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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/![[image loading]](https://embed.gyazo.com/233db692d432d748632745e17596a916.gif) ![[image loading]](https://embed.gyazo.com/e5eb0fa3083e0cac440ff2f8a1d4e482.gif) 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.
Hatch blocking larvaes & eggs : + Show Spoiler +
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
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On December 03 2016 05:59 ArtyK wrote: Tell your opponent's spawn on 4 player maps :
Isn't it annoying to lose to some gamble on ladder because you scouted last? Instead of the mini map showing 3 possible positions at the beginning of a game, how about just showing us where the opponent actually is? No downside to this except for that guy who blindly proxies 4 gates in the middle of the map.
the point of this is that you can't do some builds if you don't know where your opponent is or at least it was in HotS, I'm not sure about LotV (cuz 3rax reaper exists even on Frost and 3gate proxy isn't used on any map anymore)
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I like the timer on unit production suggestion. It would give terrans and protoss a visual notification of production cycle, which wouldn't make it OP but improve QoL for terrans and protoss.
Shouldn't zerg get the same thing when eggs are selected?
I also like the unit priority for tabbing, but I don't know how this would be implemented. From a UI perspective, where would the settings for tab priority be? And would it be detrimental to players if they didn't know that feature? A feature that gives players an edge if used, but cripples others that doesn't use it, is not a good feature. I like it, but it adds confusion if it isn't implemented properly.
Add-ons available on NSEW sides of buildings isn't important to me, but I can see others would like it.
Warpgates on autocast is a good idea. Blizzard already stated that warpgates is intended to be used instead of gateways all the time, so why not put it on autocast upon completion of gateway.
Spawn location on 4 players maps is a bad idea, of course in my humble opinion. I have my reasons, but I won't go into it because it will be a long post. Suffice it to say, both players needs to scout on 4 player maps, so both are at a disadvantage. Not a problem to me.
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On December 03 2016 06:12 Jett.Jack.Alvir wrote: I like the timer on unit production suggestion. It would give terrans and protoss a visual notification of production cycle, which wouldn't make it OP but improve QoL for terrans and protoss.
Shouldn't zerg get the same thing when eggs are selected?
I also like the unit priority for tabbing, but I don't know how this would be implemented. From a UI perspective, where would the settings for tab priority be? And would it be detrimental to players if they didn't know that feature? A feature that gives players an edge if used, but cripples others that doesn't use it, is not a good feature. I like it, but it adds confusion if it isn't implemented properly.
Add-ons available on NSEW sides of buildings isn't important to me, but I can see others would like it.
Warpgates on autocast is a good idea. Blizzard already stated that warpgates is intended to be used instead of gateways all the time, so why not put it on autocast upon completion of gateway.
Spawn location on 4 players maps is a bad idea, of course in my humble opinion. I have my reasons, but I won't go into it because it will be a long post. Suffice it to say, both players needs to scout on 4 player maps, so both are at a disadvantage. Not a problem to me.
I thought about mentionning zerg larvaes but as you can only see eggs it wouldn't be that much of an improvement, for upgrades though maybe. As for the 4p maps the problem is when one guy scouts first and the other last, but yours and Ej's points are valid for sure
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Perhaps the eggs could be framed into a box when selected, like buildings.
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I would like to option to have a bigger minimap, it could be an option under gameplay or something with small, medium, large and xl or something.
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On December 03 2016 06:21 Jett.Jack.Alvir wrote: Perhaps the eggs could be framed into a box when selected, like buildings.
Yeah but you're often building more than one type of unit, so unless each egg shows what unit is building it's not the most intuitive to have a clock timer on the eggs
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Ah that's true. I guess zerg's production cycle is easy enough to manage anyways.
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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.
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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.
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Arty is right, showing spawn locations would reduce proxy builds. If you don't have to waste time scouting for their location, you can invest that time to scout around your side of the map.
On 2 player maps, I always scout around my base first, than look at what my opponent is doing.
On 4 player maps I scout my opponents location first, than see if I can find proxy.
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I would like for them to add burning building for Protoss and more bleeding for Zerg buildings like in Broodwar. Also, would be cool to have the unit icon display where the units were hurt (like in BW). Lastly, the sound needs to be a lot cooler... In Broodwar, when a Zealot or Zergling attack, you can really hear the damage going on. Meanwhile in sc2, when a zealot hit something, it sounds like a bunch of cosplayer waving their plastic Disney lightsabers, and zerglings sound like they are just a bunch of fleas chewing on something instead of the cool metal destroying sound that they used to make. I feel like sc2 is missing these little aesthetic aspects and it would be cool to have.
