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No unit selection cap?

Forum Index > SC2 General
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Profile Blog Joined June 2003
United States6225 Posts
May 20 2007 02:17 GMT
#1
How do you feel about being able to select as many units as you can? I think that this will make the game feel too much like C&C and not enough like starcraft. I'd be all for increasing the number of units you can select to something like 24, but eliminating the cap all together seems like it would cause balance issues. Imagine if zerg could swarm their whole army with one click!
Also the source is http://au.pc.ign.com/articles/790/790158p1.html
good vibes only
Capt. Moroni
Profile Joined December 2003
United States533 Posts
May 20 2007 02:20 GMT
#2
I don't see a problem with that. You'd still need smaller groups and be able to maneuver, otherwise the units will get torn up.
Oderint dum metuant
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
May 20 2007 02:20 GMT
#3
I would rather have 15 or so as unit limit. But if they decide to leave it unlimited, dont let units use their powers when grouped with other type of units like with heroes in W3.
Moderator<:3-/-<
azndsh
Profile Blog Joined August 2006
United States4447 Posts
May 20 2007 02:25 GMT
#4
dude... 200 3/3 crackings gogogogogogogo. Imagine the awesomeness. It appears Blizzard is just getting rid of interface limitations as a whole.

Protoss and Terran users have it sooo much easier, especially protoss. WTF, you can move around your entire army with like... #1-5. I can't even get half my lings using that
Bully-Cdn
Profile Joined May 2007
Peru58 Posts
May 20 2007 02:26 GMT
#5
unlimited is great.. of course its gonna help noobs who are too lazy to make hotkeys, but who cares.. any skilled player is going to want much more specific control, and make smaller groups.. i think this feature opens alot for creative micro strats, everyone can have their own unique style of grouping now.
The Trap
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 02:27 GMT
#6
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).
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
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
May 20 2007 02:40 GMT
#7
On May 20 2007 11:27 FrozenArbiter wrote:
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).


i wouldnt mind so much if u could hotkey and cycle with tab. but definately not 2 button massing
ok dont not so good something is something ok ok ok gogogo
Zeenix
Profile Joined May 2007
United States47 Posts
May 20 2007 02:46 GMT
#8
Zerg would own if they could select all their larva at once and just hit "z."
I like pie.
dudel
Profile Joined December 2006
Germany188 Posts
May 20 2007 02:53 GMT
#9
I think it is good for the casual players who wondered why there is a cap in sc1 and they will use it. But also for the professionals who need to group their different unit types and this is one point of skill difference between casual and good players. So it is a win-win situation for both parties.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 02:54 GMT
#10
On May 20 2007 11:40 Yogurt wrote:
Show nested quote +
On May 20 2007 11:27 FrozenArbiter wrote:
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).


i wouldnt mind so much if u could hotkey and cycle with tab. but definately not 2 button massing

Yeah, I think I actually wrote the exact same thing in another thread, great minds think alike?
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
azndsh
Profile Blog Joined August 2006
United States4447 Posts
May 20 2007 03:03 GMT
#11
Just because you can make one large group for gateways and such doesn't make all that big of a difference, since everybody has the same advantage. Macro isn't just about forgetting to build; timing is more important at higher levels anyway. Again, for very large groups, it's still useful to group units separately and make sure they attack in a certain order and stuff.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
May 20 2007 03:08 GMT
#12
I'm for it. You can still select 12 units if you want to, it's not like they'll go OMG we will have massive unit selection now u cannot specialize units anymore! :D

But yeah what WOW said is very right, if you select all units you will only get atk/patrol/stop command instead of spellcasting ect
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 03:10 GMT
#13
I'd much prefer something like.. 16 unit cap, but you can press tab to jump between unit types selected a la warcraft 3.

That is if anything has to be changed from the way starcraft works

I'd prefer that, over unlimited select.
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
Locked
Profile Joined September 2004
United States4182 Posts
May 20 2007 03:10 GMT
#14
i would also rather simply have a larger unit cap (16..20..24... w/e) rather than an unlimited one but i guess i'll need to see SC2 in play to make any real judgements =\\
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
May 20 2007 03:12 GMT
#15
Zerg users should understand why this is a necesity...

It is rough to use groups to make your friggin' lings go when you already have 1-6 hotkeyed as hatcheries...
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
pooper-scooper
Profile Joined May 2003
United States3108 Posts
May 20 2007 03:15 GMT
#16
I agree with having a larger cap, say 20 units, but I think I'd have to play the game a bit to decide on the exact number.
Good...Bad... Im the guy with the gun
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
Last Edited: 2007-05-20 03:18:34
May 20 2007 03:17 GMT
#17
I agree this affects gameplay severely. Whether this is a good change or not, it is a huge change. I do not know why they did this, a 16 unit selection limit would be much better than limitless.

But, how reliable is this source?
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 20 2007 03:17 GMT
#18
I think large scaled and small skirmishes will be different but still be challenging. IE Hotkeying different unit groups so they are seperated to perform specific spells etc. And this idea improves large scale battles for many users. I think they did a good thing, though it may or may not have dumbed it down a bit.
Treatin' fools since '87
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 03:19 GMT
#19
On May 20 2007 12:17 oneofthem wrote:
I agree this affects gameplay severely. Whether this is a good change or not, it is a huge change. I do not know why they did this, a 16 unit selection limit would be much better than limitless.


In the gameplay trailer, there were like 120 zerglings bursting out of nydus worms. Imagine trying to control that smoothly with a 16 unit selection limit. It seems likely that they've decreased the strength of zerglings and increased their numbers significantly (You see how pathetic they were against the ~12 zealots?) so it makes sense to have no selection limit.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2007-05-20 03:20:20
May 20 2007 03:19 GMT
#20
If there was no selection cap in starcraft or if it was 24 istead of 12 then I think that that would affect terran the least. Terran still have to micro all their unit sand cant just attackmove their entire army in a general direction. Since it looks like the other races or atleast protoss are moving in that direction too with more units having special abilitys and more need to micro them individualy if you want more out of the units I dont think that this higher cap will affect starcraft 2 as much as it might have affected starcraft if it was introduced now.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 20 2007 03:20 GMT
#21
Ultraling could become a problem with unlimited select. I don't want to speculate on balance in SC2, but in BW such a change to the selection cap would definetely shift balance towards zerg in ZvP and toss in PvT. 24 is the highest I would have accepted, and the inteface suggest 24 might be the number. New players won't need more anyway, they can't manage resources well enough to amass large armies, and veterans would still prefer to hotkey different units into different groups excluding mass situations mentioned above.
You want 20 good men, but you need a bad pussy.
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 20 2007 05:16 GMT
#22
You should only be able to select three units at a time - not only because the unit profiles on the bottom would be more detailed and sexy due to the size, but also because it requires more SKILL to handle all your units when you can only control three at a time. Fuck all you noobs who want 12 or more!
Undefeated TL Tecmo Super Bowl League Champion
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 05:19 GMT
#23
On May 20 2007 14:16 EscPlan9 wrote:
You should only be able to select three units at a time - not only because the unit profiles on the bottom would be more detailed and sexy due to the size, but also because it requires more SKILL to handle all your units when you can only control three at a time. Fuck all you noobs who want 12 or more!


No, we should return to our primordial roots in Dune 2 and allow only 1 unit selected at any time. Imagine how awesome players would be just by having his army move at the same time.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 05:36 GMT
#24
As I said in a thread about this on blizzard - I think there needs to be some kind of balance.

I'm trying to think of reasons why I'm not liking the unlimited select, and really - the absolute biggest reason is that it doesn't feel like a blizzard RTS to me when you can do that

16 sounds like a nice number to me.
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
useLess
Profile Blog Joined January 2004
United States4781 Posts
May 20 2007 05:50 GMT
#25
18 to 24 is a nice number for me. But this no-limit cap is probably to appeal to the casual gamer; youll still need multiple groups to be a good player. One group of 36 will probably and easily be flanked by three groups of 12 each. Also, itll help move those horde of Zerglings easier.
Moonlight Shadow
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
May 20 2007 06:02 GMT
#26
On May 20 2007 12:19 Jyvblamo wrote:
Show nested quote +
On May 20 2007 12:17 oneofthem wrote:
I agree this affects gameplay severely. Whether this is a good change or not, it is a huge change. I do not know why they did this, a 16 unit selection limit would be much better than limitless.


In the gameplay trailer, there were like 120 zerglings bursting out of nydus worms. Imagine trying to control that smoothly with a 16 unit selection limit. It seems likely that they've decreased the strength of zerglings and increased their numbers significantly (You see how pathetic they were against the ~12 zealots?) so it makes sense to have no selection limit.
that could be done by trigger though.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
useLess
Profile Blog Joined January 2004
United States4781 Posts
May 20 2007 06:08 GMT
#27
On May 20 2007 12:19 Jyvblamo wrote:
In the gameplay trailer, there were like 120 zerglings bursting out of nydus worms. Imagine trying to control that smoothly with a 16 unit selection limit. It seems likely that they've decreased the strength of zerglings and increased their numbers significantly (You see how pathetic they were against the ~12 zealots?) so it makes sense to have no selection limit.


Gameplay was just a demo. The Zealots were probably fully upgraded against that swarm, and was backed up by the Cols.
Moonlight Shadow
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 06:13 GMT
#28
On May 20 2007 15:08 useless wrote:
Show nested quote +
On May 20 2007 12:19 Jyvblamo wrote:
In the gameplay trailer, there were like 120 zerglings bursting out of nydus worms. Imagine trying to control that smoothly with a 16 unit selection limit. It seems likely that they've decreased the strength of zerglings and increased their numbers significantly (You see how pathetic they were against the ~12 zealots?) so it makes sense to have no selection limit.


Gameplay was just a demo. The Zealots were probably fully upgraded against that swarm, and was backed up by the Cols.

Probably upped armor beyond normal and such too. Anyway, I could see have 24 unit control groups but going above that, I can see it negatively affecting gameplay. For example, you accidentally run all of your rines into burrowed lurks (assuming there are lurkers) it takes a certain amount of time to 1click2click3click etc rather than just 1click and stim and all your rines run away safely.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Polemarch
Profile Joined August 2005
Canada1564 Posts
May 20 2007 06:14 GMT
#29
yeah... they did say "upgraded zealots"... plus it would've broken the narrative about having the colossi come in for surprise support later if the zealots died in like 2 seconds
I BELIEVE IN CAPITAL LETTER PUNISHMENT!!!!!
FusionCutter
Profile Joined October 2004
Canada974 Posts
May 20 2007 06:16 GMT
#30
Sweet. Everyone's gonna accuse each other of multihacking.
Zeenix
Profile Joined May 2007
United States47 Posts
May 20 2007 06:23 GMT
#31
24 is a good number. Anything more is bad, anything less is still good. But I'm alright with 24. Controlling that many zerglings that easily would imbalance everything. Not to mention selecting a shitload of zeals.
I like pie.
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
May 20 2007 06:24 GMT
#32
hotkeys are for double bonus now! and what are selection caps?
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
May 20 2007 06:26 GMT
#33
unit selection cap is the worst thing to be complaining about, honestly

blizzard isn't just catering to the whim of players that want to make this game as hard as possible on the player with stupid interface limitations. they also have to cater to the casual player, who will quite correctly be pretty pissed if a 2008 game still has a 1998 unit selection cap.

sure, it brings *something* to competitive play, but really, is it that big a difference? does it really matter that much? could you beat bisu zvp if you had unlimited unit selection cap?
What fun is it being cool if you can’t wear a sombrero?
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 06:34 GMT
#34
On May 20 2007 15:26 GrandInquisitor wrote:
unit selection cap is the worst thing to be complaining about, honestly

blizzard isn't just catering to the whim of players that want to make this game as hard as possible on the player with stupid interface limitations. they also have to cater to the casual player, who will quite correctly be pretty pissed if a 2008 game still has a 1998 unit selection cap.

sure, it brings *something* to competitive play, but really, is it that big a difference? does it really matter that much? could you beat bisu zvp if you had unlimited unit selection cap?

Actually, didn't Blizzard say WC3 was catering to the "average" gamer and SC2 would be leaning towards more competitive play?

