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Why StarCraft II Feels Difficult To Play - Page 2

Forum Index > SC2 General
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Dracover
Profile Joined October 2010
Australia177 Posts
November 01 2016 04:05 GMT
#21
Agree with the article more or less. As a protoss player most games feel like
1. Scout something
2. react to what you scouted
3. If you reacted incorrectly or interpreted incorrectly, you lose, else you win.

I think this is also why there's so many toss doing well in tournaments but underrepresented in ladder.
Don't stop
Hildegard
Profile Blog Joined November 2012
Germany306 Posts
November 01 2016 06:07 GMT
#22
On November 01 2016 13:03 BronzeKnee wrote:
Show nested quote +
On November 01 2016 01:19 Kingsky wrote:
But if you think about it this way, isn't this what blizzard wanted all along? Rewarding aggressive play-styles and thus having shorter, more exciting/explosive games?


No, it isn't what Blizzard wanted at all. And that is what is so shocking about how SC2 has been designed.

They had a game that rewarded aggressive play that had shorter, exciting and explosive games: Wings of Liberty. And lo and behold it was the top E-Sport in the world for a time.

But Blizzard decided they needed to remove game ending early aggressive play. But they found out the hard way that led to boring early games, so to create more action throughout the game, they created more harass tools. But it was a misguided goal from the start that put Blizzard on the carousel of harrassment and defensive tools. And often times, the harrassment tools are so strong they can be game ending anyway. We traded actual early game battles between armies with lots of opportunities for micro, for Widow Mine drops and Oracles.

And so where is SC2 now in terms of a E-Sport?

Proof is always in the pudding.


From a viewer-only perspective: I watch BW for over a decade now. I found WoL a lot worse than BW and barely watched games after the beta. I started watching regulary again in HotS after swarm hosts were nerfed and I think LotV is by far the best iteration of SC2.

However I early on decided that playing SC2 would require way too much time and played pretty much only the campaigns on the easiest difficulty to see the story after beta.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
[N3O]r3d33m3r
Profile Blog Joined July 2010
Germany673 Posts
November 01 2016 06:38 GMT
#23
On November 01 2016 09:49 kuzyk wrote:
In the comments of the video, he says he is the player Parfait. If it is him, he finished 2nd in wcg 2007, which for AOE3 was basically the only major tournament of note from year to year. So he definitely knows hows his AOE material.

Yes, he is Parfait. He was quite a good aoe3 player and was an awesome mentor. Harley14 from my clan was coached by him and he was amazed by the levelheadedness and valuable input he got from Parfait.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2016-11-01 06:50:34
November 01 2016 06:49 GMT
#24
On November 01 2016 15:07 Hildegard wrote:
Show nested quote +
On November 01 2016 13:03 BronzeKnee wrote:
On November 01 2016 01:19 Kingsky wrote:
But if you think about it this way, isn't this what blizzard wanted all along? Rewarding aggressive play-styles and thus having shorter, more exciting/explosive games?


No, it isn't what Blizzard wanted at all. And that is what is so shocking about how SC2 has been designed.

They had a game that rewarded aggressive play that had shorter, exciting and explosive games: Wings of Liberty. And lo and behold it was the top E-Sport in the world for a time.

But Blizzard decided they needed to remove game ending early aggressive play. But they found out the hard way that led to boring early games, so to create more action throughout the game, they created more harass tools. But it was a misguided goal from the start that put Blizzard on the carousel of harrassment and defensive tools. And often times, the harrassment tools are so strong they can be game ending anyway. We traded actual early game battles between armies with lots of opportunities for micro, for Widow Mine drops and Oracles.

And so where is SC2 now in terms of a E-Sport?

Proof is always in the pudding.


From a viewer-only perspective: I watch BW for over a decade now. I found WoL a lot worse than BW and barely watched games after the beta. I started watching regulary again in HotS after swarm hosts were nerfed and I think LotV is by far the best iteration of SC2.

