careers I've followed for 6-7 years, and one or two newcomers I found to be cool and/or endearing. When those guys quit, my interest in this game goes with them. If a majority of the fan base has that attitude, that is not a sustainable product.
And did you seriously suggest match fixing? This is where aggressive balancing/patching/redesign comes into play IMO. The playing field seems to be the most "even" when the basic strategies are still being fleshed out, e.g. beta and early release of WoL and HotS. Jinro and HuK weren't just in the GSL in the early years, they were winning big games. Do you honestly think that will ever happen again before LotV, if ever?
Maybe it's because foreigners tend to be more creative/cerebral players while Koreans tend to be more mechanical and robotic (of course there exceptions to both cases, just speaking in generalities)? Who knows, but foreigners are less and less successful as the game ages and strategies are refined and perfected. HotS certainly changed SC2, but it wasn't as radical a change as BW -> WoL was, so we're already seeing foreigners fall off the map after less than a year.
Blizzard's best chance going forward is to make big, probably controversial, changes to the design and balance of the game and force players to learn and try new things. It keeps the game fresh and interesting for viewers and, more importantly, for the players themselves.
I'm sure it's a really overwhelming feeling when you find yourself losing more and more tournament games and falling behind the skill curve/metagame. I guess it's a natural selection of sorts, but I don't think you'd see as many players retire so quickly if they had some sort of hope that the game would change and they would have something new to work on. Some people think the mass retirements need to happen (I think iNcontroL said SC2 was too "player-saturated"). I just don't see how it's a good thing for the success of SC2 to see fan favorites like Jinro, MKP, IdrA, KawaiiRice, Theognis, etc., ditch the game in its "prime."
I know it's a controversial idea because the general "instability" of balance would certainly hurt certain players that excel in a stagnant state of balance/metagame, but the ability to adapt to changes and think creatively and invent new strategies SHOULD be one of the more defining factors of a progamer's success.
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Constantly upsetting the parameters of the game is a horrible way to achieve good gameplay or parity between players. Again, BW was pretty much the exact same for 10 years, it works if the game is good enough. The odds that you will continuously end up with a good enough product and won't scare players and viewers away who can't adjust to multiple massive re-iterations of the game are astronomically small.
There is no changing the fact that Koreans are just better. Instead of trying to concoct half-baked schemes to try and break the Korean dominance, the objective should be to have a product that is good enough that people will watch and play even if foreigners are being shat on.
Players retiring is neither good or bad, it's a natural process that needs to happen. Incontrol was absolutely right when he said that, the current total pool of money available in the scene simply cannot support what we currently have. Fat has to be cut. The Korean scene is pretty much imploding as we watch. People move on with their lives, their is no long term future in esports and it does not translate into anything in the real world. Of all the pro gamers, Polt has it right. We should be happy when people make sensible decisions for their lives.
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On January 13 2014 09:24 Squat wrote: Constantly upsetting the parameters of the game is a horrible way to achieve good gameplay or parity between players. Again, BW was pretty much the exact same for 10 years, it works if the game is good enough. The odds that you will continuously end up with a good enough product and won't scare players and viewers away who can't adjust to multiple massive re-iterations of the game are astronomically small.
LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
There is no changing the fact that Koreans are just better. Instead of trying to concoct half-baked schemes to try and break the Korean dominance, the objective should be to have a product that is good enough that people will watch and play even if foreigners are being shat on.
Exactly. Foreigners winning more games is just a theory and an interesting potential side effect. Who knows, maybe the Koreans would dominate even MORE if the game were changed more frequently. Either way, the product would be better by quickly identifying problems and fixing them.
I guess I need to separate my points: I genuinely do think SC2 would benefit from more foreigner success, and I think SC2 would benefit from "refreshing" the gameplay on a regular basis. The latter may actually influence the former, but that shouldn't be the primary reason for doing so. The goal is to make the game as fun and interesting as possible while still maintaining a competitive scene.
Players retiring is neither good or bad, it's a natural process that needs to happen. Incontrol was absolutely right when he said that, the current total pool of money available in the scene simply cannot support what we currently have. Fat has to be cut. The Korean scene is pretty much imploding as we watch. People move on with their lives, their is no long term future in esports and it does not translate into anything in the real world. Of all the pro gamers, Polt has it right. We should be happy when people make sensible decisions for their lives.
