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Reasons for downfall of SC2 in Korea and Solution - Page 8

Forum Index > SC2 General
Post a Reply
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JimmyJRaynor
Profile Blog Joined April 2010
Canada17148 Posts
October 05 2016 20:05 GMT
#141
On October 06 2016 04:58 Hydro033 wrote:
You're completely ignoring all the extrinsic factors that are causing the downfall in Korea, like viable, free alternatives that are more social and less stressful. It's quite obvious.

ya, like Overwatch for example
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
_vk_
Profile Joined April 2010
219 Posts
October 05 2016 20:09 GMT
#142
It's total bullshit to blame the community.

It wasn't the community that came up with sentries, warpgates, warhounds, colossi and the shredder.
"Everyone has weaknesses. For most people it's that they're bad at the game. " -- IdrA
JimmyJRaynor
Profile Blog Joined April 2010
Canada17148 Posts
October 05 2016 20:12 GMT
#143
On October 06 2016 05:09 _vk_ wrote:
It's total bullshit to blame the community.
It wasn't the community that came up with sentries, warpgates, warhounds, colossi and the shredder.

Blizzard should be able to come up with ideas for units like the Warhound and Shredder that turn out to fail. You need space to come up with all sorts of ideas. Its part of the creative process.

Titan failed. Blizzard picked up the pieces and made Overwatch. Do we now claim Blizzard sucks because they failed with Titan?
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
NukeD
Profile Joined October 2010
Croatia1612 Posts
October 05 2016 20:35 GMT
#144
On October 06 2016 05:12 JimmyJRaynor wrote:
Show nested quote +
On October 06 2016 05:09 _vk_ wrote:
It's total bullshit to blame the community.
It wasn't the community that came up with sentries, warpgates, warhounds, colossi and the shredder.

Blizzard should be able to come up with ideas for units like the Warhound and Shredder that turn out to fail. You need space to come up with all sorts of ideas. Its part of the creative process.

Titan failed. Blizzard picked up the pieces and made Overwatch. Do we now claim Blizzard sucks because they failed with Titan?

Titan?
sorry for dem one liners
duke91
Profile Joined April 2014
Germany1458 Posts
October 05 2016 20:59 GMT
#145
That's just nostalgia talking from you guys. It's time to move on from that nostalgia and play SCBW HD
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
JimmyJRaynor
Profile Blog Joined April 2010
Canada17148 Posts
Last Edited: 2016-10-05 21:35:45
October 05 2016 21:26 GMT
#146
On October 06 2016 05:35 NukeD wrote:
Show nested quote +
On October 06 2016 05:12 JimmyJRaynor wrote:
On October 06 2016 05:09 _vk_ wrote:
It's total bullshit to blame the community.
It wasn't the community that came up with sentries, warpgates, warhounds, colossi and the shredder.

Blizzard should be able to come up with ideas for units like the Warhound and Shredder that turn out to fail. You need space to come up with all sorts of ideas. Its part of the creative process.

Titan failed. Blizzard picked up the pieces and made Overwatch. Do we now claim Blizzard sucks because they failed with Titan?

Titan?


The Story of Overwatch: The Fall of Titan. its on youtube someplace. its a good video. Metzen is a bit over dramatic. but its interesting.

every creative company and person needs space to fail with their experiments and should not be demonized for the failure of a new experiment.

edit: here is the video
+ Show Spoiler +
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Xamo
Profile Joined April 2012
Spain881 Posts
October 05 2016 23:14 GMT
#147
On October 04 2016 09:31 Fliparoni wrote:
You are all way overthinking this. Tell me something. Can anyone really name any other RTS out there that was made in the last 5 years or so that is even remotely in the same universe as SC2 in terms of popularity? I cant and there is a reason why no companies are making RTS games anymore. It is simply because no one really plays them anymore in terms of the general gaming population. Even if Blizzard had done everything right I still highly doubt the viewer and player base would be much better (perhaps marginally better at best) than it currently is.

This so much.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
ilililililililiii
Profile Joined October 2013
United States93 Posts
October 06 2016 02:04 GMT
#148
woah no the disruptors in the pvps recently has been awesome.
Alexcalibur1996
Profile Joined February 2016
United States39 Posts
October 06 2016 02:51 GMT
#149
Wow, 8 pages deep and the discussion still hasn't gone toxic. Good for you TL.
May I ask do you people have fun playing this game? I definitely have been enjoying it despite getting steamrolled on ladder by low tier GMs. I play for fun, that's all.
Never play sober.
Hungry101
Profile Joined November 2015
25 Posts
Last Edited: 2016-10-06 06:42:21
October 06 2016 05:56 GMT
#150
Pro-scene feedback is important, and they are saying the game is too hard. That's not a very imprecise statement but I agree with it.

