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From the standpoint of the players... it seems like a lot of the more important changes are taking so long because Blizzard now has two things to consider:
a) does this change increase balance overall? b) does this change make the game more exciting to watch?
I get frustrated because sometimes it seems like they place too much emphasis on how fun/action packed a particular change will make the game look vs actually focusing on balance and improving the playability/fun of the game.
Though, now that I'm thinking about it, making the game more fun probably makes it more watchable as well.
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In regards to the how poorly terrans are doing in the European scene. Terran is probably the most micro intensive race. There aren't any REALLY good Terran players outside of Korea (only notables contenders are Marinelord and uThermal). However, the strongest players in Europe just happens to be zergs.
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you know what could be a good idea, im not sure how blizz playtest their stuff and im pretty sure noone but the dev team knows the ideas the had at design stage, every fortnight why dont they post a HAVE YOU TRIED: for eg, fast ling drop into 8 roach rush or something like that (i know this is stupid but something they have seen in their testing to let other people play a 1000 more games with it than they ever could)
just my idea ,the game still seems to be shifting all over the place on the streams im watching but at the same time i dont mind new changes to keep the game more isnteresting
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The biggest balance problem right now is the map pool. The maps are not great at all, and one race is frequently favored by the map.
Begin to release a balance map pool, and then consider balancing the races.
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Have to admit that I will miss Siege tank pick up abuse early game vs zerg. God its fun, and zerg players apparently doesn't understand they should be getting alot of queens out as a response.
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On March 10 2016 18:28 Grumbels wrote:Show nested quote +On March 10 2016 07:26 Spyridon wrote:On March 10 2016 06:47 Grumbels wrote:On March 09 2016 22:19 Hider wrote:When they came up with the tankivac everyone said it would change the nature of the siege tank and would create very obnoxious harassment and would make TvT even less positional To be fair, it's not that simple. TvT tank + marine isn't less positional than it was in HOTS. However, the issue is that it makes it much harder to control the units, which significantly raises the learning barrier, and opportunites for a ton of small mistakes that costs you the game. And from their perspective, if they nerfed Siege tank pick up, Ravagers would be overpowered; hence they needed to be sure that Ravagers should be nerfed as well. I can see how siege tanks need the defensive mobility the medivac gives them in a game where corrosive bile exists, but the effects still were predicted very early on. But I just get very depressed following DK's design decisions, because it always feels so lazy, shallow and reactive, and whenever I read anything he writes I despair at the inconsistencies and lack of logic. It's kinda like you're in a relationship with someone for many years and despite them having many positive qualities you eventually realize that deep down you really just don't like and respect them. It's not an immediate judgment, and it is difficult to explain, but it is a feeling which becomes overwhelming over time. It is so apparent to me that you can virtually never take DK at face value and that all his decisions are at heart confused and misguided, even if the damage is mitigated by his professional skills and inertia of the design process. The fact that whatever he writes is muddled by PR considerations makes it even more unintelligible. There are so many things in SC2 that could have and should have been done better, and not just in retrospect. If you or I can predict negative consequences of design decisions then Blizzard should also be able to, and more, they should be able to fix them before they become problematic. If Blizzard is incapable of this (which they often are), then their designers do not meet the standards I expect of them, ergo DK's analytical skills are not adequate for his position. *mutters* The thing is, he was originally just a player, then a balancer... not a designer. But they started putting design decisions in his hands... They started blurring the liens between the two. While the two should at times work together to come up with a solution, in the end they should be completely separated, as design should be set as a priority THEN balancing work can take place. The balance must be applied in the framework of the design, not the other way around. But as you stated, much (most?) of it is PR. These reasons we're being given in most circumstances aren't even what's really going on. You can find many examples of them bending the truth, or just straight up not telling the truth, at least when it comes