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On April 16 2016 07:40 nanaoei wrote:Show nested quote +On April 16 2016 07:18 Laul wrote:On April 16 2016 07:12 nanaoei wrote: i think about total war and mass warfare games too. really, i haven't played anything seriously past supreme commander, warhammer 40k, starcraft, and warcraft which are all really different as you know.
from the very start, unit groups and having better units for better situations has all been the feel for the younger gamer in me. my friends and i liked to feel, hear, see, and command things we earn+produce and match them up against each other along the same timeline. whoever does better in that same time, they did better, they're cooler, they're the people to beat! we get to see the results and actively try to make a difference. eventually it get to the point of attrition, external forces like micro, game philosophy, discussing.
and now we are at an age where we no longer hold LAN parties, very often. at least, it's not our only option for playing games together.
strategy games were cool because we could make alliances outside the ingame structure. the game was the proving grounds and anything outside that sandbox was preparation time. that is what i miss about gaming, rather than whether i can keep up in today's meta/norms/ingame competitive atmosphere or not.
i just hope you guys can figure out what you want out of gaming and RTS, rather than just blame the game itself. Well said sir. Meta does take a lot out of a game's true enjoyment at times. I can remember having so much fun making mass armies of Riflemen and Footmen in WC3, and watching em wreck face. But then when I started learning more about the meta and what not, I'd get angry and stressed trying to keep up with my opponent, rather than role-playing as a Lordaeron general. Sometimes I feel bad after a game of Sc2 even after a win, I'm shaking and I sweat a lot, my head hurts and I'm jittery from how much focus/stress I was just under. Do you keep playing a game if it's not "enjoyable" ? I mean I can't just put it down, I spent like 60 smackeroos on the bastard >.> my articulation is pretty bad and i'm sorry, but i think the idea is that games are more fun with people who are willing to roll with you. i'm not trying to say much with this, but: maybe you or anyone else could consider it a $60 lesson. i mean it brought you here, talking to us, or you learned a little more about what you want in a game. of course there's that whole deal with expectations. WoL had huge expectations, and didn't meet a larger fraction of all of it. that is however a wake-up point about games being produced and played these days. i don't remember when i hit this rut of enjoying games less. personally speaking (and this is very different for each person) i didn't have a great upbringing surrounding my hobby for games. i instantly fell in love with playing counterstrike competitive, and then as a really young guy, i went to the top competitions. i could not convince my parents or brother that it was going to be a thing and eventually they threw out my computer. that wonderment for gaming just did not go away. and here i am in my older years trying to regain that time i felt i lost by not playing to my heart's content all those years ago. i've heard similar stories before from other people i've met from the same sort of generation, and i'm sure it still happens today. and after all that gaming, all these years later, i've reached a point where i can finally say i'm satisfied, or filled. there are still regrets, but i've received so much out of gaming already, including all the knowledge and having new learning habits stemming from solving problems in games. even just the fact that you could put so much into a game is a level of reassurance that you can hope to put your all into something else. in my opinion, where there's money to support all the things you ever want to do in life (whether for yourself or others), that's a viable main pathway in life. gaming was not like that before. i actually think our little microcosm of gaming could have easily happened in the reverse order compared to how it is now, where money existed, then disappeared. right now it's simply in a spotlight. what i mean to say though is i hope each rts player has a great story to share even if it seems as small as one average ingame victory. as long as it stays with you--memories unaltered--it's a valuable kind of lesson for what you want in other games or perhaps what you want to achieve as long as you keep playing. unfortunately as it is, especially for a 1v1 game like starcraft 2, our fate and most of our enjoyment is entirely up to us.
Well said mah dude. E-sports in now a professional industry, and the top competitors are like AAA players. But instead of being good at running and throwing a ball in most cases, they can lead armies and press buttons in rapid succession, or zoom into the scope of a sniper and score frags in less than a second from across the map.
