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The future of RTS games - Page 59

Forum Index > SC2 General
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Keep "my game is better than yours"-slapfights out of this. If the discussion devolves into simple bashing, this thread will be closed.
VinceNet
Profile Joined November 2011
Switzerland5 Posts
June 14 2014 12:30 GMT
#1161
Heroes in RTS are the best, warcraft 3 forever
TMG26
Profile Joined July 2012
Portugal2017 Posts
June 14 2014 16:45 GMT
#1162
On June 14 2014 07:31 Thieving Magpie wrote:
Show nested quote +
On June 14 2014 02:39 Cheren wrote:
The essence of casual accessibility in RTS is defender's advantage.

Don't believe me? MOBAs are RTS with defender's advantage turned up to 11. Dota has high ground advantage, towers, and towers on the high ground combining both advantages. LoL has super-powered towers or turrets or whatever.

BW obviously had high ground advantage, and on pretty much every popular BW map the main was elevated to turn that into defender's advantage. WC3 didn't always have elevated mains, but your base and/or workers could always assist you in defense, whether it was militia, burrows, NE buildings, or ghouls. AoE I haven't played much of, but I believe you could send your workers into your main base to turn it into essentially a Planetary Fortress.

Now you might say, but Photon Overcharge and Force Fields suck, and they're defender's advantage! True, but one, FF is also an offensive spell, and two, both are bandaid fixes for one of Protoss' macro mechanics, warp gate, only giving an advantage to an offensive Protoss. This is as opposed to mules and injects which benefit both offensive and defensive players.

Want to make SC2 more casual friendly? Add some sort of high ground advantage that's not vision related (doesn't have to be an RNG miss chance) and remove warp gate. (add another protoss mechanic or buff chrono boost)


Protoss have an early planetary fortress, Terrans have almost free defensive structures, and zerg creep is terrain advantage. What you're asking for is already in SC2.


Almost free. Not a given.

The only given defenders' advantage is the choke points. In Dota you have booth choke point, High Ground and a Tower. A bigger and free for everyone advantage. What you are talking about, compares to being able to insta kill the creep wave to make the push harder, it's almost free, and pretty much every team has it, but it's not free, that makes a difference.
Supporter of the situational Blink Dagger on Storm.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 14 2014 23:22 GMT
#1163
On June 15 2014 01:45 TMG26 wrote:
Show nested quote +
On June 14 2014 07:31 Thieving Magpie wrote:
On June 14 2014 02:39 Cheren wrote:
The essence of casual accessibility in RTS is defender's advantage.

Don't believe me? MOBAs are RTS with defender's advantage turned up to 11. Dota has high ground advantage, towers, and towers on the high ground combining both advantages. LoL has super-powered towers or turrets or whatever.

BW obviously had high ground advantage, and on pretty much every popular BW map the main was elevated to turn that into defender's advantage. WC3 didn't always have elevated mains, but your base and/or workers could always assist you in defense, whether it was militia, burrows, NE buildings, or ghouls. AoE I haven't played much of, but I believe you could send your workers into your main base to turn it into essentially a Planetary Fortress.

Now you might say, but Photon Overcharge and Force Fields suck, and they're defender's advantage! True, but one, FF is also an offensive spell, and two, both are bandaid fixes for one of Protoss' macro mechanics, warp gate, only giving an advantage to an offensive Protoss. This is as opposed to mules and injects which benefit both offensive and defensive players.

Want to make SC2 more casual friendly? Add some sort of high ground advantage that's not vision related (doesn't have to be an RNG miss chance) and remove warp gate. (add another protoss mechanic or buff chrono boost)


Protoss have an early planetary fortress, Terrans have almost free defensive structures, and zerg creep is terrain advantage. What you're asking for is already in SC2.


Almost free. Not a given.

The only given defenders' advantage is the choke points. In Dota you have booth choke point, High Ground and a Tower. A bigger and free for everyone advantage. What you are talking about, compares to being able to insta kill the creep wave to make the push harder, it's almost free, and pretty much every team has it, but it's not free, that makes a difference.


And what I'm telling you is that much like AoE, WC3, and BW, SC2 has a lot of defenders advantages that attackers cannot ignore.

You don't just walk onto creep.
You don't run face first into a Photon Overcharge
And Terran CAN get 75% of their money back from Bunkers while having the only defensive structure in the game that PROVIDES its own supply.

You don't charge at a protoss army near walls/cliffs/terrain because forcefields completing and creating choke points allows Protoss to use terrain advantages to win fights. The same goes with Zerg. Terran is literally a race that can pick up its base and run away to start over somewhere else if it ever started losing too much ground or its army was caught out of position.

