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David Kim interview @ DH Montreal: What's the end game for…

Forum Index > SC2 General
103 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
TheLordofAwesome
Profile Joined May 2014
Korea (South)2655 Posts
August 18 2016 23:14 GMT
#21
My favorite part is where he confirms that official stats say that the favorite unit of bronze/silver players is the VOID RAY!

void rays, void rays, gotta mass up myyyyyy vooiiiid raays.
sc2chronic
Profile Joined May 2012
United States777 Posts
August 18 2016 23:29 GMT
#22
On August 19 2016 06:04 NewSunshine wrote:
I might not like the answers completely, but I liked the questions a lot. Nice interview.


Exactly how I feel. Just because ur passionate about something doesn't make you good at it. He's a typical CEO type who thinks he knows what's best and does something just to exercise his power. 4 teenagers balancing StarBow blows his idea of a competent design team out of the water.

Reminds me of the classic Skinner mindset:
+ Show Spoiler +
[image loading]


But what can we do? We are all consumers of his product and in the end he gets the last word. Lucky kid.
terrible, terrible, damage
Aegwynn
Profile Joined September 2015
Italy460 Posts
August 18 2016 23:56 GMT
#23
On August 19 2016 08:14 TheLordofAwesome wrote:
My favorite part is where he confirms that official stats say that the favorite unit of bronze/silver players is the VOID RAY!

void rays, void rays, gotta mass up myyyyyy vooiiiid raays.

yeah, and the following is even better;
"engagement started, press one button, everything powers up, and I can kill everything"
MoonyD
Profile Joined December 2013
Australia191 Posts
August 19 2016 00:33 GMT
#24
When are these new patch changes coming into effect? Would be nice if Blizzard implemented them after the finals of SSL and GSL. Kind of sucks for the pro-gamers to have to adapt in the middle of a tournament and especially near the end of it.
The world wants to be deceived
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
August 19 2016 00:46 GMT
#25
On August 19 2016 08:10 ROOTFayth wrote:
"I have an example when new designers come in and they say like “it’s only about the data, not what people think.” When they say that, my extreme example is “say the numbers are 50/50 but everyone thinks the balance sucks right now—is that a good place to be in?” Obviously not, right? So my response to that is, yeah, then the game’s not balanced."

this is so wrong though, the people with negative feedbacks will speak a lot more and much louder than people who feel the game is ok

I don't think the negative feedback is the problem. I think its about Blizzard filtering out the noise and poor feedback so they can get to the productive feedback.

Sometimes, the signal to noise ratio can be so high Blizzard might miss an important piece of information.
paralleluniverse
Profile Joined July 2010
4065 Posts
August 19 2016 00:47 GMT
#26
Great questions, great interview.
imre
Profile Blog Joined November 2011
France9263 Posts
August 19 2016 00:48 GMT
#27
On August 19 2016 09:33 MoonyD wrote:
When are these new patch changes coming into effect? Would be nice if Blizzard implemented them after the finals of SSL and GSL. Kind of sucks for the pro-gamers to have to adapt in the middle of a tournament and especially near the end of it.


After blizzcon. Basically it's an offseason patch which is the best timing possible for something that huge.
Zest fanboy.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17476 Posts
Last Edited: 2016-08-19 01:30:09
August 19 2016 01:11 GMT
#28
On August 19 2016 09:46 Jett.Jack.Alvir wrote:
Show nested quote +
On August 19 2016 08:10 ROOTFayth wrote:
"I have an example when new designers come in and they say like “it’s only about the data, not what people think.” When they say that, my extreme example is “say the numbers are 50/50 but everyone thinks the balance sucks right now—is that a good place to be in?” Obviously not, right? So my response to that is, yeah, then the game’s not balanced."

this is so wrong though, the people with negative feedbacks will speak a lot more and much louder than people who feel the game is ok

I don't think the negative feedback is the problem. I think its about Blizzard filtering out the noise and poor feedback so they can get to the productive feedback.

Sometimes, the signal to noise ratio can be so high Blizzard might miss an important piece of information.


i'd say the signal to noise ratio is low and also various competing interests make it tough.
its hard to make the game balanced at the top level and fun at 5 or 10 other levels of play.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
August 19 2016 01:19 GMT
#29
On August 19 2016 09:46 Jett.Jack.Alvir wrote:
Show nested quote +
On August 19 2016 08:10 ROOTFayth wrote:
"I have an example when new designers come in and they say like “it’s only about the data, not what people think.” When they say that, my extreme example is “say the numbers are 50/50 but everyone thinks the balance sucks right now—is that a good place to be in?” Obviously not, right? So my response to that is, yeah, then the game’s not balanced."

this is so wrong though, the people with negative feedbacks will speak a lot more and much louder than people who feel the game is ok

I don't think the negative feedback is the problem. I think its about Blizzard filtering out the noise and poor feedback so they can get to the productive feedback.

Sometimes, the signal to noise ratio can be so high Blizzard might miss an important piece of information.


this is what the summits are presumably for
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
Lexender
Profile Joined September 2013
Mexico2656 Posts
August 19 2016 01:43 GMT
#30
On August 19 2016 08:10 ROOTFayth wrote:
"I have an example when new designers come in and they say like “it’s only about the data, not what people think.” When they say that, my extreme example is “say the numbers are 50/50 but everyone thinks the balance sucks right now—is that a good place to be in?” Obviously not, right? So my response to that is, yeah, then the game’s not balanced."

this is so wrong though, the people with negative feedbacks will speak a lot more and much louder than people who feel the game is ok


Maybe but the idea is good.

