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Request for minor gameplay improvements - Page 2

Forum Index > SC2 General
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PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 03 2016 04:48 GMT
#21
That flat map from aQua is a must have, rest i dont really care about or gimme options to turn them all off
twitch.tv/pharaphobia
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
December 03 2016 04:56 GMT
#22
On December 03 2016 10:55 Mistakes wrote:
> Warpgate on auto cast, kind of unimportant as most players change them nearly instantly anyway. A better option would be the long-discussed change of advantages vs disadvantages of gateways vs warpgates and actually making it a choice.

I would love giving protoss a choice between warpgates and gateways, but Blizzard already ixnayed it.

They intended protoss to always use warpgates. The research on it was only a balance issue. Imagine if protoss could warp-in units right from the get-go!
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 03 2016 05:26 GMT
#23
On December 03 2016 13:56 Jett.Jack.Alvir wrote:
Show nested quote +
On December 03 2016 10:55 Mistakes wrote:
> Warpgate on auto cast, kind of unimportant as most players change them nearly instantly anyway. A better option would be the long-discussed change of advantages vs disadvantages of gateways vs warpgates and actually making it a choice.

I would love giving protoss a choice between warpgates and gateways, but Blizzard already ixnayed it.

They intended protoss to always use warpgates. The research on it was only a balance issue. Imagine if protoss could warp-in units right from the get-go!


Yea sure like make Protoss with huge gateway parade like terran do, but with more broken units.. TL balance sometimes...
twitch.tv/pharaphobia
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
December 03 2016 07:42 GMT
#24
PharaphobiaSC, I am not sure what you mean. Please elaborate.
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-12-03 17:21:37
December 03 2016 16:16 GMT
#25
On December 03 2016 10:16 Cyanocyst wrote:
Love the Idea of this thread. I remember the first time i saw DRG play, was in this like secret stream one night.

Though the first thing i noticed about his play, he would hotkey his hatches to 5-8 instead of queens. And while looking else where he would constantly be toggling 5 and 6 to see the progress on his inject timer. Making him very efficient at injecting while not having to absolutely baby sit looking at his base, able to micro mutas scout freely.

I always wanted to adopt that into my own play, However its very hard to learn because the if you're going to lair or researching any hatch upgrade, making queens, the inject timer is replaced. It's hard to make a habit of something when half the time the wrong information is being presented.

Wish their was some way the inject timers took prominence over the upgrade or queen. Not that you shouldn't be able to see both timers.


Good idea, i added it to the warpgate timer section.

On December 03 2016 10:31 Cyanocyst wrote:
Show nested quote +
On December 03 2016 07:08 ArtyK wrote:
On December 03 2016 07:02 outscar wrote:
Showing where you opponent spawning is a big LOOOL idea for me. Then what's the point of having 4 player maps? And if your opponent knows where are you he can proxy right from the start.


What's the point of having 4 player maps in a 1v1 game? Yup, don't see it either, that's why i veto every single one of them each season.
And how is it worse for proxies? At least you can scout the guy right away, and not find out he gambled after your probe ran around the entire map.
I still thought it was a suggestion worth adding to the list, i found the original post on reddit and added it to the OP.
I don't play at a high level, but i do the same. It's far more frustrating to loose to some early rush that you simply were unlucky and scouted the wrong direction. Than to simply not scout well enough or not prepare a sufficient response.

Speaking of scouting, i might be the only one on this but I hate playing random players. Random ZvZ is very frustrating due to overlord pathing. Why not just disclose the race on the loading screen?


As a random player myself i actually tell my race to the opponent at the beginning of each game.
But i'm still annoyed i can't see it in the loading screen to know what build i'm gonna have to use depending on the matchup. Added to the OP.

On December 03 2016 10:55 Mistakes wrote:
Show nested quote +
On December 03 2016 07:08 ArtyK wrote:
On December 03 2016 07:02 outscar wrote:
Showing where you opponent spawning is a big LOOOL idea for me. Then what's the point of having 4 player maps? And if your opponent knows where are you he can proxy right from the start.