I understand that perspective, but I don't agree with it. I think it's defeatist and basically accepts that we just aren't capable of significant growth. At one point, I'm sure many figures in the LoL community also thought there wasn't enough money to sustain a large population of professional players.
Obviously, a huge part of the success of LoL is the free-to-play model and we can't completely compare it to SC2, but we CAN compare Riot's involvement with its community and their willingness to change the game in cool ways. SC2 could be so much better than it is, and it really wouldn't take a monumental effort to achieve.
Also, Polt is such a rare case that it's actually ridiculous to hold other players to his standard. There are very few full-time players that can play at the level he maintains as a part-time progamer. Of course, if everyone could be Polt and win tournaments while going to college, they would. Don't be ridiculous.
It's obviously not that easy -- most players eventually have to decide to either play full-time in hopes of winning SOMETHING, or quit and go to college. This is why we're seeing a lot of players retire: college is more appealing than playing SC2 right now.
It's not up to you, me, or anyone else to say whether or not that's a "sensible decision."
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LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them).
As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community.
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On January 13 2014 10:09 Squat wrote:Show nested quote +LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community.
Blizz patched (though much less frequently later on) Diablo 2 for years and years. It is a big reason I support their products because of the love they showed for their games and the reputation they have accrued.
It's an incentive that people are not discussing enough. Having a game over a decade old still having players is a sort of an advertisement. Keeps you in the scene and in the consumer's view.
I understand when people say the expansion model is outdated. But it's a model in which Blizzard showed such excellence - perhaps leading to their continued success to this day.
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On January 13 2014 13:33 plogamer wrote:Show nested quote +On January 13 2014 10:09 Squat wrote:LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. Blizz patched (though much less frequently later on) Diablo 2 for years and years. It is a big reason I support their products because of the love they showed for their games and the reputation they have accrued. It's an incentive that people are not discussing enough. Having a game over a decade old still having players is a sort of an advertisement. Keeps you in the scene and in the consumer's view. I understand when people say the expansion model is outdated. But it's a model in which Blizzard showed such excellence - perhaps leading to their continued success to this day.
The blizzard that made d2/bw is not the same company that made d3/sc2 imo
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On January 13 2014 09:24 Squat wrote: Constantly upsetting the parameters of the game is a horrible way to achieve good gameplay or parity between players. Again, BW was pretty much the exact same for 10 years, it works if the game is good enough. The odds that you will continuously end up with a good enough product and won't scare players and viewers away who can't adjust to multiple massive re-iterations of the game are astronomically small.
There is no changing the fact that Koreans are just better. Instead of trying to concoct half-baked schemes to try and break the Korean dominance, the objective should be to have a product that is good enough that people will watch and play even if foreigners are being shat on.
Players retiring is neither good or bad, it's a natural process that needs to happen. Incontrol was absolutely right when he said that, the current total pool of money available in the scene simply cannot support what we currently have. Fat has to be cut. The Korean scene is pretty much imploding as we watch. People move on with their lives, their is no long term future in esports and it does not translate into anything in the real world. Of all the pro gamers, Polt has it right. We should be happy when people make sensible decisions for their lives. I'm pretty sure BW was never "really balanced". The game UI is so hard that most players spent 70% of their effort to fight UI rather than the opponent. Therefore players had infinite room to overcome any imbalance. In SC2 everything is simplified to the point that bronze league players can abuse imbalances quite easily.
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On January 13 2014 10:09 Squat wrote:Show nested quote +LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. MOBA and RTS are actually quite similar when it boils down to basic design elements -- unit movement/pathing, positioning, spellcasting, attack range, attack damage versus defensive stats, etc. If you buff a champions range in a MOBA, the same benefits translate directly to RTS: easier to play defensively, more damage output to retreating targets, etc etc.
I mean, if you think about it, changing one champion's stats or spells in LoL effectively changes the way 100+ other champions interact with said champion. At the very least, you have to directly compare champions of the same role: you can't safely buff Caitlyn's damage without comparing her damage to Ezreal, Vayne, Corki, etc. But those champions' damage output varies greatly depending on skill level/matchup/itemization, just like a unit's role can change depending on the matchup in an RTS. And buffing certain items has varying effects on champions that may or may not be able to make optimal use of that item.