to the dev team behind this game. To the earlier posts saying hes a "9.5/10" game designer... By what standards or credentials??? He was only a CS major with no design history when he was hired by Blizzard for balancing. He has no actual game design history or credentials, and many of the decisions he makes are straight up rookie mistakes in software development (not even getting in to game design, where he admits to choosing inferior design decisions). I don't even think his analytical skills are the problem. He's just not an actual designer so he's chasing the wrong carrot for solutions, instead of sticking to what he's good at, which is balancing the numbers. afaik David Kim has a bachelor in CS and he worked at balancing Dawn of War before being hired by Blizzard. I think that for a long time Blizzard has been in a position where they do not have to hire people without experience in the industry. For instance, multiple members of the SC2 team have their roots in C&C games. Because it was obvious that they needed someone to balance Starcraft II, Blizzard looked around and discovered two people with previous experience balancing a well received multiplayer RTS game in David Kim and Matt Cooper, maybe the only two people in the world with this background. source: https://www.linkedin.com/in/matthew-cooper-42b9388https://www.linkedin.com/in/david-kim-90b45a6By the way, I don't think that being the lead multiplayer designer for Starcraft 2 for the latter half of the development taxes one's creative ability that much, especially if you take into account the community feedback and suggestions that arise and can substitute for original ideas. If you think of a spectrum ranging from on one end: creative, artistic and intuitive temperament and on the other hand rigorous, analytical, logical temperament, then I'm sure that the role of balance designer draws heavily on skills and mindsets associated with the latter end of the spectrum. For instance, I've often thought that Blizzard should pick a random person with a PhD in theoretical physics to balance their games. And maybe that's slightly excessive, but at least it proves high analytical ability.
He has a balancing history, not a design history, and those subjects are entirely different. And he has shown the ability to do the balancing job fairly well - he can get the numbers to statistically be narrow enough variance to be acceptable on a pro level.
But since he is not a designer, the question of "fun" does not come in to play. He may know how to balance it statistically, but that does not mean he is able to make the game "fun" to play, nor does it mean the game will "feel" balanced. That's the downfall of balancing solely on statistics, when "fun" is not one of the statistics involved.
That's been the problem with DK in his increased roles. At the times that the game was most statistically balanced, there was the most discontent, as the game was not FUN during those phases because it did not FEEL fair.
His glaring weakness in design comes from the fact that he is not directing the ship. Sure, he may be altering the course based around feedback, but without moving towards any sort of planned destination, changing the direction is meaningless.
A designers job is to make sure the software has a direction, and all of the changes have a very specific meaning in the bigger picture. Not simply because it's "cool" or "fun to watch". It should be "fun to play", and fit in to the bigger picture of where they want StarCraft 2 to be a year and further in to the future.
He has shown absolutely no plan as to where he wants to bring the series in to the future. If he did, then people might be willing to put up with phases of the game not feeling satisfactory, as it is simply growing pains while transitioning to the final destination that will be much better in the end.
But he doesn't have a plan. Hell, he doesn't even know what he wants to do with anything he has mentioned in the community updates lately. He doesn't know what to do with medivac - balance-wise or design wise. These types of mechanics would be very easy to make a decision if there was a direction plotted out, as you can simply say "does this mechanic fit what we want SC2 to be in the future?". But without that, it comes down to whether its "cool" or "fun to watch" - things that a designer should NOT be putting ahead of whether the game is FUN or not.
He can say how he thinks it's "cool" that 9 different map types offers various type of gameplay. But what is his plan on balancing around that? He hasn't even stated a balance perspective on that. It's common knowledge that maps favor certain races, and BW has proven maps have a drastic enough effect on balance that you can balance the game simply on maps alone. But you can't do that with 9 different archetypes of maps like the image they showed recently! Will it be statistically acceptable to him if Zerg is OP on some maps but weak on other, as long as it totals 50% win in the end?? Does anyone think that will be well-received by players at all? Or that it will feel fair that player have to gamble with map choice, and have that in the back of their mind if they lose a tournament due to a map they are weak on?
