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StarCraft II Panel discussion on art & gameplay - Page 3

Forum Index > SC2 General
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Prev 1 2 3 4 Next All
azndsh
Profile Blog Joined August 2006
United States4447 Posts
May 20 2007 03:57 GMT
#41
More excited than ever right now.

Making cliffed units completely shrouded is going to be interesting.
XCetron
Profile Joined November 2006
5225 Posts
May 20 2007 04:02 GMT
#42
On May 20 2007 12:57 azndsh wrote:
More excited than ever right now.

Making cliffed units completely shrouded is going to be interesting.


Colossus gonna be a bit imba, start shooting to kite ground army then just walk on a cliff and shoot down and melt the army.

Keeps repeating.
Luddite
Profile Blog Joined April 2007
United States2315 Posts
May 20 2007 04:04 GMT
#43
Yeah but remember it looks like there's going to be quite a few units that can jump up cliffs.
So basically what will happen is that units that can jump up cliffs rape units that can't if those don't have a spotter.

Just like how now, cloaked units rape non-cloaked units without a detector.
Can't believe I'm still here playing this same game
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
May 20 2007 04:13 GMT
#44
No naval combat?!?!?! $*#& this hippy crap, I'm switching to wc3.
Simon and Garfunkel rock my face off
dudel
Profile Joined December 2006
Germany188 Posts
May 20 2007 04:23 GMT
#45
If the colossus is this tall maybe he could look up higher levels normally hidden by the fog of war.
davidgurt
Profile Joined September 2006
United States1355 Posts
May 20 2007 04:26 GMT
#46
"rather than requiring the micromanagement of high-level Warcraft III play."

What. the. fuck.

I always wonder how much time Blizzard has spent watching Koreans play Starcraft. Time and time again, it always seems as if they barely follow the gaming scene. I think that they could really improve their company by hiring some knowledgeable people in the scene like some of us in TL, they'd learn a lot more about proper publicity and of what the public fanbase for sc is looking for.
There's crashing?
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2007-05-20 04:31:02
May 20 2007 04:30 GMT
#47
Hard counters can be fine, if not too extreme. Micro overcome all to even odds against a counter-unit.

BUT - here's a big but - if attack-move AI is very good, and firing animation last too long (for instance the zealot melee attack lasted about twice as long), then there won't be much room for microing. Judging by some of their answers, it looks like they want to do away with a bit of that. If the game gets streamlined too heavily, then BOs will be the major deciding factor.

One thing though, why do they insist with the black shroud? Hopefully this was just a campaign or scenario map they showed so far, where uknown terrain can be viable, but it isn't in a multiplayer map. Cause if you've already played it once, it's not unkown anymore, and there's no point to it, other than messing up scouting and planning if your memory is a bit off. Prescouted map checkbox plz! (fog of war remains of course!)
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Sadir
Profile Blog Joined December 2005
Vatican City State1176 Posts
May 20 2007 04:32 GMT
#48
On May 20 2007 11:38 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 11:24 evanthebouncy~ wrote:
Ah... Man I wish they add moving terrains :D

Man I'm cool with everything cept the design on the zerglign T_T

Speaking of moving terrain, what does everyone think of attacks affecting the terrain (at least visually)? Too cluttered maybe?

Burning trees might be cool at least (had it in earlier - alpha, beta - versions of SC :D).


that was exactly what I thought 2....the tanks exploding...puh....rather big visual effects... we hopefully can turn them down a little...so I can see my units fighting =)

Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 04:37 GMT
#49
On May 20 2007 13:26 davidgurt wrote:
"rather than requiring the micromanagement of high-level Warcraft III play."

What. the. fuck.

I always wonder how much time Blizzard has spent watching Koreans play Starcraft. Time and time again, it always seems as if they barely follow the gaming scene. I think that they could really improve their company by hiring some knowledgeable people in the scene like some of us in TL, they'd learn a lot more about proper publicity and of what the public fanbase for sc is looking for.

Warcraft 3:
95% micromanagement
5% macro

Starcraft:
50% macro
50% micro
(maybe a bit more tilted towards macro)

I'm pretty sure that was their point.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Nyovne
Profile Joined March 2006
Netherlands19130 Posts
May 20 2007 04:47 GMT
#50
On May 20 2007 13:37 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 13:26 davidgurt wrote:
"rather than requiring the micromanagement of high-level Warcraft III play."

What. the. fuck.

I always wonder how much time Blizzard has spent watching Koreans play Starcraft. Time and time again, it always seems as if they barely follow the gaming scene. I think that they could really improve their company by hiring some knowledgeable people in the scene like some of us in TL, they'd learn a lot more about proper publicity and of what the public fanbase for sc is looking for.

Warcraft 3:
95% micromanagement
5% macro

Starcraft:
50% macro
50% micro
(maybe a bit more tilted towards macro)

I'm pretty sure that was their point.


Exactly, and losing one major battle in BW doesnt mean you lost the match, while losing many units in WC3 mostly means you lost the match as well.

More macro oriented % in a game allows for more correctional things and more ways to control your playstyle.