What's the point of having 4 player maps in a 1v1 game? Yup, don't see it either, that's why i veto every single one of them each season.
And how is it worse for proxies? At least you can scout the guy right away, and not find out he gambled after your probe ran around the entire map.
I still thought it was a suggestion worth adding to the list, i found the original post on reddit and added it to the OP.


Unfortunately the only people I see complaining about 4 player spawns are my lower league friends. I tend to prefer 4 player maps as I feel I can be greedier on them. Likewise at times I can be more aggressive. Or I can just play standard and safe. 2 player maps (or showing the spawn) reduce these choices. The "omg I scouted him last and he sent his lings right to my base and I died" shouldn't be a problem unless you're being overly greedy or something anyway. There are always options to defend or to alter your build to defend or to come out on top of weird situations that the 4 player spawn may give you, you just need to find them.

Most of the other points are decent.
> Option for no textures on map (sort of like the blackout option)
> Addons on either side, sure.
> Unit priority tabbing, sure. Although an easy remedy is to use more hotkeys.
> Timer on unit production or upgrades, sure.
> Warpgate on auto cast, kind of unimportant as most players change them nearly instantly anyway. A better option would be the long-discussed change of advantages vs disadvantages of gateways vs warpgates and actually making it a choice.


Well the guy who made the post on reddit is a pretty decent GM terran, and i've heard plenty of pros complain about scouting on 4 player maps...
In fact i'd argue that those maps reduce the number of openings you can make, as you might get completly screwed over depending on spawn if you don't scout fast enough.
I also feel that in boX situations, vetos are enough that you only ideally require 3 balanced maps, 2 favoring one race and 2 the other. That a map randomly gives an advantage to one race or the other has no place in a game like sc2 imo, especially in the competitive scene.

As for tabbing as i specified, having MMMM, liberators + vikings and ghosts on separate hotkeys is a lot, hence why i'd like to be able to tab once instead of having another unreachable control group
As far as i know, most pro terrans never use more than 3 army control groups (uThermal for example only has 2, uses tab or selects manually, what a casual am i right? :D)
Only guy that i've seen using 4 is ByuN lategame TvP (one for MMM, one for mines, one for ghosts and one for liberators+vikings)
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 03 2016 16:19 GMT
#26
The argument that 4player maps make it to much rng with your builds is enough for me.
LESS RNG. If i should find losing "fun" it should be when i can do better. However, with rng stuff involved it just feel like crap losing.

SCHWARZENEGGER
Profile Joined July 2016
206 Posts
December 03 2016 17:26 GMT
#27
#2 and #7 hope it's a joke, #5 interesting but you have notifications and voices for that
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-12-03 17:35:04
December 03 2016 17:33 GMT
#28
On December 04 2016 02:26 SCHWARZENEGGER wrote:
#2 and #7 hope it's a joke, #5 interesting but you have notifications and voices for that


#2 is controversial sure, but i wonder what's the joke about #7.
It's always been an incredibly unfair advantage. Terran already has the upper hand in most base trade situations, so for them to also have a guaranteed draw if they lose everything but a single building is the real joke isn't it? :>

#5 you have to wait for things to finish to hear the notification, + you don't hear one for each unit/upgrade anyway.
Being able to check the production cycle at all times for each type of building would be tremendously helpful to improve mechanics
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
SwiftRH
Profile Joined August 2013
United States105 Posts
December 03 2016 19:53 GMT
#29
would be nice to get a better chat and clan system
Man MODE!
yubo56
Profile Joined May 2014
690 Posts
December 03 2016 20:37 GMT
#30
I feel like flying terran buildings, 4 player spawns, random race telling are more than "minor gameplay improvements" and would actually affect a player. They should be grouped separately since one player's requesting them impacts another player's game, whereas minimap textures, auto warp gate, unit timers etc. don't affect your opponent.

I don't personally like all of these suggestions, but I think that there's no reason not to implement quite a few of them since they only make one player's life easier, not the other's harder
Jung Yoon Jong fighting, even after retirement! Feel better soon.
ArtyK
Profile Joined June 2011
France3144 Posts
December 03 2016 21:11 GMT
#31
On December 04 2016 04:53 SwiftRH wrote:
would be nice to get a better chat and clan system


I would need actual examples of improvement over the current version to add it to the list, though this isn't part of gameplay anyway so i probably won't.


