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On December 05 2016 02:35 Sapphire.lux wrote: lol Limited fuel on flying buildings
Disagree with most of these "improvements" except for non textured mini map.
Yeah if some mod could change the title to something like "Community gameplay suggestions" i'd be thankful x)
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The "random" player's race being shown in loading screen is terrible. Random is arguably at least 3 times as hard to play (x3 match ups). No pro player plays random. Forcing an opponent to chose builds that allows them to open safely from all 3 races is only a slight advantage.
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On December 05 2016 03:31 MyTHicaL wrote: The "random" player's race being shown in loading screen is terrible. Random is arguably at least 3 times as hard to play (x3 match ups). No pro player plays random. Forcing an opponent to chose builds that allows them to open safely from all 3 races is only a slight advantage.
The point of playing random has never been about getting a small advantage early game. In a game like sc2 i don't see how choosing to play 3 races instead of 1 warrants an early scout from your opponent.
If you're better than him with the race you ended up with, you will win regardless. People open safer because they don't know which race you got and sometimes games are less standard than if you picked one race instead. For example i want to open gas first TvT but never TvZ, what if my opponent doesn't give his race? I scout at 12/15? Great. My goal as random is to play 3 races but practice the actual matchups against my opponents at their best, it's not to get an early lead because my opponent can't do the build he's comfortable with. So i dislike that very much and just tell my race, although not everyone believes me x)
The fact that no pro players is random has nothing to do with this. It's simply impossible to be as good with 3 races than with 1, this suggestion won't change that. It only affects ladder, not professional play.
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I have a very, very minor request that won't break or change anything, yet would make my life so much better.
When you select a hatchery (or several of them), you get the indicator of how many larvae each hatchery has, as a small number over the icon. However, this indicator is about two seconds ahead from the actual availability of the larvae. That is, you see you "have" 6 larvae across your hatches, but doing "select larvae" selects just 3 for example - and if you keep selecting them, eventually you get up to 6 in the coming seconds.
I don't think there is any reason for this behavior and it annoys the hell out of me.
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On December 03 2016 09:01 Beelzebub1 wrote: I don't like the spawn idea, it's a calculated risk and there is an element of luck in Starcraft.
How often do you really lose because you scouted last anyways as long as you didn't send out a scouting worker very late? maybe you don't outright lose but you can be at a pretty big disadvantage for example if you scout last in tvt his wall is already done and you can't see if he went gas first or fast expand while your opponent who got lucky with the scout has all the information. Also against 1 base allins from all races you have less time to react if you scout last.
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Random spawns on maps is a good thing and adds depth to an already fairly rigid early game. An improved minimap would be nice.
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On December 04 2016 02:33 ArtyK wrote:Show nested quote +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? :> if the opponent doesn't have the ability to produce a single air unit why should he deserve the win? doesn't that mean he also lost everything?
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On December 05 2016 06:21 Charoisaur wrote:Show nested quote +On December 04 2016 02:33 ArtyK wrote: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? :> if the opponent doesn't have the ability to produce a single air unit why should he deserve the win? doesn't that mean he also lost everything?
Because terran doesn't need to have that one air unit to avoid the draw, and that's not fair to the other 2 races? Lifting buildings weren't made for people to abuse the draw mechanic. And it doesn't mean the opponent lost everything either. You can technically have 200 army supply and still draw against terrans, it's just ridiculous imo.
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On December 05 2016 06:30 ArtyK wrote:Show nested quote +On December 05 2016 06:21 Charoisaur wrote:On December 04 2016 02:33 ArtyK wrote: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? :> if the opponent doesn't have the ability to produce a single air unit why should he deserve the win? doesn't that mean he also lost everything? Because terran doesn't need to have that one air unit to avoid the draw, and that's not fair to the other 2 races? ever heard of different races being different?
And it doesn't mean the opponent lost everything either. You can technically have 200 army supply and still draw against terrans, it's just ridiculous imo. if you're at 200 supply and weren't able to secure 1 probe and 1 nexus you were doing something wrong.
Dang people complaining about flying buildings... what year is this?
