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qxc's thoughts: The Removal of Macro Mechanics - Page 2

Forum Index > SC2 General
227 CommentsPost a Reply
Prev 1 2 3 4 5 10 11 12 Next All
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
August 24 2015 15:43 GMT
#21
Reduce control groups to 24, since you guys think you're going to have so much free time now that you don't have to inject .

Srsly x_x
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
August 24 2015 15:44 GMT
#22
Yes, removing macro "spells" is an absolutely great change. The macro mechanics are still there, however, as you still need to produce workers, units and buildings. Besides, with the reduced amount of minerals you'll be a lot busier expanding. During the mid-late game you don't want to be kept unnecessarily busy by having to use the macro spells. Besides that, the economy vs harassment situation is in a lot better shape without those spells than it is with them, essentially reducing the desire/need for a double harvester mechanic.

Some balance will have to revisited on this subject, but I'm sure it will even out towards the end of the LOTV beta.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
ohmylanta1003
Profile Joined February 2015
United States128 Posts
Last Edited: 2015-08-24 16:14:58
August 24 2015 15:45 GMT
#23
I'm not entirely sure where I stand on the issue of macro mechanics, but I just wanted to say that this was the best piece I've seen written on the topic. And I thank you for that. You actually addressed the issues that Blizzard wanted you to address and didn't balance whine the entire article (unlike another pro who posted his thoughts yesterday). Even if you disagree with QXC's stance, at least give him props for approaching this topic the correct way.
coldturkey49
Profile Joined December 2009
United States11 Posts
August 24 2015 15:45 GMT
#24
100% agree with QXC, solid write up.
chillin
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
August 24 2015 15:47 GMT
#25
Sounds like LotV is going to make SC2 more 'BroodWar-like'.

User was warned for being hilarious
qxc
Profile Blog Joined May 2009
United States550 Posts
August 24 2015 15:51 GMT
#26
On August 25 2015 00:10 Charoisaur wrote:
There is already a game where you don't have to focus on macro and can put all your attention on unit movement and strategy.
It's called LoL.
Why do so many people want to turn sc2 into LoL instead of playing the original?


Removing macro mechanics does not make Starcraft into LoL. It's also not about putting all your attention away from macro. Macro is still non-trivial with these changes and a huge part of the game.

On August 25 2015 00:19 LoneYoShi wrote:

Another point that Qxc kinda eluded is the question of the skill floor. Yes, Life will still be able to shine by doing things high masters zergs can only dream of doing. Nonetheless, "easier" macro still means there is one less differentiating factor between players. In a game that is already quite volatile at the highest level, with only a few repeat champions, is this really a good thing ? And ok for the difference between Life and low GM players, but what about the difference between soO and Hyun for example ? soO's strength lies in his pristine injects, so this patch will hit him hard. I think we can all agree that right now, soO is the better player when compared to Hyun. Will this still be the case in LotV ?



Volatility of the skill of players has nothing to do with skill ceilings/floors and much more to do with the difficulty in being a consistent performer as well as the volatility of the game balance itself. Every time there is a patch the relative skill of players will shake up a bit.
ProgamerDesigner of Aeon's End
Penev
Profile Joined October 2012
28524 Posts
August 24 2015 15:54 GMT
#27
First speed it up, then slow it down again. I wonder if Blizzard planned to remove the macro mechanics all along, before the implementation of the LotV economy. A 2 step approach to change the game, wouldn't be surprised if they did.
I Protoss winner, could it be?
fluidrone
Profile Blog Joined January 2015
France1478 Posts
August 24 2015 15:54 GMT
#28
Very well put dear qxc.
If the community wants competition, said competition should be more about
"how well one reads the game while playing it""how deadly or inventive are we when using the given tools".
When you say
The most interesting parts of Starcraft have to do with unit design, map control and micro.

I think I get a lil hard on
"not enough rights"
WickedBit
Profile Joined August 2010
United States343 Posts
August 24 2015 15:56 GMT
#29
I agree with qxc on this. However I think zerg still needs a bit more change. The issue is that Zerg can bank lots of larva on one hatchery. I think this should be capped. Similar to protoss/terran if Zerg want to produce more units at once they must build additional hatches.
They can go about it two ways:
1. Remove auto inject and increase larva spawn rate. Here a Zerg will have to be on top of their macro to not waste larva.
2. Keep auto inject but cap max larva in a single base to maybe 4/5. This will be slightly more powerful that above but might still work.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
August 24 2015 15:58 GMT
#30
I'm all for the macro mechanic removal, I think it makes the game way better.
AKA: TelecoM[WHITE] Protoss fighting
Yora
Profile Joined March 2013
United States35 Posts
August 24 2015 16:02 GMT
#31
On August 25 2015 00:19 LoneYoShi wrote:
I usually side with Qxc on a lot of stuff, but not here. Macro is interesting. I still remember how impressed I was back when Bomber was tearing up Code A with pure macro alone, producing 15 marines at once, absolutely overwhelming everyone. I still remember Parting's "1-gate into 3 Nexus into 8 gate zealot archon" build from WoL, where he just ran everyone over. Producing stuff is cool, and interesting to me.