Something like balancing numbers of units, or making gateway stronger vs bio - those type of things is where David Kim has shown some skill at. But many of the units in the game currently have severe design issues. Cyclone, SH, etc, even Hydra have had issues ever since WoL (except in ZvP). Those type of changes require the actual design to be changed to provide them more of a fitting purpose in the metagame.
All of these go beyond balance, in to design issues. That is not a place that David Kim has a history, nor has he shown any skill in that area. He can make a unit balanced, but he doesn't know how to make a unit fun. It needs to be fun, then you can balance it. If it's not fun without being OP, then there's a fundamental design issue.
He has only shown to be very good at balancing numbers and statistics. The person in charge of SC2 needs to be skilled in improving the design of the game... then let David Kim do his job with what he is given by the design lead. David Kim shouldn't be at the helm.
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On March 09 2016 08:20 coolman123123 wrote: I think that when you don't seperate Bio and mech, every game will be 90% MMM with a few extra units splashed in. Just like protoss, there is no unique or differing strategies, just a ball of units consisting of varying amount of the same shit. No diversity.
??? You obviously have 0 clue what you are talking about.
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United Kingdom20282 Posts
@"He has only shown to be very good at balancing numbers and statistics."
We've had some pretty awful stats in the last 4 months
ZvP: 70-35 (66.7%) ZvP: 22-16 (57.9%) ZvP: 71-53 (57.3%) ZvP: 79-74 (51.6%) ZvP: 40-39 (50.6%) ZvP: 53-55 (49.1%) ZvP: 94-107 (46.8%)
From TLPD.
This includes before and after the map changes, since it's a pain to filter them out right now and makes sample size a lot smaller.
3 of those maps within any reasonable margin for error. Zerg won 1.13x more overall.
Those extra wins disproportionately come from the three zerg favored maps where they're winning 1.34, 1.38 and 2x more
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On March 11 2016 11:38 Cyro wrote: @"He has only shown to be very good at balancing numbers and statistics."
We've had some pretty awful stats in the last 4 months
ZvP: 70-35 (66.7%) ZvP: 22-16 (57.9%) ZvP: 71-53 (57.3%) ZvP: 79-74 (51.6%) ZvP: 40-39 (50.6%) ZvP: 53-55 (49.1%) ZvP: 94-107 (46.8%)
From TLPD.
This includes before and after the map changes, since it's a pain to filter them out right now and makes sample size a lot smaller.
3 of those maps within any reasonable margin for error. Zerg won 1.13x more overall.
Those extra wins disproportionately come from the three zerg favored maps where they're winning 1.34, 1.38 and 2x more
I'm interested in before/after stats for the maps if anyone has them
Completely agree btw. I should have stated, in the past he has shown he can be good with balancing numbers. But he has hardly done a damn thing in LotV. One of the reasons I'm so annoyed with them.
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United Kingdom20282 Posts
TLPD is simpler than i thought so it's actually easy to filter stats by map, matchup and date simultaneously:
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Prion before and after map change: ZvP record: 51-24 (68%) ZvP record: 19-12 (61.3%)
Lerilak before and after map change: ZvP record: 48-36 (57.1%) ZvP record: 24-17 (58.5%)
Central Protocol before and after map change: ZvP record: 17-13 (56.7%) ZvP record: 5-3 (62.5%)
Zerg won 1.59x more on the 3 most imbalanced maps before they were changed Zerg won 1.50x more after they were changed.