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On December 05 2016 06:38 Charoisaur wrote:Show nested quote +On December 05 2016 06:30 ArtyK wrote:On December 05 2016 06:21 Charoisaur wrote:On December 04 2016 02:33 ArtyK wrote: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? :> if the opponent doesn't have the ability to produce a single air unit why should he deserve the win? doesn't that mean he also lost everything? Because terran doesn't need to have that one air unit to avoid the draw, and that's not fair to the other 2 races? ever heard of different races being different? Show nested quote +And it doesn't mean the opponent lost everything either. You can technically have 200 army supply and still draw against terrans, it's just ridiculous imo. if you're at 200 supply and weren't able to secure 1 probe and 1 nexus you were doing something wrong. Dang people complaining about flying buildings... what year is this?
Yeah but the idea of this game is to balance the 3 races even though they're vastly different. The infinite lift building is actually imbalance because it affects the outcome of games favorably only for terran. There has been so many pro games over the years where one guy is miles ahead but gets a draw just because of that. So terran is behind all game, but the opponent can't make one air unit and he's done? Seems legit for a race difference
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On December 05 2016 05:38 opisska wrote: I have a very, very minor request that won't break or change anything, yet would make my life so much better.
When you select a hatchery (or several of them), you get the indicator of how many larvae each hatchery has, as a small number over the icon. However, this indicator is about two seconds ahead from the actual availability of the larvae. That is, you see you "have" 6 larvae across your hatches, but doing "select larvae" selects just 3 for example - and if you keep selecting them, eventually you get up to 6 in the coming seconds.
I don't think there is any reason for this behavior and it annoys the hell out of me.
Yes, I think that is very annoying too, although I have gotten used to it over the years. It would be nice if this were not the case.
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On December 05 2016 06:41 Qwyn wrote:Show nested quote +On December 05 2016 05:38 opisska wrote: I have a very, very minor request that won't break or change anything, yet would make my life so much better.
When you select a hatchery (or several of them), you get the indicator of how many larvae each hatchery has, as a small number over the icon. However, this indicator is about two seconds ahead from the actual availability of the larvae. That is, you see you "have" 6 larvae across your hatches, but doing "select larvae" selects just 3 for example - and if you keep selecting them, eventually you get up to 6 in the coming seconds.
I don't think there is any reason for this behavior and it annoys the hell out of me. Yes, I think that is very annoying too, although I have gotten used to it over the years. It would be nice if this were not the case.
I was thinking why I suddenly care more about this and the answer is probably simple - in LoTV, you just get less larva. I wasn't usually so larva-limited before the change to spawning, so I wouldn't use every larva the instant it appeared, but in LoTV it's almost always the case in first many minutes of the game.
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On December 05 2016 06:40 ArtyK wrote:Show nested quote +On December 05 2016 06:38 Charoisaur wrote:On December 05 2016 06:30 ArtyK wrote:On December 05 2016 06:21 Charoisaur wrote:On December 04 2016 02:33 ArtyK wrote: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? :> if the opponent doesn't have the ability to produce a single air unit why should he deserve the win? doesn't that mean he also lost everything? Because terran doesn't need to have that one air unit to avoid the draw, and that's not fair to the other 2 races? ever heard of different races being different? And it doesn't mean the opponent lost everything either. You can technically have 200 army supply and still draw against terrans, it's just ridiculous imo. if you're at 200 supply and weren't able to secure 1 probe and 1 nexus you were doing something wrong. Dang people complaining about flying buildings... what year is this? Yeah but the idea of this game is to balance the 3 races even though they're vastly different. The infinite lift building is actually imbalance because it affects the outcome of games favorably only for terran. can't beat this logic... "Zealots are actually imbalance because they affect the outcome of games favorably only for protoss". No the idea of balance is that all races win 50% and as far as I know flying buildings don't cause terran to have a higher winrate
There has been so many pro games over the years where one guy is miles ahead but gets a draw just because of that. So terran is behind all game, but the opponent can't make one air unit and he's done? Seems legit for a race difference there have also been a lot of progames where the terran was ahead all game but lost the baserace because the protoss killed his orbitals and made DTs. different races are different. "So protoss is behind all game, but the opponent can't make detection and he's done? Seems legit for a race difference"
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On December 05 2016 06:43 opisska wrote:Show nested quote +On December 05 2016 06:41 Qwyn wrote:On December 05 2016 05:38 opisska wrote: I have a very, very minor request that won't break or change anything, yet would make my life so much better.