Another point that Qxc kinda eluded is the question of the skill floor. Yes, Life will still be able to shine by doing things high masters zergs can only dream of doing. Nonetheless, "easier" macro still means there is one less differentiating factor between players. In a game that is already quite volatile at the highest level, with only a few repeat champions, is this really a good thing ? And ok for the difference between Life and low GM players, but what about the difference between soO and Hyun for example ? soO's strength lies in his pristine injects, so this patch will hit him hard. I think we can all agree that right now, soO is the better player when compared to Hyun. Will this still be the case in LotV ?

Yes, playing sc2 is hard. Yes, it is true that macro actually prevents a lot of people to see the beauty and subtle intricacies of starcraft, because producing more stuff is enough. However, that is the game I love, and I wouldn't want it any different.

Last point: even if I'm globally against this change, there is one upside to it. The reduced pace. This is definitely a good thing IMHO, and if macro mechanics were re-instated, I'd like Blizz to try and keep this slowed pace somehow.


I believe if a talented and dedicated player like soO focuses his effort on whatever aspect of play has the most impact on victory it will show. On the first day of competitive LoTV, it could very well be soO will have a hard time shining over other high end micro oriented zergs, but given the time and practice he should be able to stand out again. Core changes to the game tends to weed out players who could only excel in a specific way, but the real talent adjusts as needed even if that adjustment is counter to their natural strengths.

It's all speculation at this point anyway, too much is going to be different to really know how these players will adapt. It could very well be LoTV will be more mechanically difficult than HoTS to an extent where the fastest and best multitaskers will really shine even though there's a higher skill floor, because the skill ceiling actually reaches higher than ever allowing a greater distinction between players than ever before in SC2.

This is the direction they're going in with so many active units and the importance of expanding. Top level players will be ruthless in their harassment in a way they currently can't be. In my opinion the potential of a theoretical 'perfect' player in late game LoTV is far greater than a 'perfect' player in HoTS.
DeepBurrow
Profile Joined August 2015
49 Posts
August 24 2015 16:04 GMT
#32
On August 25 2015 00:56 WickedBit wrote:
I agree with qxc on this. However I think zerg still needs a bit more change. The issue is that Zerg can bank lots of larva on one hatchery. I think this should be capped. Similar to protoss/terran if Zerg want to produce more units at once they must build additional hatches.
They can go about it two ways:
1. Remove auto inject and increase larva spawn rate. Here a Zerg will have to be on top of their macro to not waste larva.
2. Keep auto inject but cap max larva in a single base to maybe 4/5. This will be slightly more powerful that above but might still work.


The first version is perfect
You need to spend larva and make macro hatches.

Also they need to give 5 larvas to hatch if this happen cuz if they keep 3 it kills the early and mid game.
Headnoob
Profile Joined September 2010
Australia2108 Posts
August 24 2015 16:06 GMT
#33
Brood war had both, there is no reason outside of blizzards incompetence that this can't either.
Liquid`Zephyr
Profile Blog Joined October 2006
United States996 Posts
August 24 2015 16:06 GMT
#34
On August 25 2015 00:33 NonY wrote:
Show nested quote +
I want Starcraft to be a game that is more about strategy, micro, map control and positioning rather than about performing the same repetitive actions perfectly in order to eke out the biggest army possible.

Since HotS is already the kind of StarCraft game you want, isn't your argument more appropriately used against a change that would make macro in LotV more important, not in defense of a change that makes macro in LotV less important?

In other words, HotS macro already doesn't cross the threshold that you deem dangerous. LotV is not getting closer to the threshold with these changes but rather farther away from it. So why bring up the danger of crossing the threshold at all?

agreed. read the whole op feeling like i was in the twilight zone
Team LiquidPoorUser
Ignorant prodigy
Profile Blog Joined October 2009
United States385 Posts
August 24 2015 16:08 GMT
#35
A micro orientated player wants more focus on micro.. is anyone surprised?