On December 04 2016 05:37 yubo56 wrote:
I feel like flying terran buildings, 4 player spawns, random race telling are more than "minor gameplay improvements" and would actually affect a player. They should be grouped separately since one player's requesting them impacts another player's game, whereas minimap textures, auto warp gate, unit timers etc. don't affect your opponent.

I don't personally like all of these suggestions, but I think that there's no reason not to implement quite a few of them since they only make one player's life easier, not the other's harder


Yeah after adding a bunch of stuff i realised the title wasn't perfectly accurate anymore but i can't change it :p

Random race telling wouldn't really affect high level play, and for ladder i feel like it's just unfair/impractical not to have it on the loading screen.

Obviously some suggestions here are more controversial than others, i just wanted to put them all in one place, with the hope that certain would make it into the live game
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
December 03 2016 22:55 GMT
#32
How about being able to reconnect to a team game if you crash/disconnect?
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
Last Edited: 2016-12-04 02:33:21
December 04 2016 02:32 GMT
#33
1. Click sound when Base Rally indicator is connected with mineral patch.

2. Live read-out of units recently killed.

3. Post match summary and stats doesn't list "Number of Workers Killed"
(you have to watch the whole replay to find out).
Still diamond
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2016-12-04 05:48:23
December 04 2016 05:46 GMT
#34
If random shows on the loading screen, then random must also count towards race-specific MMR. The reason it currently doesn't is because of this difference, which would no longer exist if random is revealed.

Also, the profile banner for random should return to the planets picture, instead of being the race that happens to have the most wins, which does not represent random players.
paralleluniverse
Profile Joined July 2010
4065 Posts
December 04 2016 10:06 GMT
#35
One thing I'd like to see change is when caps lock is bound (many bind it to idle worker) and it is pressed to perform that function, it should not actually change the case of text.
Kenny_mk
Profile Joined May 2015
50 Posts
December 04 2016 10:43 GMT
#36
Also a minor improvement should be queuing all the things you want, not only unit, queing warp gate transformation,terran building upgrade, queing unit you don't have money for & also the same for shift building.

I see no reason to not implement queing for Building upgrade.

Toggling auto train function should be allowed to me, focusing more the game on micro.. But it's yet another debate.
True_Spike
Profile Joined July 2004
Poland3434 Posts
Last Edited: 2016-12-04 11:33:39
December 04 2016 11:33 GMT
#37
The mini map thing is a MUST, the rest I hardly care about.

Maybe the queue timers for Terran are good, as well.
Lightrush
Profile Joined July 2015
Bulgaria164 Posts
December 04 2016 13:15 GMT
#38
I like the mini map suggestion.
User was warned for this post
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-12-04 17:21:03
December 04 2016 17:20 GMT
#39
On December 04 2016 14:46 paralleluniverse wrote:
If random shows on the loading screen, then random must also count towards race-specific MMR. The reason it currently doesn't is because of this difference, which would no longer exist if random is revealed.

Also, the profile banner for random should return to the planets picture, instead of being the race that happens to have the most wins, which does not represent random players.


The reason random has its own MMR has nothing to do with your opponent knowing your race, it's because you don't know yours beforehand.
It means you rank up for playing all 3 races, something you can't replicate unless you cycle through playing one terran game followed by a zerg then a protoss one. But even then you'd just see your actual MMR for each race and not your average.

What profile banner are you talking about btw? When does it ever display your race with the most wins?


On December 04 2016 11:32 WeddingEpisode wrote:
1. Click sound when Base Rally indicator is connected with mineral patch.

2. Live read-out of units recently killed.

3. Post match summary and stats doesn't list "Number of Workers Killed"
(you have to watch the whole replay to find out).


Do you often missclick your mineral patches? ^^
What do you mean by live read-out of units killed?

Post match summary with more meaningful stats is something i wish we had a long time ago, but it doesn't affect gameplay so i'm staying away from adding it to the list sorry
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
December 04 2016 17:35 GMT
#40
lol Limited fuel on flying buildings

Disagree with most of these "improvements" except for non textured mini map.
Head Coach Park: "They should buff tanks!"
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