Anyway, I'm sure most of us wouldn't mind a larger control group, but having an unlimited one just seems over the top.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
May 20 2007 06:40 GMT
#35
On May 20 2007 15:34 mahnini wrote:
Show nested quote +
On May 20 2007 15:26 GrandInquisitor wrote:
unit selection cap is the worst thing to be complaining about, honestly

blizzard isn't just catering to the whim of players that want to make this game as hard as possible on the player with stupid interface limitations. they also have to cater to the casual player, who will quite correctly be pretty pissed if a 2008 game still has a 1998 unit selection cap.

sure, it brings *something* to competitive play, but really, is it that big a difference? does it really matter that much? could you beat bisu zvp if you had unlimited unit selection cap?

Actually, didn't Blizzard say WC3 was catering to the "average" gamer and SC2 would be leaning towards more competitive play?

Anyway, I'm sure most of us wouldn't mind a larger control group, but having an unlimited one just seems over the top.


you really think we're the only ones that care about SC2? remember, starcraft was hugely popular among casual gamers too, and blizzard's definitely not going to overlook that. we're talking millions of other people that would love to play starcraft ii, and alienating them with decade-old interface limitations is the fastest way to tank blizzard's reputation for fun games and to kill this community in the long run
What fun is it being cool if you can’t wear a sombrero?
BaconatedGrapefruit
Profile Joined May 2007
41 Posts
May 20 2007 06:45 GMT
#36
In some of the pictures it appears that there are 3 rows of 8, or 24. Unless they add a scroll bar or shrink the images when you highlight more, this appears to be the cap.
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
May 20 2007 06:45 GMT
#37
well not everything is a serious complaint, but this definitely is. it changes gameplay rather drastically.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
funkie
Profile Blog Joined November 2005
Venezuela9374 Posts
May 20 2007 06:46 GMT
#38
On May 20 2007 15:40 GrandInquisitor wrote:
Show nested quote +
On May 20 2007 15:34 mahnini wrote:
On May 20 2007 15:26 GrandInquisitor wrote:
unit selection cap is the worst thing to be complaining about, honestly

blizzard isn't just catering to the whim of players that want to make this game as hard as possible on the player with stupid interface limitations. they also have to cater to the casual player, who will quite correctly be pretty pissed if a 2008 game still has a 1998 unit selection cap.

sure, it brings *something* to competitive play, but really, is it that big a difference? does it really matter that much? could you beat bisu zvp if you had unlimited unit selection cap?

Actually, didn't Blizzard say WC3 was catering to the "average" gamer and SC2 would be leaning towards more competitive play?

Anyway, I'm sure most of us wouldn't mind a larger control group, but having an unlimited one just seems over the top.


you really think we're the only ones that care about SC2? remember, starcraft was hugely popular among casual gamers too, and blizzard's definitely not going to overlook that. we're talking millions of other people that would love to play starcraft ii, and alienating them with decade-old interface limitations is the fastest way to tank blizzard's reputation for fun games and to kill this community in the long run


So no limitation cap for you is amazing?

They are saying, they want to keep the "feeling" of the old game, but introduce, new graphics aspects, units and strategies". -_-; I think if they want this to be one of the most, if not the most competitive Game for e-Sport industries, the 12 unit cap should be maintained.
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 06:47 GMT
#39
On May 20 2007 15:40 GrandInquisitor wrote:
Show nested quote +
On May 20 2007 15:34 mahnini wrote:
On May 20 2007 15:26 GrandInquisitor wrote:
unit selection cap is the worst thing to be complaining about, honestly

blizzard isn't just catering to the whim of players that want to make this game as hard as possible on the player with stupid interface limitations. they also have to cater to the casual player, who will quite correctly be pretty pissed if a 2008 game still has a 1998 unit selection cap.

sure, it brings *something* to competitive play, but really, is it that big a difference? does it really matter that much? could you beat bisu zvp if you had unlimited unit selection cap?

Actually, didn't Blizzard say WC3 was catering to the "average" gamer and SC2 would be leaning towards more competitive play?

Anyway, I'm sure most of us wouldn't mind a larger control group, but having an unlimited one just seems over the top.


you really think we're the only ones that care about SC2? remember, starcraft was hugely popular among casual gamers too, and blizzard's definitely not going to overlook that. we're talking millions of other people that would love to play starcraft ii, and alienating them with decade-old interface limitations is the fastest way to tank blizzard's reputation for fun games and to kill this community in the long run

Umm, I didn't say that at all, I was merely paraphrasing Blizzard's statement.

WC3 didn't have unlimited control groups and that was sure popular among casual gamers, there's a point where simplifying becomes OVER-simplifying. Sure, WC3 doesn't come near to the amount of units SC has to control all at once, but I don't see a reason why it should be unlimited. I'm sure the "casual" fan would be fine with 24 unit control groups, it's not like they're retarded or something.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
May 20 2007 06:48 GMT
#40
I dont like an unlimited cap for unit selection. I think it'll take a lot out of micro, particularly late game micro. Imagine a zerg waiting to flank his terran opponent when he comes out. He positions his ultraling army in a huge arc in the center, then, as the Terran moves out, he presses 1a. Perfect flank.

A limit of 24 would have been nice. You could have a maxed army with relatively few hotkeys that way.

Someone also mentioned seeing multiple buildings being selected with a single hotkey. I think this feature might even be worse, and I hope blizzard scrap it. With no limit for units under a hotkey PLUS being able to macro of 15 hatcheries with a single button will take a whole lot out of what SC was. It'll take out a lot of the speed required in SC.

Sure, better players will still win, but thats true for most games. We're looking for a game that builds on what we love about SC.
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 20 2007 06:49 GMT
#41
On May 20 2007 14:19 Jyvblamo wrote:
Show nested quote +
On May 20 2007 14:16 EscPlan9 wrote:
You should only be able to select three units at a time - not only because the unit profiles on the bottom would be more detailed and sexy due to the size, but also because it requires more SKILL to handle all your units when you can only control three at a time. Fuck all you noobs who want 12 or more!


No, we should return to our primordial roots in Dune 2 and allow only 1 unit selected at any time. Imagine how awesome players would be just by having his army move at the same time.


OMG
That's too hardcore for me!
Undefeated TL Tecmo Super Bowl League Champion
XCetron
Profile Joined November 2006
5226 Posts
May 20 2007 06:50 GMT
#42
On May 20 2007 15:49 EscPlan9 wrote:
Show nested quote +
On May 20 2007 14:19 Jyvblamo wrote:
On May 20 2007 14:16 EscPlan9 wrote:
You should only be able to select three units at a time - not only because the unit profiles on the bottom would be more detailed and sexy due to the size, but also because it requires more SKILL to handle all your units when you can only control three at a time. Fuck all you noobs who want 12 or more!


No, we should return to our primordial roots in Dune 2 and allow only 1 unit selected at any time. Imagine how awesome players would be just by having his army move at the same time.


OMG
That's too hardcore for me!


That would so screw over Zerg players.
EmS.Radagast
Profile Joined November 2004
Israel280 Posts
Last Edited: 2007-05-20 06:59:01
May 20 2007 06:57 GMT
#43
GI speaks the truth

*bandwagon*

I explained my opinion on the matter in several other threads. The unit/building selection caps need to go. rejecting it for imbalance reasons is nonsensical because there is always a way to rebalance the game through the usual means, just like any other imbalance. There is no need for the game's balance to hinge on the UI mechanics crippling the players. I think people who see this as pivotal to matchup balance haven't given it a serious thought or are just unimaginative.

It's like automatic shifting gear for race cars, even for racing, automatic is better, and no you cant beat schumacher at racing because you both have automatic transmission now, I'm sick of hearing this line of argument, people will always find ways to outmatch their opponents, there is no reason why it HAS to be their ability to 1z2z34z5zz3d4t faster than the opponent.
Look at the down side of putting a cap -- by making the interface harder you're deliberately worsening the quality of games for like 99% of the players* (I'm including only players who are interested in strategy, rather than bgh unit massing). What can I say -_-


I know its not THREE-DEE!!
Gokey
Profile Joined November 2006
United States2722 Posts
May 20 2007 07:02 GMT
#44
i'd say a 24-unit cap would be pretty good... unlimited just seems a little weird... i mean, how would the wireframe icons show up in the sidebar?
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 07:23 GMT
#45
I agree that you should never use the UI as a balance tool. The game should be about who is a better player not who can do 1a2a3a4a the fastest. With unlimited selection skill will become even more apparent since you will probably need to micro smaller groups to do anything effectively, how often do you want your 10 siegetanks and 40 marines to do the same thing?

@Gokey, I think it will probably just show one unit portrait with a number next to it when there are more then 36 units (based on the gameplay video it seems like it supports 3 rows of 12).
KodoU-
Profile Joined November 2006
United States129 Posts
May 20 2007 07:31 GMT
#46
my opinion, i think they should have a settings menu, where you can select shit like that whether you want like 12 or 16 or 20 or 50 etc. to unlimited. but i think unlimited will be a good idea because you can mass all in one spot and have smaller groups inside the mass hotkeyed. basically just mixing old with new would be nice.
http://www.esnips.com/web/RobertC-Metal http://www.myspace.com/bdotnert http://www.bandspace.com/monarch
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 07:39 GMT
#47
If you could choose that in the settings wouldn't everyone just choose unlimited? Or do you mean that's something the host should decide? Won't it still need a standard for ranked games?

I really like the idea of unlimited selection largely because it will make custom (UMS) maps alot easier to play, especially those where you have 200+ units (that's more then 10 control groups can control with a 12 selection cap).

EmS.Radagast
Profile Joined November 2004
Israel280 Posts
May 20 2007 07:41 GMT
#48
yes, you will have 1 hotkey for entire army, so you can always panic retreat if something goes wrong, or for P/Z, useful to make properly synchronized attacks against massed T. With P for instance you could use some other hotkeys for a mine cleaning group, 2 shuttles you want to ht drop with, gates at first main, gates at second main, robo.

I think Z will be plain awesome when the interface allows them to attack decently at late game.

Another cool feature would be to deselect a dragbox, so if you recalled some of your units to an island, for instance, you could easily remove them from the "main army" group.
I know its not THREE-DEE!!
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2007-05-20 07:57:03
May 20 2007 07:43 GMT
#49
Honestly, I don't like the interface limitations in starcraft for the most part. Like it was said, game balance shouldn't be determined by the limitations of the interface. This may take out some of the mechanical aspects of the game, but overall I think it's a good thing.

Any idea if you can rally peons to resources and have them auto-collect?
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 07:46 GMT
#50
On May 20 2007 16:41 EmS.Radagast wrote:
Another cool feature would be to deselect a dragbox, so if you recalled some of your units to an island, for instance, you could easily remove them from the "main army" group.


There have been many times when this would've come in handy, I'm all for it.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Eeeegor
Profile Joined April 2005
Australia809 Posts
May 20 2007 07:50 GMT
#51
I was initially against removing unit selection limits, now I'm not so sure. It would be good on both ends I think - it would let people either mass click their armies, or let you use the mass selection to jump through units for microing (selecting from all the selected units), or for people who still want to micro they can always use smaller groups and do so. And as people have mentioned, if you want to use your abilities you still need to select units individually.
Day9 Made Me Do It
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 07:54:50
May 20 2007 07:52 GMT
#52
Whaaaaaaatever, I'm not gonna repeat my arguments against unlimited unit select, because the main one is that it doesn't feel like starcraft (or even blizzard) at all to me.

However, I will say this:

To all you people saying 'oh imagine if you didn't need APM to build units, and could just click two keys to build, imagine all the potential badass micro the pros could do'.

Well, guess what?

The badass micro the pros do now is impressive because they can do it while macroing IMO. It's like this quote from a rekrul interview

Mynock: Thank you very much -_-. Want your opinion on this: many people (War3 posse mainly) say it's time for SC to type GG - no new strategies coming out, this way excitement about it is gone, etc...
Rekrul: Let�s put it this way: BroodWar is basketball, War3 is that new TV show where they play basketball but with trampolines. That show sucks, and so does the "sport." Sure, almost all the basketball plays have basically been discovered, but people still play it, because execution is the key. There are plenty of ways to execute strategies because of new maps / new discoveries / etc. War3 is just run, jump on trampoline, fly through air, slam dunk. Oh, and all of this in slow motion.

- http://www.teamliquid.net/forum/viewmessage.php?topic_id=7635

Also, for the people saying the public will demand multiple building select.. No?

CnC3 you can select many buildings but if you click build, only 1 of them will build (I'd be cool with this btw, cause setting rally points with 1 click is not something I mind seeing as how it's a pest setting them manually for unkeyed gates).

Also, maybe I'm the only person who enjoy doing 4z5z6z7z8z9z0z? Ever since I heard that's what reach did (looooooong ago) I practiced it -_- Then I practiced rally pointing my gates to the front pvz, reach style.

