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Huge list of fixes SC2 needs in order to be great - Page 9

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MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-23 02:14:11
December 23 2014 01:40 GMT
#161
Couple more things I picked up this week:

[*] Maps need to have a 'review game' button on the score screen, as it is now you have to go through like 3 loading windows before you review a map.

[*] Custom map starts players as a race, rather than as random like it should be for default.

[*] The XP gain on units killed, shows in fog of war which can be abused to show you if you killed stuff with an AOE or DoT etc.

[*] Need ability to favorite maps (the bookmark is OK, but not that great), as well as BLOCK maps. The main screen of the arcade is constantly the same shitty maps, same with the spotlight, which are better maps overall, but they are played out.
Imo, should be like how reddit is, have a normal front page, and your custom front page that you can toggle.

[*]Units don't see each other as 'in the way' when pathing to a destination the same way they do with buildings or terrain. This is probably what causes the other gripe I wrote about how some units won't attack a target or whatever.

[*] In the replay section, you can't highlight to mass delete, and the delete button on the kb doesn't work either. Makes it pretty cumbersome.

[*]Change the way addons build, in bw you pressed the build addon button (or hotkeys) and it would create the building placement ghost no matter if the bldg was already landed or not. In sc2, it doesn't do this if the building is on the ground already. This bugs the crap out of everyone, and is the reason why so many people accidentally build the wrong addon all the time. This is always important because if the building is in a bad location or place where the addon can't go, it will just sit on the ground and error out. So it will slow you down if you have to lift, and wait for it to be in the air, and then do it. Where as in BW, you could do it, and throw it down in the right location super quickly and wasn't so micro intensive.
RIP SPOR 11/24/11 NEVAR FORGET
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-23 02:00:05
December 23 2014 01:51 GMT
#162
On December 21 2014 23:12 ElhayM wrote:
In-game Alerts should have an option to become unclickable. I've been wanting to use them for the longest time but misclicking on them especially during a fight can cost games.

When you're on "Busy" status and you get messaged, you shouldn't be able to hear in-game that you got messaged. This is irritating for people who wish to receive information through audio. It can be disabled through disabling interface sounds, but it removes the audible confirmation that you've pressed a button.

For unit life bars, I personally use damaged because the game looks clean that way. However, its very hard to identify key target energy units like High Templar, Ghosts and Sentries if they're full energy. They can easily hide in a deathball and it can be hard to spot them. Normally with healthbars on, you can easily identify these energy units because they have a purple bar underneath. If Blizzard added a function to show Damaged / Energy It'd be easier to recognize numbers of high priority targets instead of trying to nitpick and find them through the deathball mess when they're full energy.

In Broodwar, I frequently used the spacebar to center my attention to engagements. In SC2 it got replaced with "jump to last alert" which includes the production of a unit, completed upgrade, etc. I'm not exactly sure if this is true for both anymore but I would definitely like to see something like that happen.



Thanks, added. However, I think space bar works the same as it did in BW. Isn;t an 'under attack' part of alerts?

On December 22 2014 16:44 fenix404 wrote:
i just wanted to add, not sure if its been said...

proleague is about to start in a few hours. they have this interface that loads the game and counts down for 1v1 and spectators. why would we not add this to the real game, especially ranked games. when a game is loading, you have to be on your mark to left click your main structure, and press make worker. sometimes this can get the jump on you, if someone is having the funky loading time issue.

the game should load all players in (like dota or even 1v1 obs mode maps), and the players should have to press start within the game engine,and a countdown should go like when you load the replay and resume. (though i would make a more subtle countdown graphic, much like the simple proleague one with the old school boop. WE NEED THE OLD SCHOOL COUNTDOWN BOOP BOOP BOOP!)

also add spectator mode like dota. please.



ty added

And fruity. I added 2 to the list? I got kinda confused with your edits and posts.
RIP SPOR 11/24/11 NEVAR FORGET
ElhayM
Profile Joined February 2013
Canada134 Posts
December 23 2014 02:44 GMT
#163
On December 23 2014 10:51 MarlieChurphy wrote:
Show nested quote +
On December 21 2014 23:12 ElhayM wrote:
In-game Alerts should have an option to become unclickable. I've been wanting to use them for the longest time but misclicking on them especially during a fight can cost games.

When you're on "Busy" status and you get messaged, you shouldn't be able to hear in-game that you got messaged. This is irritating for people who wish to receive information through audio. It can be disabled through disabling interface sounds, but it removes the audible confirmation that you've pressed a button.

For unit life bars, I personally use damaged because the game looks clean that way. However, its very hard to identify key target energy units like High Templar, Ghosts and Sentries if they're full energy. They can easily hide in a deathball and it can be hard to spot them. Normally with healthbars on, you can easily identify these energy units because they have a purple bar underneath. If Blizzard added a function to show Damaged / Energy It'd be easier to recognize numbers of high priority targets instead of trying to nitpick and find them through the deathball mess when they're full energy.

