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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
seemsgood
Profile Joined January 2016
5527 Posts
August 19 2016 23:52 GMT
#61
If i remember correctly blizzard did say they might remove some units and add new units(can't find source ).Not just adding new units and got overlapped.
#removeswarmhost,liberator,tempest.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
August 20 2016 01:57 GMT
#62
--- Nuked ---
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
August 20 2016 04:09 GMT
#63
They really need to simplify the game. Removed some of the active abilities and gimmicky things that kill you in less than a second. Let the complexity and mastery come out of how the players engage and pull apart their opponents, not how well they defend adept shades or shoot disrupter balls or pick up and drop tanks or micro a warp prism. Open up the maps, slow down the game a bit, decrease backstabbing, increase defenders advantage, let the skills be based on map control and positioning rather than a player's ability to dodge things.

The game is already complex, its already well-designed at its core, they just need to stop going for all this overkill bs.
Its going to be a glorious day, I feel my luck could change
igay
Profile Blog Joined November 2011
Australia1178 Posts
August 20 2016 10:17 GMT
#64
The future looks bright
MVP <3 MKP <3 DRG <3
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-08-20 12:17:06
August 20 2016 12:16 GMT
#65
On August 20 2016 08:52 seemsgood wrote:
If i remember correctly blizzard did say they might remove some units and add new units(can't find source ).Not just adding new units and got overlapped.
#removeswarmhost,liberator,tempest.


Lurkers/infestors/broodlords will be imbalanced without tempests. Void rays aren't good. Carriers take too long to build.
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
August 20 2016 12:43 GMT
#66
On August 20 2016 13:09 My_Fake_Plastic_Luv wrote:
They really need to simplify the game. Removed some of the active abilities and gimmicky things that kill you in less than a second. Let the complexity and mastery come out of how the players engage and pull apart their opponents, not how well they defend adept shades or shoot disrupter balls or pick up and drop tanks or micro a warp prism. Open up the maps, slow down the game a bit, decrease backstabbing, increase defenders advantage, let the skills be based on map control and positioning rather than a player's ability to dodge things.

The game is already complex, its already well-designed at its core, they just need to stop going for all this overkill bs.


I agree with this very much. RTS shouldn't need to be so dominated by spells / extras on every single unit you might have in the army composition.
Earth, Water, Air and Protoss!
Kerence
Profile Joined May 2011
Sweden1817 Posts
August 20 2016 13:44 GMT
#67
I read the answers in his voice, he tends to answer questions in a specific way (which is of course partly PR, but not like you can blame him for that). Thanks for the interview!
I am here in the shadows.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
August 20 2016 13:44 GMT
#68
On August 20 2016 21:43 BaneRiders wrote:
Show nested quote +
On August 20 2016 13:09 My_Fake_Plastic_Luv wrote:
They really need to simplify the game. Removed some of the active abilities and gimmicky things that kill you in less than a second. Let the complexity and mastery come out of how the players engage and pull apart their opponents, not how well they defend adept shades or shoot disrupter balls or pick up and drop tanks or micro a warp prism. Open up the maps, slow down the game a bit, decrease backstabbing, increase defenders advantage, let the skills be based on map control and positioning rather than a player's ability to dodge things.

The game is already complex, its already well-designed at its core, they just need to stop going for all this overkill bs.


I agree with this very much. RTS shouldn't need to be so dominated by spells / extras on every single unit you might have in the army composition.


And this is what Blizzard keeps doing for protoss. It's so annoying.
goswser
Profile Blog Joined May 2009
United States3548 Posts
August 20 2016 14:29 GMT
#69
Just watched Bisu play a 30-40 minute PvZ on his stream. The only active unit ability he used in the entire game was psi storm. All of the micro was done controlling his archons, shuttles, reavers, dragoons, zealots, observers, etc. Obviously in a lot of brood war games there are more abilities to cast, for instance in a PvT the terran will be sieging/unsieging, laying spider mines with vultures, and using science vessels, for example, but the amount of units with abiltiies you have to activate in fights is far greater in sc2 than in brood war.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
FLuE
Profile Joined September 2010
United States1012 Posts
August 20 2016 14:53 GMT
#70
On August 20 2016 23:29 goswser wrote:
Just watched Bisu play a 30-40 minute PvZ on his stream. The only active unit ability he used in the entire game was psi storm. All of the micro was done controlling his archons, shuttles, reavers, dragoons, zealots, observers, etc. Obviously in a lot of brood war games there are more abilities to cast, for instance in a PvT the terran will be sieging/unsieging, laying spider mines with vultures, and using science vessels, for example, but the amount of units with abiltiies you have to activate in fights is far greater in sc2 than in brood war.


Because they let the early player base scream about the need for "cool micro like in BW!" Thing is the BW micro is player created and SC2 could have the same thing if they just made quality dynamic units and then let the players create the micro.

See that's what Blizzard doesn't get right now. You shouldn't try to force cool play or micro and you can't get that by just adding a million abilities. What Blizzard hopes people watching SC2 will say is "wow that player can use so many abilities I can't do that!" Instead of just letting the spectator organically appreciate what the player is doing(positioning, pulling units back, flanking).

What the side effect has been of so many abilities is that it has simply frustrated the casual player. Back in BW you wanted to just mass dragoons or hydras have at it, you'll win some BGH games. Will you go pro? Of course not but it offered a fun and easy way to enjoy the game. You can't do that in SC2. Hell even just making gateway units is an absolutely confusing situation. Explain to a new player, "see you first make units like Terran but that's not good you have to get this upgrade then you can warp in units anywhere but sometimes it will be faster and sometimes it will be slower and to be faster the pylon must touch a warpgate or the nexus if not the warp in time is longer or you can make a warp prism which is good too but if it dies you need to probably pull back." Umm... Yeah I'm good I'll go play LoL.