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Apotheosis is long, Waystation (if you remember) was long. What if maps were even longer? Many topics that come up regarding balance are ultimately based on travel distance.
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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?
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Limited fuel for the flying terran buildings for god sake its been years
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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.
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On December 03 2016 09:46 Aegwynn wrote: Limited fuel for the flying Terran buildings for god sake its been years
I was just thinking the other day how much i dislike ties in sports. And while in most cases Starcraft games will always be played till a victor is determined. The main culprits of causing stalemates in an individual game are the fact that Terran structures can float indefinitely.
Would like to see a 3-4 min timer, As it is a feature of the Terran race.
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On December 03 2016 07:08 ArtyK wrote:Show nested quote +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?
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On December 03 2016 07:08 ArtyK wrote:Show nested quote +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.
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That flat map from aQua is a must have, rest i dont really care about or gimme options to turn them all off
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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!
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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...
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PharaphobiaSC, I am not sure what you mean. Please elaborate.
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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)
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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.
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#2 and #7 hope it's a joke, #5 interesting but you have notifications and voices for that
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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
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would be nice to get a better chat and clan system
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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
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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
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How about being able to reconnect to a team game if you crash/disconnect?
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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).
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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.
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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.
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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.
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The mini map thing is a MUST, the rest I hardly care about.
Maybe the queue timers for Terran are good, as well.
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I like the mini map suggestion.
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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
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lol Limited fuel on flying buildings
Disagree with most of these "improvements" except for non textured mini map.
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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/![[image loading]](https://embed.gyazo.com/233db692d432d748632745e17596a916.gif) ![[image loading]](https://embed.gyazo.com/e5eb0fa3083e0cac440ff2f8a1d4e482.gif) 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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416 Posts
Non-textured mini map and production timer are the best suggestions ever.
As Zerg, I would love to minimize the constant jumping between bases by being able to see the inject timer on the production tab with multiple hatcheries selected. That would be SO AWESOME.
Oh my god, I would be tapping my hatch hotkeys for the whole night after this feature gets released.
Non-textured minimap is a no brainer. It is just so much more readable, that implementing it should actually be treated as a bug fix for the current minimap.
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Non texture minimap, tab priority and production timer are three times I've ALWAYS looked for since WoL!!
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i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea
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On December 06 2016 03:56 FFgringo wrote: i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea +1
as for terrans lifting buildings. eww no race should have such an unfair advantage in a base race. no matter how much of a teran fanboy you are you have to admit its ridiculous to be able to collect a tie in that matter. They should just update the tie conditions to not include flying buildings.
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On December 06 2016 07:41 SwiftRH wrote:Show nested quote +On December 06 2016 03:56 FFgringo wrote: i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea +1 as for terrans lifting buildings. eww no race should have such an unfair advantage in a base race. no matter how much of a teran fanboy you are you have to admit its ridiculous to be able to collect a tie in that matter. They should just update the tie conditions to not include flying buildings.
The sole fact that everyone argues by how "unfair" it is clearly shows that the question of flying buildings does not belong in a thread about "minor gameplay improvements" and should be swiftly removed.
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On December 05 2016 16:19 Sapphire.lux wrote:Show nested quote +On December 05 2016 02:40 ArtyK wrote: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) 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.
4p maps also create more gambles at pro level which push that luck factor over the edge imo.
As a random master i try to play as standard as possible (although that includes allins in zvz :p), and because i tell my race, my opponents are allowed to open more freely. Playing safe vs random isn't necessarily better because if you have a similar MMR (so more often than not), he will generally have the same average level, but will be more likely to slip up against heavy agression/better macro, as he plays each matchups 3 times less than you do. I actually have a much higher winrate vs standard safe openings than vs allins.
On December 06 2016 18:33 opisska wrote:Show nested quote +On December 06 2016 07:41 SwiftRH wrote:On December 06 2016 03:56 FFgringo wrote: i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea +1 as for terrans lifting buildings. eww no race should have such an unfair advantage in a base race. no matter how much of a teran fanboy you are you have to admit its ridiculous to be able to collect a tie in that matter. They should just update the tie conditions to not include flying buildings. The sole fact that everyone argues by how "unfair" it is clearly shows that the question of flying buildings does not belong in a thread about "minor gameplay improvements" and should be swiftly removed.
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)
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Limited fuel on flying buildings : 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 :>
wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem
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On December 07 2016 06:39 404AlphaSquad wrote:Show nested quote +Limited fuel on flying buildings : 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 :> wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem
WRITTEN IN THE OP "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."
It's been discussed in the thread already, so your comment is completly unnecessary, but good for you i guess.