In Broodwar, I frequently used the spacebar to center my attention to engagements. In SC2 it got replaced with "jump to last alert" which includes the production of a unit, completed upgrade, etc. I'm not exactly sure if this is true for both anymore but I would definitely like to see something like that happen.



Thanks, added. However, I think space bar works the same as it did in BW. Isn;t an 'under attack' part of alerts?


Yup it is, but everything else such as created units / finished upgrades center to that location whereas in BW they only centered to engagements afair
Team Captain Flipsid3 Tactics | @F3ElhayM
fruity.
Profile Joined April 2012
England1711 Posts
December 23 2014 02:55 GMT
#164
MarlieChurphy, looks good. The other one I mentioned I'm unsure whether or not it could be classified as a bug, best leave that one out - I feel if it were changed it may cause problems for those unfamiliar with the binding system.
Ex Zerg learning Terran. A bold move.
-Kyo-
Profile Blog Joined August 2010
Japan1927 Posts
Last Edited: 2014-12-23 08:57:27
December 23 2014 08:56 GMT
#165
On December 18 2014 08:29 MarlieChurphy wrote:
Show nested quote +
On December 18 2014 00:52 -Kyo- wrote:
Yo, so this just occurred to me as I was looking for people to play the LotV custom map with today.....

Why is there not a centralized chat channel for GM players? It blew my mind when I realized this. There absolutely needs to be one that tells you how many GMs are online and in the members tab who they are. Other GMs are not going to harass other GMs and will only be msging others if they want to game/custom. If its a problem for someone they can just block the individual..

Once you achieve GM rank you should be automatically put into a channel specifically with, and restricted to, other GMs. If your account is GM on another server it should automatically recognize this via the website and allow you entry(possibly bad/good idea?).

This would aid people looking for practice partners and people who want to play these kinds of custom maps so greatly..... It is nearly impossible to just add all the people you think might want to play with you via the GM list and would be so much easier to have a centralized area for people to talk...


If you don't want to be in the chat channel you can just close it once and it should remember to keep it closed like other chats.


That has too much potential for abuse though. There are a lot of good ideas like this, such as having a thumbs up/down for rematch after a ladder game, having 2 race random option, etc.


Just came back to this thread. I do not see how this could be abused at all. As I mentioned, if someone got to GM just to try to troll some1 through a chat channel like nerfffy all you have to do is block their account just like you would if you matched him on ladder anyway. It's pretty uncommon for GM players to troll other GMs via chat (for instance WCS chats and such). It'd be even more rare considering it's only open to the current 200 and they can't just replicate random new accounts to spam you via this chat since it is restricted.

I honestly think this is a really big addition the more and more of a ghostland NA turns into. It's impossible to find good players to talk to let alone know when they are alone.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
THM
Profile Joined November 2010
Bulgaria1131 Posts
Last Edited: 2014-12-23 09:55:53
December 23 2014 09:55 GMT
#166
Now that's what I call a huge-ass list.
Flopgun
Profile Joined August 2005
Germany274 Posts
Last Edited: 2014-12-25 17:28:32
December 25 2014 17:27 GMT
#167
We need the possibility to deactivate right clicking on the grahpics of the control groups at the bottom of the screen. This will overwrite the current control group with everything you just have selected at your screen (does anybody ever uses this feature at all anyway? I didnt knew this existed since shortly). During a big battle this can ruin your hotkey settings.

I know there is a possibilty of deactivating the hotkey symbols at the bottom of the screen itself but i think this feature is usefull, just deactivate the right clicking for overwrite "feature".
Jaedong fighting
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-27 20:42:36
December 26 2014 05:00 GMT
#168
On December 26 2014 02:27 Flopgun wrote:
We need the possibility to deactivate right clicking on the grahpics of the control groups at the bottom of the screen. This will overwrite the current control group with everything you just have selected at your screen (does anybody ever uses this feature at all anyway? I didnt knew this existed since shortly). During a big battle this can ruin your hotkey settings.

I know there is a possibilty of deactivating the hotkey symbols at the bottom of the screen itself but i think this feature is usefull, just deactivate the right clicking for overwrite "feature".



Someone already mentioned this as far as the alert notifications on the left, i think that falls under the same category. I'll append that though.
RIP SPOR 11/24/11 NEVAR FORGET
varsovie
Profile Joined December 2013
Canada326 Posts
December 28 2014 10:08 GMT
#169
Change game time to faster (ie real time speed) -Jakatak

Fuck yeah! I'd go further saying the speed when laddering (the standard game mode) should be called "normal".
I'd be nice also to have the FPS synced to engine "FPS", although not many people would like 10FPS I guess.