However I early on decided that playing SC2 would require way too much time and played pretty much only the campaigns on the easiest difficulty to see the story after beta.


Well early WoL was mess, but during 2011-2012 SC2 was awesome in my opinion, to both play and watch. And it was then when the player base and viewership peaked too, so I am not alone in that assessment.

Of course my point wasn't about that at all, it was that Blizzard doesn't want a game that rewards aggressive play, because they had that and it didn't work for them, for some odd reason...
Jae Zedong
Profile Joined September 2016
407 Posts
Last Edited: 2016-11-01 16:08:42
November 01 2016 16:06 GMT
#25
On November 01 2016 15:49 BronzeKnee wrote:Of course my point wasn't about that at all, it was that Blizzard doesn't want a game that rewards aggressive play, because they had that and it didn't work for them, for some odd reason...

I think Blizzard were trying to combat the BO lottery that was somewhat prevalent in WoL, meaning some BO combinations were just an instant loss for one of the players.

I don't think Blizzard applied the correct remedy though.
Tyrant.
phodacbiet
Profile Joined August 2010
United States1740 Posts
November 01 2016 16:35 GMT
#26
On November 01 2016 13:03 BronzeKnee wrote:
Show nested quote +
On November 01 2016 01:19 Kingsky wrote:
But if you think about it this way, isn't this what blizzard wanted all along? Rewarding aggressive play-styles and thus having shorter, more exciting/explosive games?


No, it isn't what Blizzard wanted at all. And that is what is so shocking about how SC2 has been designed.

They had a game that rewarded aggressive play that had shorter, exciting and explosive games: Wings of Liberty. And lo and behold it was the top E-Sport in the world for a time.

But Blizzard decided they needed to remove game ending early aggressive play. But they found out the hard way that led to boring early games, so to create more action throughout the game, they created more harass tools. But it was a misguided goal from the start that put Blizzard on the carousel of harrassment and defensive tools. And often times, the harrassment tools are so strong they can be game ending anyway. We traded actual early game battles between armies with lots of opportunities for micro, for Widow Mine drops and Oracles.

And so where is SC2 now in terms of a E-Sport?

Proof is always in the pudding.


Actually, the only reason anyone looked at WoL because it was riding off of BW's success. Not only that, LoL was in its esport infancy at the time, so WoL didn't have any direct competition. If you remembered the WoL forums on TL, a lot of people were calling it a terrible game (remember, this is a game that didn't even come out with chat channels). I mean, a spectator game where people cheered JUST BECAUSE it wasn't close spawn on Lost Temple is a pretty bad foreshadowing for the future.There is nothing exciting, explosive, or shocking about getting 4 gated and then being forcefield at the ramp. The common defense back then for WoL was that BW had 10+ years to grow, while WoL was only in its first year, give it time, there's still 2 more expansion! Well, now that both expansions are out, and Blizzard is pretty much done with sc2, it's time to just see sc2 for what it is. A niche genre that will never be number 1, but it won't go away either.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 01 2016 17:43 GMT
#27
On November 02 2016 01:35 phodacbiet wrote:
Show nested quote +
On November 01 2016 13:03 BronzeKnee wrote:
On November 01 2016 01:19 Kingsky wrote:
But if you think about it this way, isn't this what blizzard wanted all along? Rewarding aggressive play-styles and thus having shorter, more exciting/explosive games?


No, it isn't what Blizzard wanted at all. And that is what is so shocking about how SC2 has been designed.

They had a game that rewarded aggressive play that had shorter, exciting and explosive games: Wings of Liberty. And lo and behold it was the top E-Sport in the world for a time.

But Blizzard decided they needed to remove game ending early aggressive play. But they found out the hard way that led to boring early games, so to create more action throughout the game, they created more harass tools. But it was a misguided goal from the start that put Blizzard on the carousel of harrassment and defensive tools. And often times, the harrassment tools are so strong they can be game ending anyway. We traded actual early game battles between armies with lots of opportunities for micro, for Widow Mine drops and Oracles.