Both games are balanced on a razor's edge and could easily be thrown off with a simple change, as we saw with the Queen range buff in WoL. But, as IdrA mentioned earlier in this thread, breaking the game isn't a problem if you're capable of identifying the problem and willing to correct it in a timely fashion.
I understand the realist part though. I definitely agree that the community will have to step up and finish the work Blizzard started. Fortunately, Blizzard gave us the tools we need to fix their mess. We just need to make better use of them.
On January 13 2014 13:33 plogamer wrote:Show nested quote +On January 13 2014 10:09 Squat wrote:LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. Blizz patched (though much less frequently later on) Diablo 2 for years and years. It is a big reason I support their products because of the love they showed for their games and the reputation they have accrued. It's an incentive that people are not discussing enough. Having a game over a decade old still having players is a sort of an advertisement. Keeps you in the scene and in the consumer's view. I understand when people say the expansion model is outdated. But it's a model in which Blizzard showed such excellence - perhaps leading to their continued success to this day. This is funny to me. I don't know how long you played D2 or how involved you were with the game, but it was incredibly broken and the community waited literally YEARS for patches that were discussed but never implemented. Of course, most of the D2 team had gone on to greener pastures and I'm sure the remaining team had little to work with, but D2 was a giant mess of a game.
Fortunately, much like BW, the massive flaws actually made it a pretty interesting game. I'm too lazy to research the names of everything and their respective bugs, but I recall those lightning wisp things unintentionally applying their melee damage to their ranged lightning damage, making them do far too much damage overall. Hammerdins were never supposed to be able to damage magic immune enemies, which was documented for YEARS (not sure if it was ever fixed). And let's not forget about the amount of bots, dupes, and maphacks.
I LOVED the game, but it's a terrible example of a diligent/competent dev team IMO.
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On January 13 2014 14:20 z0rz wrote:Show nested quote +On January 13 2014 10:09 Squat wrote:LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. MOBA and RTS are actually quite similar when it boils down to basic design elements -- unit movement/pathing, positioning, spellcasting, attack range, attack damage versus defensive stats, etc. If you buff a champions range in a MOBA, the same benefits translate directly to RTS: easier to play defensively, more damage output to retreating targets, etc etc. I mean, if you think about it, changing one champion's stats or spells in LoL effectively changes the way 100+ other champions interact with said champion. At the very least, you have to directly compare champions of the same role: you can't safely buff Caitlyn's damage without comparing her damage to Ezreal, Vayne, Corki, etc. But those champions' damage output varies greatly depending on skill level/matchup/itemization, just like a unit's role can change depending on the matchup in an RTS. And buffing certain items has varying effects on champions that may or may not be able to make optimal use of that item. Both games are balanced on a razor's edge and could easily be thrown off with a simple change, as we saw with the Queen range buff in WoL. But, as IdrA mentioned earlier in this thread, breaking the game isn't a problem if you're capable of identifying the problem and willing to correct it in a timely fashion. I understand the realist part though. I definitely agree that the community will have to step up and finish the work Blizzard started. Fortunately, Blizzard gave us the tools we need to fix their mess. We just need to make better use of them. Show nested quote +On January 13 2014 13:33 plogamer wrote:On January 13 2014 10:09 Squat wrote:LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. Blizz patched (though much less frequently later on) Diablo 2 for years and years. It is a big reason I support their products because of the love they showed for their games and the reputation they have accrued. It's an incentive that people are not discussing enough. Having a game over a decade old still having players is a sort of an advertisement. Keeps you in the scene and in the consumer's view. I understand when people say the expansion model is outdated. But it's a model in which Blizzard showed such excellence - perhaps leading to their continued success to this day. This is funny to me. I don't know how long you played D2 or how involved you were with the game, but it was incredibly broken and the community waited literally YEARS for patches that were discussed but never implemented. Of course, most of the D2 team had gone on to greener pastures and I'm sure the remaining team had little to work with, but D2 was a giant mess of a game. Fortunately, much like BW, the massive flaws actually made it a pretty interesting game. I'm too lazy to research the names of everything and their respective bugs, but I recall those lightning wisp things unintentionally applying their melee damage to their ranged lightning damage, making them do far too much damage overall. Hammerdins were never supposed to be able to damage magic immune enemies, which was documented for YEARS (not sure if it was ever fixed). And let's not forget about the amount of bots, dupes, and maphacks. I LOVED the game, but it's a terrible example of a diligent/competent dev team IMO.
