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Length of SC2 careers - statistics - Page 2

Forum Index > SC2 General
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Descent
Profile Joined January 2008
1244 Posts
December 27 2015 02:54 GMT
#21
I think x-axis might be race?
「 Dream & Future 」 ※ 「 STX SouL 」
corydoras
Profile Joined November 2013
161 Posts
December 27 2015 09:43 GMT
#22
Nope, X-axis does not really represent anything meaningful. I tried to vizualize the retirements in a way that would help see any "dense" moments.
Adun toridas!
juvenal
Profile Joined July 2013
2448 Posts
December 27 2015 11:26 GMT
#23
What you should be counting is the ratios not the numbers. Obviously if there are 1000 players and then 200 retire at one point and 200 at another point the second wave would be way more significant. Every 4th against every 5th.
Michael Probu
corydoras
Profile Joined November 2013
161 Posts
December 27 2015 16:22 GMT
#24
On December 27 2015 20:26 juvenal wrote:
What you should be counting is the ratios not the numbers. Obviously if there are 1000 players and then 200 retire at one point and 200 at another point the second wave would be way more significant. Every 4th against every 5th.


Sounds reasonable. I'll try when I can spare some time.
Adun toridas!
-KG-
Profile Joined October 2012
Denmark1219 Posts
January 10 2016 12:08 GMT
#25
Terran careers are shortest on average (3 years 2 months, 1143 days)


All that micro and splitting taking its toll...

Interesting insight. So in conclusion Sc2 isn't dead :p
~~(,,ºº>
NMxSardines
Profile Joined February 2012
77 Posts
January 15 2016 01:57 GMT
#26
I would argue that mid to late Heart of the Swarm was the most poorly designed era for Starcraft 2, and as such the increased retirements during that time is not surprising. The game was simply the least amount of fun to watch or play during that time, due to Swarm Hosts or lack of late-game play in the Protoss match-ups.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
January 19 2016 18:03 GMT
#27
On January 15 2016 10:57 NMxSardines wrote:
I would argue that mid to late Heart of the Swarm was the most poorly designed era for Starcraft 2, and as such the increased retirements during that time is not surprising. The game was simply the least amount of fun to watch or play during that time, due to Swarm Hosts or lack of late-game play in the Protoss match-ups.

I think PvZ was quite fun in general even before SH was removed, and I don't get what kind of ironic trickery you are trying to achieve with stating that protoss had no lategame

Even if you hated it, it was in general much better than the zerg matchups at the end of WoL
maru G5L pls
NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2016-01-21 23:33:20
January 21 2016 23:31 GMT
#28
On January 20 2016 03:03 neptunusfisk wrote:
Show nested quote +
On January 15 2016 10:57 NMxSardines wrote:
I would argue that mid to late Heart of the Swarm was the most poorly designed era for Starcraft 2, and as such the increased retirements during that time is not surprising. The game was simply the least amount of fun to watch or play during that time, due to Swarm Hosts or lack of late-game play in the Protoss match-ups.

I think PvZ was quite fun in general even before SH was removed, and I don't get what kind of ironic trickery you are trying to achieve with stating that protoss had no lategame

Even if you hated it, it was in general much better than the zerg matchups at the end of WoL


I am sorry, you misunderstood, I worded it poorly.

What I meant to say is that Protoss players had the option of successfully cycling early or mid game allins in a Best of match up, instead of ever going into a macro game. Example of players abusing that strategy the most are Has, PrintF, PartinG.

PvT was often a cycle between a variation of 1-base or 2-base blink allin, proxy oracle builds, 2-base colossus allins, sometimes immortal/sentry allins.

PvZ's were 2-base immortal allins, fast 3-base 10-gate blink(most popular and effective), phoenix/warp-gate allins.

PvP was arguably the most well designed Protoss match up with almost always an option to enter late-game.

At some point, there were very few, if no Protosses, who would willfully go for a macro game when there is a plethora of allins for all non-mirror match ups that can be successfully cycled - because all of them require vastly different reactions in order to properly hold.

Protoss players always had the option for a successful macro game, but macro games are significantly harder to execute - and allin builds were just so difficult for other races to beat 100% of the time, and there were so many to choose from.

Reason why Brood War had so many long macro games is because should a professional player choose to play safe - early cheese and allin builds were never consistently effective. For this reason, if you wanted to be one of the best Brood War players - you literally had to learn how to play macro correctly. You would still see aggressive builds once in awhile, but only to punish players who open greedily.

In Heart of the Swarm, you had Protoss players get surprisingly high tournament results - all by cycling 3-4 allins per match up. Unlike Brood War, even if you choose to play safe against a Protoss in Heart of the Swarm - there would be no way to play safe against all the variations of a Protoss allin(as a Terran, you prepare for an Oracle build, you lose to a Blink allin, etc.).

Worst of all, if a Protoss DID choose to play economically - he would immediately gain an advantage as a Terran player(for example) would preemptively attempt to counter an allin, rather than play economically himself.

Despite all of this, by the end of Heart of the Swarm, the match ups were all statistically balanced. Both Zerg and Terran would try to perfect their counters and edge out defensive victories against Protoss with incredible mechanics(Terran also had the SCV pull win condition for awhile), but the ultimate sacrifice is that the Protoss match ups would not be fun to watch. It would literally be the Protoss performing an aggressive build every single time, with the other player under incredible pressure to perform all of the defensive moves correctly. There were very few, if no, late-game macro scenarios in non-mirror Protoss match ups; and sadly, that's what a lot of us learned to love about Starcraft - is crazy late-game mechanical battles.
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