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Vatican City State78 Posts
I always found SC2 to be way to slow but perhaps that because I also still play SC1. I always found turned based strategy games much more relaxing, if you feel SC2 is to fast you might enjoy games like Rome Total War or Civilization, something along those lines. Happy Gaming!
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On April 16 2016 07:58 mauwee wrote: I always found SC2 to be way to slow but perhaps that because I also still play SC1.
lol do you also do cocaine? xD
There's no way you can't say SC2 is like, a weeeeee bit fast
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On April 16 2016 07:41 Laul wrote:Show nested quote +On April 16 2016 07:14 DinosaurPoop wrote: I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no? I find it's just a shame that no matter how creative or involved you are in your strategy/personal playstyle, you'll never actually "be good" unless you play in the holy meta everyone worships. "If you don't build x unit at x supply you insta lose " is what a lot of players, and myself, find to be true in practice, and overall the greatest deterrent to really enjoying this game, a lack of variation I suppose. Just my take on it though. What do you think? How would you like to play the game vs how you should play the game?
i'll actually answer this question even though it's not addressed to me, and since i have a different view overall. i know it's not as simple as you type out as the, "if you don't build x, you lose" deal. i've been respected for ultra creative stuff which in respects to professional sc:bw and sc2 players i adore, is child's play at least half the time. it's the fact that you can still win while doing something ridiculous that's fun about it. on the contrary to not following the norms to best of your ability, you can do something stupid and have quite a few windows to abuse and make something out of it. usually the brick wall is multitasking and general ingame experience. you throw something wild out there, you need to continue to not follow the norms. a small example: you're all-inning, usually you cut workers for this because you don't need them anymore. what about adding workers as you are wining and dining them in cheese and are succeeding? i mean you no longer have to continue the all-in, you can just reset to even or advantaged and take it from there.
for everything to succeed--at least often--you need the basics down pat. that is fact. a lot of people view it as build order dependancy and strict rules. it's true and not or in other words a matter of personal perspective. again, it's just another fact about playing games that have been explored a lot already. creativity can be expressed in other ways. your entire game-plan doesn't need to revolve around one gimmick turned into a strategy. it can be based on something as little as one little maneuver that you think is awesome. this is shit that you think before sleep, waking up, while dreaming, or daydreaming in the shower about. unfortunately or not, these things require good play. sometimes fast, sometimes above average, and mostly fleshed out.
you can't get creative with an art brush and canvas if you haven't even done any artwork or prep before. at the very least, you can't ask for anything close to a masterpiece. that is just disrespecting all the work and study that other artists pour into things to get to the point that they're at. but once you know you can do something respectable or something close to what you envision, absolutely.. absolutely, there's so much you can do. that's how i see starcraft 2, with a little emphasis on the multitasking aspect. i think being creative in this game and in a lot of competitive games is putting in a lot of extra (thinking, executiong, etc.) to gain just a moment of flair in your play. i really respect it because it really is difficult and isn't necessary to winning.
watch some SC2HL on youtube! there's some hilarious stuff on there from the best of the best who are trained to perfect their play in the meta.
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Y'know, I've been rolling this over in my mind since I read it this morning.
There's something to be said about seeing lings leave a base (if you see them at all), and having maybe 6 seconds to react. I haven't been a low league player since the first year of playing, but I remember I wouldn't even play 1v1 because it felt hopeless.
That was back in WoL, and the games were dramatically slower back then. With LotV, you have that 6 seconds to react still, but now your mains running out of resources by the time you finish defending. It's definitely a shock.
At my level, I don't really feel the difference too much. It's just the game it always was. Trying to put myself into a slower player's shoes, I can definitely see how the game would be perceived as way too fast.