Meh, I find it fun and I don't see why we should remove a skillset from the game. Won't make anyone beat anyone else easier but it will make amazing micro much less impressive since everyone can multitask, everyone can keep a perfect production up while microing..

There'll be no boxers getting 2000 minerals while microing-_-
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
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 20 2007 07:54 GMT
#53
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 07:57 GMT
#54
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 07:59 GMT
#55
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 08:02:18
May 20 2007 08:01 GMT
#56
On May 20 2007 16:59 mahnini wrote:
Show nested quote +
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.

I don't like it t.t Too 'clutterish', doesn't feel clean.

On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Producing units is a skill-_-

I'd be fine with something like, being able to tab your way through the gateways (like in war3 you can click tab to switch between subgroups of a select group) and producing that way, b ut I HATE the idea of being able to click 2 keys to produce from 50 gateways all across the map.

Where's the multitasking in that?
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
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 08:02 GMT
#57
On May 20 2007 17:01 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 16:59 mahnini wrote:
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.

I don't like it t.t Too 'clutterish', doesn't feel clean.


I think that may be a form of OCD you've got there.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 08:02 GMT
#58
Lol

It just reminds me of Dawn of War.
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
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 08:05 GMT
#59
On May 20 2007 17:01 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 16:59 mahnini wrote:
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.

I don't like it t.t Too 'clutterish', doesn't feel clean.

Show nested quote +
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Producing units is a skill-_-

I'd be fine with something like, being able to tab your way through the gateways (like in war3 you can click tab to switch between subgroups of a select group) and producing that way, b ut I HATE the idea of being able to click 2 keys to produce from 50 gateways all across the map.

Where's the multitasking in that?


The idea is that you shouldn't be forced to micro mundane tasks. It's kinda like if you removed the auto attack from all units, arguably it would make the game more skillfull since you would have to micro every single unit for them to fight at all.

I think all basic things in the game should be made as streamlined and easy to use as possible so players can focus on proper skills like effective use of cliffs (seems to be one of the main gameplay elements of SC2) and ambushes.
XG3
Profile Joined December 2002
United States544 Posts
Last Edited: 2007-05-21 15:07:57
May 20 2007 08:06 GMT
#60
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 08:08 GMT
#61
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
XG3
Profile Joined December 2002
United States544 Posts
May 20 2007 08:10 GMT
#62
On May 20 2007 17:08 mahnini wrote:
Show nested quote +
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.


I should point out that unlimited selection is purely a macro concept. 1a2a3a is micro.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 08:13 GMT
#63
On May 20 2007 17:10 XG3 wrote:
Show nested quote +
On May 20 2007 17:08 mahnini wrote:
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.


I should point out that unlimited selection is purely a macro concept. 1a2a3a is micro.

?
I thought the unlimited selection applied to units only. I only brought up the concept of limiting building hotkeys because it seems everyone looks at it in only two ways: all buildings to one hotkey or one building per hotkey.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 08:14 GMT
#64
On May 20 2007 17:13 mahnini wrote:
Show nested quote +
On May 20 2007 17:10 XG3 wrote:
On May 20 2007 17:08 mahnini wrote:
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.


I should point out that unlimited selection is purely a macro concept. 1a2a3a is micro.

?
I thought the unlimited selection applied to units only. I only brought up the concept of limiting building hotkeys because it seems everyone looks at it in only two ways: all buildings to one hotkey or one building per hotkey.


I believe he's trying to say that unlimited selection will mostly be used to move huge armies around the map.
XG3
Profile Joined December 2002
United States544 Posts
May 20 2007 08:16 GMT
#65
On May 20 2007 17:13 mahnini wrote:
Show nested quote +
On May 20 2007 17:10 XG3 wrote:
On May 20 2007 17:08 mahnini wrote:
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.


I should point out that unlimited selection is purely a macro concept. 1a2a3a is micro.

?
I thought the unlimited selection applied to units only. I only brought up the concept of limiting building hotkeys because it seems everyone looks at it in only two ways: all buildings to one hotkey or one building per hotkey.


Ok I'm confused...what are we talking about? Do we know what the SC2 building mechanics will be yet?
Tal
Profile Blog Joined May 2004
United Kingdom1015 Posts
May 20 2007 08:16 GMT
#66
Being a slow player who suffers from some rsi (I also play guitar/do a lot of work on the computer), I'm definitely behind the interface becoming as streamlined as possible. I just prefer winning games through more intelligent strategies and plays rather than my ability to multi-task mundane jobs.

I know this isn't the general feeling of the TL community, as you like the skill of doing these things (shown by progamers especially). But even looking at it from your point of view, I think it will be an improvement. All of these new teleporting/burrowing units have the potential to cause continuous harassment- so a player with good apm/multi-tasking could probably keep their opponent under constant pressure in several areas- even more so then if they had the SC1 macro/interface requirements. And as others have said, to macro/micro at the top level, you won't want to do select all. Of course it does make it easier to just send 100's of zealots/lings at your opponent, but fast players can do that in SC anyway, and it hasn't proved imbalancing as far as I can see.

Also, looking at the maps it seems difficul to just throw 100 zerglings at someone- there are cliffs and terrain everywhere....it seems like air/jump pack units will become way more important.
It is what you read when you don't have to that determines what you will be when you can't help it.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 08:17 GMT
#67
On May 20 2007 17:08 mahnini wrote:
Show nested quote +
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.


I don't think the ability to select more then one building at a time is what made WC3 a micro game, in most WC3 games you won't see players build more then one or two unit production buildings in the first place so the limitation would be meaningless.

What made WC3 a micro game is that the game focused heavily on heroes and creeping. Also the fact that any loss unit would be a massive resource loss didn't help. Any skirmish between two forces in WC3 was about who could cause the largest economical losses on the other force as possible, since both forces earned about as much gold (send 5 peons into the gold mine and you're set for the game) unless they expanded (which was costly and therefor dangerous to pull off).

Also almost every unit in WC3 had some kind of special ability activated with hotkeys, often several. While some of them were on autocast most wern't. Effective use of dispell for example often was the difference between clear victory and humilating defeat.


In SC2 I think economy will play a much larger role then in WC3 since minerals are alot more abundant then gold mines and more complex to gather then "send 5 workers and be done with it". The macro in the game should focus more on economy managemement and base design then tabbing between buildings.

I don't see how the UI limitations make the game any more strategic then it would otherwise be.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 08:30 GMT
#68
On May 20 2007 17:17 Zironic wrote:
Show nested quote +
On May 20 2007 17:08 mahnini wrote:
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Like mentioned before SC2 should be like BW: 50% micro 50% macro.

What you are describing is basically WC3, strong focus on micro not so much on macro, not saying that's a bad thing, but that is definitely not SC.

Also, how is being able to effectively use units different from being able to produce them? You still need physical speed, accuracy, hand-eye coordination, etc. Maybe for the sake of compromise, we would limit the amount of buildings you are able to hotkey to like 2 or 3, still I'd rather much keep it the way it is, a real time strategy game.


In SC2 I think economy will play a much larger role then in WC3 since minerals are alot more abundant then gold mines and more complex to gather then "send 5 workers and be done with it". The macro in the game should focus more on economy managemement and base design then tabbing between buildings.

I don't see how the UI limitations make the game any more strategic then it would otherwise be.

I think the reason that many players desire a 50/50 split between micro and unit production is because it requires multi-tasking which is a very important aspect in a RTS. Further, it adds a sense of urgency that at any moment your macro could fall behind your opponents, rather than giving a simple two stroke ability to build units. Speed, multitasking, and manual dexterity has become an integral part of the game, you can't simply phase it out because it takes "too much time" to get used to it.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 08:39:29
May 20 2007 08:33 GMT
#69
It doesn't make it more strategic, it just makes it less challenging.

Fine, select 200 units at once, this barely bothers me, I think I can get used to it EASILY.

Selecting 50 gateways and pressing z...

Thanks for removing half the game.. I'm exaggerating of course, but it's a skill I enjoy

That certain part of the game where you have to micro AND macro AND expand all at once, it's so hectic everything is happening now now now now now.

I dont want this to disappear because I can click 2 keys and I dont have to produce anymore-.-

Late game it's much larger scale, so you just do your production in HUGE waves (ie you go over an area of 30 gates and queue a zealot per gate or something) OR much smaller so you don't need it. Meh.

I'm gonna either wait until I see a first person vod of a good player playing with all this stuff or until I try the game myself before I make a final decision as to wether it will ruin the game or not.

But yeah, mass unit select - ok, you've convinced me it wont be so bad.
Mass building select - that's gonna take some time to convince me if ever. I think I need proof of it not seriously detracting from the game.
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
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 08:40 GMT
#70
I think the macro should shift focus more on base building and expansion then unit construction, isn't the selecting 50 gateways one by one really just a relic from a time when they couldn't program the game to build from more then one at once?

From what I've seen it seems like Blizzard have decided they want alot larger battles in SC2 then what was seen in SC1. In the gameplay discussion (or was it artstyle) they've mentioned the game supporting up to 300 units at once on the screen (this might mean that you can have more in total) Do you really want to manually build 300 marines with a minimum of 2 clicks for each? That would be 3 minutes of pure clicking with an apm of 100 and would probably shift the focus to 90% macro and 10% micro.
Ghin
Profile Blog Joined January 2005
United States2391 Posts
May 20 2007 08:41 GMT
#71
personally, i think pressing 50 gateways individually is quite annoying. for less than 8 gates its really only saving a second or two.
Legalize drugs and murder.
Zironic
Profile Joined May 2007
Sweden341 Posts
Last Edited: 2007-05-20 08:44:16
May 20 2007 08:43 GMT
#72
On May 20 2007 17:41 Ghin wrote:
personally, i think pressing 50 gateways individually is quite annoying. for less than 8 gates its really only saving a second or two.


But the skill, pressing 1z2z3z is obviously the height of human inguinity and cleverness.

(Note that this is a joke)
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 08:47 GMT
#73
At least have a limit.. No fun if you can build from every single gateway you own at once =[
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
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 20 2007 08:50 GMT
#74
It's not like by adding the ability to select many units at the same time you no longer can do the individual selecting you so enjoy doing. I know it sucks that you spent so much time practicing to get up to your 200 APM or whatever, and now you THINK SC2 will let people get by with less. But I really don't think that's the case. Instead of spending more actions on menial tasks like 1a2a3a4a5a6a or whatever, it can be spent on microing the units better, etc. Someone with 200 APM on SC1 will still be able to make use of it in SC2 (although it'll take a while to rebuild up your APM since its a new game and all).

I really think the majority of complainers here have a problem with the fact that they've been practicing building up their speed for many years and now some of the stuff they've built up speed on MIGHT be simplified in the final version. It's similar to WC2 players complaining about the easiness of selecting multiple units in SC or WC3. But no one cares about the WC2 players, right?
Undefeated TL Tecmo Super Bowl League Champion
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 08:50 GMT
#75
On May 20 2007 17:47 FrozenArbiter wrote:
At least have a limit.. No fun if you can build from every single gateway you own at once =[


I think what is fun varies alot from person to person, finding a good arbitiary limit might be really hard especially since the races build things so differently. Would you then need different limits based on the different races (considering that protoss generally need alot less units then zerg)?

I think the best long term solution is to not impose any arbitiary limits and balance micro vs macro some other way that isn't imposed by the UI.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2007-05-20 08:58:19
May 20 2007 08:57 GMT
#76
On May 20 2007 17:50 EscPlan9 wrote:
It's not like by adding the ability to select many units at the same time you no longer can do the individual selecting you so enjoy doing. I know it sucks that you spent so much time practicing to get up to your 200 APM or whatever, and now you THINK SC2 will let people get by with less. But I really don't think that's the case. Instead of spending more actions on menial tasks like 1a2a3a4a5a6a or whatever, it can be spent on microing the units better, etc. Someone with 200 APM on SC1 will still be able to make use of it in SC2 (although it'll take a while to rebuild up your APM since its a new game and all).

I really think the majority of complainers here have a problem with the fact that they've been practicing building up their speed for many years and now some of the stuff they've built up speed on MIGHT be simplified in the final version. It's similar to WC2 players complaining about the easiness of selecting multiple units in SC or WC3. But no one cares about the WC2 players, right?

