Razzia of the Blizzsters - Page 2
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Warning for everyone in this thread: I WILL moderate your posts very harshly from now on if you can't have a civil discussion. | ||
Espers
United Kingdom606 Posts
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Qwyn
United States2779 Posts
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Garemie
United States248 Posts
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bluQ
Germany1724 Posts
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Vansetsu
United States1452 Posts
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Deleted User 137586
7859 Posts
They call this bogus approach “innovation”. In their fantasy, it's probably supposed to look flash. It's basically an easter egg hunt encased in some of the more intelligent writing on what sometimes makes watching SC2 incredibly frustrating. | ||
Doodsmack
United States7224 Posts
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Nezgar
Germany525 Posts
It decreases readability by a lot and only makes things more shiny without adding substance to it. Maybe it's supposed to be a parody of the Blizzard way of doing things, who knows... | ||
Hider
Denmark9341 Posts
Ironically, this frantic pattern of forced expanding may backfire and result… in increased passivity. Since the efficiency of harassment during the 3 bases phase will be reduced by hyper-development, even with the new tools on steroids, players may simply elect instead to proceed with their macro activities before being forced to consider confrontation because of the time bomb. In the end, the change might prolong the “passive period,” artificially filled with an explosion of semi-automated actions. Scouting might end up weakened too, with sudden, wild tech switches becoming the norm thanks to the increased mass of ressources stored each minute. Players might still build their max army, then dance around uncomfortably (knowing the initial clash would be the end as all alive expansions are nearby), and eventually proceed with the ritual sacrifice. I don't see you putting up any arguments to why we would see more passive play, but you should look at it this way: Force base economy + immobile units --> Passive play Force bases economy + mobile units --> Lots of action The reason is that the defenders advantage is reduced which makes it very easy for mobile units to go around and attack each other. On the other hand with immobile units, you will need to invest everything into defending bases which is likely to stale the game. Sorry to insist so much, especially as the mechanism is a priori simple, but it's absolutely critical to understand the heart of the swindle. The question is not at all whether chess is a turn-based game while SC2 is RT. The mechanism is strictly identical in both cases, it's simply traduced differently—and in a much more complex way—in RTS (where the “time factor” is retroceded in various domains). Take for instance Marine vs Baneling splitting within a set time frame; say, 3 seconds (after that, your commands are greyed out). First mission: splitting 6 Marines vs 12 Banelings. Second mission: splitting 12 Marines vs 24 Banelings. Third mission: splitting 24 Marines vs 48 Banelings. The theoretical skill ceiling was unchanged: losing 0 Marine (assuming stim and offcreep). Why did the practical skill ceiling rise? Are you attempting to argue that boxing in Sc2 is based on luck? So when Maru split incredibly well through boxing, that's just luck? And if you reduced the speed by 10 times, then it would be more skillbased and less luckbased? Being able to click fast and precise in Starcraft is just luck? I think your dead wrong here. Mechanical skill in Starcraft is about being able to make intentional clicks as fast and precise as possible. When you give players more time to perform the same amount of action your reducing the skillcap in the sense that the difference between the best players in the world and the secondbest is reduced. The argument that theoretical skill ceiling skill being higher than practical is irrelevant here. Why? Because the value of each action is not the same. The value of the 10 first actions during an engagement is higher than the value of the next 10 actions. Example 1 50 Marines vs 40 Banelings. No micro --> All Marines die With 3 actions --> You divide the Marine group into 2 groups --> 5 Mairnes survive. With 3 more action (6 total) --> You Divide Marines into 3 groups --> 8 Marines survive Since the first 3 actions make you survive 5 extra Marines and the next 3 actions only let 3 extra Marines survive --> The value of each additional action declines. Example 2 - We have speed value of X in the game. - Best player in the world can perform 100 actions during an engagement. - Second best can perform 90 actions. Let's see we increase the speed --> Best player can perform 80 actions and second best = 70. If the difference in the value between 70 and 80 actions > the differnce between 90 and 100 action --> Skill cap has been increased with faster speed --> Prooving your point invalid. | ||
solidbebe
Netherlands4921 Posts
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Nirel
Israel1526 Posts
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RenSC2
United States1038 Posts