The reason qxc like these changes is because it helps bring down players in areas he’s deficient

I don’t use hotkeys.. so I say blizzard removes them so everyone comes down to my level…
http://www.twitch.tv/ignorantprodigy playing masters random with no hotkeys......big pimpin'
Tenks
Profile Joined April 2010
United States3104 Posts
August 24 2015 16:10 GMT
#36
I think QXC and I are of a pretty like mind here. Going forward SC2 needs to be a game more about player vs player interactions than about player vs self. The skill cap in LotV going forward will not be lowered with removal of macro mechanics it will instead be shifted. I also believe removing the macro mechanics increases the skill floor. SC2 was almost impossible to "get into" because you have to spend at least 50 games just trying to formulate any semblance of an internal clock for when to go back to base and macro mechanic. Because even if you win a game you know for a fact the only reason you won is because the opponent was just plain worse than you. Rarely (as a Diamond player) did I ever get the feeling of "Cool! I really outplayed that guy!" it was always a feeling of "God I played like trash that guy must be terrible because I know I'm terrible."

Personally I'd like to see them tweak the game going forward with the idea of macro mechanics removed. LotV is not even close to perfect with the removal of the mechanics. But I *like* the direction.
Wat
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 24 2015 16:10 GMT
#37
Just want to comment on " Banshees are basically gone from TvT ". Watched Taeja win a TvT off the back of 1 banshee yesterday. I think they buffed the banshee base speed and he was able to fly out of scan radius rather easily.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2015-08-24 16:11:46
August 24 2015 16:10 GMT
#38
On August 25 2015 01:08 Ignorant prodigy wrote:
A micro orientated player wants more focus on micro.. is anyone surprised?

The reason qxc like these changes is because it helps bring down players in areas he’s deficient

I don’t use hotkeys.. so I say blizzard removes them so everyone comes down to my level…

I'd argue that a vast majority of people want more focus on micro. The reason I don't watch or play SC2 anymore is that macro is boring as all fuck. And when I was high masters back in the days before HOTS, my macro was the only good thing. My micro was shit, and I still found micro heavy games more entertaining. And I hardly think qxc takes this so seriously that he'd just "lobby" for things that are advantageous to him, let's be serious x_x
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Tenks
Profile Joined April 2010
United States3104 Posts
August 24 2015 16:13 GMT
#39
On August 25 2015 01:08 Ignorant prodigy wrote:
A micro orientated player wants more focus on micro.. is anyone surprised?

The reason qxc like these changes is because it helps bring down players in areas he’s deficient

I don’t use hotkeys.. so I say blizzard removes them so everyone comes down to my level…


That is a silly way of looking at it. The fact of the matter is SC2 lacks a ton of "big play" moments even at the highest level. It is a game more of subtleties. Which if you've played the game for years you can appreciate but if you haven't it is almost impossible to ever figure out why someone won a game. I've watched with people who don't play SC2 and to them it just looks like two armies meet in the middle of the map and someone won for whatever reason and won the game. But if you watch DOTA2 even casually you can recognize big plays. Last TI was defined by the Echo Slam play. Previously it was Dendi's Dream Coil. I have watched SC2 since very early WoL beta and I can't even think of a defining "big play" moment. The only moments in SC2 are storylines. Because no one goes "Holy shit look at this guy's queen energy it is at 5 energy 20 minutes into the game! This is so fucking exciting!"
Wat
Ignorant prodigy
Profile Blog Joined October 2009
United States385 Posts
August 24 2015 16:14 GMT
#40
On August 25 2015 01:10 Djzapz wrote:
Show nested quote +
On August 25 2015 01:08 Ignorant prodigy wrote:
A micro orientated player wants more focus on micro.. is anyone surprised?

The reason qxc like these changes is because it helps bring down players in areas he’s deficient

I don’t use hotkeys.. so I say blizzard removes them so everyone comes down to my level…

I'd argue that a vast majority of people want more focus on micro. The reason I don't watch or play SC2 anymore is that macro is boring as all fuck. And when I was high masters back in the days before HOTS, my macro was the only good thing. My micro was shit, and I still found micro heavy games more entertaining. And I hardly think qxc takes this so seriously that he'd just "lobby" for things that are advantageous to him, let's be serious x_x


the argument isn't who likes maru vs innovation
it's the fact you want to see maru vs maru and eliminating innovation entirely.

that's fine.. you hate macro.. but you don't speak for everyone (thankfully)


http://www.twitch.tv/ignorantprodigy playing masters random with no hotkeys......big pimpin'
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