I actually only have 110 or so apm 120 on a good day. The more I think about it the less I hate unlimited control groups, it'll allow newer players easily control units but not with the same expertise and skill of better players. I would also not mind multiple building hotkeys, so long as it is limited to a low number. So as not to take the need to effectively multitask away from the game. Another option to improve macro without UI blocks is lower hp or raising attack damage but doing so too much would eliminate the need for micro because by the time you micro one unit the rest will be dead and in that case it would be better to just macro.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
YoUr_KiLLeR
Profile Blog Joined September 2004
United States3420 Posts
May 20 2007 09:13 GMT
#77
On May 20 2007 15:26 GrandInquisitor wrote:
unit selection cap is the worst thing to be complaining about, honestly

blizzard isn't just catering to the whim of players that want to make this game as hard as possible on the player with stupid interface limitations. they also have to cater to the casual player, who will quite correctly be pretty pissed if a 2008 game still has a 1998 unit selection cap.

sure, it brings *something* to competitive play, but really, is it that big a difference? does it really matter that much? could you beat bisu zvp if you had unlimited unit selection cap?

no you would not be able to beat bisu zvp. just because having unlimited unit selection doesn't close a gap that large doesnt mean that it doesnt close any gaps at all. all of these interface limitations add to the depth of the game. it makes the game harder, it varies skill more. theres no way you can argue that it doesnt take away skill to be able to move your entire army with one click of the mouse.

i dont know...i think it'll make sc less spectacular as a spectator game if all of these interface limitations were gone. i know the first time i watched pros, what impressed me most was their speed. their ability to be everywhere at once on the map, manually building from every production building, handling their huge armies with ease. with these limitations gone, these things just aren't as impressive anymore. a casual gamer watching wont be impressed. they won't understand everything going on, the strategy, builds, timing, etc. but what a casual gamer can easily comprehend is the speed that someone is playing at. i dont think it'll kill the game, but it'd be less fun to watch and some of the skill depth would be gone.
what the fuck do you have to say for yourself now you protoss jackass can you retaliate in any way
Zironic
Profile Joined May 2007
Sweden341 Posts
Last Edited: 2007-05-20 09:19:08
May 20 2007 09:16 GMT
#78
Arguably they could add a mod to starcraft 2 that we can just call Starcraft 3D that would be old plain starcraft with prettier gfx and then we we nooblets could have Starcraft 2 for ourselves

I think we'll find alot of other things to be impressed about when it comes to SC2 pros then unit building. If you look at the new units unveiled it seems like they're making unit movement and positioning extremly important.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 09:22:07
May 20 2007 09:19 GMT
#79
On May 20 2007 17:50 EscPlan9 wrote:
It's not like by adding the ability to select many units at the same time you no longer can do the individual selecting you so enjoy doing. I know it sucks that you spent so much time practicing to get up to your 200 APM or whatever, and now you THINK SC2 will let people get by with less. But I really don't think that's the case. Instead of spending more actions on menial tasks like 1a2a3a4a5a6a or whatever, it can be spent on microing the units better, etc. Someone with 200 APM on SC1 will still be able to make use of it in SC2 (although it'll take a while to rebuild up your APM since its a new game and all).

I really think the majority of complainers here have a problem with the fact that they've been practicing building up their speed for many years and now some of the stuff they've built up speed on MIGHT be simplified in the final version. It's similar to WC2 players complaining about the easiness of selecting multiple units in SC or WC3. But no one cares about the WC2 players, right?

I know this is partially true ^^

But I still think I have at least a somewhat rational reason for not wanting to have unlimited BUILDING selection. I'm sure if I see it implemented and it works fine I'd change my mind tho, just think it might be bad.

And also as your_killer said, I was one of those players who when I first saw progamer vods was super impressed with how fast the players were so I guess I'm hoping this wll remain in SC2.

And I'll miss the stages of the game where you are hectically trying to micro and macro at the same time, but yeah, we'll see what happens.
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
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
May 20 2007 09:19 GMT
#80
It helps develop big money communities, but also narrows the chance of people going to low money communities. At least thats what i feel it would happen if the game becomes slo (not in terms of speed, but in terms of what you need to do in the game).

What i like in bw is that i always have something more to do in a game. Even if im just scouting, i can drone harras, produce go back, build, make a drop etc. With this little things dissapearing i think imma end up watching fights after pressing 1a2a.
Moderator<:3-/-<
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 09:22 GMT
#81
On May 20 2007 18:19 IntoTheWow wrote:
It helps develop big money communities, but also narrows the chance of people going to low money communities. At least thats what i feel it would happen if the game becomes slo (not in terms of speed, but in terms of what you need to do in the game).

What i like in bw is that i always have something more to do in a game. Even if im just scouting, i can drone harras, produce go back, build, make a drop etc. With this little things dissapearing i think imma end up watching fights after pressing 1a2a.


I think you'll find yourself spending alot of time trying to exploit the cliffs to your advantage rather then just watching your units fight. I wonder when they'll start releasing proper gameplay videos showing the inhouse pros duking it out against eachother.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 09:23 GMT
#82
On May 20 2007 18:22 Zironic wrote:
Show nested quote +
On May 20 2007 18:19 IntoTheWow wrote:
It helps develop big money communities, but also narrows the chance of people going to low money communities. At least thats what i feel it would happen if the game becomes slo (not in terms of speed, but in terms of what you need to do in the game).

What i like in bw is that i always have something more to do in a game. Even if im just scouting, i can drone harras, produce go back, build, make a drop etc. With this little things dissapearing i think imma end up watching fights after pressing 1a2a.


I think you'll find yourself spending alot of time trying to exploit the cliffs to your advantage rather then just watching your units fight. I wonder when they'll start releasing proper gameplay videos showing the inhouse pros duking it out against eachother.

You can exploit those while macroing :D!!

I'm just worried it will feel slow compared to SC really.
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
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
May 20 2007 09:33 GMT
#83
On May 20 2007 18:22 Zironic wrote:
Show nested quote +
On May 20 2007 18:19 IntoTheWow wrote:
It helps develop big money communities, but also narrows the chance of people going to low money communities. At least thats what i feel it would happen if the game becomes slo (not in terms of speed, but in terms of what you need to do in the game).

What i like in bw is that i always have something more to do in a game. Even if im just scouting, i can drone harras, produce go back, build, make a drop etc. With this little things dissapearing i think imma end up watching fights after pressing 1a2a.


I think you'll find yourself spending alot of time trying to exploit the cliffs to your advantage rather then just watching your units fight. I wonder when they'll start releasing proper gameplay videos showing the inhouse pros duking it out against eachother.


Well easy macro kills the prupose of distracting your enemy to gain macro advantage. Since i can just click 3r4v (making up hotkeys here) while still watching my units. If i wanted to do this in starcraft1 i would have hotkeys left for my units. As always im just speculating. Maybe when they release the final game they make up to this things with other things regarding macro and micro

I trust Blizzard.
Moderator<:3-/-<
Fen
Profile Blog Joined June 2006
Australia1848 Posts
May 20 2007 09:39 GMT
#84
When you play an RTS game you should Always have somehing that needs doing. If you can take your hands of the keyboard and mouse for more than a couple of seconds without falling behind then the game is gonna be a really crappy competative game.

If you can select you entire amry in 1 button and tell them to attack move on the enemy, then click 3 more buttons have have every single one of your production buildings creating more units wheres the skill in that? I know everyones gonna say 'wahh you need to be microing your men, not just attack moving' However in a lot of situations, attack move is gonna be fine and ppl are gonna be spending more time watching the battles than participatin in them. Skill will become more about exploiting maps and race balance than actual RTS abilities.

As for selecting buildings however, I know that having to click 20 gateways individually is just not feesable in this day and age. Casual gamers would have a fit. So you should be able to select em all, but to build stuff from em youd have to tab through. tab z tab z tab z etc.
nuclear_scarab
Profile Joined April 2007
United States43 Posts
May 20 2007 09:39 GMT
#85
I personally am a micro man, I'm better at it and I find it more fun that macro, but macro, including unit building is important, in distracting, as mentioned previously and many other things. Also there are many macro players who like RTS games but cannot micro well. Just because macro isn't as fun doesn't mean its not a valid way to play the game.
There are lesser than a thousand enamies outside your base.- 6 year old SC player
davidgurt
Profile Joined September 2006
United States1355 Posts
Last Edited: 2007-05-20 09:44:10
May 20 2007 09:43 GMT
#86
This reminds me of playing with hacks. Imagine having 10 hatcheries, clicking one larva and selecting all of them, hitting z to build 60 lings, then sending all 60 lings at once. Baffling.
There's crashing?
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
May 20 2007 10:01 GMT
#87
If there is no limit, thats totally messed up, it makes soooo many things so much easier.

All you have to do is line up your units nicely and attack-move for a perfect flank, especially with zerg, its way too easy. Even pros will only use 11-12 mutas to harrass when they have more than that.
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 20 2007 10:31 GMT
#88
I don't understand why the gameplay has to be complicated just because it requires higher APM, like that's a good thing in and of itself.
Undefeated TL Tecmo Super Bowl League Champion
Raidern
Profile Joined February 2005
Brazil3811 Posts
May 20 2007 10:47 GMT
#89
as I said before, I don't care about that no limit. I think that's actually very helpful. And above all that, if you want to win games, you CAN'T just select all and attack, unless the game is already over anyway!
For the Swarm!
Aileon
Profile Joined June 2006
United States299 Posts
May 20 2007 10:50 GMT
#90
I kind of agree with the unlimited.

It lets you use your hotkeys for unit producing structures, not waste them all on your team.
Everyones Favorite Hick. aka Xeroth
Tarte
Profile Joined October 2006
Canada933 Posts
May 20 2007 11:00 GMT
#91
This is another reason why Sc2 will most likely suck ass.
L O V E Y O U
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
May 20 2007 11:13 GMT
#92
I don't think the spam build will be used a lot early in the game. You still have to make unit selection for your army. Spam builds more likely benefits BGH games. I think with the focus more on micro and given the new units, there most likely be more fights on the frontline with little fights/harasses at the edges of base(esp worker line) happening at the same time.
"Eyes in the sky."
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 20 2007 11:18 GMT
#93
I think everybody needs to be emphasizing this in order for it to become reality, but I feel they should allow players to customize their hotkeys like in counterstrike. There are potential "scripting" problems with this, but yeah... it'll be a positive feature.
red.venom
Profile Joined October 2002
United States4651 Posts
May 20 2007 11:21 GMT
#94
I dont mind no selection cap at all. Ive always known it was pretty stupid, but not some of the thoughts behind it. Like keying different units to different keys for quick recall, this lets you effectively set up movement for units that have different move speeds. I mean most high level Zergs now just control most of their army with almost no hotkeys, its literally uneffective to key your weaker/more plentiful units and have them die and then have to do it again. Quicker to just set them up on the map and macro control them as best you can.

But the real reason why I find this worry to be unfounded is that we have no idea what the aim of SC2 will be at all. It could very easily be less about massing like the first, especially given the 3D nature of the game. I mean aside from the 50 ling stuff I havent seen anything that really shows that the game is about big bases and huge armies. Each of those lings could be 1-2 supply, who knows.

WC3 had the swiss army knife style for all units, everything had a secondary mode or a plethora of spells or upgrades. I wouldnt really love if SC2 is like that, but most of the new units seem to have some amount of stuff in that vein. It could very easily be a lot more small scale than some of you are envisioning.
Broom
OverTheUnder
Profile Blog Joined November 2004
United States2929 Posts
May 20 2007 11:27 GMT
#95
On May 20 2007 18:22 Zironic wrote:
Show nested quote +
On May 20 2007 18:19 IntoTheWow wrote:
It helps develop big money communities, but also narrows the chance of people going to low money communities. At least thats what i feel it would happen if the game becomes slo (not in terms of speed, but in terms of what you need to do in the game).

What i like in bw is that i always have something more to do in a game. Even if im just scouting, i can drone harras, produce go back, build, make a drop etc. With this little things dissapearing i think imma end up watching fights after pressing 1a2a.


I think you'll find yourself spending alot of time trying to exploit the cliffs to your advantage rather then just watching your units fight. I wonder when they'll start releasing proper gameplay videos showing the inhouse pros duking it out against eachother.


The problem with what your are saying is that these "limitations" are a *big* reason why sc is way more popular then any other rts competetively. It is because it is hard and takes speed. Part of the strategy is the fact that the player has to make the decision...."Will it be more effective for me to go back to my base and produce guys, or would I do more damage by micro managing the armies, OR a balance between the two?" And they have to decide all of this in a split second. The kind of game you are talking about leads to controlling your army 90% of the time which would be very similar to War3.