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PvZ has also trended downwards when you compare this month to the 3 before it (with the "good" protoss maps falling in winrate and the bad ones staying bad) despite the map changes and more time to let the matchup stabilize
seeing stats like this everywhere & the worst race distribution in the history of sc2 alongside comments such as Obviously, if there is a clear balance issue, we would definitely have to address it, but is just infuriating. This hasn't sprung up out of nowhere. We're been on Legacy for a year and live servers for 4 months. Lowering the corrosive bile damage, leaving the map pool the same and then re-evaluating in another 2 months is not just insufficient but wrong and it feels wrong to sit back and watch this continue to happen
@ code S PvZ, 11 of the 15 games are on dusk towers, seras and a non-ladder map - it's obvious why. Central is not even in the pool
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Well as someone who has done nothing but watch starcraft 2 be played since the middle of WoL here are my thoughts as a spectator: - Siege Tanks: I think they are really trying too hard with this.. I think the idea of forcing a reversion to tank mode makes way more sense than these dumb delays and all this other junk. I don't get why they are stuck on this idea of having the transform time match the pickup revert time. It's stupid and really this game hasn't given a crap about real world logic in the longest time. Who cares if the default or preferred method of getting a tank out of siege mode is a medivac? The transformation time is one of the major sticking points to the unit, and I doubt many players who have to play against them are going to overly complain about the lost 4 seconds it takes the unit to transform one way. Seriously that is an eternity, in this game. Not to mention adding a delay hasn't taken into fact that after the tank is dropped its damned TURRET also has to turn to lock onto a target even before it fires. If the pick up is to be in the game at all then just make it a defensive usage. People want to save their tanks, and everyone else is saying the tank drop is too powerful. This is a fine middle ground, and at some point you as a company need to get over this whole idea of "yeah but it's COOL" if you want people to take SC seriously. You literally have two other units in the game that were designed to do what you're forcing the tank to do. Use them.
- Mech Viability: seems like MAYBE this would have been good to nail down BEFORE you released your game? Like that this should have been on a white board and many hours hashed out over this. So now at this point we have to decide whether this is a thing we want and what the pro's and con's are and bla bla bla. The honest truth is you blizzard don't want this, and have never wanted it. Pick a damned side and just stick with it already. Stop waffling. The truth is for mech to be viable you're going to make a butt ton of changes to it and revert some changes to bio so THAT matters more again, especially considering all of the new units Terran has are mech and air. Nothing bio has right now is designed to deal with any of this new crap effectively, and is even worse off than they were in previous games. So make a choice. Let's not have discussion on this thing we've been discussing for a decade. Want that, go dig on the forums.
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Most of the changes done in LOTV counter any attempt to build a lot of siege tanks. Between adept shade, disruptor outranging the tank (rofl), ravagers, and liberator, I suppose we're never gonna see anyone build more than 8 siege tanks.
Why not. I don't really mind. But as KaZeFenrir said, Blizzard can't say "yeah mech viability is somehting we think about", and then say "should we really split mech and bio again?" (a statement, which as I previously explained, makes no sense whatsoever since there was no bio/mech merging in LOTV), all of this while actively killing WOL/HOTS mech.
So yeah, thor/cyclone buffs might give way for a new kind of mech. Of course, siege tank would still have a central place in mech play, but maybe not as dominant as before. Why not, the important thing is to give back to terrans their other core army option, therefore giving units that don't synergise with bio new uses. However, if DK's next update is "yeah guys so we increased thor and cyclone move speed and gave them a jump ability to HARASS LOL", that'd be even worse. Keeping in mind the "slow but powerful" aspect of mech should be a priority.
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On March 11 2016 08:35 Spyridon wrote: He has shown absolutely no plan as to where he wants to bring the series in to the future. If he did, then people might be willing to put up with phases of the game not feeling satisfactory, as it is simply growing pains while transitioning to the final destination that will be much better in the end.
But he doesn't have a plan. Hell, he doesn't even know what he wants to do with anything he has mentioned in the community updates lately. He doesn't know what to do with medivac - balance-wise or design wise. These types of mechanics would be very easy to make a decision if there was a direction plotted out, as you can simply say "does this mechanic fit what we want SC2 to be in the future?". But without that, it comes down to whether its "cool" or "fun to watch" - things that a designer should NOT be putting ahead of whether the game is FUN or not.