Starcraft used to be simple to pick up but hard to master. Now starcraft is hard to pick (and understand) and even harder to master AND is more volatile than ever. Although the game is balanced 'on average' it doesn't make it necessarily stable (i.e. the best player wins less often; results are more volatile and hence less rewarding). The game has become heavily reliant on fast precise 'clutch' responses to powerful strategies and units that can end games by themselves.

The best part of the op is the reference to a concrete example of design introduction that was detrimental to the enjoyment of the game (mines) and the pro-scene. Although it might be 'somewhat' enjoyable to watch, a game of chance isn't enjoyable to play seriously.

But where the op loses consistency, I feel, is where it encourages Blizzard to stop listening to the pros regarding balance while stating that the problem is design rather than balance.

I, for one, would really appreciate a TL post highlighting the concepts in RTS that are generally agreed to be bad for the genre. For example units that encourage chance, stalemate, turtling, ect. I know it has been talked about to extreme boredom but to have a single place as a reference with some structure would be good. And it would help highlight concrete areas where Blizzard may have gone wrong.

tldr: the problem is game volatility, which is leading to pro feedback that the game is too hard
Uni1987
Profile Joined September 2010
Netherlands642 Posts
October 06 2016 06:27 GMT
#151
Make it free to play with micro transactions.
.............
MilkDud
Profile Joined June 2013
Canada73 Posts
Last Edited: 2016-10-06 07:10:59
October 06 2016 07:10 GMT
#152
He's dead on about widow mines. Playing vs widow mines killed the game for me. If you will never be any better than gold/plat (and I will never be), there is just no way to defend against them cost-effectively (as zerg). Its just not fun and I stopped playing the game a year ago because of it.
KT_Elwood
Profile Joined July 2015
Germany1094 Posts
October 06 2016 07:11 GMT
#153
+ Show Spoiler +


On October 06 2016 02:26 RoboPuG wrote:
Show nested quote +
On October 05 2016 18:10 KT_Elwood wrote:
Without reading throug all of this, I'll add my opinion.
SC and SC2 were games designed to the needs and wishes of a non - Pro western audience. Patching it closely to the wishes of those who play it in , a certain way, best ruins it.
I know this sounds cheesy, but often in life its the choices somebody else makes for us have the coolest outcome.
You don't tell the chef at the fancy restaurant how to prepare your dish, you let him choose. You don't want your favourite band to play "only that one song you liked from the radio" 24 Times in a row.
And you don't ask children IF they want icecream for dinner every night.
You should not ask Korean 500APM-Uber-Terrans if they actually think MASS MMM + Liberator and Tank is the best way to play terran.
Thats why you go thorugh the uber-Terrans so fast. Teaja, Innovation, Maru........all long gone, hit the scene forced the meta to shift to their multitask and fallen to the evermore lowered skill ceiling for protoss and zerg.




Ahem...bullshit.

Regarding Starcraft Broodwar, players like Boxer, Nada, iloveoov, Savior and Flash all had different playstyles yet all were dominant and the game was never patched specifically because of them and their playstyles.

Regarding Starcraft 2, don't blame koreans for playing terran to it's maximum potential, blame Blizzard and their retarded design of Protoss and Zerg. If Protoss and Zerg were well designed you wouldn't have this opinion. You'd praise the game and call it's design awesome.

The problem isn't Terran or 500 apm koreans, it's Protoss and Zerg. Always has been.


I don't really get, why you call "BS" and literally repeat what I have said ?

- Don't ask Koreans what THEY WANT
- Make Zerg and Protoss a) harder to play b) more effective if played hard, instead of F2A (Spamming abilities like corrosive bile is not hard btw !)