It is pretty boring watching both players micro very well while knowing that neither are suffering the slightest macro advantage while doing it. The other issue is....if there is enough micro to keep people playing at a high pace despite macro being more automated.....seeing too many abilities go off at once really clutters up the screen and makes it very hard to follow for observers.

If blizzard really wants to keep starcraft a popular and competitive game, they should realize what has made it so popular in the first place are the very UI limitations that casual gamers wants to get rid of.

:o
Honor would be taking it up the ass and curing all diseases, damn how stupid can people get. -baal http://puertoricanbw.ytmnd.com/
OverTheUnder
Profile Blog Joined November 2004
United States2929 Posts
May 20 2007 11:32 GMT
#96
On May 20 2007 20:21 red.venom wrote:
I dont mind no selection cap at all. Ive always known it was pretty stupid, but not some of the thoughts behind it. Like keying different units to different keys for quick recall, this lets you effectively set up movement for units that have different move speeds. I mean most high level Zergs now just control most of their army with almost no hotkeys, its literally uneffective to key your weaker/more plentiful units and have them die and then have to do it again. Quicker to just set them up on the map and macro control them as best you can.

But the real reason why I find this worry to be unfounded is that we have no idea what the aim of SC2 will be at all. It could very easily be less about massing like the first, especially given the 3D nature of the game. I mean aside from the 50 ling stuff I havent seen anything that really shows that the game is about big bases and huge armies. Each of those lings could be 1-2 supply, who knows.

WC3 had the swiss army knife style for all units, everything had a secondary mode or a plethora of spells or upgrades. I wouldnt really love if SC2 is like that, but most of the new units seem to have some amount of stuff in that vein. It could very easily be a lot more small scale than some of you are envisioning.



yea, and thats something i am kind of worried about. As I mentioned above, too many abilities going off at once combined with the fact that people won't have to spend as much time microing is REALLY bad for people observing the game. Plus, when you get into smaller unit counts, splitting your army is rarely seen;x


I actually thought war3 was by far the 2nd best RTS out there....but I am just critical of it when comparing it to SC. I think many of the things I mentioned are reasons why War3 never gained as much popularity in the competitive e-sports community.

It does seem to me that Blizzard is making an honest effort to keep SC2 competitive though, which is more then we could ever ask for:D


<3
Honor would be taking it up the ass and curing all diseases, damn how stupid can people get. -baal http://puertoricanbw.ytmnd.com/
DeCoup
Profile Joined September 2006
Australia1933 Posts
May 20 2007 12:40 GMT
#97
You can quite clearly see the selection window in the video. In the video the largest selection made was 16 units (2 rows of 8 on the hud).

It looks to me like their MAY be enough room on the hud for 1 more row of 8.. but based on the centering of the unit frames i suspect that 16 is the limit. if its not then 24 is definetly the limit.
__________
[][][][][][][][]
[][][][][][][][] <- when he selects the units ingame you see the display like this. 2x 8 units
----------------- <- it 'almost' looks like their is room for 1 more row (24 units in total) but i doubt it.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
DeCoup
Profile Joined September 2006
Australia1933 Posts
May 20 2007 13:28 GMT
#98
Actually... I change my mind. 24 units for sure.
Check this video at time index 7:25
http://video.google.com/videoplay?docid=-6287387257388853221

16 units are selected, but there is room for 1 more row. Notice how even the shape of the hud has a few pixels delete to allow the 3rd row to fix snugly in the frame?

24 units for sure. :D
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
gEzUS
Profile Blog Joined May 2007
Canada371 Posts
May 20 2007 13:46 GMT
#99
Its still not done the HUD didnt look fininished.
but its probably not gonna change much, just newbs will have an easier time grouping their men.
but to be able to properly control your men youll still need to split them up into groups
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 14:10 GMT
#100
Also keep in mind that any UI limitation will really harm the UMS games which I think is atleast 50% of Starcrafts popularity.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
May 20 2007 14:18 GMT
#101
I would rather have a limit but I guess it is ok.
I think unit queing will be alot wasier though.
Usually when I play terran I hotkey 1-5 to units and 8-0 to scans so 6&7 rax.
Now that 1 hotkey can be used for all units, i can set rax to 2-7. i think that is kinda borin but whatever.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 14:24 GMT
#102
Like, you people make it sound like Starcraft is only about hotkeying stuff 1-0 o.O. I thought there were supposed to be more to the game then that.
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
Last Edited: 2007-05-20 15:26:22
May 20 2007 15:25 GMT
#103
Seriously unlimited selection is overrated. Only thing it gets you is a DAMN large line of single file units and wel all know how that works.

Wanna control your units? Better still make proper groups for a flank, except having groups 456 south 789 north 123 east to flank/surround west you now just got a bigger group of just 1 there 2 there and 3 there. Seriously I can't be bothered by this.

What I REALLY dont hope they fix is being able to select a gazillion units of different types and still be able to cast spells, or too many spells on autocast. That is the easy thing I dread. The possibility for pro control better still be in there somewhere. And spellcasting is the place to save it all imho considering micro and other things. Autocast kills skill. But then again, some spells would NEED autocast to be usefull at all like heal which youd never be able to micro. So just dont introduce spells which require it to be effective. T_T
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.
nagash
Profile Joined May 2007
Australia58 Posts
May 20 2007 15:29 GMT
#104
Zealot charge should be manually controlled I reckon. Automatic seems kinda silly.

Could either have it on a cooldown, or more like stim, or something.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 15:30 GMT
#105
Somethings should really be on autocasts.

Examples:
Normal attack (You maybe havn't noticed but standard attack really is just a spell on autocast game mechanics wise)
Heal
Standardised buffs (I don't think SC2 will have any though, doesn't make sense in Sci-fi)

I think Blizzard is also adding alot of semi passive abilities. Like the Zealot charge activates automaticly and I also think that it looks like the Reapers jump ability is automatic if you tell them to go somewhere above or below them. Generally I think skill should be about deciding what to do, not clicking 5 times per second.
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
May 20 2007 15:30 GMT
#106
On May 21 2007 00:29 nagash wrote:
Zealot charge should be manually controlled I reckon. Automatic seems kinda silly.

Could either have it on a cooldown, or more like stim, or something.

Cooldown is fine tbh, and it's prolly an upgrade so im fine either way. If its automatic Im curious to what the rest gets in return since it's a nightmare to micro against that tier 1 vs tier 1.
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.
TeRRan`UseR
Profile Joined December 2004
Canada692 Posts
Last Edited: 2007-05-20 15:32:43
May 20 2007 15:32 GMT
#107
I'm pretty confident that the unit selection cap shall be 24; just look at this picutre. He can only have a maximum of 8 units per row, and there's enough room on the screen for 3 rows:

[image loading]


The only way I can see this being different is if it's like Age of Empires where the portraits just get smaller the more units you select; but I doubt this. Blizzard is too smart to put an unlimited selection cap IMO.
AKAs FreeloSS @USwest Freel0ss @Europe
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
May 20 2007 15:35 GMT
#108
On May 21 2007 00:32 TeRRan`UseR wrote:
I'm pretty confident that the unit selection cap shall be 24; just look at this picutre. He can only have a maximum of 8 units per row, and there's enough room on the screen for 3 rows:

[image loading]


The only way I can see this being different is if it's like Age of Empires where the portraits just get smaller the more units you select; but I doubt this. Blizzard is too smart to put an unlimited selection cap IMO.

I think unlimited cap was mentioned in some interview so dunno but 24 looks fine. And as long as unlimited selection doesn't allow for spellcast options while selected with other units as well i'm cool with it.

Gratz on your 200 psi (if that will remain the same) single file shizzle into my grinder.
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.
nagash
Profile Joined May 2007
Australia58 Posts
May 20 2007 15:35 GMT
#109
Or, it could just become a single portrait for each unit type, with a number indicating how many.
Zironic
Profile Joined May 2007
Sweden341 Posts
Last Edited: 2007-05-20 15:37:50
May 20 2007 15:36 GMT
#110
Just from that pic it seems like there is room for another 4 units each row for a total of 3x12=36. I think that it will eventually either shrink it to tiny pictures or make one large picture with a number next to it.

You can't really say that Blizzard are too smart to put in unlimited selection since they've already given official word that they are going to make it unlimited.

They will most probably (As many of you seem to fear) add in the subgroups from Wacraft 3 meaning that you will indeed be able to cast spells with many units selected.
TeRRan`UseR
Profile Joined December 2004
Canada692 Posts
May 20 2007 15:37 GMT
#111
Well If I wasn't lazy I'd copy/past some more SS's them selecting multiple units of different types at the same time and only haveing the maximum rows of 8 being filled up on the UI.
AKAs FreeloSS @USwest Freel0ss @Europe
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 15:47 GMT
#112
You would need a screenshot of them selecting 17 units.
gEzUS
Profile Blog Joined May 2007
Canada371 Posts
May 20 2007 15:47 GMT
#113
On May 21 2007 00:30 Nyovne wrote:
Show nested quote +
On May 21 2007 00:29 nagash wrote:
Zealot charge should be manually controlled I reckon. Automatic seems kinda silly.

Could either have it on a cooldown, or more like stim, or something.

Cooldown is fine tbh, and it's prolly an upgrade so im fine either way. If its automatic Im curious to what the rest gets in return since it's a nightmare to micro against that tier 1 vs tier 1.


Maybe that new Rush replaces the Speed upgrade
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
May 20 2007 16:00 GMT
#114
On May 21 2007 00:47 gEzUS wrote:
Show nested quote +
On May 21 2007 00:30 Nyovne wrote:
On May 21 2007 00:29 nagash wrote:
Zealot charge should be manually controlled I reckon. Automatic seems kinda silly.

Could either have it on a cooldown, or more like stim, or something.

Cooldown is fine tbh, and it's prolly an upgrade so im fine either way. If its automatic Im curious to what the rest gets in return since it's a nightmare to micro against that tier 1 vs tier 1.


Maybe that new Rush replaces the Speed upgrade

Thats what I thought ^^.
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.
red.venom
Profile Joined October 2002
United States4651 Posts
May 20 2007 17:15 GMT
#115
On May 20 2007 22:28 DeCoup wrote:
Actually... I change my mind. 24 units for sure.
Check this video at time index 7:25
http://video.google.com/videoplay?docid=-6287387257388853221

16 units are selected, but there is room for 1 more row. Notice how even the shape of the hud has a few pixels delete to allow the 3rd row to fix snugly in the frame?

24 units for sure. :D


On May 21 2007 00:32 TeRRan`UseR wrote:
I'm pretty confident that the unit selection cap shall be 24; just look at this picutre. He can only have a maximum of 8 units per row, and there's enough room on the screen for 3 rows:

[image loading]


The only way I can see this being different is if it's like Age of Empires where the portraits just get smaller the more units you select; but I doubt this. Blizzard is too smart to put an unlimited selection cap IMO.


It is confirmed there is no unit selection cap. This thread isnt about theorizing.
Broom
HeadBangaa
Profile Blog Joined July 2004
United States6512 Posts
May 20 2007 17:21 GMT
#116
A good game designer wants to eliminate interface-issues.

But interface-obstacles are part of Starcraft's charm, and a mastery of controls distinguishes player skill very greatly, in a good, respectable way.
People who fail to distinguish Socratic Method from malicious trolling are sadly stupid and not worth a response.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 17:23 GMT
#117
On May 21 2007 02:21 HeadBangaa wrote:
A good game designer wants to eliminate interface-issues.

But interface-obstacles are part of Starcraft's charm, and a mastery of controls distinguishes player skill very greatly, in a good, respectable way.