And so where is SC2 now in terms of a E-Sport?

Proof is always in the pudding.


Actually, the only reason anyone looked at WoL because it was riding off of BW's success. Not only that, LoL was in its esport infancy at the time, so WoL didn't have any direct competition. If you remembered the WoL forums on TL, a lot of people were calling it a terrible game (remember, this is a game that didn't even come out with chat channels). I mean, a spectator game where people cheered JUST BECAUSE it wasn't close spawn on Lost Temple is a pretty bad foreshadowing for the future.There is nothing exciting, explosive, or shocking about getting 4 gated and then being forcefield at the ramp. The common defense back then for WoL was that BW had 10+ years to grow, while WoL was only in its first year, give it time, there's still 2 more expansion! Well, now that both expansions are out, and Blizzard is pretty much done with sc2, it's time to just see sc2 for what it is. A niche genre that will never be number 1, but it won't go away either.


I hear this line of argument a lot, but it doesn't make it less false. Maybe the group of people who watched SC2 because of BW's success was significant, but it wasn't "anyone". I personally never watched BW, although I played it for many years - but after those years, my interest in it significantly faded and last two years I was mostly just waiting for SC2 to come out. SC2 was a godsend and I started playing it and following it because of all the things it finally improved upon, such as

- UI improvements making playing the game not making me want to throw my keyboard out of the window
- matchmaking giving me finally more than three people to play against
- English-language scene to follow and accessible streams

Moreover, know that most of my irl gaming friends had roughly the same evolution. Most importantly, none of the people I talk to about SC2 irl ever followed the BW e-sports scene.

And yeah, many people called it a terrible game back then and it was already annoying. Just try to imagine how annoying it is six years later.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
November 01 2016 19:20 GMT
#28
What the article is missing out on in my view is:

1) Most of the power mechanics in sc2 are not very interactive, which is not a problem for soloplayer games and might even be acceptable for a viewer if it provides a comparison and narrative. However, it feels repetitive and introduces buffer actions that lead you away from trying to interact. A lowlevel zerg player that parks his mutas in a corner to inject some rounds and spread some creep simply experiences less variety and interaction than one, that attacks with them and takes a hit in the macro. That however is many times worse than the idle-muta decision. It's one of the reasons why players frequently try to break out of the macro-game corset, as cheesy plays make your interaction matter more than the repetitive tasks you just don't want to focus on for once.

2) The shift towards more hard tasks, as the author calls it, is not inherently bad in my opinion. The game simply is a mess in its mixture of hard and easy tasks. Especially when such a hard task kills many simple tasks, like said mine drop into a mineral line, the gameplay becomes too punishing. I'd say that a main problem with this is that the hard task here is only as hard as the opponent makes it. And making opponent's hard tasks actually hard is not that easy in a game in when your reaction time is so limited due to unit speed, vision range, zoom level, your general occupation with easy tasks and the lack of safety net game features.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 01 2016 23:46 GMT
#29
On November 02 2016 04:20 Big J wrote:
What the article is missing out on in my view is:

1) Most of the power mechanics in sc2 are not very interactive, which is not a problem for soloplayer games and might even be acceptable for a viewer if it provides a comparison and narrative. However, it feels repetitive and introduces buffer actions that lead you away from trying to interact. A lowlevel zerg player that parks his mutas in a corner to inject some rounds and spread some creep simply experiences less variety and interaction than one, that attacks with them and takes a hit in the macro. That however is many times worse than the idle-muta decision. It's one of the reasons why players frequently try to break out of the macro-game corset, as cheesy plays make your interaction matter more than the repetitive tasks you just don't want to focus on for once.

2) The shift towards more hard tasks, as the author calls it, is not inherently bad in my opinion. The game simply is a mess in its mixture of hard and easy tasks. Especially when such a hard task kills many simple tasks, like said mine drop into a mineral line, the gameplay becomes too punishing. I'd say that a main problem with this is that the hard task here is only as hard as the opponent makes it. And making opponent's hard tasks actually hard is not that easy in a game in when your reaction time is so limited due to unit speed, vision range, zoom level, your general occupation with easy tasks and the lack of safety net game features.