The OP gives one screenshot of passive play from LotV. That is not at all the norm that I have witnessed from streams. The vast majority of games have had harassment from the beginning. Players attempt to deny 3rd and 4th bases repeatedly while harassing 1st and 2nd bases because the importance of expanding and thus expansion denying has gone way up while the tools to harass have improved more than the tools to prevent harassment. The current changes to LotV will almost undoubtedly create a more aggressive environment where 3 (or 4) base turtle will be the exception, not the norm. Showing one screenshot of the exception does not prove the point. On the second topic from Hider's post, I would say there is a balance point. At the current speed, elite players can still separate themselves from the masses. If we played the game on 8x, I don't know that Maru could do any better than you or I, he'd just get run over by banelings. Likewise, I don't think the game would be interesting at 8x slower since any mildly skilled player could split well and splitting would no longer be an interesting combination of tactics + mechanics. That combination is often credited for making Starcraft interesting. Somewhere in the middle is a balance point, but that balance point will be different depending on the eye of the beholder. The current speed is not bad, but in my opinion is just a touch too fast for marine splitting where even Maru often gets a small pack of marines smashed by banelines... just not as often as B-team Koreans, and far less often than typical players (who may get large packs of marines smashed by banelings). So, in my opinion, an slight decrease in game speed would create a more optimal environment for marine-split versus baneling, but someone else may prefer a large decrease in game speed while a third person may prefer an increase in game speed where just making that one small split shows skill. It's in the eye of the beholder and clearly the OP sees the game through his own lens. | ||
Dekalinder
Italy166 Posts
Completeness is the natural consequence of the intrusive creationist design. Players are dispossessed from their own creative potential and only have to apply the instruction manual. But players, whatever they might say out of bad faith after defeat, do not want to apply the instructions of a manual. They want to find their own solutions within the given frame. They don't want the game to be created “solved,” they want to solve the game themselves It's the holy grail of throuth for all kind of games out there. It's the reason why D&D 4 was a flop, why Diablo 3 is not as exciting as Diablo 2 and why Magic is still better than any other card game out there. People want to be intellectually challenged when doing something, not just having to check the Big Book of Dev Approved Solution. | ||
Beelzebro
United Kingdom45 Posts
The question is not at all whether chess is a turn-based game while SC2 is RT. The mechanism is strictly identical in both cases, it's simply traduced differently—and in a much more complex way—in RTS (where the “time factor” is retroceded in various domains). I didn't have a problem keeping up with the rest of the post, but here "traduced" and "retroceded" are both new words to me. Searching for the definitions simply leads me to infer that you have not used them correctly. Either that, or I'm just being a dunce. Could you explain? EDIT: I really enjoyed your post and agree with most of your points but I have to say (and I mean no offence) it does feel somewhat like you have made it deliberately convoluted and inaccessible to read. | ||
Hider
Denmark9341 Posts
The OP gives one screenshot of passive play from LotV. That is not at all the norm that I have witnessed from streams. The vast majority of games have had harassment from the beginning. Players attempt to deny 3rd and 4th bases repeatedly while harassing 1st and 2nd bases because the importance of expanding and thus expansion denying has gone way up while the tools to harass have improved more than the tools to prevent harassment. The current changes to LotV will almost undoubtedly create a more aggressive environment where 3 (or 4) base turtle will be the exception, not the norm. Showing one screenshot of the exception does not prove the point. DWF has never been good at making meaningful examples. In his article from year ago on how UP terran was and how everything else was amoving (which to an extent is correct, but that's not the point), he highlighted a game in order to show how good Mines were vs toss prenerf. However, the game he highlighted showed a protoss player having no idea about builds as it was 1 week after release (or so). He would also try to argue how terran drops in HOTS were much weaker than in WOL by refering to one specific series between Flash and Liquid.Hero. The issue with that example was that it was one of the few games where dropplay actually occured. Dropplay in TvP HOTS was always far more common than dropplay in 2012. On the second topic from Hider's post, I would say there is a balance point. At the current speed, elite players can still separate themselves from the masses. If we played the game on 8x, I don't know that Maru could do any better than you or I, he'd just get run over by banelings. Your right in the regard that there is a balance between when speed is good and when it becomes too much, but DWF isn't right when he says its gonna be more luckbased. Rather it would just make micro unrealistic/impossible. E.g. if you had 0.0001 seconds to split your Marines before banelings killed them (noone could do that). Secondly, there is indeed a balance to when micro interactions feels great and when they become too fast. However, you cannot make general statements here. Instead we should focus on specific micro interactions and how they can be improved. The current speed is not bad, but in my opinion is just a touch too fast for marine splitting where even Maru often gets a small pack of marines smashed by banelines... just not as often as B-team Koreans, and far less often than typical players (who may get large packs of marines smashed by baneling Actually I see this is as an argument for why the current speed is GOOD. Maru hasn't reached the skillcap yet!!! Isn't that what most of us want? A game that you can constantly get better? As an example, I dislike protoss because in a lot of situations I find that in a lot of situations there isn't that much to do (same with mech). However, with bio play I can alway do better, and its progress that drives competitive gamers. If you make the skillcap alot more reachable, it's gonna be less interesting imo. However, that's not to say that we should always look to increase the skillcap in every way. Rather, I believe that we should focus on fun micro interactions. Adding in more complicated stuff just to make the game harder, isn't gonna make the game more fun for the majority of the players. But when you have microinteractions with lots of counterplay where its the human factor that creates the cap (not the lack of AI), I believe you can both create a fun experience for semicasuals and competitive gamers. | ||