Diablo 2 was fun the entire way. The only thing messed up was:
1.08 LoD had some items that were overpowered, skill imbalances. 1.09 Had some classes that obviously excelled in ways over other classes--- for example, Sorc/Amazon were the two best characters for doing cow runs. 1.10 Runewords being "too strong", but had duping not been around those items would have been exceptionally rare. However this patch brought a breath of fresh air, every class had relevance again in PvP and PvM.
Although 1.10 took a ridiculous length of time before it was released.....
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On January 13 2014 14:26 SniXSniPe wrote:Show nested quote +On January 13 2014 14:20 z0rz wrote:On January 13 2014 10:09 Squat wrote:LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. MOBA and RTS are actually quite similar when it boils down to basic design elements -- unit movement/pathing, positioning, spellcasting, attack range, attack damage versus defensive stats, etc. If you buff a champions range in a MOBA, the same benefits translate directly to RTS: easier to play defensively, more damage output to retreating targets, etc etc. I mean, if you think about it, changing one champion's stats or spells in LoL effectively changes the way 100+ other champions interact with said champion. At the very least, you have to directly compare champions of the same role: you can't safely buff Caitlyn's damage without comparing her damage to Ezreal, Vayne, Corki, etc. But those champions' damage output varies greatly depending on skill level/matchup/itemization, just like a unit's role can change depending on the matchup in an RTS. And buffing certain items has varying effects on champions that may or may not be able to make optimal use of that item. Both games are balanced on a razor's edge and could easily be thrown off with a simple change, as we saw with the Queen range buff in WoL. But, as IdrA mentioned earlier in this thread, breaking the game isn't a problem if you're capable of identifying the problem and willing to correct it in a timely fashion. I understand the realist part though. I definitely agree that the community will have to step up and finish the work Blizzard started. Fortunately, Blizzard gave us the tools we need to fix their mess. We just need to make better use of them. On January 13 2014 13:33 plogamer wrote:On January 13 2014 10:09 Squat wrote:LoL begs to differ. I know it's a team-oriented game, but Riot will COMPLETELY redesign items and champions on a regular basis, and they have completely changed the way the support role is played and how vision items function with this latest season. These are huge changes. Bigger than the queen buff IMO. And they happen relatively frequently.
If you are competent at balancing and designing your own game, you absolutely 100% CAN make consistent, big changes without negatively impacting the game. I couldn't disagree with you more on this subject, and it has been proven time and time again by a multitude of games.
I guess the best argument could be: do you trust BLIZZARD to make the appropriate changes, on a regular basis, to keep this game fresh and interesting without damaging the competitive side of things. I can see that being a legit concern.