He can say how he thinks it's "cool" that 9 different map types offers various type of gameplay. But what is his plan on balancing around that? He hasn't even stated a balance perspective on that. It's common knowledge that maps favor certain races, and BW has proven maps have a drastic enough effect on balance that you can balance the game simply on maps alone. But you can't do that with 9 different archetypes of maps like the image they showed recently! Will it be statistically acceptable to him if Zerg is OP on some maps but weak on other, as long as it totals 50% win in the end?? Does anyone think that will be well-received by players at all? Or that it will feel fair that player have to gamble with map choice, and have that in the back of their mind if they lose a tournament due to a map they are weak on?
Something like balancing numbers of units, or making gateway stronger vs bio - those type of things is where David Kim has shown some skill at. But many of the units in the game currently have severe design issues. Cyclone, SH, etc, even Hydra have had issues ever since WoL (except in ZvP). Those type of changes require the actual design to be changed to provide them more of a fitting purpose in the metagame.
All of these go beyond balance, in to design issues. That is not a place that David Kim has a history, nor has he shown any skill in that area. He can make a unit balanced, but he doesn't know how to make a unit fun. It needs to be fun, then you can balance it. If it's not fun without being OP, then there's a fundamental design issue.
He has only shown to be very good at balancing numbers and statistics. The person in charge of SC2 needs to be skilled in improving the design of the game... then let David Kim do his job with what he is given by the design lead. David Kim shouldn't be at the helm.
your complaint about being directionless is all apart of the Blizzard philosophy of total anarchy and confusion. Hence their chosen names Chaos Studios and Blizzard Entertainment. People are great a ripping to shreds every form of communication DK creates. The rob pardo method is to not communicate at all. Blizzard's chaotic development methods are vulnerable to harsh criticism and Pardo's decision to keep the lid shut was a good one.
how much of a design background does Greg Black have? how much design background did Pardo have when he started with Blizzard? Blizzard is great at recognizing and nurturing game design talent. if he were Jay-Wilson-bad then David Kim would be long gone. The fact they keep giving him more responsibility shows me 2 things. He is "good enough" and their primary focus not on the RTS genre.
there is no money to pay a guy of Pardo's calibre to work on the game. so David Kim is what we get and he just ain't as good as Rob Pardo and no amount of complaining is going to change that fact. SC/RTS is Blizzard's #6 priority .. the franchise is 18 years old and has yet to generate a billion dollars.
Look for Blizzard's next big exploration/investment into the SC Universe to be outside of the PC-RTS genre.
in conclusion, i'm having a lot of fun with the game and i love how fast it is compared to HotS and WoL. I think DK did a very good job with LotV multiplayer and some ballsy changes. I don't think he is as good as Pardo though.
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On March 12 2016 01:07 JimmyJRaynor wrote:Show nested quote +On March 11 2016 08:35 Spyridon wrote: He has shown absolutely no plan as to where he wants to bring the series in to the future. If he did, then people might be willing to put up with phases of the game not feeling satisfactory, as it is simply growing pains while transitioning to the final destination that will be much better in the end.
But he doesn't have a plan. Hell, he doesn't even know what he wants to do with anything he has mentioned in the community updates lately. He doesn't know what to do with medivac - balance-wise or design wise. These types of mechanics would be very easy to make a decision if there was a direction plotted out, as you can simply say "does this mechanic fit what we want SC2 to be in the future?". But without that, it comes down to whether its "cool" or "fun to watch" - things that a designer should NOT be putting ahead of whether the game is FUN or not.
He can say how he thinks it's "cool" that 9 different map types offers various type of gameplay. But what is his plan on balancing around that? He hasn't even stated a balance perspective on that. It's common knowledge that maps favor certain races, and BW has proven maps have a drastic enough effect on balance that you can balance the game simply on maps alone. But you can't do that with 9 different archetypes of maps like the image they showed recently! Will it be statistically acceptable to him if Zerg is OP on some maps but weak on other, as long as it totals 50% win in the end?? Does anyone think that will be well-received by players at all? Or that it will feel fair that player have to gamble with map choice, and have that in the back of their mind if they lose a tournament due to a map they are weak on?