During the broodlord/infestor era PvZ was rather balanced because of immortal/sentry, but was that good? Just because the data shows a MU is balanced doesn't means the game is in a good state.
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
August 19 2016 02:13 GMT
#31
That answer about community perception is pretty interesting, I just wish the community voice of the b.net forum wasn't so loud.
https://soundcloud.com/bbols
Noocta
Profile Joined June 2010
France12578 Posts
August 19 2016 02:17 GMT
#32
Somewhere in there, what I read between the lines from David is :

Executives are tired of putting ressources into starcraft 2 and want as little to do with it as possible once it's in this "finished state" they keep talking about so they can developp something else.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
Last Edited: 2016-08-19 02:28:47
August 19 2016 02:18 GMT
#33
It’s a very ironic situation where the West is asking for things to be more like Brood War while the Koreans say that the game is too hard.


Afaik, both Koreans and Westerners want the game to be like BW; the thing is, Koreans consider that BW is 'uncomfortable but does not requires much micro to play', while Westerners think that BW requires more micro.

"Morality is simply the attitude we adopt towards people we personally dislike"
Darkn3ssFallz
Profile Joined April 2013
Australia114 Posts
August 19 2016 02:29 GMT
#34
On August 19 2016 06:39 JimmyJRaynor wrote:

seriously though, i want a game where 1 player can be more of a macro player and lean on that to win at the top level and another player can have sloppy macro but amazing micro and win at the top level by leaning on his micro strengths. I want hugely divergent styles all having a legit shot to win at the top level.


At the top level players there are a lot of players that can do both. IMO multitasking is what's more important right now. That said MyuNgSiK is the perfect example of someone with terrible macro but amazing strategy/micro. sOs was like that for a period but he's now solid all around. As for players who are more macro oriented - any zerg LUL. Solar, Rogue and Dark have some sick micro though. There was another zerg who'd recently impressed me with their fungal/bile usage though. I think it might have been Dark but the confidence to drop the biles as soon as you throw out the fungal (before it connects) is something few zergs currently do.
[SKT1.Rain] is the Postman Protoss, because by.Sun or by.Rain he delivers.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 19 2016 02:29 GMT
#35
I would assume that koreans are more talking about the general pace of sc2, it's so quick, everything dies fast, it snowballs pretty hard, etc when they talk about "hard to play".
Obviously i have no source or anything, but it imo would make more sense this way?

Also wanting the game to be more like bw doesn't necessarly include the mechanical limitations and thus "fighting the ui", which is why i think that question is phramed in a quite dishonest way tbh
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
JackONeill
Profile Joined September 2013
861 Posts
August 19 2016 02:46 GMT
#36
My goodness, DK saying that they may have gone overboard with the harassement???
Wasn't harassement the coolest thing in the game???

More seriously, useless PR is useless. The guy is simply stating stuff that will make him look good, or saying he doesn't know.
His denial that there's so much BS abilities in the game is revolting though
Bareleon
Profile Blog Joined May 2011
371 Posts
Last Edited: 2016-08-19 03:08:16
August 19 2016 03:07 GMT
#37
Maybe now that the interviewer talked about Bisu DK will fix Protoss for players like Bisu to really show their skill and multi tasking, but I doubt it.

I feel like the interviewer should of asked DK if there were any major changes coming to protoss for players like Bisu :p
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
August 19 2016 03:09 GMT
#38
Some easy ways for Blizzard to make test maps popular:
-Test map matchmaking
-Achievements for playing test maps
-A box where players can write feedback in game after every match.
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
MifuneKinski
Profile Joined April 2011
United States42 Posts
August 19 2016 03:39 GMT
#39
Good changes! Hope they stick
RKC
Profile Joined June 2012
2848 Posts
Last Edited: 2016-08-19 05:02:31
August 19 2016 05:01 GMT
#40
On August 19 2016 11:29 The_Red_Viper wrote:
I would assume that koreans are more talking about the general pace of sc2, it's so quick, everything dies fast, it snowballs pretty hard, etc when they talk about "hard to play".
Obviously i have no source or anything, but it imo would make more sense this way?

Also wanting the game to be more like bw doesn't necessarly include the mechanical limitations and thus "fighting the ui", which is why i think that question is phramed in a quite dishonest way tbh


Things can get lost in translation, and what Koreans mean by 'hard' may not be what we English-speakers understand as 'hard' in the literal sense.

Maybe 'hard' here means 'hard to juggle so many things at once, especially when dropping a single ball means an auto-loss'. The game is too punishing and volatile. It's 'hard' to practice and master a game where the basic skills needed are so high (i.e. juggling 10 balls at minimum). Whereas an 'easy' game is where you only start with 3 balls, and the goal is to juggle as fast and long as possible (and maybe score points on finesse, almost like artistic juggling). It may be easy to pick up the game, but at competitive levels, it becomes difficult to out-juggle your opponent.

And I feel that's the difference between SC2 and BW. SC2 has too many balls, BW has less. SC2 games end fast and anti-climatically because it forces so many required actions on the players, hence likely for a player to drop a ball within the first minute. But BW can go on and on, back and forth, because the game takes on more depth as it stretches on.

Not sure if I'm making sense with the analogy.
gg no re thx
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