The difference between changing items and champions in a moba and changing basic gameplay in a tightly tuned RTS with multiple unique factions is immense, there is no comparison. Everything in an RTS is inextricably connected, changing something fundamental, odds are you have to change almost all of it. There is also the matter of the sheer amount of time needed to properly play-test the changes each time. You'd need months of beta testing with hundreds of people for each iteration. It's not a reasonable process for a company trying to make money(i.e. all of them). As for the rest, I'm a realist, I have very little patience for irrationality or wishful thinking in any form. SC2 is what it is. The RTS market is more or less a wasteland outside of this game. Blizzard has one expo worth 40 or so dollars left to sell, then they are out of ways to monetize the product. Where is the incentive to do all the things you talk about? We can argue all day about what should be done, what we would like to see, but in the end we are arguing with math, and I've never seen anyone win that argument. If this game is going to have any significant changes it will have to come from the community. Blizz patched (though much less frequently later on) Diablo 2 for years and years. It is a big reason I support their products because of the love they showed for their games and the reputation they have accrued. It's an incentive that people are not discussing enough. Having a game over a decade old still having players is a sort of an advertisement. Keeps you in the scene and in the consumer's view. I understand when people say the expansion model is outdated. But it's a model in which Blizzard showed such excellence - perhaps leading to their continued success to this day. This is funny to me. I don't know how long you played D2 or how involved you were with the game, but it was incredibly broken and the community waited literally YEARS for patches that were discussed but never implemented. Of course, most of the D2 team had gone on to greener pastures and I'm sure the remaining team had little to work with, but D2 was a giant mess of a game. Fortunately, much like BW, the massive flaws actually made it a pretty interesting game. I'm too lazy to research the names of everything and their respective bugs, but I recall those lightning wisp things unintentionally applying their melee damage to their ranged lightning damage, making them do far too much damage overall. Hammerdins were never supposed to be able to damage magic immune enemies, which was documented for YEARS (not sure if it was ever fixed). And let's not forget about the amount of bots, dupes, and maphacks. I LOVED the game, but it's a terrible example of a diligent/competent dev team IMO. Diablo 2 was fun the entire way. The only thing messed up was: 1.08 LoD had some items that were overpowered, skill imbalances. 1.09 Had some classes that obviously excelled in ways over other classes--- for example, Sorc/Amazon were the two best characters for doing cow runs. 1.10 Runewords being "too strong", but had duping not been around those items would have been exceptionally rare. However this patch brought a breath of fresh air, every class had relevance again in PvP and PvM. Although 1.10 took a ridiculous length of time before it was released..... Yeah, the addition of new runewords with each ladder season was a great touch. I think that just helps prove my point about finding ways to change/add to SC2 to keep it fresh though, haha
The majority of the story/overall gameplay of D2 went untouched, but they added new runewords each season to give players incentive to start new characters and try something new. Plus they started adding new end-game bosses (Uber Trist and all that jazz) to spice things up.
Hell, maybe the lesson to learn here is that Blizzard's success has come from terribly broken games. BW's awful pathing and unit AI made it a difficult game to master, giving better odds of victory to the "better player," and D2's overwhelming amount of dupes and maphacks actually led to the development of an economic system and trading communities.
Maybe the pursuit of absolute balance is the real problem here.
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Blizzard has been notoriously brutal when it comes to fixing their RTS games, anyone who played Warcraft 3 can testify how much of a slap in the face the balancing in that game was for years. I remember the very best undead players in the world retiring simply because their tournament success would almost be completely dependent on dodging certain match ups. It even got to the point where the very best players in the world played more than 1 race so they could abuse the broken match ups and dodge the bad ones.
The community at large seems to always feel like the game is "close" to being balanced, even from early on in WoL this attitude prevailed. I'd like to see the list of straight up nerfs to terran bio and protoss AoE since the beginning, it's pretty clear this game has a long way to go before it can be considered balanced. League of Legends is a much more appealing game than SC2 in my mind because they continue to shake things up and constantly evolve their balance, they aren't afraid to get it wrong and have to fix something. Blizzard takes the approach that they are so afraid to make any changes because it will break the game, all this does in my mind is slow down the process of getting it right. It is further frustrating when they hide behind their ladder statistics as proof things are close, the MMR system has you matching people at your apparent skill level - if your race selection alone elevates your skill level the match ups aren't truly balanced in my mind even if they come out at 50% (this is likely why GM is full of protoss).
Another big issue is certain armies in SC2 are just good vs everything, hard counters aren't very hard at all so people just play it safe and make big balls of the more safe unit compositions which are incredibly boring to watch for the masses.
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On January 13 2014 15:15 RJ231 wrote: Blizzard has been notoriously brutal when it comes to fixing their RTS games, anyone who played Warcraft 3 can testify how much of a slap in the face the balancing in that game was for years. I remember the very best undead players in the world retiring simply because their tournament success would almost be completely dependent on dodging certain match ups. It even got to the point where the very best players in the world played more than 1 race so they could abuse the broken match ups and dodge the bad ones.
Hehe orc vs undead...