Something like balancing numbers of units, or making gateway stronger vs bio - those type of things is where David Kim has shown some skill at. But many of the units in the game currently have severe design issues. Cyclone, SH, etc, even Hydra have had issues ever since WoL (except in ZvP). Those type of changes require the actual design to be changed to provide them more of a fitting purpose in the metagame.
All of these go beyond balance, in to design issues. That is not a place that David Kim has a history, nor has he shown any skill in that area. He can make a unit balanced, but he doesn't know how to make a unit fun. It needs to be fun, then you can balance it. If it's not fun without being OP, then there's a fundamental design issue.
He has only shown to be very good at balancing numbers and statistics. The person in charge of SC2 needs to be skilled in improving the design of the game... then let David Kim do his job with what he is given by the design lead. David Kim shouldn't be at the helm. your complaint about being directionless is all apart of the Blizzard philosophy of total anarchy and confusion. Hence their chosen names Chaos Studios and Blizzard Entertainment. People are great a ripping to shreds every form of communication DK creates. The rob pardo method is to not communicate at all. Blizzard's chaotic development methods are vulnerable to harsh criticism and Pardo's decision to keep the lid shut was a good one. how much of a design background does Greg Black have? how much design background did Pardo have when he started with Blizzard? Blizzard is great at recognizing and nurturing game design talent. if he were Jay-Wilson-bad he'd be long gone. there is no money to pay a guy of Pardo's calibre to work on the game. so David Kim is what we get and he just ain't as good as Rob Pardo and no amount of complaining is going to change that fact. SC/RTS is Blizzard's #6 priority .. the franchise is 18 years old and has yet to generate a billion dollars. Look for Blizzard's next big exploration/investment into the SC Universe to be outside of the PC-RTS genre.
First off, Jay Wilson isn't gone, he was moved to another project which is still unannounced.
Second, their name has no indication of how their business actually performs.
Third, yeah Blizzard has had some great designers in the past. And they lived up to expectations. What expectations has DK lived up to?
Noone wants to change the fact - noone can change DK. But if you could plainly see DK simply is not very good, then management should also be able to see this, and should take steps to correct the problem.
You keep saying the franchise has yet to generate a billion (which can't even be proven), but keep leaving out the fact that if you consider their eSports performance rather than their sales figures alone, they have generated well over a billion.
Regardless, SC2 alone has made hundreds of millions of dollars. They can easily hire a designer worth a damn if they decided to.
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On March 12 2016 01:28 Spyridon wrote:Show nested quote +On March 12 2016 01:07 JimmyJRaynor wrote:On March 11 2016 08:35 Spyridon wrote: He has shown absolutely no plan as to where he wants to bring the series in to the future. If he did, then people might be willing to put up with phases of the game not feeling satisfactory, as it is simply growing pains while transitioning to the final destination that will be much better in the end.
But he doesn't have a plan. Hell, he doesn't even know what he wants to do with anything he has mentioned in the community updates lately. He doesn't know what to do with medivac - balance-wise or design wise. These types of mechanics would be very easy to make a decision if there was a direction plotted out, as you can simply say "does this mechanic fit what we want SC2 to be in the future?". But without that, it comes down to whether its "cool" or "fun to watch" - things that a designer should NOT be putting ahead of whether the game is FUN or not.
He can say how he thinks it's "cool" that 9 different map types offers various type of gameplay. But what is his plan on balancing around that? He hasn't even stated a balance perspective on that. It's common knowledge that maps favor certain races, and BW has proven maps have a drastic enough effect on balance that you can balance the game simply on maps alone. But you can't do that with 9 different archetypes of maps like the image they showed recently! Will it be statistically acceptable to him if Zerg is OP on some maps but weak on other, as long as it totals 50% win in the end?? Does anyone think that will be well-received by players at all? Or that it will feel fair that player have to gamble with map choice, and have that in the back of their mind if they lose a tournament due to a map they are weak on?
