[Suggestion] HUD Warning Indicator - Page 3
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[PkF] Wire
France24202 Posts
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Quateras
Germany867 Posts
So please dont add it to sc2 :o | ||
Djangoobie
13 Posts
For the hearing impaired and beginners it will help a lot. | ||
MoosyDoosy
United States4519 Posts
I say we implement it as a default feature. But the tryhard players that want to get into higher leagues will likely look up guides and stuff which hold all the settings information. Like the 51% mouse sensitivity and the enhanced pointer precision. Casual players don't pay attention to such details but tryhard players do. So implement it. The people that want to tryhard and improve will find the guides and resources to turn that feature off and work on minimap awareness instead. For example, some guides out there suggest playing without sound so that you're forced to rely on the minimap. In my super tryhard phase I jumped on that suggestion and played without sound to improve my minimap awareness and realize the importance of spreading Overlords for map vision. aka, default settings should be for casual players. Tryhard players will find the online resources and guides to know to turn it off. It's why most of us are on TL ya know. | ||
aQuaSC
717 Posts
In RTS games it would cause a problem in my opinion, since in games where you control many things it's up to a player to divert attention to certain unit/building or situation. In some cases it's wise to ignore certain damage being dealt to the player while he's trying to do something else, so it's hardly needed. It might make sense for people with certain disabilities though, as mentioned by Djangoobie. International TL police would be a fine idea, maybe if the forums were purged from ultra-skilled casualphobic players by moving them to Brood War we, moderately-skilled players could have a say in these matters. | ||
Senkii
Hungary37 Posts
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Apoteosis
Chile820 Posts
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readdyeddy
United States1 Post
You need to develop "Spatial Awareness", which these "HUD" will not allow you to learn. If you want to get "Better", you need to practice. Like, cheats doesn't make you a better player, experience does. | ||
[PkF] Wire
France24202 Posts
On May 20 2016 00:34 Apoteosis wrote: I think it's not a good idea because, you know, imagine some probe attacking a hatch... casuals will freak out. that's actually a good point | ||
DarkPlasmaBall
United States44312 Posts
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Bastinian
Serbia177 Posts
It seems that a lot of people don't look onto this more deeply and rationally and that's a bit unfortunate. I would honestly like to see this implemented as it has many benefits. I mentioned it doesn't need to look exactly like I imagined on those preview pictures, it would perhaps be distracting, but making it visible and not overly distracting. I remember some RTS games had similar mechanics like this one, but I can't remember which ones, so it wouldn't be problematic for SC2 to have something similar. Also, having options to turn this on or off is also fine, as message alerts that scroll at left side of screen can be also turned on or off. | ||
DarkPlasmaBall
United States44312 Posts
On May 20 2016 03:45 Bastinian wrote: Im reading comments and a lot of people actually didn't give any valid feedback about this It's literally redundant, because you already get alerts that you're under attack. | ||
Cyro
United Kingdom20285 Posts
On May 20 2016 03:48 DarkPlasmaBall wrote: It's literally redundant, because you already get alerts that you're under attack. Those alerts do not always work, which is a significant UI problem IMO. | ||
DarkPlasmaBall
United States44312 Posts
On May 20 2016 03:49 Cyro wrote: Those alerts do not always work, which is a significant UI problem IMO. You don't always get minimap/ sound alerts? Then that's a UI problem that should be fixed, rather than throwing in a redundant solution that may not work either. | ||
Cyro
United Kingdom20285 Posts
On May 20 2016 03:51 DarkPlasmaBall wrote: You don't always get minimap/ sound alerts? Then that's a UI problem that should be fixed, rather than throwing in a redundant solution that may not work either. Nobody always gets them, there are issues with the sound channels or the way that sounds overlap. You can have a zergling hit one of your pylons once while meanwhile 20 zerglings kill every probe at your natural and you'd never know from the audio because the first sound blocks the worker specific one from going off, etc. You have to rely on the minimap alone, which is inefficient use of UI (using ears and eyes is much better than using only eyes, especially since eyes can only focus on one narrow part of the screen at a time) This is one of a handful of issues that i've wanted fixed for 5 years but seems to go under the radar of most players | ||
B-royal
Belgium1330 Posts
![]() You also have the same issue with multiple attacks resulting in only the first alert going off. I however agree that there's no harm in including these types of features if you can turn them off. If these type of features are detrimental to the learning of beginners and they actually care about that, then I'm sure they'll be able to find that information online. | ||
Sapphire.lux
Romania2620 Posts
On May 20 2016 01:51 DarkPlasmaBall wrote: Aren't you supposed to pay attention to the minimap? I know in games like mobas and WOT watching the minimap is a skill for the elite lol. Instead of this i would have some cool tutorials explaining what the minimap is and why it's important. Maybe some tips on using it, like glancing over every few seconds, when you get "under attack" messages and so on. But i had no idea the minimap was an advanced feature for the try hards lol. The proposed idea is redundant, adds clutter and it's not helpful as knowing a direction is not enough in RTS, you need to know the exact location. | ||
Cyro
United Kingdom20285 Posts
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