SC2 has a LOT of defenders advantage and makes use of terrain very very dynamically. What you're wanting is not the implementation of terrain use, you're asking for a specific type of terrain use. Which is fine, but don't be dishonest in the way you discuss it.
Hark, what baseball through yonder window breaks?
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
June 15 2014 00:28 GMT
#1164
There's a defensive structure in the game that needs supply to be provided?
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
June 15 2014 01:00 GMT
#1165
You guys are confusing b/w static defensive mechanisms and dynamic ones.

High ground advantage will ALWAYS be there.

But however these:

"You don't just walk onto creep.
You don't run face first into a Photon Overcharge
And Terran CAN get 75% of their money back from Bunkers while having the only defensive structure in the game that PROVIDES its own supply."

Aren't always there.

That's akin to saying "Oh don't bang your army against the opposition with superior defensive units, you may get slaughtered."

Creep + Photon Overcharge + Salvage can be utilized for phenomenon effect but those takes more time to accumulate for their maximum effect while BW's high ground mechanics provides more "immediate" effect.

So there should definitely be a distinction b/w the terminology.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 15 2014 03:46 GMT
#1166
On June 15 2014 10:00 Xiphos wrote:
You guys are confusing b/w static defensive mechanisms and dynamic ones.

High ground advantage will ALWAYS be there.

But however these:

"You don't just walk onto creep.
You don't run face first into a Photon Overcharge
And Terran CAN get 75% of their money back from Bunkers while having the only defensive structure in the game that PROVIDES its own supply."

Aren't always there.

That's akin to saying "Oh don't bang your army against the opposition with superior defensive units, you may get slaughtered."

Creep + Photon Overcharge + Salvage can be utilized for phenomenon effect but those takes more time to accumulate for their maximum effect while BW's high ground mechanics provides more "immediate" effect.

So there should definitely be a distinction b/w the terminology.


Being that the discussion string began by talking about defender's advantage, mentioning both terrain as well as buildings (WC3, AoE, etc..) the discussion was a lot broader than just terrain advantage.
Hark, what baseball through yonder window breaks?
urboss
Profile Joined September 2013
Austria1223 Posts
June 15 2014 03:57 GMT
#1167
There was a new RTS-FPS hybrid announced:

urboss
Profile Joined September 2013
Austria1223 Posts
Last Edited: 2014-06-15 03:58:22
June 15 2014 03:57 GMT
#1168
http://www.rockpapershotgun.com/2014/06/09/abatron-fps-rts/
Roswell
Profile Joined November 2013
United States250 Posts
June 15 2014 04:52 GMT
#1169
All i see are gimmicks. Nothing is new. Nothing will change. We have been playing the same games for 15 years now. At least SC2 takes some skill. God forbid we resort to watching Child Island.
"You are the bravest boy I have ever met"
Eliezar
Profile Joined May 2004
United States481 Posts
June 15 2014 05:37 GMT
#1170
On the micro/macro discussion: For the record, micro and macro as used in StarCraft 2 were not the same meanings that the words conveyed in vanilla starcraft or early broodwar. Influential late Broodwar personalities changed the definitions of those words slightly. It was common to hear talk about how to micro-manage your economy or macro-managing your army.

Definitions change over time and between games so there really isn't a reason to get hung up on it.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
June 15 2014 07:25 GMT
#1171
-Every two month make a patch that change the metagame (minor). And after a season (like 6 month) make a big patch that change completly the metagame (major). When I say completly I mean like new units, remove units, change skill on units.

The metagame in sc2 is just too slow to change. It's just boring to see that after 4 years people still do the same all in.In league of legends we got a new hero every two month and the metagame is always changing.
[image loading]

-and make the game free.
Synche
Profile Joined May 2010
United States1345 Posts
June 15 2014 09:26 GMT
#1172
I think RTS games are just fine. We need games with exciting match play, that offer strategic and skill depth. If a company ever wants to make one of those we will have a winner.