Regarding one: I actually don't think that this problem of player interaction is due to "power mechanics" or "easy tasks".
RTS games have this problem in general, why would you want to interact with the enemy if nothing really forces you to do so?
That can be a strength (in my experience low lvl players like to just build stuff, build an army and every time player interactions are forced upon them they are stressed), but it also can be a bad thing because at the end of the day it should be pvp.

So yeah, the pvp then should be enjoyable. Why is it not? Because oftentimes games are decided because of only a few "wrong decisions" (hard tasks) like: i decided to look away from my army for a few seconds to scout with another unit and now my main army is dead because the enemy attacked and focused solely on that.
It's frustrating that everything i have done until this point is basically meaningless. It is also really hard / impossible to fix some of these things because you cannot make perfect decisions in a game based around imperfect information.
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 |
ProMeTheus112
Profile Joined December 2009
France2027 Posts
November 02 2016 00:28 GMT
#30
I believe a solution is to generally let battles evolve slowly enough and damage distributed slowly enough, so that if you're not looking at something for a few seconds it's never a game-ending problem.
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
November 02 2016 07:58 GMT
#31
On November 02 2016 09:28 ProMeTheus112 wrote:
I believe a solution is to generally let battles evolve slowly enough and damage distributed slowly enough, so that if you're not looking at something for a few seconds it's never a game-ending problem.


so like back to SC1?...
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
AssyrianKing
Profile Blog Joined August 2011
Australia2114 Posts
November 02 2016 13:02 GMT
#32
I found a way to enjoy SCII again. Went to the options, and switched the expansion back to WoL, play multiplayer, TADA!
John 15:13
ProMeTheus112
Profile Joined December 2009
France2027 Posts
November 02 2016 13:08 GMT
#33
On November 02 2016 16:58 Kingsky wrote:
Show nested quote +
On November 02 2016 09:28 ProMeTheus112 wrote:
I believe a solution is to generally let battles evolve slowly enough and damage distributed slowly enough, so that if you're not looking at something for a few seconds it's never a game-ending problem.


so like back to SC1?...

yeah though SC1 still has things that sometimes can deal game ending damage very quickly, things like storm drops or irradiate on a stack of muta and such. but yes SC1 is the best so far ofc . . . . . . .
aQuaSC
Profile Joined August 2011
717 Posts
Last Edited: 2016-11-03 12:43:05
November 02 2016 13:54 GMT
#34
I think making the engagements less violent and gamechanging would need a different look at things mostly regarding dps and maneuverability of units. I have some thoughts right now on what should or could be changed (not ideas that should go straight to the game).

Terran:
- Stimpack redesign - one click ability giving a big maneuverability boost and highest dps in the game - not sure what to do with dps, but I'd tone down the speed units get (Banelings should be adjusted for that), stim stutter-step is a problem in my opinion
- Medivac afterburners redesign - afterburners are a very nice thing letting Medivacs live for longer, but afterburners with constant uncertainty of how many of Medivacs full of units can come to your base is a problem due to the surprise element that can cost games if you are not 100% sure on where the entirety of opponent's army is. You can prevent Zerg or Protoss drops with a handful of units, but to deflect a Terran drop you either need to be constantly aware of the possibility, have a lot of vision, or in case Terran manages to unload - often more units than the drop has. This ability was never needed nor asked for
- Siege Tank pick-up - I just hope the removal of it comes through in the coming patch, it existing just for the sake of how exciting is to see TY or other Koreans use them is not enough of a reason to keep it in the game, very frustrating for beginners

Zerg:
- Zergling redesign or Metabolic Boost redesign - Zerglings most of the time are used to prevent movement, being too far out on the map with main army often led to a straight-up loss for years since the beginning of SC2, looking at a line of 30 lings running through your base to mineral lines just because you didn't put a unit in the wall/did not put buildings correctly (you have to learn how to do it on every different map) is really frustrating as well, especially to beginners. I have nothing against idea of zerg being a swarm-like race that wins big fights by hugging enemy army, but what if Zerglings for example did not prevent movement (could be pushed by enemy units) and/or had slightly bigger collision size (to prevent "impossible" slips through walls)?