I think it all comes down to a disagreement about if Unit and Building selection is what skill should be about. I think Starcraft 2 is trying to remove interface issues and implementing more advanced unit tactics in their place.
EmS.Radagast
Profile Joined November 2004
Israel280 Posts
May 20 2007 17:42 GMT
#118
Anyway I noticed a common misconception here that multiselect is responsible for WC3's complete lack of macro. This is not true -- by far the worst macro killer in WC3 is the UPKEEP feature. For those not in the know, here's how it worked:

If your pop was below 40, you mined gold at 100% efficiency
If your pop was between 40 and 70, you mined gold at 70% efficiency
If your pop was between 70 and 90, you mined gold at 40% efficiency

This means fexp to mass unit strategies sucked because they would make you lose gold in the long run, and provide the enemy with countless weak lower tech units to kill for experience. Any attempt to outmacro your opponent was severely punished, and the game became about having the strongest possible 40 pop army going around killing creeps. All that has NOTHING WHATSOEVER to do with the building selection interface.
WC3 is about trying to do anything in your power to increase your heros xp and deny xp and items to enemy heros, the units themselves are part of that. Thus, you get the boring one-army-walking-around-killing-creeps 80-90% of the time, which sucks for spectators. That's what I think the biggest problems of WC3 are. I don't know why SC players attribute it to the improved interface, of all things...
I know its not THREE-DEE!!
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 17:45 GMT
#119
On May 21 2007 02:42 EmS.Radagast wrote:
Anyway I noticed a common misconception here that multiselect is responsible for WC3's complete lack of macro. This is not true -- by far the worst macro killer in WC3 is the UPKEEP feature. For those not in the know, here's how it worked:

If your pop was below 40, you mined gold at 100% efficiency
If your pop was between 40 and 70, you mined gold at 70% efficiency
If your pop was between 70 and 90, you mined gold at 40% efficiency

This means fexp to mass unit strategies sucked because they would make you lose gold in the long run, and provide the enemy with countless weak lower tech units to kill for experience. Any attempt to outmacro your opponent was severely punished, and the game became about having the strongest possible 40 pop army going around killing creeps. All that has NOTHING WHATSOEVER to do with the building selection interface.
WC3 is about trying to do anything in your power to increase your heros xp and deny xp and items to enemy heros, the units themselves are part of that. Thus, you get the boring one-army-walking-around-killing-creeps 80-90% of the time, which sucks for spectators. That's what I think the biggest problems of WC3 are. I don't know why SC players attribute it to the improved interface, of all things...


I agree, the upkeep feature in WC3 sucked soo much that I think my mind managed to forget about it.
OverTheUnder
Profile Blog Joined November 2004
United States2929 Posts
May 20 2007 17:45 GMT
#120
On May 21 2007 00:30 Zironic wrote:
Somethings should really be on autocasts.

Examples:
Normal attack (You maybe havn\'t noticed but standard attack really is just a spell on autocast game mechanics wise)
Heal
Standardised buffs (I don\'t think SC2 will have any though, doesn\'t make sense in Sci-fi)

I think Blizzard is also adding alot of semi passive abilities. Like the Zealot charge activates automaticly and I also think that it looks like the Reapers jump ability is automatic if you tell them to go somewhere above or below them. Generally I think skill should be about deciding what to do, not clicking 5 times per second.


hmm i wanna quote something i said in a thread a few months back


\"They just seem to think they are all some brilliant strategists that are only held back cause they can\'t click fast. Well they need to get a clue, most gamers can theory craft just fine, the ones who stand out are the ones who can execute it the best\"

THEY= referring to the people on the relic forums who said things simliar to your own but more extreme.

What I was trying to say is, MOST people who make statements like the one you made above are the same people that aren\'t fast enough to be good or at least not on top. This may not apply to you but it has just been my general experince.

I am not saying that a competitive RTS (sc style anyway) should be all about mindless clicking, but having to constantly go back and make scvs/units (from individual buildings, not all hotkeyed together) and puts scvs on minerals aren\'t simply \"flaws\" in the UI.

First I should point out how *important* macro like that is in a game of sc. 75% of sc games among less skilled players, the one with the better macro (by that I mean noticibly better) will generally win the game. All this constant background action helps set the pace of the game. It requires a gamer to wire his brain so that while playing the game, he has to set a timer in his mind so that he can remember to go back to his base and manage it as fast as possible. It makes victories more decisive and creates a much more noticible skill gap between players. Not many people can click fast and execute well ( the beauty of sc ) while still maintaining a strategic outline in their gameplay. *Alot* of people are good at what you define as \"skill\" when it comes to taking away the speed so players can focus on strategy. It isn\'t nearly as impressive when alot of people can do it on a similar level. There isn\'t nearly as much room for the \"progamers blow good gamers out of the water\" factor. What you will see is progamers that are better than many good players, but not in an OMG sort of way.

To illustrate my point I\'ll use war3, although it is a somewhat extreme example. There is basically
almost not macro in war3. At the same time, this is made up for by having units with higher life-totals, heroes, and most units have at least one if not multiple abilities. This allows fast players to still have an advantage through micro, although the speed required comes in spikes and
doesn\'t last as long. This is fine for the players, but it will cause a much smaller gap in skill throughout all levels of the game. ( besides the few really bad people who just DONT micro;o)

I also believe this is why koreans don\'t dominate as hard when it comes to war3. (this is just a guess) They arguably still have way more reason to practice 24/7 since they are STILL the capital of progaming, and war3 is still pretty big. In starcraft these long hours of practice make koreans stand out pretty far above most foriegners because they get rewarded when it comes to speed and execution. In war3, practicing the game for 10 hours a day wont reward you *as much* (obviously still some) over someone who practices 4 hours a day.


So now I refer you to my quote above. When it comes down to it, taking away the repetitive tasks
of SC will cause the game to get \"too easy.\" The only way to avoid this is to do what they did in war3, but that isn\'t spectator friendly for many reasons......and it definitely isn\'t staying true to bw;p


That being said, I think some changes will make the game interesting, and they might have to make some changes since they are introducing many new units with many new abilities.
Honor would be taking it up the ass and curing all diseases, damn how stupid can people get. -baal http://puertoricanbw.ytmnd.com/
GrkMagas
Profile Joined May 2007
United States48 Posts
May 20 2007 17:50 GMT
#121
I think the special ability thing will be fine. It will open up the game cause ppl will start getting more magic units. I just vs a protoss who had 3 bases to my 7 zerg bases. I'm maxed out, he's at 90 population defending his choke with cannons, and templar. The map was hunters btw, he started bottom middle and I started top middle. Make a long story short, my micro sucks reaaally bad now since I haven't played in over a year, and my units were simply walking to their deaths.

NOW with the new starcraft 2 game, I can EASILY make 10 queens (Due to my superior resource management and MACRO) and then I can send em in, click B 10 times while not having to switch units, and WAMMO - I've just killed 10 TEMPLARS. And don't tell me it's not fair, spawn broodling is 150 mana while Templar storm is 75....


I don't think this will ruin the game at all, you'll simply have to get units to counter them - and by the end of the game, whoever has the best resources will win.

BTw, I did win that game within 23 minutes..

BUT, I will go to most of your POV, if Sc was like that now, what will stop a zerg from literally getting like 20 queens to own while flying around the map. What will stop Terran from going mass ghosts and lock down all 15 carriers.....

Yeah, they better keep it the way it is now. AS for the unit thing, 24 seems to be reasonable. To be able to click on limitless in thought seems to be fair since it's for everyone - perhaps it will play an advantage to someone like me but also takes away from the original game.

The chaos of hotkeying your units, building at all hatcheries at the same time, and still be able to control over 100+ units makes it intense. To be able to just select 160 population, "A" --"LEFT CLICK" will take away I think.

Lol here's a video I thought was Kind of interesting:


It has some guy who's running warcraft 3 on a table via projection, only thing is he can control the units with his hands. NOW, is it real? Or is there someone in the background, with a mouse and keyboard actually doing the movements. I could've sworn I heard some mouseclicks. AND LISTEN to the guy at 1:15:

He can select units using a "Bi-manual" selection technique. ANd it's quite difficult to do with just a mouse...... Watch what he does, and tell me how difficult that is to do with a mouse.

I hate those tech dudes who think they made something special when it's totally useless. MOUSE and keyboard FTW!
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 17:59 GMT
#122
On May 21 2007 02:45 OverTheUnder wrote:
Show nested quote +
On May 21 2007 00:30 Zironic wrote:
Somethings should really be on autocasts.

Examples:
Normal attack (You maybe havn\'t noticed but standard attack really is just a spell on autocast game mechanics wise)
Heal
Standardised buffs (I don\'t think SC2 will have any though, doesn\'t make sense in Sci-fi)

I think Blizzard is also adding alot of semi passive abilities. Like the Zealot charge activates automaticly and I also think that it looks like the Reapers jump ability is automatic if you tell them to go somewhere above or below them. Generally I think skill should be about deciding what to do, not clicking 5 times per second.
+ Show Spoiler +


hmm i wanna quote something i said in a thread a few months back


\"They just seem to think they are all some brilliant strategists that are only held back cause they can\'t click fast. Well they need to get a clue, most gamers can theory craft just fine, the ones who stand out are the ones who can execute it the best\"

THEY= referring to the people on the relic forums who said things simliar to your own but more extreme.

What I was trying to say is, MOST people who make statements like the one you made above are the same people that aren\'t fast enough to be good or at least not on top. This may not apply to you but it has just been my general experince.

I am not saying that a competitive RTS (sc style anyway) should be all about mindless clicking, but having to constantly go back and make scvs/units (from individual buildings, not all hotkeyed together) and puts scvs on minerals aren\'t simply \"flaws\" in the UI.

First I should point out how *important* macro like that is in a game of sc. 75% of sc games among less skilled players, the one with the better macro (by that I mean noticibly better) will generally win the game. All this constant background action helps set the pace of the game. It requires a gamer to wire his brain so that while playing the game, he has to set a timer in his mind so that he can remember to go back to his base and manage it as fast as possible. It makes victories more decisive and creates a much more noticible skill gap between players. Not many people can click fast and execute well ( the beauty of sc ) while still maintaining a strategic outline in their gameplay. *Alot* of people are good at what you define as \"skill\" when it comes to taking away the speed so players can focus on strategy. It isn\'t nearly as impressive when alot of people can do it on a similar level. There isn\'t nearly as much room for the \"progamers blow good gamers out of the water\" factor. What you will see is progamers that are better than many good players, but not in an OMG sort of way.

To illustrate my point I\'ll use war3, although it is a somewhat extreme example. There is basically
almost not macro in war3. At the same time, this is made up for by having units with higher life-totals, heroes, and most units have at least one if not multiple abilities. This allows fast players to still have an advantage through micro, although the speed required comes in spikes and
doesn\'t last as long. This is fine for the players, but it will cause a much smaller gap in skill throughout all levels of the game. ( besides the few really bad people who just DONT micro;o)

I also believe this is why koreans don\'t dominate as hard when it comes to war3. (this is just a guess) They arguably still have way more reason to practice 24/7 since they are STILL the capital of progaming, and war3 is still pretty big. In starcraft these long hours of practice make koreans stand out pretty far above most foriegners because they get rewarded when it comes to speed and execution. In war3, practicing the game for 10 hours a day wont reward you *as much* (obviously still some) over someone who practices 4 hours a day.


So now I refer you to my quote above. When it comes down to it, taking away the repetitive tasks
of SC will cause the game to get \"too easy.\" The only way to avoid this is to do what they did in war3, but that isn\'t spectator friendly for many reasons......and it definitely isn\'t staying true to bw;p


That being said, I think some changes will make the game interesting, and they might have to make some changes since they are introducing many new units with many new abilities.


Used spoiler quotes since your text was so massive xD

I think it's possible to make SC a fast paced game where practise pulls off, I just think that the clicking should be focused on perfoming brilliant moves (I saw a video somewhere where a pro used mutalisks to completly decimate a terran marine army), rather then the mundane task of going through your production buildings to build new units or telling your SCV to gather minerals.

As games have progressed the UI and Unit AI's have been improved and that is I think a good thing. In the begining of RTS units could only do "Hold ground", there wasn't any fancy thing like "attack move" and in some games you could only select one unit at a time. Now when technology has advanced a bit I think it's a good idea by Blizzard to remove a bit of the mundane micro and add more advanced gameplay elements instead. Examples of the new advanced gameplay elements are how Zerg seems to be able to teleport across the map with Nydus Worms and Protoss can teleport around their base with their Pylons and Warp Prisms. Also the way Reapers and Collusos can ignore cliffs and that unseen units that attack are no longer revealed show that Blizzard is trying to make Starcraft into a deeper game then before.

Sure it takes great skill to pull off all the mundane micro currently in Starcraft but I think the game will be better both for casual gamers and the hardcore/proffesional ones if you replace the mundane micro with meaningfull gameplay elements. Many mention that spectators really appreciate the speed which proffesional starcraft players use to macro their base while harrasing their opponents with godlike micro, but don't you think they might appreciate even more if the proffesionals need to spend more time microing production buildings and instead can micro larger and more spread out advancements on the enemy?