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On April 16 2016 08:10 nanaoei wrote:Show nested quote +On April 16 2016 07:41 Laul wrote:On April 16 2016 07:14 DinosaurPoop wrote: I'm somewhat surprised on everyone's definitions of strategy here. I always considered execution and strategy to be one and the same. Executing something perfectly often involves having to make a million tiny different decisions and answer them all perfectly. For example, it's trivial with anyone with decent mouse control to land 2-3 forcefields in a rough formation instantly. To know figure out the best way to do it in the heat of battle is a whole other thing. Or for example when holding an allin, you often have to juggle your attention. You can't micro your immortal and split your probes at the same time (something even the best of pros can struggle with), but it's fairly dangerous to lose both. It's these types of small decisions that makes the difference as the game goes on. You can easily point out a lot of mistakes from even GSL Code S Finals games, and yet the fact of the matter is, these guys will be making far less of these tactical mistakes than anyone else will, which makes them so good at this game. And, at the end of the day, we all tailor our strategies to our execution. Some of us are good at slow, defensive, positional styles that give lots of time to think. Some of us are good at swiss cheese, some of us are just horrible and just need to make those 7 extra warpgates because we can't spend our money properly, and then 10 more pylons because we can't manage our supply properly. Some of us can be TLO creative. There's always strategy at every level-- if you and your opponent have roughly equal mechanical ability, one avenue to beat him is to out-strategize him, no? I find it's just a shame that no matter how creative or involved you are in your strategy/personal playstyle, you'll never actually "be good" unless you play in the holy meta everyone worships. "If you don't build x unit at x supply you insta lose " is what a lot of players, and myself, find to be true in practice, and overall the greatest deterrent to really enjoying this game, a lack of variation I suppose. Just my take on it though. What do you think? How would you like to play the game vs how you should play the game? i'll actually answer this question even though it's not addressed to me, and since i have a different view overall. i know it's not as simple as you type out as the, "if you don't build x, you lose" deal. i've been respected for ultra creative stuff which in respects to professional sc:bw and sc2 players i adore, is child's play at least half the time. it's the fact that you can still win while doing something ridiculous that's fun about it. on the contrary to not following the norms to best of your ability, you can do something stupid and have quite a few windows to abuse and make something out of it. usually the brick wall is multitasking and general ingame experience. you throw something wild out there, you need to continue to not follow the norms. a small example: you're all-inning, usually you cut workers for this because you don't need them anymore. what about adding workers as you are wining and dining them in cheese and are succeeding? i mean you no longer have to continue the all-in, you can just reset to even or advantaged and take it from there. for everything to succeed--at least often--you need the basics down pat. that is fact. a lot of people view it as build order dependancy and strict rules. it's true and not or in other words a matter of personal perspective. again, it's just another fact about playing games that have been explored a lot already. creativity can be expressed in other ways. your entire game-plan doesn't need to revolve around one gimmick turned into a strategy. it can be based on something as little as one little maneuver that you think is awesome. this is shit that you think before sleep, waking up, while dreaming, or daydreaming in the shower about. unfortunately or not, these things require good play. sometimes fast, sometimes above average, and mostly fleshed out. you can't get creative with an art brush and canvas if you haven't even done any artwork or prep before. at the very least, you can't ask for anything close to a masterpiece. that is just disrespecting all the work and study that other artists pour into things to get to the point that they're at. but once you know you can do something respectable or something close to what you envision, absolutely.. absolutely, there's so much you can do. that's how i see starcraft 2, with a little emphasis on the multitasking aspect. i think being creative in this game and in a lot of competitive games is putting in a lot of extra (thinking, executiong, etc.) to gain just a moment of flair in your play. i really respect it because it really is difficult and isn't necessary to winning. watch some SC2HL on youtube! there's some hilarious stuff on there from the best of the best who are trained to perfect their play in the meta.
I'm sure practice > gimmick is a sure-fire way to win, and a good mindset in life in general. I think there's a lot more to this question than just wether or not sc2 is really a strategy game. ^_^
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On April 16 2016 08:15 InfCereal wrote: Y'know, I've been rolling this over in my mind since I read it this morning.