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On December 07 2016 06:47 ArtyK wrote:Show nested quote +On December 07 2016 06:39 404AlphaSquad wrote:Limited fuel on flying buildings : 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 :> wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem WRITTEN IN THE OP "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." It's been discussed in the thread already, so your comment is completly unnecessary, but good for you i guess.
I provided a counter-argument. It has not been a problem for over a decade and now among sc2 kiddos it is a balance problem. but thank you for your unnecessary comment too.
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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? You do know your own race when you play random, it's on the loading screen. Thus, if random is revealed, there is no reason it should not count towards race specific MMR. Randoming a zerg would then be essentially equivalent to choosing to play zerg.
I'm talking about the banner at the top of the profile. Raynor for Terran, a DT for Protoss and an infestor for Zerg. Previously it was a planet for Random, now it's whichever race has the highest win in the season.
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On December 07 2016 10:23 paralleluniverse 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? You do know your own race when you play random, it's on the loading screen. Thus, if random is revealed, there is no reason it should not count towards race specific MMR. Randoming a zerg would then be essentially equivalent to choosing to play zerg. I'm talking about the banner at the top of the profile. Raynor for Terran, a DT for Protoss and an infestor for Zerg. Previously it was a planet for Random, now it's whichever race has the highest win in the season.
Random isn't a race as far as i know.
"Randoming a zerg would then be essentially equivalent to choosing to play zerg." You didn't choose to play zerg though, knowing in loading screen =/= choosing before.
"if random is revealed, there is no reason it should not count towards race specific MMR" i literally explained in my previous answer why random has it's own MMR, and it's not because of the loading screen : "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."
Either you misread what i said or i'm just gonna have to respectfully disagree on this one :p
As for the banner i completly forgot it was a thing x) Pretty sure 1% of the player base must still know about this, i don't really care but yeah, would make more sense having a planet/dice for randoms.
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Larva blocking hatchery added to the list.
Can someone please change the title of the OP to "Gameplay suggestions" i'd be thankful.
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Some of these are really feasible (like the non-textured minimap), some have 0% chance of ever being implemented, like the "add-on on either side". The amount of 3D modeling you have to do just to patch that in isn't worth it.
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I would like to request different modes for burrowed and unburrowed units. For example, seige tanks and vikings have two separate hotkeys for siege mode/unsiege mode, and flying/land mode respectively. But zerg units on the other hand, everything shares that key slot. We can rebind burrow and unborrow to separate hotkeys, but in the middle of battle both icons are pretty similar in color and if you have a random unit burrowed somewhere and you don't notice, it can be game ending. It doesn't have to be for all units imo, because it isn't necessary. But for Swarm Hosts and Lurkers, I think we need two modes.
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As a random player, I have often wished for the choice of showing and not showing my race. I know a lot of random players like for their opponents to not the race they are facing. I, on the other hand, want to play standard games with a random race. If there were a way for my opponent to know my race without me telling them, I would be happy.
The points I am in favor of are: * Tab unit priority, especially the manual choice of the priority order. * Production timer * Hatch blocking larvaes and eggs * Random player race showing on loading screen
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On December 12 2016 01:58 Drfilip wrote: As a random player, I have often wished for the choice of showing and not showing my race. I know a lot of random players like for their opponents to not the race they are facing. I, on the other hand, want to play standard games with a random race. If there were a way for my opponent to know my race without me telling them, I would be happy.
The points I am in favor of are: * Tab unit priority, especially the manual choice of the priority order. * Production timer * Hatch blocking larvaes and eggs * Random player race showing on loading screen
Then just roll a dice before each game and select your race accordingly. Problem sloved
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On December 12 2016 02:26 opisska wrote:Show nested quote +On December 12 2016 01:58 Drfilip wrote: As a random player, I have often wished for the choice of showing and not showing my race. I know a lot of random players like for their opponents to not the race they are facing. I, on the other hand, want to play standard games with a random race. If there were a way for my opponent to know my race without me telling them, I would be happy.
The points I am in favor of are: * Tab unit priority, especially the manual choice of the priority order. * Production timer * Hatch blocking larvaes and eggs * Random player race showing on loading screen Then just roll a dice before each game and select your race accordingly. Problem sloved
And then to get your MMR, calculate your average from 3 race according to the number of games played for each one...practical.
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On December 07 2016 06:39 404AlphaSquad wrote:Show nested quote +Limited fuel on flying buildings : 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 :> wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem
anyone in the last decade that could not finish the game because Terran floated to dead air space will let you know its a problem. was there even maps where you can hide a cc in a deadzone in broodwar? was there a tie mechanism?
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