Atleast I think that the new gameplay elements that Blizzard are introducing to Starcraft seems to more then well compensate for the reduced APM needed to manage your base properly.
SeBASTa
Profile Joined September 2003
China1147 Posts
May 20 2007 18:09 GMT
#123
I don't have a conclusion about whether this feature is better or not because I don't know how the actual gameplay works
I mean, if the gameplay require players to pay more attention at micro ( by micro i don't mean controlling a small group of troops, but more general, clicking mouse and keyboard in battle field) , then the unit selection cap is a limit to how spectacular a battle could look like, and hence, both players and observers would benefit from removing it. Remember, no matter how many unit you can select, a micro oriented battle would still require you to divide you troops into different groups to perform their functions well. Let's say mmf + tank + vessel pushing, you still need divide them into respective groups to make the marching efficient and less vulnerable to flanking. The difference is you can group all the marines in ONE group instead of two or three ( which makes non sense do you think so )
But if the gameplay is macro oriented, in a sense, more like the current starcraft gameplay style, I think removing this unit selection limit would affect balance.
I think blizzard would make a good balance between macro and micro in order to justify this new feature.

Anyway, this is a progress i think. Because relieving progamers from repeatedly and mechanically clicking would probably make it easy for them to achieve things more creative. (Re-allocating their APM distribution)
En Taro Terran
Zironic
Profile Joined May 2007
Sweden341 Posts
Last Edited: 2007-05-20 18:16:32
May 20 2007 18:15 GMT
#124
If you look at the end battle in the gameplay video I think it demonstrates how big difference there will be between bad and good players when it comes to micro. In the gameplay video both armies basicly just have attack move towards eachother and that is a good demonstration of how the army controlled by a bad to mediocre player might act.

As you see the Warp Rays specifically designed to kill heavy enemies like the Battlecruiser and Siege tank is completly wasting it's time killing off single marines. At the same time the Siege tank is hitting the Immortal that barely takes any damage from it's fire. The Stalkers are just standing still taking punishment when they can blink around to flank the enemy, same with the Reapers. The marines really should be focus fireing on the Immortals so the heavier machinery can take care of the stalkers and the collosus.

Because of this heavy micro needed to effectively use the Starcraft 2 armies I don't think any interface limitations are neccesary.

EDIT: You can find the ending video here
http://media.pc.ign.com/media/850/850126/vids_3.html
DeCoup
Profile Joined September 2006
Australia1933 Posts
May 20 2007 18:16 GMT
#125
On May 21 2007 02:15 red.venom wrote:
It is confirmed there is no unit selection cap. This thread isnt about theorizing.


Where and when was it confirmed? Give me a url. I think you may be mistaken.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 18:23 GMT
#126
On May 21 2007 03:16 DeCoup wrote:
Show nested quote +
On May 21 2007 02:15 red.venom wrote:
It is confirmed there is no unit selection cap. This thread isnt about theorizing.


Where and when was it confirmed? Give me a url. I think you may be mistaken.



StarCraft 2 will have no unit selection limit, which should please or enrage StarCraft purists. The game has been in development since 2003, and may have been further along had World of Warcraft not impacted the development process to a degree. Today, StarCraft 2's development team is around 40 members strong, with several other teams around Blizzard helping out here and there.

http://pc.ign.com/articles/790/790158p1.html

Second last paragraph, just under the picture of a mothership getting gangbanged by battlecruisers.

The discussion itself can be found here I think (havn't watched it yet):

http://media.pc.ign.com/media/850/850126/vids_1.html
DeCoup
Profile Joined September 2006
Australia1933 Posts
May 20 2007 18:29 GMT
#127
As a StarCraft purist this both enrages and pleased me!
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 18:39 GMT
#128
The odd thing is, listening through the panel discussion it's completly missing all the the information in the second last paragraph in the IGN article, atleast if it's supposed to be in chronological order. Was all that information said in another part of the panel or did IGN pull it out of their ass?
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 20 2007 18:51 GMT
#129
Oh, now I understand what's wrong with unlimited select:

I want to see all the units' wireframes and see if they're injured or not, see their shields and make decisions based on that. I also want to quickly select wounded units/casters through wireframes to retreat/cast spells. Limitless selection at least hardens that process, if not makes it impossible. Now they computer monitor have gone larger, therefore, there can be a larger amount of meaningful icons on the screen, so the selection cap should be increased, but the resolution is still limited, so the selection must be limited as well.
You want 20 good men, but you need a bad pussy.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 18:58 GMT
#130
Hold down alt...
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 20 2007 20:15 GMT
#131
Ok, new info from the gameplay vid high resolution:

Buildings ARE group selectable. (seen in the part where Stalkers, and later, Zealots are being warped in by Warp Gates) However, at least with warping in, its 1 click = 1 unit, despite the buildings selected as a group. As I suspected, Blizzard did in fact implement the building group selection, but did it carefully, allowing rallying and warping (imagine the click load when you have warp gates as single selectable thing and their warp-in point at another part of the map), but not making it 1 click & forget.
You want 20 good men, but you need a bad pussy.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 20:23 GMT
#132
We've yet to see how the terran and zerg produce units but as you say the multible building selection is rendered moot with the protoss way.
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
May 20 2007 20:30 GMT
#133
New acc cause java was disabled on this comp and required to retrieve pw, original acc "The_HoG" not that it matters.

anyways~~

What you request Zironic has already been done. As an example I am going to use the only RTS aside from bw I ever really played even half seriously. Age of Titans. Both cause it is a better example than wc3 when it comes to removal of UI limitations and because well I totally blow at wc3.

In AoT the number of units you can have on a given hotkey is in no way limiting to how well you move your often huge army.

Furthermore you can mass select production facilities (And you often have more of those than in an average pvt game) and put them on hotkeys. But this only really helps with the constant changes of rally point cause there is a feture in the game called auto queue, yea thats right units constantly queue up without you having to do a thing. You can rally workers to work, which combined with said auto queue option really reduces ecco managment to zero, at least if u look at it with BW eyes. Which is a very wrong way to look at it.

Because AoT is infinitly more macro and "strategy" based than broodwar. And 75% of all games are decided on who has better macro, macro here meaning ability to balance workers beetween the 4 types of res, base layout, strategic decisions on where and how to expand, what goldmines to go for and in lategame when exactely to start preparing the ecco switch to caravans. etc etc
Often the game is decided purly on skills than can be denouted "singleplayer skills" (Exagerating here) Becuase managing workers and building an efficient base is HARD. Even very good players constantly learn new things on these fronts. And there are very clear skill gaps.
This far it sounds almost exactely like what you wanted from sc2 right?

The downside with all this, is that it is newbie unfriendly and, very important, there is very very little "adapting to your opponent" going on. The only scouting actually happening even in high level games is scouting the map (One uses random maps) When introducing a friend of mine (~~top 5 AoT) to the broodwar concept of scouting he was like what the hell why???.
When starting a game of AoT both players know pretty much what the other one is going to do in terms of unit composition and such. After the usuall FEs a constant rally pointed mega fight usually breaks out in the center and keeps going until someone gains and advantedge through harassing the opponents eco into ruins or simply managing his own ecco better. (Or gets his super titant up quicker but whatever bw ailien concept lol=P) (Sounds sorta like a pvt no?) Only all mathups are like this.

No comes the part where I am NOT going to recomend you to start playing AoT, cause the game only ilke 2 years after its releze hade like 5000 people playing.... It "died" insanly fast.

The things that made broodwar so great (and so _popular_) is the fact that it is both *easy* and straight forward while beeing physically demanding and at the same time having a decent strategic depth. (Not like chess but enough to allow someone to win purly by outsmarting the other from time to time, especially on higher levels).

soccer is more popular than cricket no?

If the UI limitations dissapear in sc2 and the skill in the game becomes more knowledge and strategy based, without the insane physicall and "fast thinking" demands of bw. There is no doubt in my mind that it will face the same fate as AoT (or DoW, or any any other RTS ever made aside from wc3 and possibly AoC)
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
CuddlyCuteKitten
Profile Joined January 2004
Sweden2598 Posts
May 20 2007 20:31 GMT
#134
I don't see why people complain about unlimited selection. It will make life easier but it won't change skill levels at all.

Seriously, how many pro players just do an attack move with all their units? I can think of a few scenarios, but if you have spent the last 2 minutes meticusly setting up your super flank of 100 units does it really matter if you have to do 1-8 a + click or just a + click?

Micro will still require you to handle your units in smaller groups, all this does is to get rid of the annoyance factor of say, getting your units from point a to point b. When the times comes to attack you still want a better control.

Same thing with gateways really. So yeah, noobs will be able to keep their mineral count down easier. Problem is that the great player will have all those extra actions to harass and expand with. Nothing really changes.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Zironic
Profile Joined May 2007
Sweden341 Posts
Last Edited: 2007-05-20 20:56:23
May 20 2007 20:53 GMT
#135
On May 21 2007 05:30 KlaCkoN wrote:
New acc cause java was disabled on this comp and required to retrieve pw, original acc "The_HoG" not that it matters.

anyways~~

What you request Zironic has already been done. As an example I am going to use the only RTS aside from bw I ever really played even half seriously. Age of Titans. Both cause it is a better example than wc3 when it comes to removal of UI limitations and because well I totally blow at wc3.

In AoT the number of units you can have on a given hotkey is in no way limiting to how well you move your often huge army.

Furthermore you can mass select production facilities (And you often have more of those than in an average pvt game) and put them on hotkeys. But this only really helps with the constant changes of rally point cause there is a feture in the game called auto queue, yea thats right units constantly queue up without you having to do a thing. You can rally workers to work, which combined with said auto queue option really reduces ecco managment to zero, at least if u look at it with BW eyes. Which is a very wrong way to look at it.

Because AoT is infinitly more macro and "strategy" based than broodwar. And 75% of all games are decided on who has better macro, macro here meaning ability to balance workers beetween the 4 types of res, base layout, strategic decisions on where and how to expand, what goldmines to go for and in lategame when exactely to start preparing the ecco switch to caravans. etc etc
Often the game is decided purly on skills than can be denouted "singleplayer skills" (Exagerating here) Becuase managing workers and building an efficient base is HARD. Even very good players constantly learn new things on these fronts. And there are very clear skill gaps.
This far it sounds almost exactely like what you wanted from sc2 right?

The downside with all this, is that it is newbie unfriendly and, very important, there is very very little "adapting to your opponent" going on. The only scouting actually happening even in high level games is scouting the map (One uses random maps) When introducing a friend of mine (~~top 5 AoT) to the broodwar concept of scouting he was like what the hell why???.
When starting a game of AoT both players know pretty much what the other one is going to do in terms of unit composition and such. After the usuall FEs a constant rally pointed mega fight usually breaks out in the center and keeps going until someone gains and advantedge through harassing the opponents eco into ruins or simply managing his own ecco better. (Or gets his super titant up quicker but whatever bw ailien concept lol=P) (Sounds sorta like a pvt no?) Only all mathups are like this.

No comes the part where I am NOT going to recomend you to start playing AoT, cause the game only ilke 2 years after its releze hade like 5000 people playing.... It "died" insanly fast.

The things that made broodwar so great (and so _popular_) is the fact that it is both *easy* and straight forward while beeing physically demanding and at the same time having a decent strategic depth. (Not like chess but enough to allow someone to win purly by outsmarting the other from time to time, especially on higher levels).

soccer is more popular than cricket no?

If the UI limitations dissapear in sc2 and the skill in the game becomes more knowledge and strategy based, without the insane physicall and "fast thinking" demands of bw. There is no doubt in my mind that it will face the same fate as AoT (or DoW, or any any other RTS ever made aside from wc3 and possibly AoC)


The difference would be that SC2 would still be a game that's atleast 50% focused on microing your units in a good manner, if you just massed units to the front with excellent macro you would lose. I'm fully confident that you can remove arbitiary UI limitations and still make the game fast and frantic.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 20 2007 21:51 GMT
#136
On May 21 2007 05:53 Zironic wrote:
Show nested quote +
On May 21 2007 05:30 KlaCkoN wrote:
New acc cause java was disabled on this comp and required to retrieve pw, original acc "The_HoG" not that it matters.

anyways~~

What you request Zironic has already been done. As an example I am going to use the only RTS aside from bw I ever really played even half seriously. Age of Titans. Both cause it is a better example than wc3 when it comes to removal of UI limitations and because well I totally blow at wc3.

In AoT the number of units you can have on a given hotkey is in no way limiting to how well you move your often huge army.