I'd like to add for Zergs :
BUG-They still have the bug where you can loose a larva by injecting at certain time and natural larva pop during injected larva pop animation, thus not giving you the larva AND reseting the larva pop countdown.

BUG/GAMEPLAY- Remaking an hatchery can be blocked by morphing eggs (happened few time after harass/snipe).

And in general :
IN GAME/USABILITY- The ability to select the player colors, right now you have player/team color and a colorblind option, so 4 choice really when laddering. I want to ladder/campaign as orange versus blue, why can't I select in a menu :"your color, ally color, enemy color"? Heck one of the 1st RTS I've played 15 years ago allowed me to do that.

IN GAME- More love to square screens. The way the game works to give everyone the same "advantage" it blocks the vertical field of vision, but that means square screens (with ration lower that 16/9 like 16/10 or 4/3) actually see less terrain on the sides. I have a 1920/1200 monitor and I play at 1920/1080 with black strips because it allows me to see more of the screen.

UI- Move the resources/supply close to the minimap so I can see all the important things with one glance.

UI/USABILITY- Allow me to put the whole UI on top of the screen instead of breaking my neck to play, I even have to put a dictionary under my screen to play SC2 without back pain, can't imagine most laptop users.

BUG- Blizzard should be more "pro"active in fixing exploit glitches, bug or imbalances (not races ones), like gas not giving same income on certain spawn location/map or the worker glitch to find enemy location (was fixed, 2 years latter...).

GENERAL- Maybe a way to "vote kick" a player for BM and cheating. Right now the report system does nothing or act VERY slowly to remove annoying players. Enough report from different persons in a short period should kick a player (or heck IP) out of SC2 for a day or two, or at least blacklist it for the person who has. Of course it would need few safeguards to avoid everybody kicking out proplayers they don't like during a tournament, but it's certainly doable.

Proleague has an interface that loads the game and counts down for 1v1 and spectators. Why would we not add this to the real game, especially ranked games? When a game is loading, you have to be on your mark to left click your main structure, and press make worker. sometimes this can get the jump on you, if someone is having the funky loading time issue. -fenix404

Just hold down the worker key during loading and spam click, shaves off few milliseconds. IMHO I'd like a "auto start worker at beginning" option much like auto mineral rally. And if you wanna cheese you can always cancel the worker, still have to wait few seconds before making anything else anyway. Exception being 6pool, but 6pool sux anyway and even one lost larva has time to regenerate that soon.

Open games doesn't have a good sorting method (not even sure how it sorts at all). Most times it just a bunch of games with 1 person (afk).

They're sorted by last opened at top. Although even that seems buggy sometime and the list doesn't always refreshes properly.

I'd like to point an ugly typo :
Bug when upgrade tanks to seige breakers if in seige mode it copies the unit in seige breaker
unseige mode first so it looks like it has 2 turrets etc.


And I'd like to disagree:
Ranked and Unranked can be playing the same game.. This above all things, reduces the integrity of the ladder. Probably the reason why everyone has been ranking lower on reset of season and struggling to climb ladder etc.

People should understand that unranked = ranked, just without the shiny "rank name". Separating both pool would actually just make the queues longer for everybody and maybe even less balanced. What matters for the system is MMR/points, not how shiny your badge is.
If you suck you should blame yourself not the ladder.


This should be called LotV wish list. :D
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
December 31 2014 02:23 GMT
#170
varsovie,

What do you mean about the FPS thing?

This egg bug, is not really a bug, it's been around since BW. although arguably it is much more deceptive than how it was in bw. The larva seem to be out of way of the building placement, yet they are still in the way. Perhaps they need to reduce the collision size of the eggs, or make the larva AI wander away a bit more.

I think I already brought this point up about colors, in mods of games like Q3 players will put all enemies to super neon bright KEEL characters for the same reason. And Sc2 has the red/green option. However, some people have color blindness and other reasons for wanting different colors. I agree, the colors should be editable and saveable. You should also just have the option of putting a random color selection for all players. However, I think the game should display this for all players (like bw did) and then just have people use their custom colors if they have issue with that. That's how it was in bw...

I don't think you can do anything about the resolution, that's just the nature of it on anything.

This is interesting, I think some of the observer mods could do this, so I don't see why not. However, most people don't have issue with the placements how they are. You can't crowd too many things into the same place.

Same thing with the main UI, it should be moveable, but I don't think it's that important. Some games have it on the side, some flip the minimap around etc. People just get used to it based on the game.

That votekick idea has too much potential for abuse. Just imagine what a clan of idiots would do to the server.

The auto start worker thing is actually a good idea, although most people would probably be against it because more automation.