Terran has the least room for errors. What used to take pixelperfect forcefields, now is dumbed down to overcharge, and there is basicly no push that can not be stopped by queens and ravagers. Queue up some Injects, half the roach HP and give them Burrow heal so there is potential in micro again.
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
ejozl
Profile Joined October 2010
Denmark3463 Posts
October 06 2016 07:49 GMT
#154
In all seriousness I think if LotV was doing it's job perfectly we wouldn't see this flux of Warcraft 3 and BW players returning to their respective games. Can't say I can draw much knowledge from this thread though and personally I feel the game is in a great state in comparison to HotS.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
fLyiNgDroNe
Profile Joined September 2005
Belgium4033 Posts
October 06 2016 07:52 GMT
#155
the biggest problem of SC2 is that 1 battle often decides all + battles are over too fast. Shit dies in a matter of seconds.
When players do dance and exchange units, this becomes super interesting shit.
RTS should be a game of "advantages". I.e. one player has a smaller army, but he puts his army in all these favourable positions to win the game.
as a player nothing motivates me more than being able to pull comebacks from unwinnable positions by winning these microbattles here and there slowly crawling my way back into the game. And that shouldn't be "just more apm/multitasking".
Even though this still happens in SC2, there should be much more (like 10 times more) of that to motivate people to play more.
Drone is a way of living
KT_Elwood
Profile Joined July 2015
Germany1094 Posts
October 06 2016 08:10 GMT
#156
But Legacy is more about churning out MOAR disposable units. Even Protoss has lost the focus on "important" units and does very well by spamming a gateway army that is very forgiving.
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
LongShot27
Profile Joined May 2013
United States2084 Posts
October 06 2016 08:50 GMT
#157
On October 06 2016 16:52 fLyiNgDroNe wrote:
the biggest problem of SC2 is that 1 battle often decides all + battles are over too fast. Shit dies in a matter of seconds.
When players do dance and exchange units, this becomes super interesting shit.
RTS should be a game of "advantages". I.e. one player has a smaller army, but he puts his army in all these favourable positions to win the game.
as a player nothing motivates me more than being able to pull comebacks from unwinnable positions by winning these microbattles here and there slowly crawling my way back into the game. And that shouldn't be "just more apm/multitasking".
Even though this still happens in SC2, there should be much more (like 10 times more) of that to motivate people to play more.


This is not true and has never been true of SC2 or even Broodwar. I will never understand this argument. Just because the largest battle of the game is one sided or ended in 5 seconds doesn't mean that the game is inherently flawed. If your ling scout killed two probes because you won the micro battle against your opponent and then effectively bottled him out of his 3rd or 4th base while you took your 4th or 5th and then used that as positioning to take said final battle. The whole game was not decided by one big battle. It was a series of things you did right and your opponent did wrong that gave you an advantage. People who spout "points" like this or who make claims about A-moving are the reason the game is dying. You have started to believe your own bullshit and feed off each others circle jerking.

RANT over.
If all men were created equal there would be no reason to declare it.
LongShot27
Profile Joined May 2013
United States2084 Posts
October 06 2016 08:50 GMT
#158
On October 06 2016 17:10 KT_Elwood wrote:
But Legacy is more about churning out MOAR disposable units. Even Protoss has lost the focus on "important" units and does very well by spamming a gateway army that is very forgiving.


I will concede the adept is a problem, and I wish the unit had never been implemented.
If all men were created equal there would be no reason to declare it.
NukeD
Profile Joined October 2010
Croatia1612 Posts
October 06 2016 08:56 GMT
#159
On October 06 2016 06:26 JimmyJRaynor wrote:
Show nested quote +
On October 06 2016 05:35 NukeD wrote:
On October 06 2016 05:12 JimmyJRaynor wrote:
On October 06 2016 05:09 _vk_ wrote:
It's total bullshit to blame the community.
It wasn't the community that came up with sentries, warpgates, warhounds, colossi and the shredder.

Blizzard should be able to come up with ideas for units like the Warhound and Shredder that turn out to fail. You need space to come up with all sorts of ideas. Its part of the creative process.

Titan failed. Blizzard picked up the pieces and made Overwatch. Do we now claim Blizzard sucks because they failed with Titan?

Titan?


The Story of Overwatch: The Fall of Titan. its on youtube someplace. its a good video. Metzen is a bit over dramatic. but its interesting.

every creative company and person needs space to fail with their experiments and should not be demonized for the failure of a new experiment.

edit: here is the video
+ Show Spoiler +
https://www.youtube.com/watch?v=jq-HwvYjLLg

Thank you very much for the video. Very interesting!
sorry for dem one liners
pereza0
Profile Joined October 2016
17 Posts
October 06 2016 09:37 GMT
#160
On October 06 2016 08:14 Xamo wrote:
Show nested quote +
On October 04 2016 09:31 Fliparoni wrote:
You are all way overthinking this. Tell me something. Can anyone really name any other RTS out there that was made in the last 5 years or so that is even remotely in the same universe as SC2 in terms of popularity? I cant and there is a reason why no companies are making RTS games anymore. It is simply because no one really plays them anymore in terms of the general gaming population. Even if Blizzard had done everything right I still highly doubt the viewer and player base would be much better (perhaps marginally better at best) than it currently is.

This so much.


Yeah. Gotta agree. SCII is a six year old game in a withering genre that still pulls some impressive numbers.

I think Blizzard needs to split MP from the LoTV campaign. Cheaper MP will let SCII compete with stars like Rocket League, CS:GO and MOBAs. If microtransactions turn out well I could even see F2P working.
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