WC3 has less micro then BW since alot of things are autocast and the tab between unit possibility and just 1 caster casts when you got multiple selected. Considering absolutes SC is more complex by far in micro and macro but if you see it relatively WC3 is a much much more micro oriented game then SCBW.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
May 20 2007 04:52 GMT
#51
WC3 has more micro, but SC requires more mechanics. I feel like you're actually casting a lot more spells and such in WC3 (micro) but it doesn't require as many clicks
XDawn
Profile Blog Joined February 2004
Canada4040 Posts
May 20 2007 05:12 GMT
#52
Well, at least they know what we want
Use it or lose it
XG3
Profile Joined December 2002
United States544 Posts
Last Edited: 2007-05-20 05:20:20
May 20 2007 05:14 GMT
#53
On May 20 2007 13:37 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 13:26 davidgurt wrote:
"rather than requiring the micromanagement of high-level Warcraft III play."

What. the. fuck.

I always wonder how much time Blizzard has spent watching Koreans play Starcraft. Time and time again, it always seems as if they barely follow the gaming scene. I think that they could really improve their company by hiring some knowledgeable people in the scene like some of us in TL, they'd learn a lot more about proper publicity and of what the public fanbase for sc is looking for.

Warcraft 3:
95% micromanagement
5% macro

Starcraft:
50% macro
50% micro
(maybe a bit more tilted towards macro)

I'm pretty sure that was their point.

You hit the nail right on the head.

One example is economic management (which is considered macro), something that Warcraft 3 decided to stay away from. In War3, you have four peons max on the gold mine and you leave it at that.

In StarCraft, econ management is something totally simple that separates bad players from good players from great players and that's just one example of how macro plays a much more important part in SC than WC.
mel_ee
Profile Blog Joined August 2003
2448 Posts
Last Edited: 2007-05-20 05:20:09
May 20 2007 05:17 GMT
#54
On May 20 2007 13:26 davidgurt wrote:
"rather than requiring the micromanagement of high-level Warcraft III play."

What. the. fuck.

I always wonder how much time Blizzard has spent watching Koreans play Starcraft. Time and time again, it always seems as if they barely follow the gaming scene. I think that they could really improve their company by hiring some knowledgeable people in the scene like some of us in TL, they'd learn a lot more about proper publicity and of what the public fanbase for sc is looking for.


say hello to XG3...


^I think its 5 peons per gold mine, which IMO sucked since money was about the same as your opponent

anyways I love how they are approaching the art and design. They got the key concepts of controlling color and detail to where they just need to be. So happy~
Behold the bold soldier, control the globe slowly proceeds to blow swingin swords like Shinobi
Guybrush
Profile Blog Joined December 2002
Spain4744 Posts
May 20 2007 06:56 GMT
#55
Im happy to see this. Econ-management is definitely a big part of BW, and it should be in SC2 as well. You should have a choice to play a micro-oriented game - low econ BOs or focus more on your econ in your game - macro oriented BOs.

I liked the way he compared Warcraft 3 to BW. Probably pissed off a good share of Warcraft3ers to read that, but it's the truth.
Live2Win is awesome. Happy new year scarabi!
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
May 20 2007 07:08 GMT
#56
On May 20 2007 13:26 davidgurt wrote:
"rather than requiring the micromanagement of high-level Warcraft III play."

What. the. fuck.

I always wonder how much time Blizzard has spent watching Koreans play Starcraft. Time and time again, it always seems as if they barely follow the gaming scene. I think that they could really improve their company by hiring some knowledgeable people in the scene like some of us in TL, they'd learn a lot more about proper publicity and of what the public fanbase for sc is looking for.


they should hire you
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
XCetron
Profile Joined November 2006
5225 Posts
May 20 2007 07:09 GMT
#57
They should hire Day, he could do live report to the headquarter at each proleague
useLess
Profile Blog Joined January 2004
United States4781 Posts
May 20 2007 07:31 GMT
#58
Im stoked about this. Four years after Brood War, with a more involved role from the Xel'Naga.
Moonlight Shadow
OMFGlearntoplay
Profile Joined May 2007
32 Posts
May 20 2007 10:59 GMT
#59
On May 20 2007 10:23 PinoyTalaga324 wrote:
Dilling explains that because SC2 is being developed with professional competition in mind, the sequel's special effects will be "tight, fast, and quick" such that they don't obscure the action or slow down your computer. However, "landmark events" like the summoning of the top-level protoss mothership unit will be accompanied by sufficient graphical fanfare to point out their importance.

yay!
Thanks u!


Saying it is one thing. But you have seen the videos right? Seeing is believing... there has been some clutter already. It disappears after 4 or 5 seconds... disappears way too slow to matter in a real fight.

But hopefully we can turn that crap off anyway.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
May 20 2007 11:26 GMT
#60
Didier explains that within the core philosophies of Blizzard art design, "nothing is subtle--every character is over-the-top; every environment is either beautiful or battle-scarred."


T_T

This is one of the reasons why critics are critical of video games?
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