What a broken matchup
"I made a blademaster...that's pretty much all i need to do to win"
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On January 13 2014 15:15 RJ231 wrote:
The community at large seems to always feel like the game is "close" to being balanced, even from early on in WoL this attitude prevailed. I'd like to see the list of straight up nerfs to terran bio and protoss AoE since the beginning, it's pretty clear this game has a long way to go before it can be considered balanced. League of Legends is a much more appealing game than SC2 in my mind because they continue to shake things up and constantly evolve their balance, they aren't afraid to get it wrong and have to fix something. Blizzard takes the approach that they are so afraid to make any changes because it will break the game, all this does in my mind is slow down the process of getting it right. It is further frustrating when they hide behind their ladder statistics as proof things are close, the MMR system has you matching people at your apparent skill level - if your race selection alone elevates your skill level the match ups aren't truly balanced in my mind even if they come out at 50% (this is likely why GM is full of protoss).
Very well said. How long did it take Blizzard to fix the 4 Gate? How bout the 1-1-1? Roach max versus Protoss? Actually, they never really fixed the 1-1-1 and Roach max in WOL, the map pool did.
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On January 13 2014 15:15 RJ231 wrote: Blizzard has been notoriously brutal when it comes to fixing their RTS games, anyone who played Warcraft 3 can testify how much of a slap in the face the balancing in that game was for years. I remember the very best undead players in the world retiring simply because their tournament success would almost be completely dependent on dodging certain match ups. It even got to the point where the very best players in the world played more than 1 race so they could abuse the broken match ups and dodge the bad ones.
The community at large seems to always feel like the game is "close" to being balanced, even from early on in WoL this attitude prevailed. I'd like to see the list of straight up nerfs to terran bio and protoss AoE since the beginning, it's pretty clear this game has a long way to go before it can be considered balanced. League of Legends is a much more appealing game than SC2 in my mind because they continue to shake things up and constantly evolve their balance, they aren't afraid to get it wrong and have to fix something. Blizzard takes the approach that they are so afraid to make any changes because it will break the game, all this does in my mind is slow down the process of getting it right. It is further frustrating when they hide behind their ladder statistics as proof things are close, the MMR system has you matching people at your apparent skill level - if your race selection alone elevates your skill level the match ups aren't truly balanced in my mind even if they come out at 50% (this is likely why GM is full of protoss).
Another big issue is certain armies in SC2 are just good vs everything, hard counters aren't very hard at all so people just play it safe and make big balls of the more safe unit compositions which are incredibly boring to watch for the masses.
MOBA is much easier to design due draft and bans. OP champs can be banned and since champions are similar enough for players to be good at multiple champions, they can counter by drafting other OP champs. Imagine if pro players had to pick 2-3 champions only and there was no banning phase. It would make changes much much harder.
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On January 13 2014 15:55 BronzeKnee wrote:Show nested quote +On January 13 2014 15:15 RJ231 wrote:
The community at large seems to always feel like the game is "close" to being balanced, even from early on in WoL this attitude prevailed. I'd like to see the list of straight up nerfs to terran bio and protoss AoE since the beginning, it's pretty clear this game has a long way to go before it can be considered balanced. League of Legends is a much more appealing game than SC2 in my mind because they continue to shake things up and constantly evolve their balance, they aren't afraid to get it wrong and have to fix something. Blizzard takes the approach that they are so afraid to make any changes because it will break the game, all this does in my mind is slow down the process of getting it right. It is further frustrating when they hide behind their ladder statistics as proof things are close, the MMR system has you matching people at your apparent skill level - if your race selection alone elevates your skill level the match ups aren't truly balanced in my mind even if they come out at 50% (this is likely why GM is full of protoss).
Very well said. How long did it take Blizzard to fix the 4 Gate? How bout the 1-1-1? Roach max versus Protoss? Actually, they never really fixed the 1-1-1 and Roach max in WOL, the map pool did.
Well, the immortal did get the range buff. But yes, maps had a bigger effect. As for roach max, map pool is one reason, another reason was that pro players just got so good with their forcefields.
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Canada11266 Posts
On January 13 2014 14:06 saddaromma wrote:Show nested quote +On January 13 2014 09:24 Squat wrote: Constantly upsetting the parameters of the game is a horrible way to achieve good gameplay or parity between players. Again, BW was pretty much the exact same for 10 years, it works if the game is good enough. The odds that you will continuously end up with a good enough product and won't scare players and viewers away who can't adjust to multiple massive re-iterations of the game are astronomically small.
