|
On February 18 2014 20:33 LaLuSh wrote: If SC2 had reliable moving-shot micro tricks, I still fear the game pace of SC2 is so fast that there would only be a very narrow window where it would be worth it to utilize this kind of micro. So in that sense I think your argument holds some ground. And the best kind of RTS I think would be one where there were distinct build-up stages where small micro tricks were encouraged, but also fully develoepd stages with huge massive strategic battles.
Just a question here, do you mean game speed as in the overall pace of the game or the game speed? If the latter, I think the speed at which SC2 is played from beginning to end (the effect of which is felt especially as economy and production kick into gear) imposes a certain level of mechanical difficulty (and intensity) to the game which is good for SC2.
If you mean the speed at which we rush to the mid-late and late game (due to the economy boosts) then, yeah, I agree. But as with many of my thoughts on SC2, I now doubt that this is as crippling to SC2's development as I once thought.
Edit/ And, yeah, I don't get MOBAS either. I've tried playing HON and watching DOTA and LOL: Bored. Every. Time.
|
Back in the 90's RTS was super popular, like really it was pretty much "the genre" back in the mid-late 90's for a lot of old school PC gamers like myself, despite people some peoples saying that it has always been a niche genre. On a competitive level, ok, it has not blown up as much Worldwide in recent years as other some others have, but I think that is more due to the lack of popularity in RTS in general in recent years rather than the games are "too hard/non casual". I do expect RTS to come back and be the flag bearer for e-sports, it may take some time but I am quietly confident.
|
Khaldor was never a true starcraft guy so I'm not surprised by his thoughts.
This game needs to be more like Brood War. I give 0 fucks about hero's keep that shit out of starcraft.
|
On February 16 2014 00:04 Big J wrote: Can't really agree with this. I've played (the old) Dota a lot (back in the days), still I don't really get what is going on in the MOBA battles. Imo to get excited about MOBAs you have to know all the Heroes and spells involved. Like, when I tried to watch LoL, it was just random stuff and effects going off and people randomly dying, since I had no clue what possibilities were there.
In my opinion the main problem of RTS is that it is mechanically and attententionwise too hard. You have to focus on too many places all over the map and you have to grind out all those mechanical training sessions (which is extremely boring). Compared to how easy it is for a player to always stay focused on one screen and control one hero, it is just annoying to have to switch screen, select a worker, tab through a menu and find a place where you want to put down that supply depot. While all you really want to do is run around with your units and have new armies being made. I think for RTS games this has to become a keyfocus if they want to regain popularity amongst players (viewers will follow, since the viewers are 95% recruted from the playerbase): make macromechanics easier or straight out automate parts of them. I know this is an unpopular thought amongst oldschool RTS elitists, but think about what would be if we had even less automatization. Imagine you had to manually mine with your workers (send them to the minerals; send them back home). Of course the skilllevel would improve greatly, but is this fun and does this lead to growth of playerbase? Even elitists would say that this is too much, yet, we draw the line with arbitrary standards that have been created by games in the 1990s like CnC, Warcraft 1-2 and Broodwar. So I ask, is switching screens away from where the battle happens fun? Is spamming keys to build units in the midth of a fight what you want to focus at? Of course, making parts of the game easier may be problematic for competitive play, yet, there are easy ways to make up for that, by making units more potent. Give all units more standard abilities they can do apart from move+attack. E.g. give infantry the ability to run and crawl, and let tanks overrun smaller units if controlled properly. Three dimensional airbattles where you can avoid missiles with loopings and stuff like that! Skilllevel would increase through unit control and tactical usages of their abilities - which is the amazing thing we really like about playing RTS games, not the qeuing of another SCV or the ability to get supply blocked for only 1:15min in a 20min game.
+1
Funny to see a lot of what you tell there was already present in the first Total Annihilation. SupCom (the first) and to some extent Planetary Annihilation are the descendants of this.
Yes it was a 'macro' game, but there were so much smart automation embedded in it that a skilled player could focus pretty much all the time on unit control.
Wow, I would play the fuuuuk out of that automated macro / micro-focused game! And so would everyone I know that's ever played an RTS, I would imagine.
|
East Gorteau22261 Posts
On February 20 2014 04:05 CrayonPopChoa wrote: Khaldor was never a true starcraft guy so I'm not surprised by his thoughts.
This game needs to be more like Brood War. I give 0 fucks about hero's keep that shit out of starcraft.