There's something to be said about seeing lings leave a base (if you see them at all), and having maybe 6 seconds to react. I haven't been a low league player since the first year of playing, but I remember I wouldn't even play 1v1 because it felt hopeless.
That was back in WoL, and the games were dramatically slower back then. With LotV, you have that 6 seconds to react still, but now your mains running out of resources by the time you finish defending. It's definitely a shock.
At my level, I don't really feel the difference too much. It's just the game it always was. Trying to put myself into a slower player's shoes, I can definitely see how the game would be perceived as way too fast.
Well see, it's also a question of skill cap being too high. Like, I can't physically pour in the time it takes to be as good as a professional, I'd need to quit school and like, pull an iNcontroL to make it big. Iz crazy >.>
If it were slower, it would allow players to think easier, and to have a fighting chance without needed years of practice under their belt before they can even learn/apply strategic thinking.
If the speed is meant to separate the men from the boys as they say, (and keep E-sports as exciting as a normal sport like football) then that's understandable. But a player whose more experienced can for sure outplay a novice on any speed of play. It'll just be a more mental game I'd think.
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I think most of the reason fights seem to play out quickly is the tendency for players to put all their stuff in one place, often clustered together like a phalanx or shield-wall. If there were more punishing ways to destroy close together units, players wouldn't do that as much and fights would tend to be slower. Perhaps paradoxically, I think the way to slow down fights is to actually increase the damage output of certain things in certain ways. There are of course other things that can be done to discourage clustering, for example something like CoH2's suppression mechanic or any other kind of widely spread harmful debuff.
I'm going to consider something that would probably break the game for a moment, so don't be alarmed because it's not something I'm saying should be done: what if, for example, the colossus did line damage like a hellion or lurker? And it could friendly fire for full damage. Clearly you couldn't use it like it was usually used in HotS or WoL in that case, hovering over the army-- you'd have to put it on the flanks or out in front. It would be yet better against masses of marines or hydralisks even without support, but worse in the case of supporting a bunch of units in front of it attacking from a safe position behind a blob of friendly units. I think the presence of such a unit would tend to slow fights down between people using it correctly and reacting to it correctly even though if it was used in a simplistic group everything and A-move fashion it would make the fight speed up even more by just killing everything in front of it indiscriminately. But because the correct response seems to be to keep most units out of its line of fire-- for both players-- then less units are actively participating in the battle and dealing damage. So that means less units are dying at the same time. And there might be more thought being put into exactly how each player wants to engage, though there would of course still be standard practiced procedures and responses.
So that's my view on the speed of fights in the game, for what it's worth (probably very little).
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On April 16 2016 08:37 Ball656 wrote: I think most of the reason fights seem to play out quickly is the tendency for players to put all their stuff in one place, often clustered together like a phalanx or shield-wall. If there were more punishing ways to destroy close together units, players wouldn't do that as much and fights would tend to be slower. Perhaps paradoxically, I think the way to slow down fights is to actually increase the damage output of certain things in certain ways. There are of course other things that can be done to discourage clustering, for example something like CoH2's suppression mechanic or any other kind of widely spread harmful debuff.
I'm going to consider something that would probably break the game for a moment, so don't be alarmed because it's not something I'm saying should be done: what if, for example, the colossus did line damage like a hellion or lurker? And it could friendly fire for full damage. Clearly you couldn't use it like it was usually used in HotS or WoL in that case, hovering over the army-- you'd have to put it on the flanks or out in front. It would be yet better against masses of marines or hydralisks even without support, but worse in the case of supporting a bunch of units in front of it attacking from a safe position behind a blob of friendly units. I think the presence of such a unit would tend to slow fights down between people using it correctly and reacting to it correctly even though if it was used in a simplistic group everything and A-move fashion it would make the fight speed up even more by just killing everything in front of it indiscriminately. But because the correct response seems to be to keep most units out of its line of fire-- for both players-- then less units are actively participating in the battle and dealing damage. So that means less units are dying at the same time. And there might be more thought being put into exactly how each player wants to engage, though there would of course still be standard practiced procedures and responses.