Hider
Denmark9341 Posts
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tar
Germany991 Posts
On April 11 2015 13:55 Vansetsu wrote: Good points, but extremely convoluted OP. Same feelings here. While TheDwf's first post made good points and was a great read at the same time, this one feels a lot like he just loves the sound of his own voice. | ||
snailz
Croatia900 Posts
dwf, great effort, i dont agree with few points (12 starting workers as any kind of problem when the actual unit design is really the issue ppl should be talking about), but there is stuff in there i support strongly, mostly blizzard bashing. god knows they've been too stubborn when it comes to changing sc2, and they deserve all the criticism they can get. also, i too think there was no need for such 'heavy' language, but you're not the first to go down that route, so whatever | ||
TheDwf
France19747 Posts
DWF has never been good at making meaningful examples. In his article from year ago on how UP terran was and how everything else was amoving (which to an extent is correct, but that's not the point), he highlighted a game in order to show how good Mines were vs toss prenerf. However, the game he highlighted showed a protoss player having no idea about builds as it was 1 week after release (or so). He would also try to argue how terran drops in HOTS were much weaker than in WOL by refering to one specific series between Flash and Liquid.Hero. The issue with that example was that it was one of the few games where dropplay actually occured. Dropplay in TvP HOTS was always far more common than dropplay in 2012. Your arrogance makes you such a readster. Try not to pillage texts and read instead what is actually written. The game you mention was an illustration about how Mines killed detection-less all-ins. Good job editing it out the reference to MC so we couldn't find the actual point! Too bad I read it before. I never wrote that drop play was common in WoL TvP. Look what is written. LOOK: + Show Spoiler + Take for instance the Flash vs Rain series in the last WoL Code A. In the Akilon Wastes game, Rain misplayed and allowed two full Medivacs to unload his main base while Flash rallied the rest of his Marines at natural; Rain immediately lost 10 Probes in the maneuver and was in difficulty for the rest of the game. In the Daybreak game, he tried an ambitious tech-heavy build on 2 bases and was likewise refuted by Flash's drop play. In HotS? Photon Overcharge combined with the massive tech advantage would make him impervious to such things; breaking a Protoss on 2 bases is pretty much unthinkable these days. Can you read? Can you only read and not put words into my mouth? Do you see here any reference to drop play being common in WoL TvP? No. I just said that the possibility to refute ambitious builds with drops was still there. But Mr. Hider doesn't care, he wants to see something, so he sees something. And never mind if the text never contained it! It's the same thing for the splitting examples, every point you raised is solved within the text itself. But you don't care. You naively think I am arguing for a slow-motion SC2 in which people would have 3 years for each split, lol. And yes, in the very text in which I define Dexterity as one of the main qualities for a player, I am now arguing that boxing is luck! It makes sense! So good job ignoring sentences like this: This means players will control less and less what happens in the game: over-contracting time by force can only disfigure the necessary RTS equilibrium between “total control” (pure strategy) and “zero control” (pure luck). Should you proceed for too long in that direction, skill itself would start to disappear, replaced with the functional equivalent of luck. A contrario, if we give too much time, control becomes too easy—control becomes total. There are different temporalities within the game which have to be carefully calibrated to ensure the survival of control and, ultimately, sense. Which completely address your "objections". I get it that you think that I'm a fraud and overrated and whatnot, and frankly enough I simply don't give a damn. But stop twisting things I say out of pure dishonesty to turn me into the fraud you think I am. Just stop slandering. | ||
TheDwf
France19747 Posts
On April 11 2015 18:52 Beelzebro wrote: Generally well written and a good read. I'm not sure what you mean by this though: I didn't have a problem keeping up with the rest of the post, but here "traduced" and "retroceded" are both new words to me. Searching for the definitions simply leads me to infer that you have not used them correctly. Either that, or I'm just being a dunce. Could you explain? EDIT: I really enjoyed your post and agree with most of your points but I have to say (and I mean no offence) it does feel somewhat like you have made it deliberately convoluted and inaccessible to read. Apologies for the mistake, I'm not a native English speaker. ![]() | ||
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