Wow, I don't know what to say
You enjoy more than one game, you can't be a "starcraft guy", is that it? What kind of reasoning is that?
|
4713 Posts
On February 20 2014 03:57 aZealot wrote:Show nested quote +On February 18 2014 20:33 LaLuSh wrote: If SC2 had reliable moving-shot micro tricks, I still fear the game pace of SC2 is so fast that there would only be a very narrow window where it would be worth it to utilize this kind of micro. So in that sense I think your argument holds some ground. And the best kind of RTS I think would be one where there were distinct build-up stages where small micro tricks were encouraged, but also fully develoepd stages with huge massive strategic battles. Just a question here, do you mean game speed as in the overall pace of the game or the game speed? If the latter, I think the speed at which SC2 is played from beginning to end (the effect of which is felt especially as economy and production kick into gear) imposes a certain level of mechanical difficulty (and intensity) to the game which is good for SC2. If you mean the speed at which we rush to the mid-late and late game (due to the economy boosts) then, yeah, I agree. But as with many of my thoughts on SC2, I now doubt that this is as crippling to SC2's development as I once thought. Edit/ And, yeah, I don't get MOBAS either. I've tried playing HON and watching DOTA and LOL: Bored. Every. Time.
To be honest, if you look at BW, SC2 and Starbow, you'll quickly come to realize that the fastest speed is really detrimental to RTS games, the faster the game speed the quicker things die and the less reaction time you have to micro, split, focus fire, or really do anything meaningful. It also makes maxed out army fights end in between 5 and 15 seconds sometimes.
So I think what Starbow did was smart when they reduced the attack speed of everything across the board by 40%. However even with that, if deathballing still exists in the game then the effect will only be marginal, since in maxed out fights things are still going to die fast, and armies will still prefer to aggregate together instead of spread out, this leads to my next point.
Yes the pace of the game is also wrong, yes you are right its too easy at times to max and rush to the late game and it feels like you don't have a proper mid game many times. The pace of the game is also tied to economy and to unit design. If you change the economic model to one where the more bases you get the better your economy with a equal number of workers, well that will encourage you to spread out more, but its useless and out of place if units themselves don't function well on their own, and only work in synergy inside a deathball.
Again, there isn't one single change you could apply to SC2 to make it a better game, you need about 3 big ones.
I still think Khaldor touches upon a great point though, I think RTS games could benefit more in general from having units be more micro able, its just that heroes are the most obvious and extreme of those examples, but they aren't the only one. If you watch WoL TvZ you'll notice certain patterns, you can kind of tell how good a game was going for either player not only by the state of his economy, but also by that of his army.
Was the zerg trading efficiently enough that he could mass more mutas? Suddenly the focus was starting to switch to the mutas, how efficient the zerg could be with them, keeping them alive while harassing, doing damage and evading traps.
Then the terran, how was his tank control? Was he positioning his tanks well, was he protecting them properly from muta harass? Was he getting good trades and slowly building up his count?
Yes in some of these situations certain key units, like the tanks and the mutas in this case, became in essence the hero. BW had a lot more of these interactions though, you had lurkers and tanks, you had science vessels and scourge.
This is why I say SC3 doesn't need hero units, it just needs well designed units that can act as hero units for the purpose of attracting your attention, after that good design and unit interaction is what is supposed to keep you glued to the edge of your seat, watching marines dance back and forth defending tanks, splitting and kiting for their lives against the banes, while tanks try to cull their number as best as possible, all the while droping and still macroing.