So that's my view on the speed of fights in the game, for what it's worth (probably very little).
Fuck yea bud! If only Blizzard could be so innovative! Tweaking something as small as that would not only drastically change the way we play, but encourages smarter more strategic play!
What else do you think we could tweak in the game, I ask, to encourage more thoughtful approach to player interaction? : D
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I'm going to go against the grain here and say I agree with OP. for 90% of the playerbase or more, it makes more sense to macro up a huge ball while scouting and defending and then a moving to victory. there is a reason more people watch this game than play it, its designed for the pros exclusively.
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Its by far the fastest strategy game of any kind I've ever played, and I regularly played AoE3 at the highest pace which is extremely complex by comparison to Starcraft 2; not even pros play regularly all the way up because it rapidly gets ahead of your ability to manage it without BW-like APM. It helped that had no idea what I was doing a lot of the time There is a bit of a difference in that though because 95% of AoE3 games are decided in the first 20 minutes and the late game meta doesn't even really exist in 1v1 games; players just tend to give up quickly after FF has failed or the opponent has successfully boomed. It makes a great environment for team games though.
The speed issue and the efficiency of unit pathing/targeting AI tending towards deathballing really turned me off of SC2. Blizzard wanted faster pace and more excitement, but to me personally they did the exact opposite by pigeonholing general play and stifled it instead.
In any case, this is all old hat and I came to terms with this years ago back when WoL came out; I don't like SC2 and I can deal with that. I just don't play it anymore. Instead I went the other direction and started getting into Civ for the first time in my life. Massive strategy, less tactical focus, way slower pace. More entertaining to me in my view.
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I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess.
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On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess. I think people confuse and can't have same agreement between "strategy" and "reacting"
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On April 16 2016 09:04 coolman123123 wrote: I'm going to go against the grain here and say I agree with OP. for 90% of the playerbase or more, it makes more sense to macro up a huge ball while scouting and defending and then a moving to victory. there is a reason more people watch this game than play it, its designed for the pros exclusively.
I think we need to watch how we interpret this though, I don't think it was designed solely for the pros, but keep in mind that Blizzard does need to keep the audiences right? And since a large portion of those viewers are foreign, they need to adapt to their wants and needs. The customer is always right, yknow?
So they make changes to speed up the game play, and notice that it does come at a cost, people not wanting to even get into it, thus a lack of fresh meat to eventually become the next pros.
I'd say if they slowed the game down, E-sports would get too boring, and because E-sports is like normal sports (the excitement and fast paced action needing to be there) there's no real way to make it more newb friendly.
That's my thought, let's not bash Blizzard or point fingers, but keep in mind the ultimate goal.
$$$$$$$
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On April 16 2016 10:19 seemsgood wrote:Show nested quote +On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess. I think people confuse and can't have same agreement between "strategy" and "reacting" 
Tomato tomawto right?
In this sense, we attribute strategy to;
Resourcefulness (using the environment for certain advantages, etc)
Having answers to things your opponent hasn't even done yet (for example, routing tanks to deal with an oncoming force of marines that you saw approaching.)
and some other stuff.
I think the arguments changed not to wether or not SC2 has strategy elements (it clearly does, you can do both of the examples seen above) but it's so bloody fast that you can't possibly be focusing on that.
I think at this point wins aren't decided by a strong mind or a strong position/strategy, but more so like;
player A forgot to do : 5 things in the game.
player B forgot to do : 3 things in the game.
player A wins, because he didn't forget certain things, or the things he remembered to do mattered more in that particular situation.
