gg Dayvie.
"Thank You Everyone!" David Kim leaves StarCraft 2 - Page 6
Forum Index > SC2 General |
Be civil. | ||
claybones
United States244 Posts
gg Dayvie. | ||
Creager
Germany1884 Posts
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Ulargg
Netherlands33 Posts
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KaZeFenrir
United States37 Posts
The rest? The King is dead, long live the King. | ||
Matroid_Prime
Canada59 Posts
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Penev
28440 Posts
glhf Dayvie | ||
PharaphobiaSC
Czech Republic457 Posts
On April 08 2017 06:24 Qwyn wrote: WARCRAFT 4! let me ruin your dreams buit its gonna be fps ![]() I dont wanna be the guy but this "Blizzard Entertainment is seeking an experienced engine engineer to work on a robust first-person engine for an unannounced project." So it is not WC4 or any RTS https://careers.blizzard.com/en-us/openings/oFop4fwg | ||
Psychobabas
2531 Posts
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PharaphobiaSC
Czech Republic457 Posts
On April 08 2017 07:08 Psychobabas wrote: Whatever, wont be missed by me. He was too slow with any balance change. Well no with one man down with no announced replacement. Can you use your brain to calculate how it will speed up a process? | ||
Fran_
United States1024 Posts
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Ve5pa
United Kingdom252 Posts
On April 08 2017 07:08 Psychobabas wrote: Whatever, wont be missed by me. He was too slow with any balance change. It will be interesting to see if whoever the replacement is updates/patches the game more frequently as the time it takes to adjust balance has been one reasonable complaint by a lot of people. | ||
c0sm0naut
United States1229 Posts
On April 08 2017 07:08 Psychobabas wrote: Whatever, wont be missed by me. He was too slow with any balance change. what? too slow!? don't you mean too fast.. | ||
JackONeill
861 Posts
On the other hand, that means that blizz pulling ressources from SC2 multiplayer because it doesn't bring enough money has gone as far as re-allocating the "head" of the balance team, which means even less patches and changes. Overall i guess that means changes for SC2 multi are done, which finally extinguishes the last hope people unsatisfied with LOTV. | ||
Dumbledore
Sweden725 Posts
![]() I will miss David Kim engineering my beloved game. | ||
XERX
85 Posts
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Captain Peabody
United States3091 Posts
Thank you for all your hard work, your amazingly thick skin, and your respect for the community. I don't think I would be capable of engaging with a group of people as hostile as the Starcraft community for so long, and so closely--but you did it for years, with greater and greater insight and attention as the years stretched on. You showed, day in and day out, enormous respect even for people who did not respect you, and enormous regard for the good of the game and the community alike. In doing this job, you showed yourself not just a good game designer, but a fundamentally good and decent and virtuous human being. In the end, that's all that will matter. So bravo. Have fun with whatever you're working on now. ![]() | ||
SetGuitarsToKill
Canada28396 Posts
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Eridanus
United States75 Posts
On April 08 2017 07:31 XERX wrote: Brood War had boring units but how you moved them around and micro'd them made them incredibly fun to play with they should have focused on making every unit exciting and fun to play with. You need 'boring' units. The end product is larger than the sum of all components. Units in SC were nice to micro. You got it backwards. The people that wrote the AI for SC2, the collision mechanics, the way position of units is determined in the game engine, how units move and rotate, those people never ever considered how it would 'feel' to control those units in battles, and how even beginning users would be able to improve the effectiveness of their armies by adjusting and improving upon the default unit behavior/AI. So maybe Blizzard thought about how the game would be a competitive game. But if so, they did it backwards. Instead of producing a game with good fundamentals, where you don't have units that have a mind of their own and fight your desire to control them, they tried really hard to come up with cool and special units. In the end that just led to gimmicky gameplay mechanics. Just take the simple example of zerg, creep and unit speed. It is a nice idea at the start. But when you think about it in gameplay terms, all it means is that zerg units are too slow to fight properly, unless the zerg fights on creep. Giving them a speed bonus on creep just means that overall the units have to be slower, or same speed and weaker. Same with warp gate. Blizzard doesn't get that. And their game engine is fundamentally unable to facilitate a game where you can properly control units. That's the worst thing. No balance or unit design can ever fix that. And neither did it make the game more fun. In the end you just need some basic simple units that can be properly controlled. The complexity of the game starts to take over perpetually. You do not try to force it. Just take PvP in SC. Two armies of just two boring units, fighting it out, at the start of the game. Yet in no way is it boring to play. Neither unit would ever be considered for SC2 (or SC3, WC4, etc). So yes, they also tried way too hard to make every unit, in itself, fun to play with. They thought way too long about how much of a 'wow' a unit would give the first moment you got it in single player. Not good for a game you hope to play 1vs1 in 2035. So I stand by my position. You have it backwards. | ||
Charoisaur
Germany15867 Posts
Some kids think an RTS can be balanced like LoL with crazy changes every week. I think he patched the game at a good pace, was maybe to slow with some things (BL Infestor) and to fast with other things (WM nerf in 2013 when Zergs were just figuring out how to deal with them). | ||
lestye
United States4135 Posts
On April 08 2017 08:16 Charoisaur wrote: Some kids think an RTS can be balanced like LoL with crazy changes every week. I think he patched the game at a good pace, was maybe to slow with some things (BL Infestor) and to fast with other things (WM nerf in 2013 when Zergs were just figuring out how to deal with them). This is kinda why im super patient with balance. It's very difficult to get it right, hence the number of viable rtses that are being played nowadays can be counted on one hand. Too many casters is bad, too many answers is bad, if stuff doesnt do enough damage it feels like you're hitting with wet noodles, if its too much damage, you dont get many opportunities to micro. | ||
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