There is no changing the fact that Koreans are just better. Instead of trying to concoct half-baked schemes to try and break the Korean dominance, the objective should be to have a product that is good enough that people will watch and play even if foreigners are being shat on.
Players retiring is neither good or bad, it's a natural process that needs to happen. Incontrol was absolutely right when he said that, the current total pool of money available in the scene simply cannot support what we currently have. Fat has to be cut. The Korean scene is pretty much imploding as we watch. People move on with their lives, their is no long term future in esports and it does not translate into anything in the real world. Of all the pro gamers, Polt has it right. We should be happy when people make sensible decisions for their lives. I'm pretty sure BW was never "really balanced". The game UI is so hard that most players spent 70% of their effort to fight UI rather than the opponent. Therefore players had infinite room to overcome any imbalance. In SC2 everything is simplified to the point that bronze league players can abuse imbalances quite easily. ...or you know, there is so much opportunity for skill that balance hardly mattered. But what do I know. The last 16 years have been a long fight against that dang UI. Maybe we'll win one day and discover it's a multiplayer game with an opponent on the other side of the map and it'll get televised or something. And Boxer can drop his title Emperor of the UI, Flash the God of Singleplayer, and Bisu the Revolutionist on-how-to-click-mindlessly.
But balance is a tricky thing. Despite the best intentions, there's no guarantee you'll get it right. 150 mineral spawning pools proved that ages ago. Asymetrical armies... who knows, you might get it, you might not. There's so many moving pieces. I do not envy Blizzard. I can come up cool design ideas, but as soon as you implement them, they interact with everything else and hopefully what you get is something that's balanced.
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On January 12 2014 03:38 Tyrhanius wrote:Show nested quote +On January 11 2014 20:12 Danglars wrote:On January 11 2014 17:38 Tyrhanius wrote: Problem of david kim is he only look for stats, and don't really speak about meta/games etc...
I don't understand how he can rely only on stats beacause Winrate ratio are so difficult to interpret with MMR. If T lose vs a P, he will get match vs a lower skilled P until he can win. But, you have no reliable stats to know if the T is way better than the P, but the MU is broken, so he's forced to stagnate in a lower league/MMR, or if the players match each others have an real egal skill.
Moreover, if with this system the win rate is about 52.63% for example, is it really balance cause it's closed to 50% ? Cause, if 100 000 games (exemple, don't know exactly how many games are played) are played, that mean in master NA league Protoss wins 5263000 games and Terran only 4727000 : That's a lot while the system supposed to keep players at a 50% win rate.
Of course, david must only look for the win rate of master kor league, for saying things are OK. But we can aslo see, P are favored vs T until the players reach a very high level. That's mean, the fact all of us we know, T need way more skill to beat a P. And Davie refuse to look the GM league whereas he says he only want to balance the game at pro level, he refuses to look the pro level ? By the way, this league is one of the best indicator of the balance state, beacause not that affected by MMR. GomTvT area : a lot of more Terrans. Broodlord infestor area : More Zergs. More than 50% protoss GM ? Davie "It's Ok, the game is balance". it is not signifiant.
This mean that some changes can be made to balance the PvT, without affecting the high top GM, like making Protoss management harder while not touching of the strenght of the race. Thus, terran players will not anymore have the feelings to be beaten by a low skill player while they need a pro kor level to beat them. Dear himself and some top P have said they want tools to differenciate between a good toss and a gosu toss.