Protoss:
- Blink is an amazing control-based ability when used in straight-up engagements and smaller skirmishes, but it was too often an issue when it was used to outmaneuver the opponent. It should keep it's battle micro side, but the outmaneuvering part should be looked upon
- Adept's Psionic Transfer should not give vision as the present one does, I hope the change comes through
- Disruptor model should be changed, I don't like it that much, especially when many of them are close together :/
- Mothership Core Time Warp - compared to other abilities it's 100% a waste of energy, for a time warp you can have two recalls/overcharges. Also it is very easy to lose it and therefore it should not react to attacks like an attacking unit, it should move away when attacked like any other non-combat flying unit so attacking with MSC could be entirely player's choice (its attack is only relevant in the very early game anyway)

EDIT: funny, thread goes inactive when I put some thoughts into it, though it's not the first time I put time into joining a discussion on tl and it's completely ignored lol
TL+ Member
AndreasHeideman
Profile Joined February 2017
Sweden30 Posts
February 09 2017 11:15 GMT
#35
Is it that bad? sorry didn't read the post , maybe later
Relationships are like computer games. It ends fast when CHEATS exist. / https://diabloii.nu
AndreasHeideman
Profile Joined February 2017
Sweden30 Posts
February 23 2017 03:18 GMT
#36
Playing faster is better than playing slower. There’s always things that need to be done in a real time strategy game. Completing tasks is valuable in and of itself because it exercises the core mechanics of the game, something that RTS players inherently enjoy – similar to how players who play shooters enjoy the mechanics of shooting. Furthermore, completing tasks increases the player’s odds of winning – whether by controlling their army better, producing more units, or building more production facilities. Players are therefore incentivized to play games as fast as they can, with their physical speed and personal comfort threshold acting as the ceiling.

Relationships are like computer games. It ends fast when CHEATS exist. / https://diabloii.nu
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2017-02-23 06:53:06
February 23 2017 06:43 GMT
#37
the worst part about sc2 is protoss design and the economies which lead to frustrating scenarios.. for example, the nature of Z totally dictates the early game of the matchup, but it doesnt stop there. map control in the matchup feels more about what zerg is doing than overall design or what protoss is doing. in BW you could move out with a few zealots and go scout/harass hatcheries whi le you take your third. but in sc2, if you do this, zerg units are all so fast and the AI is perfect, they jump on the zealots and kill them nearly for free, and then you dont have enough units, and they hydra bust u vs nerfed cannons with perfect hydra AI and perfect zergling AI. ucan literally just amove in sc2 , even though people seem to think it takes good control. did we really balance the early game PvZ around speedlings who may or may not be able to punish teleporting adepts? how coinflip can u get blizzard

people complain about the deathball when i play protoss all the time (i play random), and what i say is this: if i split up my army and you see that, you are instantly going to box everything and try to kill part of my army for virtually nothing. i honestly dont understand how the devs seriously launched the game with the current stalker/current zealot. where the zealot without charge does nothing, but if you get +1 armor on it and combine it with a guardian shield it takes a marine a full minute gametime of shooting to kill it. and this is why TvP looks exactly the way it does.

so thats the problem

zero incentive to split units off from main army because AI is really good, units are way too mobile, u instantly get punished for sending a ten zealot hitsquad to roam the map, they will just kill these units for free or kill ur now gamelosing army size because everything is so razors edge. it feels like you are never rewarded for these kind of plays unless u are terran and by design need to be rewarded for these kind of plays
dragoon
Profile Joined December 2010
United States695 Posts
February 23 2017 07:10 GMT
#38
i fucking love this game, i dont think its perfect, but i think the games are
i love you
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