To be honest I really don't see it as an RTS, MOBA, Fighting Game, FPS issue. It's a competitive game issue at this point. Are you willing to make the game competitive? Some companies don't want to compromise on that issue, or are willing to compromise far less than others. I think the companies that are willing to make that sacrifice and fully embrace creating the game from the ground up for competitive play will succeed in drawing an audience.
urboss
Profile Joined September 2013
Austria1223 Posts
June 15 2014 09:53 GMT
#1173
Any multiplayer game is "competitive".
The only reason Blizzard needs to pay close attention to balance issues is because it uses three distinct races.
No one whines about balance in chess or poker.
I'm perfectly OK with having a "Terran Only" RTS if it kicks ass otherwise!
.nix
Profile Blog Joined December 2010
France23 Posts
June 15 2014 11:02 GMT
#1174
A good way to increase tournament popularity, revenues, and overall hype could be to allow people to bet money on pro matches.
Directly from Blizzard client for added efficiency

Just my 2cents
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
June 15 2014 11:13 GMT
#1175
On June 15 2014 20:02 .nix wrote:
A good way to increase tournament popularity, revenues, and overall hype could be to allow people to bet money on pro matches.
Directly from Blizzard client for added efficiency

Just my 2cents


Cannot happen. As far as I know, USA has a ban on gambling, and you know where Blizzard is located.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2014-06-15 12:19:30
June 15 2014 12:15 GMT
#1176
Traditional RTS is a thing in the past. It is becoming more niche since early 2000s

No spins you do can change this. Multi-tasking is a chore, macro is a chore. Nature of RTS game have steep learning curve, and as such can never capture large mass audience.
FeyFey
Profile Joined September 2010
Germany10114 Posts
June 15 2014 12:45 GMT
#1177
On June 15 2014 18:53 urboss wrote:
Any multiplayer game is "competitive".
The only reason Blizzard needs to pay close attention to balance issues is because it uses three distinct races.
No one whines about balance in chess or poker.
I'm perfectly OK with having a "Terran Only" RTS if it kicks ass otherwise!


No one whines about balance in chess, because we know no one can change the game for everyone. So chess players accept that their game will be imbalanced forever.
Just as everyone accepts that card games are heavily based on luck.

The internet though is different, especially if someone gave into it at one point already lol. Thats why some try to mention their wants at every chance they get, so someone in charge might think many want it.

Not sure why some want a more casual always changing rts, the competition you would face would be so much tougher. I feel sorry for Dota2 as the only things I see from LoL and Dota2 are twitch viewer numbers. But no need to jump in I know Dota2 is fine.
urboss
Profile Joined September 2013
Austria1223 Posts
June 15 2014 13:18 GMT
#1178
On June 15 2014 21:45 FeyFey wrote:
The internet though is different, especially if someone gave into it at one point already lol. Thats why some try to mention their wants at every chance they get, so someone in charge might think many want it.

Not sure why some want a more casual always changing rts, the competition you would face would be so much tougher. I feel sorry for Dota2 as the only things I see from LoL and Dota2 are twitch viewer numbers. But no need to jump in I know Dota2 is fine.

The whole reason behind making RTS more casual is that they would cease to exist in the mass market otherwise.


On June 15 2014 21:45 FeyFey wrote:
Show nested quote +
On June 15 2014 18:53 urboss wrote:
Any multiplayer game is "competitive".
The only reason Blizzard needs to pay close attention to balance issues is because it uses three distinct races.
No one whines about balance in chess or poker.
I'm perfectly OK with having a "Terran Only" RTS if it kicks ass otherwise!


No one whines about balance in chess, because we know no one can change the game for everyone. So chess players accept that their game will be imbalanced forever.
Just as everyone accepts that card games are heavily based on luck.


Card games are based on luck, that doesn't mean that they are imbalanced. The luck can hit anyone.
If you mean White's advantage in chess, the way they solve this is by having players play BOTH White and Black in alternation.
Similarly, there would be no balance whine in SC2 if players were required to play ALL 3 races in each matchup.
So if Taeja meets MC at Dreamhack in the quarter final, this is how it would look like:

Game 1: MC chooses Protoss, Taeja chooses Terrain
Game 2: MC chooses Zerg, Taeja chooses Protoss
Game 3: MC takes Terrain, Taeja takes Zerg

If Blizzard would have enforced this from the beginning, there would never have been any balance issues.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
June 15 2014 13:21 GMT
#1179
Balance isn't the biggest problem with StarCraft 2. The real problem is explained below.

On June 15 2014 21:15 iky43210 wrote:
Traditional RTS is a thing in the past. It is becoming more niche since early 2000s

No spins you do can change this. Multi-tasking is a chore, macro is a chore. Nature of RTS game have steep learning curve, and as such can never capture large mass audience.

ZenithM
Profile Joined February 2011
France15952 Posts
June 15 2014 13:21 GMT
#1180
On June 15 2014 12:57 urboss wrote:
http://www.rockpapershotgun.com/2014/06/09/abatron-fps-rts/

Looks absolutely awful, but I like the concept.
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