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On April 16 2016 10:00 washikie wrote: I disagree with all the people saying that Starcraft lacks stratagy. I think people who say this don't understand all the decision making that goes into playing the game at a decent level. I don't claim to be great at the game. I am only a mid tier masters player but even at my level I percive the substantial swing in advantage that strategic thinking can provide you in a game. Consider the scouting phase of the early game. Since I play Terran I'm going to talk from a Terran's perspective. As Terran you usually want to set up you economy and infistucture at this stage of the game while keeping tabs on your opponent. To do this scouting is critical. Say that I send out a reaper to see what my opponent is up to in tvp if I see 2 gas and a cyber core I know it's some kind of pressure opening. If I see a faster nexus then my opponent is planing to play more economically. From this information I need to make a wide variety of strategic decisions. If my opponent went for pressure I need to try to Scout it but I might not know what it is. Do I build a bunker at my front? Do I invest in missle turrets to deny oracles and Dts? Do I delay my star port to get extra barracks. Do I make cyclones or tanks? These are all strategic dicisions that will help me survive the early game. If instead my opponent opened defensive I need to figure out how I'm going to keep up with there economy. Do I try to get aggressive with some drop harass? Do I try to take a faster third base since they probably won't attack me? After this early phase of the game there are even more important decisions you have to make. The biggest 3 are generally what unit comp to go. When should I try to take my next base. And when should I try to do damage to my opponent as a Terran once agian these decisions are driven by information on what your opponent is doing . Based on thier unit comp you can determine what supprt units your army needs. Based on the time they plop down thier new bases and also the timing of thier Tech and your own economic state you decide weather to attake or not. There are countless examples I can give where you need to make decisions In a game of Starcraft and those dessions and the reasoning behind them vary based on matchup and game state. Now to adress the question of speed. Speed is important in sc2 there is no doubting that but it's not the only thing that matters. How fast you play often dictates how much stuff you can make. How much harass you can do and how well you manage fights. But speed can be counterbalanced by stratagy because like speed good corner cutting and decision making provide you an advantage. Further at the highest level I have herd pros describe how choosing which actions to do becomes part of the stratagy of the game because both you and your opponent are near the limit of amp that most people can achieve. Mechanics matter but that does not mean strategy does not. And for the game being to fast well, that's part of the fun and challenge its one of the things that makes sc2 an awesome game but it's not for everyone if it's not for you why not try playing a tbs like civ or chess.
I think the reason why everyone's being really bitter about the game speed (I, being one of them slightly) is because they remember the fun they had in WC3 or BW, and how much more manageable those games were. The argument is no longer wether or not there's strategy (it's there, just hidden off and a little more emphasis needs to be put on it to see it as there) but more so if the game speed is a good thing to keep so high.
the main problems are;
- newbs can't get into it, the skill cap is now too high
- there's no way in fuck hell anyone's gonna be as good as the pros now
- you need to install a pentium i69 processor in your brain to play the game at a decent level. ( lawl )
If your main playerbase (newbs with dreams who watched streams and wanted to buy the game for a chance to get good) is too afraid to even hop on the ladder, then why even bother making an expansion?
We can't get new pros/continue the life cycle of the game, because the game's too 1337 for us mortals.
NOT EVERYONE CAN AFFORD i69 PROCESSORS!!! Thanks Trump-bama...
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I think people confuse and can't have same agreement between "strategy" and "reacting"  I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state. Admitidly there is the opening game where your choices are not affected as much by your opponent. You can also have a general game plan like I want to take three bases then do a big attack. But honestly these kind of overarching stratagies are just a small portion of the strategic thinking that goes on in a game. Few people consider chess a deep and interesting game because The decision to open queens gambit vs something like indian or English is so interesting. A far more important skill is deciding what to do based on the board state. I guess if you want to argue semantics you could say I'm discussing tactics and not grand stratagy . Mabey you would be right but grande stratagy Is usually a vague outline of what you want to achive and how you plan to get there. and in the case of most stratagy games this means any one can look up a stratagy on the web that they can open with. What realy differentiates players and shows off intellect though is the decsions you make for yourself based on the variance of the game to get the most out of your initial plan. So yeah mabey in sc2 tactics are more meaningful then stratagy if you go the semantic route but if you do then in almost any situation. Where decision making matters tactics will be the more important and interesting skill than stratagey. But most rts gamers don't think about semantic stratagey because frankly it's not that helpful to And lump tactics into strategy.
