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Community Feedback Update - March 30 - Page 13

Forum Index > SC2 General
247 CommentsPost a Reply
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StraKo
Profile Joined February 2017
Germany96 Posts
April 08 2017 07:23 GMT
#241
On April 07 2017 17:28 avilo wrote:
What do people think about bringing back 1500 mineral patches on every mineral patch? It has worked in Brood War for 20 years...it worked in WOL/HOTS...might help slow down the game again to where it's not so punishing to take worker damage.

exactly my thoughts avilo.

I think LotV's economy had really negative impact on the game in multiple ways, i described some things earlier in the thread.

My biggest concern is how incredible game ending harass is in lotv and how fragile macro games are.
404AlphaSquad
Profile Joined October 2011
839 Posts
April 08 2017 14:13 GMT
#242
On April 07 2017 10:37 AnossSc2 wrote:
Show nested quote +
On April 06 2017 23:39 StraKo wrote:
On April 06 2017 23:09 AnossSc2 wrote:
On April 06 2017 21:31 Ransomstarcraft wrote:
Here's the biggest problem with this thread: overstatement.

SC2 has not lost "all its players", and the game hasn't been "ruined" by 12 workers. In fact, the 12 workers has taken much of the downtime out of a game designed to be multifaceted and fast-paced. Yes, in LOTV thusfar the emphasis has been more on macro and harass than on the opening paper/rock/scissors. But as far as I can tell the goal of the balance team is to have early, middle, and late game variety for all 3 races and in all 6 matchups. This community update is an example of that.

I do agree, however, that their progress toward that goal has been too slow and I would like a more aggressive approach. It seems to me if some fundamental design changes are made, two months is a reasonable time to let the meta adjust and see where the game sits.

In the meantime, in my opinion LOTV will be a better game if it's left at 12 workers. But in the meantime, the balance team must work on more variety in builds for each race. Zerg already has lots of variety, the other 2 races not so much. What I want is more action and community updates like this, not less.



If you agree the fact there is no more : Scissor/paper/rocs beginning. You should agree LOTV failed to have early, middle, and late game variety, cause we lost early agression stage. Now it's just mid and late game, mid game come at 5,30 min mark, late game unit can come at 8 min mark and 0 to 4 min are required to build...

I know Bw is an other game, but look Jaedong against Stork, it's Zealot against Zergling start for a while. On Wol/Hots we had this too. On Lotv it's not the case. So i shouldn't agree LOTV was successful on this. It's easy to access the Late game if you cut the early game. This is the best part of Broodwar, a game that clearly defines early game, and mid, and late. This was the best game on Wol/Hots, when game start with intense early game and goes to intense late game ( like Darkforce Vs Bratok one of my favorite EU game).

So if the balance team work on more variety build for each race, we should go back on 6 harvesters start.


i totally agree with you AnossSc2

LotV's economy didn't impove the gameplay at all.

- It reduced strategic options in the early game
- made harass even stronger because of reduced ressources per base and weaker macro mechanics
- overall much less recover potential from any kind of dmg
- trading units / playing aggressive macro style basically impossible, extremely hard to remax armies (especially slower races like mech terran suffer from this)

- new players get completely overwhelmed and can't get into the game
- scouting timings and time to react is much shorter ---> once again creating unnecessary frustration, especially for beginners

....

etc.

LotV is extremely fragile because of the very weak, vulnerable economy and overpowered harass units like raven auto turrets, adepts, T1 overlord drops, etc...

This makes macro games a very punishing and frustrating experience for newbies and for pro's. It doesn't really matter on which skill level you play.

Everything can end the game instantly at any time.

LotV is just too much. My mainbase is running out of minerals wheni start to build my 3rd @standard timing. That's just not right. This is not the Star Craft anymore that i used to love.



I totally agree.

I made a mod yesteraday ( with the help of VisionElf, thanks bro) where we can play with 6 harvester on LOTV, and i asked 2 low GM ( ROM has a GM smurf) to play on it. Think there is no meta, they always play on 12, it was new for the player.

This is the game 4 : https://www.twitch.tv/videos/133925792

We have early game stage, mid game, and late game, the game is not slow, it's just perfect and all can play. This is what we need...

If you want try the mod, go on EU server, create a map, add mod, and type : Ogaming. The name of the mod is : Ogaming 6 collecteurs start. Game is really better guys, try it with friends, you will see.


Omg I really miss the old pacing of the game. LotV has really destroyed so much.
aka Kalevi
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2017-04-08 16:17:47
April 08 2017 16:14 GMT
#243
avilo,
i like the idea of returning to 1500 per patch (every patch!) but a player lik you should know that protoss would be much stronger than they already are with this change
reneg
Profile Joined September 2010
United States859 Posts
April 08 2017 17:04 GMT
#244
On April 09 2017 01:14 c0sm0naut wrote:
avilo,
i like the idea of returning to 1500 per patch (every patch!) but a player lik you should know that protoss would be much stronger than they already are with this change


I honestly think a good solution to a lot of these things would be to increase the overall amount of minerals per patch in the game, but decrease the worker efficiency.

Instead of being able to get 3 nearly perfectly efficient on far patches, and 3 with poor efficiency on close ones, have it be you can get 2 inefficiently on close, and 2.5 on long, which would result in an enormous income boost for expanding, but still allow people to sit back and play a 1/2 base style, if that's more their thing.

Expanding should be a risk - that you get rewarded from more, rather than a full blown necessity after 3 minutes into the game.
moose...indian
jpg06051992
Profile Joined July 2015
United States580 Posts
April 08 2017 18:09 GMT
#245
Hopefully the new guy taking over will want to do some type of a major balance and redesign, this should be a new era for SC2, not continuing David Kim's woefully inept and misguided balance strategies.
"SO MANY BANELINGS!"
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2017-04-08 19:53:54
April 08 2017 19:53 GMT
#246
On April 09 2017 03:09 jpg06051992 wrote:
Hopefully the new guy taking over will want to do some type of a major balance and redesign, this should be a new era for SC2, not continuing David Kim's woefully inept and misguided balance strategies.


There's no "new guy". It's the same balance team. David Kim, a member of the balance team, is moving to a different project.
Cereal
Ransomstarcraft
Profile Joined September 2016
75 Posts
Last Edited: 2017-04-12 15:09:49
April 12 2017 15:09 GMT
#247
It sounds like a very reasonable thing to test the return 1500 minerals per patch on all bases in LOTV. Testing, as they have, both the added workers to mine the minerals and the fewer minerals per base has resulted in a dramatic change in the style and feel of LOTV. As an aggressive-style Terran, it has been particularly frustrating to have to wait until medivacs to begin full aggression or else rely on hellions/reapers, which are unreliable.

Here is my account of what we would gain with this change:

Positives of returning the full 1500 minerals to each patch:
- less emphasis on harassment as you don't have to expand as quickly.
- encourages earlier aggression since the second base doesn't have to come immediately.
- adding earlier aggression means more diversity in builds for all races.

Negatives:
- it encourages turtle mech, and turtle toss to Carriers

Balance team, please give this a shot at some point.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17388 Posts
Last Edited: 2017-04-12 15:39:09
April 12 2017 15:38 GMT
#248
interesting that DK provided a farewell thank you note and did not inform us who was taking over these weekly feedback messages... if anyone at all.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
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