Something like balancing numbers of units, or making gateway stronger vs bio - those type of things is where David Kim has shown some skill at. But many of the units in the game currently have severe design issues. Cyclone, SH, etc, even Hydra have had issues ever since WoL (except in ZvP). Those type of changes require the actual design to be changed to provide them more of a fitting purpose in the metagame.
All of these go beyond balance, in to design issues. That is not a place that David Kim has a history, nor has he shown any skill in that area. He can make a unit balanced, but he doesn't know how to make a unit fun. It needs to be fun, then you can balance it. If it's not fun without being OP, then there's a fundamental design issue.
He has only shown to be very good at balancing numbers and statistics. The person in charge of SC2 needs to be skilled in improving the design of the game... then let David Kim do his job with what he is given by the design lead. David Kim shouldn't be at the helm. your complaint about being directionless is all apart of the Blizzard philosophy of total anarchy and confusion. Hence their chosen names Chaos Studios and Blizzard Entertainment. People are great a ripping to shreds every form of communication DK creates. The rob pardo method is to not communicate at all. Blizzard's chaotic development methods are vulnerable to harsh criticism and Pardo's decision to keep the lid shut was a good one. how much of a design background does Greg Black have? how much design background did Pardo have when he started with Blizzard? Blizzard is great at recognizing and nurturing game design talent. if he were Jay-Wilson-bad he'd be long gone. there is no money to pay a guy of Pardo's calibre to work on the game. so David Kim is what we get and he just ain't as good as Rob Pardo and no amount of complaining is going to change that fact. SC/RTS is Blizzard's #6 priority .. the franchise is 18 years old and has yet to generate a billion dollars. Look for Blizzard's next big exploration/investment into the SC Universe to be outside of the PC-RTS genre. First off, Jay Wilson isn't gone, he was moved to another project which is still unannounced. Second, their name has no indication of how their business actually performs. Third, yeah Blizzard has had some great designers in the past. And they lived up to expectations. What expectations has DK lived up to? Noone wants to change the fact - noone can change DK. But if you could plainly see DK simply is not very good, then management should also be able to see this, and should take steps to correct the problem. You keep saying the franchise has yet to generate a billion (which can't even be proven), but keep leaving out the fact that if you consider their eSports performance rather than their sales figures alone, they have generated well over a billion. Regardless, SC2 alone has made hundreds of millions of dollars. They can easily hire a designer worth a damn if they decided to.
easily? not according to every Blizz employee i've ever talked to. top notch design talent is very hard to find and they are very picky. its easy to say everything is easy in a forum post though.
ATVI measures their revenue in Billions and LotV has zero chance of making $0.1 Billion.
you want to get into semantics.. Jay Wilson is no longer the designer of Diablo3. if you are a good employee you get promoted and given more responsibility and Blizzard knows how nurture and promote talent.
the RTS genre has made negligable cash over 20+ years and its not a high priority.
On March 12 2016 01:28 Spyridon wrote: You keep saying the franchise has yet to generate a billion (which can't even be proven), but keep leaving out the fact that if you consider their eSports performance rather than their sales figures alone, they have generated well over a billion.
the nano-second a franchise hits 1 billion ATVI immediately shouts it from the rooftops. http://www.ibtimes.com/skylanders-officially-activisions-newest-1-billion-franchise-1077220
ATVI twisted every # in every way possible to make that big billion dollar announcement. The retail price of every stupid plastic figurine was included to hit that billion dollar mark.
SC2 hit what? 6 million in sales? Brood War? 7 million of its sales occurred at a heavily discounted price years after the games release.
no where near a billion dollars guy.
SC2-eSports is a giant money loser which is why each year Blizzard scales back the size of the GSL and WCS. Handing out all that free Pizza gets expensive after a while.
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On March 09 2016 08:24 Charoisaur wrote: It seems kinda strange how strongly they have to emphasize how awesome their game is.
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Just one question: during BW, was bio really that viable to the point that it actually added diversity in the meta?
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