But we have this feelings David kim and balance team always look for the way to do nothing until they are forced to, and don't care about the game anymore due to the length they need to speak about the issue we have been reporting for months/years (honestly it takes 1 years to admit photon overcharge last to long, we have known that since beta...) But, I hope davie will make me lie. He's looking at statistics for players factoring in their MMRs, which is affected by the other matchups. Any rube knows you rise to the league/ranking that gives you near that 50%, so now let's look at players that play TvZ and TvT at equal skill at one level and TvP at another! He makes a powerful case for slight changes. He is presenting exactly the kind of statistics that make his case. I wouldn't mind breakdowns with game length, but we're not looking at that now. You're hating on statistics but statistics ARE the games. If T lose vs a P, he will get match vs a lower skilled P until he can win. But, you have no reliable stats to know if the T is way better than the P, but the MU is broken, so he's forced to stagnate in a lower league/MMR, or if the players match each others have an real egal skill. He will get matched with more T's, Z's, R's and P's. If he loses against P's his same skill in all matchups, that shows through. If his case is repeated across the ladder, they generate the exact statistics he quotes. That says nothing about the quality of games or how dumb some victories or losses are. Your complaint is unfounded here. You suppose they have equal skill cause they are in the same league, but if a 80 APM toss have a 50% winrate vs a 200 APM terran you can't call it balance but the stats will say the winrate is normal. And the 200 APM Terran will have 50% winrate vs 200 APM T/Z, so you can say he has pretty the same winrates vs P/T/Z, so he plays vs equal skill opponent (ofc APM is not all but it's an example). And what about the 200 APM toss ? He is in GM league, so you don't see his 80% winrates vs 200 APM terran. You can see this if you look for the GM repartition but if you choose to ignore this... But if you look is win rate he will have 52% vs 300 APM kor T so it's ok... Of course i have no idea what's the reality because this statistics done are not enough to interpret anything. You can't ignore variable such difficulty of playing/reach a level while playing one race when you speak about balance. Moreover, when you use stats you should calculate if the difference is signifiant or not, you can't just pretend it's close to 50% so it's OK. You're hopelessly lost in the weeds if you think bringing APM into this is going to clarify anything. The difference in the PvT winrates is revealed when his skill is treated in a manner similar to the averages of his three skills in matchups. Can your theoretical players with oh-so-important APM have high skill in 2 matchups, but are all bad at PvT, only subsisting on the racial imbalance? Can your theoretical players with oh-so-important APM exempt their PvZ and PvP matchups from revealing their true skill, approximated by MMR?
No, both are folly. Well, here we see a minor trend towards even skill players outperforming PvT. It's most pronounced in NA, EU, and the lower leagues. This is evidence towards slight changes. This is what Blizzard's proposing. Do your part and play the balance match against the closest opponents in skill you can find. I like the scope of the changes and the wait and see attitude. If its not enough, maybe partial reversal of changes and examining changes in other areas is called for.
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On January 13 2014 05:42 Wombat_NI wrote: Its never just been about the game being balanced, Blizz want their game to be entertaining both to play and watch and have frequently said as such.
Ideally these all go hand-in-hand, but I'd trade 50/50 parity for a more enjoyable experience in a heartbeat
yeah, but it's going to be hard to reach a more enjoyable experience, if the game isn't balanced. It won't be enjoyable if you get fucked over by imbalances every 3rd game.
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On January 13 2014 14:06 saddaromma wrote:Show nested quote +On January 13 2014 09:24 Squat wrote: Constantly upsetting the parameters of the game is a horrible way to achieve good gameplay or parity between players. Again, BW was pretty much the exact same for 10 years, it works if the game is good enough. The odds that you will continuously end up with a good enough product and won't scare players and viewers away who can't adjust to multiple massive re-iterations of the game are astronomically small.
There is no changing the fact that Koreans are just better. Instead of trying to concoct half-baked schemes to try and break the Korean dominance, the objective should be to have a product that is good enough that people will watch and play even if foreigners are being shat on.
Players retiring is neither good or bad, it's a natural process that needs to happen. Incontrol was absolutely right when he said that, the current total pool of money available in the scene simply cannot support what we currently have. Fat has to be cut. The Korean scene is pretty much imploding as we watch. People move on with their lives, their is no long term future in esports and it does not translate into anything in the real world. Of all the pro gamers, Polt has it right. We should be happy when people make sensible decisions for their lives. I'm pretty sure BW was never "really balanced". The game UI is so hard that most players spent 70% of their effort to fight UI rather than the opponent. Therefore players had infinite room to overcome any imbalance. In SC2 everything is simplified to the point that bronze league players can abuse imbalances quite easily.
You are still fighting the UI in SC2. Haven't seen a player manually single-control 200supply of units spread over multiple screens at once. Because that's the benchmark when you start overcoming fighting the UI.
Don't know what you mean with "bronze league players can abuse imbalances quite easily". In BW a bronze league equivalent player could also abuse 150mineral spawning pools on maps without tiny chokes against a player of fellow skill level. It's not that hard.
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