When you select a hatchery (or several of them), you get the indicator of how many larvae each hatchery has, as a small number over the icon. However, this indicator is about two seconds ahead from the actual availability of the larvae. That is, you see you "have" 6 larvae across your hatches, but doing "select larvae" selects just 3 for example - and if you keep selecting them, eventually you get up to 6 in the coming seconds.
I don't think there is any reason for this behavior and it annoys the hell out of me. Yes, I think that is very annoying too, although I have gotten used to it over the years. It would be nice if this were not the case. I was thinking why I suddenly care more about this and the answer is probably simple - in LoTV, you just get less larva. I wasn't usually so larva-limited before the change to spawning, so I wouldn't use every larva the instant it appeared, but in LoTV it's almost always the case in first many minutes of the game.
This probably qualifies as a bug though, not sure i should add it
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On December 05 2016 06:48 Charoisaur wrote:Show nested quote +On December 05 2016 06:40 ArtyK wrote:On December 05 2016 06:38 Charoisaur wrote:On December 05 2016 06:30 ArtyK wrote:On December 05 2016 06:21 Charoisaur wrote:On December 04 2016 02:33 ArtyK wrote: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? :> if the opponent doesn't have the ability to produce a single air unit why should he deserve the win? doesn't that mean he also lost everything? Because terran doesn't need to have that one air unit to avoid the draw, and that's not fair to the other 2 races? ever heard of different races being different? And it doesn't mean the opponent lost everything either. You can technically have 200 army supply and still draw against terrans, it's just ridiculous imo. if you're at 200 supply and weren't able to secure 1 probe and 1 nexus you were doing something wrong. Dang people complaining about flying buildings... what year is this? Yeah but the idea of this game is to balance the 3 races even though they're vastly different. The infinite lift building is actually imbalance because it affects the outcome of games favorably only for terran. can't beat this logic... "Zealots are actually imbalance because they affect the outcome of games favorably only for protoss". No the idea of balance is that all races win 50% and as far as I know flying buildings don't cause terran to have a higher winrate Show nested quote +There has been so many pro games over the years where one guy is miles ahead but gets a draw just because of that. So terran is behind all game, but the opponent can't make one air unit and he's done? Seems legit for a race difference there have also been a lot of progames where the terran was ahead all game but lost the baserace because the protoss killed his orbitals and made DTs. different races are different.
It doesn't make terran winrate higher, it lowers it for other races. I don't think comparing unit balance to something like this is fair either. Good point on the DTs, although it takes more than one hotkey and a right click in a corner of the map
At the end of the day i don't like the fact that any race has the chance to drag the game on even when they lost, just to waste your time. And in pro games it's often the lamest way of not losing an unwinnable game.
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On December 05 2016 02:20 ArtyK wrote:Show nested quote +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? Show nested quote +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
1. Yes, it looks like the rally marker is connected to a mineral patch, but it's not.
2. Units recently killed is of course directly tied in with trading.
Another note: What about automatic base assignments to Function keys upon completion? Blizzard never did include too much MacroHelp, as they said they would a year or so ago.
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On December 05 2016 07:58 WeddingEpisode wrote:Show nested quote +On December 05 2016 02:20 ArtyK wrote: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 1. Yes, it looks like the rally marker is connected to a mineral patch, but it's not. 2. Units recently killed is of course directly tied in with trading. Another note: What about automatic base assignments to Function keys upon completion? Blizzard never did include too much MacroHelp, as they said they would a year or so ago.
When the rally point is connected it should display it in the middle of the mineral patch, the option enabling that is called "show current order indicator" under gameplay.
I'm sorry i still don't get what you mean by 2. x)
Problem with auto assign is you don't necessarily want your camera centered on your base, for sim city purposes. Plus if one base is destroyed or lift up it will mess with the order of your hotkeys. Not sure how you could make something like this consistent
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On December 05 2016 02:40 ArtyK wrote:Show nested quote +On December 05 2016 02:35 Sapphire.lux wrote: lol Limited fuel on flying buildings
Disagree with most of these "improvements" except for non textured mini map. Yeah if some mod could change the title to something like "Community gameplay suggestions" i'd be thankful x) About the Terran lifting buildings, i understand how this could be frustrating in some situations. But it's not a one sided situation. When the game is heading that way, no matter what race you play, you know that having a flying unit that can shoot up can be game winning.
In my experience i've had games with base trades where one probe escaped to some corner of the map and in less then 2 game minutes it build half of a Protoss base with pylons and gates and cannons that i could not attack. Is that rebuilding capacity fair in comparison to Terran and Zerg?