So if your argument is simply points, then explain to me why it is that someone can play a game versus someone who neither gains nor loses points and yet they will? Seems a little off balanced that you can lose points to someone who isn't taking them and vise versa. The main point is simply that people don't 'simply understand' that they are the same mode, that was the point. One is supposed to be non serious, and the other is. To help people with their ladder anxiety and give a more casual playing field. This doesn't solve the problem, it just puts a bandaid on an infected bite.
RIP SPOR 11/24/11 NEVAR FORGET
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
December 31 2014 02:50 GMT
#171
Less scouting....nerf scan, remove hallucinated phx, xelnaga and sensor towers...
Remove slow/freeze spells
And remove collusi

Allow hosted games on the browser where host has power to kick and set skill level and that don't automatically start on filling.

Game fixed!
Its going to be a glorious day, I feel my luck could change
bri9and
Profile Blog Joined June 2010
United States246 Posts
December 31 2014 03:30 GMT
#172
Map loading screen pictures STILL have this bug where they are low resolution. This has been a bug for years.

^^^^ YEARS! truth
I don't have time to play with myself
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
January 16 2015 14:23 GMT
#173
Couple more

[*]In arcade and custom it doesn't seem to allow you to put uneven teams. Like 3v1 on a 4 player map.

[*]Sometimes the lobby will randomly lock the lobby at a 3v1 when you don't even want it.
RIP SPOR 11/24/11 NEVAR FORGET
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2015-01-31 10:17:11
January 31 2015 10:16 GMT
#174
Update :

toplel


[*] Private games needs name and password like WC3, Diablo, and BW had. Here is the most obvious reason why [image loading]
RIP SPOR 11/24/11 NEVAR FORGET
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2015-02-14 22:43:12
February 14 2015 22:42 GMT
#175
So in the recent LOTV multiplayer update I noticed this:

Scan range experimentation

We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.


http://www.teamliquid.net/forum/starcraft-2/478011-legacy-of-the-void-multiplayer-development-update

Looks like we might finally have this fixed. Thanks to Jakatak <3
RIP SPOR 11/24/11 NEVAR FORGET
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2015-02-14 23:28:48
February 14 2015 23:27 GMT
#176
On February 15 2015 07:42 MarlieChurphy wrote:
So in the recent LOTV multiplayer update I noticed this:

Scan range experimentation

Show nested quote +
We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.


http://www.teamliquid.net/forum/starcraft-2/478011-legacy-of-the-void-multiplayer-development-update

Looks like we might finally have this fixed. Thanks to Jakatak <3

I just don't understand why it should take a video by Nony for Blizzard to ineptly "fix" Carriers, a State of the Game episode with Day[9] for Blizzard to come up with the concept of space control, a video by JaKaTaK for Blizzard to decide on changing scan range values, a post by LaLush for them to add "moving shot" to the Phoenix, and so on. It seems like a lot of their bright ideas are derivative and they don't always do an adequate job fixing the issues anyway. I'm sure that Blizzard's SC2 development team can't be distinguished from a theatre group who get a list of "community concerns" from Psione once every three months in order to fake being full-time designers.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 15 2015 01:19 GMT
#177
On February 15 2015 08:27 Grumbels wrote:
Show nested quote +
On February 15 2015 07:42 MarlieChurphy wrote:
So in the recent LOTV multiplayer update I noticed this:

Scan range experimentation

We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.


http://www.teamliquid.net/forum/starcraft-2/478011-legacy-of-the-void-multiplayer-development-update

Looks like we might finally have this fixed. Thanks to Jakatak <3

I just don't understand why it should take a video by Nony for Blizzard to ineptly "fix" Carriers, a State of the Game episode with Day[9] for Blizzard to come up with the concept of space control, a video by JaKaTaK for Blizzard to decide on changing scan range values, a post by LaLush for them to add "moving shot" to the Phoenix, and so on. It seems like a lot of their bright ideas are derivative and they don't always do an adequate job fixing the issues anyway. I'm sure that Blizzard's SC2 development team can't be distinguished from a theatre group who get a list of "community concerns" from Psione once every three months in order to fake being full-time designers.


well they did some up with the warhound and destructible rocks and photon overchage, give them some credit.. how about 2 armor roaches for 1 suppy in WoL?
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
March 03 2015 00:55 GMT
#178
MMR DECAY GONE! REJOICE http://us.battle.net/sc2/en/blog/18141070
RIP SPOR 11/24/11 NEVAR FORGET
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2015-04-07 05:52:07
April 07 2015 05:51 GMT
#179
Anyone in lotv beta notice any of these things fixed?
RIP SPOR 11/24/11 NEVAR FORGET
sdjklahsjask
Profile Joined March 2015
Canada73 Posts
April 07 2015 07:17 GMT
#180
On April 07 2015 14:51 MarlieChurphy wrote:
Anyone in lotv beta notice any of these things fixed?

nope.
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