We don't even know what cool things people could do with the units in SC2. The game could have neat unit interactions like BW but everyone is too busy trying to use all these abilities to make the game seem harder. Artificially hard. The reality is the skill ceiling of any RTS is infinite. You'll never macro or micro perfectly, we know that because we've seen those Bot programs do splits and micro a player could never do but it's possible.

I bet if they made the game simpler, made the units serve real purpose, reduced the extreme hard counters, you'd see a really beautiful game at the highest level and at the lower levels people could enjoy the game much more.

Start by getting rid of warpgate and buffing gateway units. That alone would make this game so much better.
RKC
Profile Joined June 2012
2848 Posts
August 20 2016 15:32 GMT
#71
Less is more. Complexity in simplicity.

Yes, that's how SC2 should be designed.
gg no re thx
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-08-20 16:25:41
August 20 2016 16:24 GMT
#72
On August 21 2016 00:32 RKC wrote:
Less is more. Complexity in simplicity.

Yes, that's how SC2 should be designed.


Agreed, but I doubt Blizzard will do it. They're too stubborn. Maybe this is what Koreans are telling Blizzard by saying the game is too hard.
Penev
Profile Joined October 2012
28536 Posts
August 20 2016 16:36 GMT
#73
On August 21 2016 01:24 Shield wrote:
Show nested quote +
On August 21 2016 00:32 RKC wrote:
Less is more. Complexity in simplicity.

Yes, that's how SC2 should be designed.


Agreed, but I doubt Blizzard will do it. They're too stubborn. Maybe this is what Koreans are telling Blizzard by saying the game is too hard.

They do, Canata did so explicitly
I Protoss winner, could it be?
Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
Last Edited: 2016-08-20 16:54:27
August 20 2016 16:52 GMT
#74
On August 21 2016 01:36 Penev wrote:
Show nested quote +
On August 21 2016 01:24 Shield wrote:
On August 21 2016 00:32 RKC wrote:
Less is more. Complexity in simplicity.

Yes, that's how SC2 should be designed.


Agreed, but I doubt Blizzard will do it. They're too stubborn. Maybe this is what Koreans are telling Blizzard by saying the game is too hard.

They do, Canata did so explicitly


Ahhhh that was my first thread.

BTW, according to JYP, he said everything which Koreans concern at the summit; most of`em are ignored tho.
"Morality is simply the attitude we adopt towards people we personally dislike"
Danglars
Profile Blog Joined August 2010
United States12133 Posts
Last Edited: 2016-08-20 17:37:53
August 20 2016 17:35 GMT
#75
Honest interview. I like it. Weak answers on the push to harassment in five flavors and active abilities pushing things too far towards spellcaster wars.
And I think for active abilities, I don't think it's right to say just because there’s an active ability it makes the game harder. For example, it really depends on the active ability. For example, the Disruptor shot is very hard to master versus Void Ray attack. Anyone can do it. A bronze-silver level player, I think their favorite unit, especially in team games, through what we see in stats, is the Void Ray. It’s definitely not hard to use, because all you do is: engagement started, press one button, everything powers up, and I can kill everything. So it really depends.

No, it's a cumulative effect when many active abilities from many kinds of units lower the effective micro possible. Hold off on army positioning, just amove I got two spellcaster groups to micro and a third group of specialty units to protect! His answer is a dodge by deflecting to single units and how the complaint doesn't apply to every active ability.

In pursuit of more exciting spectator games, they've lowered the more RTS-flavored feel of bulk army management (for the Kim proteges, lowered not completely removed is the intent here). You're not the battlefield commander of an army, but a personnel manager of the 10% Marvel superheroes in the army.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
August 20 2016 17:43 GMT
#76
Engagements are fun, this should be the basis of any changes.
Still diamond
rrrzzz
Profile Joined February 2016
48 Posts
August 20 2016 18:38 GMT
#77
On August 20 2016 13:09 My_Fake_Plastic_Luv wrote:
They really need to simplify the game. Removed some of the active abilities and gimmicky things that kill you in less than a second. Let the complexity and mastery come out of how the players engage and pull apart their opponents, not how well they defend adept shades or shoot disrupter balls or pick up and drop tanks or micro a warp prism. Open up the maps, slow down the game a bit, decrease backstabbing, increase defenders advantage, let the skills be based on map control and positioning rather than a player's ability to dodge things.

The game is already complex, its already well-designed at its core, they just need to stop going for all this overkill bs.


Agree 100%
Mistakes
Profile Joined February 2011
United States1102 Posts
August 20 2016 19:23 GMT
#78
Good guy DK
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Fran_
Profile Joined June 2010
United States1024 Posts
August 20 2016 20:49 GMT
#79
On August 19 2016 07:14 realityyy wrote:
The reason why I lost interest in SC2 after LotV is because you can get punished so bad with a single mistake, that you just cannot come back. You can lose the game in a matter of seconds, when you miss a single thing on the minimap. That is just not appealing, cause on some games you get the feeling you lost undeservingly. For me, the game would be way more enjoyable, if you win by getting a lot of small victories. Imo, they should not have introduce units that have a very strong focus on harassement like the oracle, early adepts, reapers, speedivacs even widow mines when combined with medivacs. All those force you to go off a standard build, instead of having units ready to fend it off. in WoL, you could harass, but the units werent especially designed to harass.


This is also the incredible beauty of the most difficult game to master.
Waxangel
Profile Blog Joined September 2002
United States33668 Posts
August 20 2016 21:00 GMT
#80
a vocal minority want an utterly different game; that's not realistic at all
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
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