So there are some moments in games where some characteristics of the races can give them a big advantage. When those situation become likely, there re steps you can take to avoid them. They have counters.
The opponent's spawn on 4 player maps simply brings diversity in openings. Proxies become far less likely or strong, scouting at a much earlier time changes builds, etc. Starcraft has always had a bit of luck involved in early game and builds. Usually this can be countered with better play.
About the random player race showed on loading screen. In my experience of up to masters, random players tend to all in a lot and have mediocre macro play and understanding of the races. So playing safe against a random, even if it puts you behind in the early game, it's the best way to play as you make up for it the longer the game lasts. One more thing that involves some unknowns, but that are balanced in the end by other things.
I can see why some of these things can be seen as unfair, but in the big picture they are balanced out by other "unfair" things.
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On December 03 2016 05:59 ArtyK wrote:Browsing through TL and reddit in 2016, the community had lots of ideas to make our starcraft experience just a little bit better. Here's a non exhaustive list of changes i gathered from it, and that i'd like blizzard to consider.Most changes do not affect balance but might make players lives easier. Sorry if i don't credit everyone, i don't necessarily remember/have the links to each persons idea. Non textured mini map : + Show Spoiler +Add-ons on either side of buildings : + Show Spoiler +It's 2017 soon and you still have to place your reactor in the wall on some maps because it can't be built on the left side of your barracks... We all had to lift a building midgame because there wasn't enough space in our base to build a tech lab on the right side. No downside to this except for this dude who likes to baneling bust when you get the wrong spawn. Tab unit priority :+ Show Spoiler +Say you have MMMM on one control group, another taken by liberators + vikings, and a third by ghosts. You need to press tab 3 times to be able to select and burrow mines, as even the medivacs and marauders take priority over them. So either some tweaks for each race or an option to simply choose which unit gets priority over another would be nice. Production timer : + Show Spoiler +Have the warpgate clock timer displayed when multiple buildings are selected, so you can tell when your production cycle is about to finish : https://www.reddit.com/r/starcraft/comments/5eh6t0/timer_on_unit_production/This would be helpful to terrans but also protoss and their robos/stargates. For zergs it could be used to show the inject timer when multiple hatcheries are selected. Auto-cast warpgate :+ Show Spoiler +Did you ever use the warpgate "transform to gateway" ability? No? Maybe it's time for gateways to turn into warpgates as soon as they finish...unless they're unpowered. It would also free a control group for people who still use one to transform gateways, protosses definitely wouldn't mind that considering how many spellcasters they have now. This does affect macro, although to a really small degree, so i'm not sure how impactful this would be. Definitely not the most important change. Limited fuel on flying buildings :+ Show Spoiler +Self-explanatory, this does affect balance in favor of other races but hey, maybe it's time for terrans to actually lose unwinnable games like everyone else. A very unpopular change among avilos :> Opponent's spawn on 4 player maps :+ Show Spoiler +Random player race showed on loading screen :+ Show Spoiler +Solves the problem of having to scout early, doesn't give an unfair advantage at the start. As a random player myself i'd like to know what matchup it's gonna be before i'm thrown into the game. I figure players who lie about their race won't agree with this :p Wouldn't mind blizzard looking into units like siege tanks getting stuck in between buildings due to rallye point inconsistencies, but this might be the hardest one to implement, not sure. That's it for now, if i come across more interesting stuff i can edit this post later on! I'm aware that not all of you might agree on certain suggestions, so give your opinion but don't simply call one change stupid without providing counter-arguments. I'm just hoping some of those make it into the game one day :') I do not want this to become a giant list of small bugfixes mixed with giant UI improvements, so i won't add everyones ideas to the OP, as useful as they might be, sorry in advance
so far i agree with all points but the last 2. the idea is great tho. sc2 really needs both big and small changes, not just one. when they changed the ovy speed to decimals of a second faster, it had a very positive effect on the game. i dont understand why they cant continue to do that with units (instead of changing stats in intervals of 5 or 10, etc.)
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Most of these ideas are good in my opinion but production timer thing is the best! I would really like to see for example inject time on Hatcheries, as injecting, at least for me is pretty difficult in LotV unlike HotS... Also one idea I dislike is the showing opponents on 4 player maps...
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