|
i think too many assumptions are being made here . . casual gamer . . hmm what does that mean
i consider myself a hardcore starcraft 2 gamer and extremely knowledgeable gamer over all, like us all really! I casually follow lol, dota and insert any other tournament game here . . i follow and play it all. Im going to say trying to follow games if ur fully not interested in games is impossible. most of my friends(we are all over 33) think its sad that i sometimes say on saturday nights"im going home now i want to watch the mlg or sc2 tourny" when they come round to the house when we are getting ready to go out ill have a stream or some re run on and ill "say this is it". they will watch it and not give a fuck. theyll humour me by asking questions as they are mates and know im interested and trust me, they really cant see it. When he talks about viewer experience, there will be fewer than 2% (not counting people who have just gone cos of someone else) who know fuck all about games, so the idea that moba games are easier to watch and easier to showcase skill is a load of fucking shit. We all know tiger woods is one of the greatest golfers of all time, but how does any player show of any showcase there and then. ITs only when they see the scoreboard later and see whoes winning do they acknoledge hes good. Same applies, dont show the player in a golf match or ANY match . . who knows really what makes skill skill. to the non player it looks the same from every professional. if you took the player names away from all games noone will know who is who. its a game, a set thing at its very core following what the game only lets you do. If you are not a gamer this shit just isnt exciting. My own girlfriend thinks im sad as fuck as old as i am for even being as interested as i am in it. Barely any real life mate i know is. we are a minority ANYWAY. at work noones really into it, around the clubs, bars and social events i go to, noones heard of it. When i do find someone who has heard of it he IS the casual gamer and the few people ive found who admit to any of this straight up agree its boring. I often find it boring. Khaldors argument about the popularity of the games boils down to just one simple thing. Mobas are all free and not so many buttons. for a new player ur in the game, in the action, right away. Sc2. ive given this game to friends really really AND REALLY tried to get them to play it. Its too fucking hard for them, they dont see the idea right away, and they really dont want to invest the time as their final verdict after giving it a few games is its boring. these i feel are truly the casuals we talk about.
Then the final nail in the coffin is the balance whine. If 1 caster or personality says it enough it becomes so. I remember everyone professing that you shouldnt build more than 6 infesters in wol(i use this evertime i argue) i heard it day in day out . . then an mlg came and the top 3 korean zergs were building upwards of 20 . . .yea. . and then the birth of the bl infester arrived. People going mad over how OP zerg was! This shit was ALWAYS IN THE GAME its just the players figured it out and then all the casters jumped on the blordinfester days, give me a break they didnt see it coming in the first place. my point hee is, if you are listening to this shit too much "Protoss Power" being coined over the last week you start to believe it, i fucking destroy toss players 80% accoring to my stats . . its not an issue. People simply just dont want to figure the game out any more and this adds to its decline and hatred from once dedicated players
got to stop, i follow this scene day in day out, i hate posting now cos it really doesnt matter. the shit i hear these personalities say and it just but totally full of shit. Its all gaming. In the real grand scheme of things its not going to matter and with such accessibilitya good player isnt going to stay at the top for long. With a forever expanding platform the idea of spotting peoples skill in the game is going to become even harder and harder to see as there will be even more and more people able to compete. think about it, not everyone is a pro at golf as you need money, the away time and daylight to stand half the chance (the away time here is the key) becoming a pro gamer. a pc to run the game . . . .practically play for as long and whenever you like.
|
On February 20 2014 05:07 Destructicon wrote:Show nested quote +On February 20 2014 03:57 aZealot wrote:On February 18 2014 20:33 LaLuSh wrote: If SC2 had reliable moving-shot micro tricks, I still fear the game pace of SC2 is so fast that there would only be a very narrow window where it would be worth it to utilize this kind of micro. So in that sense I think your argument holds some ground. And the best kind of RTS I think would be one where there were distinct build-up stages where small micro tricks were encouraged, but also fully develoepd stages with huge massive strategic battles. Just a question here, do you mean game speed as in the overall pace of the game or the game speed? If the latter, I think the speed at which SC2 is played from beginning to end (the effect of which is felt especially as economy and production kick into gear) imposes a certain level of mechanical difficulty (and intensity) to the game which is good for SC2. If you mean the speed at which we rush to the mid-late and late game (due to the economy boosts) then, yeah, I agree. But as with many of my thoughts on SC2, I now doubt that this is as crippling to SC2's development as I once thought. Edit/ And, yeah, I don't get MOBAS either. I've tried playing HON and watching DOTA and LOL: Bored. Every. Time. To be honest, if you look at BW, SC2 and Starbow, you'll quickly come to realize that the fastest speed is really detrimental to RTS games, the faster the game speed the quicker things die and the less reaction time you have to micro, split, focus fire, or really do anything meaningful. It also makes maxed out army fights end in between 5 and 15 seconds sometimes. So I think what Starbow did was smart when they reduced the attack speed of everything across the board by 40%. However even with that, if deathballing still exists in the game then the effect will only be marginal, since in maxed out fights things are still going to die fast, and armies will still prefer to aggregate together instead