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On April 16 2016 10:52 washikie wrote:Show nested quote +I think people confuse and can't have same agreement between "strategy" and "reacting"  I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state. Admitidly there is the opening game where your choices are not affected as much by your opponent. You can also have a general game plan like I want to take three bases then do a big attack. But honestly these kind of overarching stratagies are just a small portion of the strategic thinking that goes on in a game. Few people consider chess a deep and interesting game because The decision to open queens gambit vs something like indian or English is so interesting. A far more important skill is deciding what to do based on the board state. I guess if you want to argue semantics you could say I'm discussing tactics and not grand stratagy . Mabey you would be right but grande stratagy Is usually a vague outline of what you want to achive and how you plan to get there. and in the case of most stratagy games this means any one can look up a stratagy on the web that they can open with. What realy differentiates players and shows off intellect though is the decsions you make for yourself based on the variance of the game to get the most out of your initial plan. So yeah mabey in sc2 tactics are more meaningful then stratagy if you go the semantic route but if you do then in almost any situation. Where decision making matters tactics will be the more important and interesting skill than stratagey. But most rts gamers don't think about semantic stratagey because frankly it's not that helpful to And lump tactics into strategy. Correction: It's mostly Starcraft players that just talk tactics when they say strategy. There are other communities and developers and the fact that Starcraft is so much about mechanics and smallscale decisions is a common argument against the game in these circles. The SupCom developers have critizised the genre as RTTactics and claimed that SupCom is meant to be a real RTS. Whether you side with such comments or not, just keep in mind that although Starcraft is by far the biggest RTS, it is only a very specific representative of the genre and hardly anything can be generalized to the whole.
I personally side a bit - not fully - with the critics that say SC2 lacks strategy. The game has way too few unforced decisions, which is reflected in how repetitive compositions and setups are. Especially with how LotV killed some of the playstyles like Mech in certain matchups.
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On April 16 2016 10:52 washikie wrote: I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state.
I don't think there are many/any decisions in the game. A refined build order and perfect execution is so much better than reacting, that thinking isn't worth the effort most of the time. Example: if you go 4gate every game, you'll win against an opponent that scouts you, does the correct thing but can't click as fast as you and misses some injects or whatever. So while he is clearly the better player, understands the game, does the right things, as long as he doesn't execute them as perfectly as a player that skips the whole thinking part and just mashes buttons and clicks, he'll lose. Sc2 just doesn't reward thinking, or the other way round, it rewards execution and mechanics way too much.
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On April 16 2016 19:04 Haukinger wrote:Show nested quote +On April 16 2016 10:52 washikie wrote: I don't think there needs to be much confusion. The majority of stratagy in any stratagy game is making the best possible decisions based on the game state. I don't think there are many/any decisions in the game. A refined build order and perfect execution is so much better than reacting, that thinking isn't worth the effort most of the time. Example: if you go 4gate every game, you'll win against an opponent that scouts you, does the correct thing but can't click as fast as you and misses some injects or whatever. So while he is clearly the better player, understands the game, does the right things, as long as he doesn't execute them as perfectly as a player that skips the whole thinking part and just mashes buttons and clicks, he'll lose. Sc2 just doesn't reward thinking, or the other way round, it rewards execution and mechanics way too much.
maybe its just me but i feel like in WOL and HOTS you were slower and your able to think and react alot better than in LOTV. in wol and hots you were able to get a scout off and were able too change up your build and react to what your opponent was doing.In lotv you are already half way into your build that you are unable to change, Again maybe its just me but in wol and hots you could have a strat and even change and out smart your opponent were lotv you are forced into the mid game so much faster that you need a build thats good vs everything.
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