of spread out, this leads to my next point. Yes the pace of the game is also wrong, yes you are right its too easy at times to max and rush to the late game and it feels like you don't have a proper mid game many times. The pace of the game is also tied to economy and to unit design. If you change the economic model to one where the more bases you get the better your economy with a equal number of workers, well that will encourage you to spread out more, but its useless and out of place if units themselves don't function well on their own, and only work in synergy inside a deathball. Again, there isn't one single change you could apply to SC2 to make it a better game, you need about 3 big ones. I still think Khaldor touches upon a great point though, I think RTS games could benefit more in general from having units be more micro able, its just that heroes are the most obvious and extreme of those examples, but they aren't the only one. If you watch WoL TvZ you'll notice certain patterns, you can kind of tell how good a game was going for either player not only by the state of his economy, but also by that of his army. Was the zerg trading efficiently enough that he could mass more mutas? Suddenly the focus was starting to switch to the mutas, how efficient the zerg could be with them, keeping them alive while harassing, doing damage and evading traps. Then the terran, how was his tank control? Was he positioning his tanks well, was he protecting them properly from muta harass? Was he getting good trades and slowly building up his count? Yes in some of these situations certain key units, like the tanks and the mutas in this case, became in essence the hero. BW had a lot more of these interactions though, you had lurkers and tanks, you had science vessels and scourge. This is why I say SC3 doesn't need hero units, it just needs well designed units that can act as hero units for the purpose of attracting your attention, after that good design and unit interaction is what is supposed to keep you glued to the edge of your seat, watching marines dance back and forth defending tanks, splitting and kiting for their lives against the banes, while tanks try to cull their number as best as possible, all the while droping and still macroing.
Game speed: I disagree. This is because the game speed does not affect micro control in small and medium scale engagements. Neither, really, does it affect micro in large scale engagements (and there is micro in these engagements too, at least at the higher levels of play). The effectiveness of the micro may be lessened, at least to my eyes, in these large scale engagements where ball literally collides with ball, but that has to do with numbers and tech (upgrades etc). The other, of course, is that the unit density makes it harder to see micro and even to actually micro. I think the game speed is fine.
It also, as I noted earlier, imposes a mechanical requirement on players. You have to be fast to micro and multi-task and at the same time not let your resources slip out of control (i.e. your macro). If you do, you generally lose because macro owns.
Game pace: I am in two minds about this. Sure, it would be nice to have a longer window for the early game and the mid game (although the window for the mid game, I think, is usually fine). Interestingly, I remember reading DB saying in an AMA that they had originally envisaged SC2 to be played on smaller maps. This may have given the early game a larger window.
But, at the same time, the fact that the game enables lower level players to tech to their respective balls is not necessarily a bad thing. It allows players to access their tech and make their armies fast and then fight. We may over-emphasise the importance of lots of small scale engagements in lower leagues. Note that these are still possible if we want it, it is just that generally lower level players do not have the mechanics to do all this and maintain their macro. Therefore, they usually lose to equally skilled players who have focused on probes and pylons and have more stuff.
The other reason is that the game is mapped out to certain points in certain match-ups. Given that maps reflect that learning and reinforce it, there is an incentive to adhere to that learning rather than throw it out the window and usually fail.
At the highest levels of play, we actually do find and are starting to see more engagements and multiple fronts across a map. Therefore, there is nothing intrinsic to SC2 that limits it to deathballs. Only the skill of the players concerned. So, while I see your point, and have thought the same thing myself before with regard to production and economy boosts, the most skilled players seem to be playing just fine with it. So, if it appears to be working, then I am generally OK with it.
Fixing SC2: Three changes are too big. Even a fundamental rework to the economy is likely to lose players at this stage (even for LOTV). Nor am I convinced that these changes will necessarily make SC2 a better game. We actually don't know what the effects of one (let alone three) major changes to SC2 will be. They may be better or worse, but we can't say either way until the players develop the game over a few years (which also voids the development of the game thus far).
The game and the players have constantly surprised my over the 4 years I have followed SC2. And both have gotten immeasurably better since WOL. I think this is an indication that the core design framework of SC2 is better than many, including myself, think it is. Now, it can be argued that it could be better. But, the current iteration seems to be working. Given that, I am fine with the core framework as it is, with needed changes coming from within that framework (e.g. maps).
Hero units: I agree that I do not want to see this in a game called Starcraft. But, we sort of have these already in valued (usually) higher tech units. Immortals, for instance, tend to famous in many PvZ games. Protoss seem to have more of these than the other races (maybe because of the race design of the few but strong). It would be good to see more of these in the game (and for the other races). As for more and better interactions, I agree with that too. We already see some of this in SC2, ironically the SH is one such example of that interaction. But, we could use more of these and better.
|
|
|
|