Furthermore you can mass select production facilities (And you often have more of those than in an average pvt game) and put them on hotkeys. But this only really helps with the constant changes of rally point cause there is a feture in the game called auto queue, yea thats right units constantly queue up without you having to do a thing. You can rally workers to work, which combined with said auto queue option really reduces ecco managment to zero, at least if u look at it with BW eyes. Which is a very wrong way to look at it.

Because AoT is infinitly more macro and "strategy" based than broodwar. And 75% of all games are decided on who has better macro, macro here meaning ability to balance workers beetween the 4 types of res, base layout, strategic decisions on where and how to expand, what goldmines to go for and in lategame when exactely to start preparing the ecco switch to caravans. etc etc
Often the game is decided purly on skills than can be denouted "singleplayer skills" (Exagerating here) Becuase managing workers and building an efficient base is HARD. Even very good players constantly learn new things on these fronts. And there are very clear skill gaps.
This far it sounds almost exactely like what you wanted from sc2 right?

The downside with all this, is that it is newbie unfriendly and, very important, there is very very little "adapting to your opponent" going on. The only scouting actually happening even in high level games is scouting the map (One uses random maps) When introducing a friend of mine (~~top 5 AoT) to the broodwar concept of scouting he was like what the hell why???.
When starting a game of AoT both players know pretty much what the other one is going to do in terms of unit composition and such. After the usuall FEs a constant rally pointed mega fight usually breaks out in the center and keeps going until someone gains and advantedge through harassing the opponents eco into ruins or simply managing his own ecco better. (Or gets his super titant up quicker but whatever bw ailien concept lol=P) (Sounds sorta like a pvt no?) Only all mathups are like this.

No comes the part where I am NOT going to recomend you to start playing AoT, cause the game only ilke 2 years after its releze hade like 5000 people playing.... It "died" insanly fast.

The things that made broodwar so great (and so _popular_) is the fact that it is both *easy* and straight forward while beeing physically demanding and at the same time having a decent strategic depth. (Not like chess but enough to allow someone to win purly by outsmarting the other from time to time, especially on higher levels).

soccer is more popular than cricket no?

If the UI limitations dissapear in sc2 and the skill in the game becomes more knowledge and strategy based, without the insane physicall and "fast thinking" demands of bw. There is no doubt in my mind that it will face the same fate as AoT (or DoW, or any any other RTS ever made aside from wc3 and possibly AoC)


The difference would be that SC2 would still be a game that's atleast 50% focused on microing your units in a good manner, if you just massed units to the front with excellent macro you would lose. I'm fully confident that you can remove arbitiary UI limitations and still make the game fast and frantic.


Sure thing, but it will have nothing to do with StarCraft.
You want 20 good men, but you need a bad pussy.
MethoD
Profile Joined May 2007
11 Posts
May 20 2007 21:54 GMT
#137
all you toss players harping on how great this feature will be....take two seconds to imagine ultraling + defs and queens. its going to be a PERFECT flank + ensare, plague and ds. its gonna take zero skill to flank with this, and this is coming from a zerg player. it eliminates so much skill....

24 would be an ok number I think. and please, for the love of god, dont give people the ability to cast spells when units are mixed (zealots and temps together, hit t and they storm 1 by 1...)
EmS.Radagast
Profile Joined November 2004
Israel280 Posts
May 20 2007 22:06 GMT
#138
As a toss player I know will get even more pwnt by Zerg players with limitless selection, and guess what, I don't care. I don't want to win vs. Zerg simply because they were too struggling with the interface to control their units properly, just as I don't want to lose because they happen to be TWITCHING MACHINES with 300 APM and therefore able to get around the crippled UI. It's best if the game was designed and balanced in such a way huge mass Zerg attacks could be handled by a properly microed P or T army GIVEN that unlimited selection is possible. Again, it sounds like you think the balance of the game should be enforced through handicaps placed on the players by the UI, rather than by time and resource costs. What's the reason?
I know its not THREE-DEE!!
MethoD
Profile Joined May 2007
11 Posts
May 20 2007 22:48 GMT
#139
its hardly a handicap. did zergs ever have a big problem in any mu because they were limited to 12 units? all it does by removing the cap is dumbing it down so that less-skilled people have a better shot vs more skills people. it dumbs down the game and dilutes it. starcraft didnt remain popular after a decade because it was so easy to master—nothing sticks around that way. the reason it remains one of the best rts games of all time is because it still is fun for your casual gamers, but leaves plenty of room for people to master the game.
abandonallhope
Profile Blog Joined January 2005
Sweden563 Posts
May 20 2007 22:49 GMT
#140
On May 20 2007 11:17 Meta wrote:
I think that this will make the game feel too much like C&C and not enough like starcraft. I'd be all for increasing the number of units you can select to something like 24, but eliminating the cap all together seems like it would cause balance issues. Imagine if zerg could swarm their whole army with one click!


Couldn't have said it much better myself, it would be ok if you could select like 24, but not more, that would take away the fun and make microing too easy.

Also, PLEASE do not remove too many units from original Starcraft, pleaase!
dudel
Profile Joined December 2006
Germany188 Posts
Last Edited: 2007-05-26 20:26:35
May 26 2007 20:26 GMT
#141
This is from another gamespy article:

StarCraft II for example, will regularly field individual armies consisting of 300 units as opposed to the 60 unit limit in Warcraft III.

Also there is stated:

"First you need to understand that art isn't finished until the game ships," Didier continues. Apparently Blizzard goes through hundreds and sometimes thousands of artwork iterations before the design team is satisfied with it. Not only do they continually tweak the graphics to improve the artistic quality but they also work closely with the developers to make sure that the artwork always enhances and supports the gameplay rather than acts as a distraction.
[...]
The slide changed and it showed a few iterations of the Immortal. Some of the changes made to the 3D graphic model in the game included removing the larger guns from the unit's arms and substituting two smaller guns that would be easier to see and give the player a nice visual cue about how they were supposed to be used. The head was also angled back to allow more space for team colors and to let the player see the Protoss embedded inside. Not only is this cool to see, it gives the player more of a sense that The Immortal is their unit -- a sentient being worthy of being used wisely, not thrown away as cannon fodder.


So better looking tanks are only a matter of time i guess =)
Latham
Profile Blog Joined May 2007
9560 Posts
May 27 2007 00:34 GMT
#142
Well I can't say if this is good or bad, because I simply don't know the player unit limit. If it's 200 like in the original Then id say leave it at 12 or go up to 24... But if the limit well be higher I'd say adjust the limit appropriately to the unit cap. Now the cap is 200 and 1 hot key can get up to 12 units.. that's 16,67 if divided by. So say the new unit cap is 300... make the max number of units in a ground equal to the 16,67.

About the smart casting thing... I don't want to get into a discussion about that. It has both merits and flaws. The only thing certain is we will have to adapt (or not) to what Blizzard puts out.

1 last thing: To the guy @ page 7 about the easy flanking/defiler/etc. combo. Remember we don't know if those units are still in the game, but if you want to play it that way let me remind you of the ease of Maelstorming/Psy storming all of your army dead in it's tracks with 1-2 observers scouting ahead. Or better yet D-webbing all your ranged units 1 by 1 with Sairs. This is theory craft just like yours.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
wXs.Havok
Profile Joined October 2006
Argentina529 Posts
May 27 2007 00:55 GMT
#143
dude this is all right. Zerg players sometimes can't even use hotkeys cause of the hatcheries they have. Its a big disadvantage.

Besides....... I think everyone is overrreacting here. Didnt you see the video? Protoss stoped a lot of zling with about 12 units. Protoss seems very strong against zerg now. ITS NOT SC1. Zerg needs this.
Read this and you`re gay
Tiku
Profile Joined May 2007
18 Posts
May 27 2007 09:59 GMT
#144
It's really good they're removing the limit. For Protoss and Terran that are against the removal of it, try limiting yourself to groups of 6 or so in Sc1 to get an idea of how Zerg have it. With no selection limit we'll finally be able to swarm for real with Zerg. Don't worry though. Blizzard will take the selection limit in consideration when balancing, and all races will have their way to deal with things. It's not a remake of Starcraft 1 just with no selection limits.

With the massive armies we're going to see, and with the greater amount of control of them, I think Starcraft II will be even more exciting to observe. Especially when watching real pros.
quasi -QS-
Profile Joined December 2006
United States109 Posts
May 27 2007 10:54 GMT
#145
I think the problem with a lot of the arguments against unlimited unit selection is they are applying it to BW.

SC2 is not BW.

Amnesty
Profile Joined April 2003
United States2054 Posts
Last Edited: 2007-05-27 11:44:48
May 27 2007 11:39 GMT
#146
On May 20 2007 11:54 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 11:40 Yogurt wrote:
On May 20 2007 11:27 FrozenArbiter wrote:
I'd prefer a number like 12, 16, maybe 20 (seems a lot to me tho).

But most of all I'm concerned they'll let you hotkey all your gates at once AND build from them (if you could hotkey all your gates and rally point them that'd be fine I think).


i wouldnt mind so much if u could hotkey and cycle with tab. but definately not 2 button massing

Yeah, I think I actually wrote the exact same thing in another thread, great minds think alike?


But, that is 2 button mashing!.. Only made much easier. Instead of
4z5z6z7z8z9z
one could do instead.
4zTABzTABzTABzTABzTABz

And mash between Tab and Hotkey. This is really easy when you think about since a lot of players already mash 1212121 (a two button mash) just to inflate their APM and its quite easy.


Anyway, about selection. I don't think the selection cap should be increased much. Perhaps 14? BUT, units that take up a 1/2 psi (lings scrouge) should only take up a 1/2 portrait so one could select 28 lings.

Or 20 lings and 4 ultras (14 altogether).


The sky just is, and goes on and on; and we play all our BW games beneath it.
KwarK
Profile Blog Joined July 2006
United States42568 Posts
Last Edited: 2007-05-27 12:35:13
May 27 2007 12:26 GMT
#147
Unlimited selection makes things easier for the player and allows them to concentrate on strategy without being limited by arbitrary rules.

And that's why footballers should be allowed to pick the ball up. I mean wtf is going on with this? Moving it along with your feet? Did people not know that the hands are far more flexible and can grip onto the ball unlike feet? Now we know this that rule is simply outdated and prevents better strategic footballers from winning simply because their foot execution isn't great. The game shouldn't be about practicing manipulation of the ball over and over to get an edge. It should be a game of pure skill where things like ball control which tbh only reward massgamers are made simpler.

The game is the game. You achieve a given objective within given parameters. In football it's get the ball in the net using your feet. In starcraft it's get his base on fire using groups of 12 units or less. The rules don't have to be logical. The rules don't have to be what is easiest. The rules are what makes the game challenging and fun.
ModeratorThe angels have the phone box
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2007-05-27 13:45:20
May 27 2007 13:44 GMT
#148
On May 27 2007 21:26 Kwark wrote:
Unlimited selection makes things easier for the player and allows them to concentrate on strategy without being limited by arbitrary rules.

And that's why footballers should be allowed to pick the ball up.

Yes, it's called Rugby/Starcraft 2 :p. Besides, that's a bullshit analogy since the UI of a game, especially a strategy game, is not an inherent part of the "rules" (ie game mechanics). Having a 12 unit selection limit is more like making players play with bare feet. It makes the game harder but not better.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
May 27 2007 13:50 GMT
#149
On May 27 2007 19:54 quasi -QS- wrote:
I think the problem with a lot of the arguments against unlimited unit selection is they are applying it to BW.

SC2 is not BW.


And you do agree that BW is the best RTS game ever so maybe they should take it as a fucking example.

7 groups of ultra ling flanking from all sides with a single click. ya, whatever.
Administrator
KwarK
Profile Blog Joined July 2006
United States42568 Posts
May 27 2007 14:01 GMT
#150
On May 27 2007 22:44 gravity wrote:
Show nested quote +
On May 27 2007 21:26 Kwark wrote:
Unlimited selection makes things easier for the player and allows them to concentrate on strategy without being limited by arbitrary rules.

And that's why footballers should be allowed to pick the ball up.

Yes, it's called Rugby/Starcraft 2 :p. Besides, that's a bullshit analogy since the UI of a game, especially a strategy game, is not an inherent part of the "rules" (ie game mechanics). Having a 12 unit selection limit is more like making players play with bare feet. It makes the game harder but not better.


No. Rugby has a different set of entirely arbitrary rules which make the game harder.

I'll accept that a higher unit selection would make it easier. And I'll accept that the current selection limit is arbitrary. I just don't see why this is a bad thing. All games have rules which serve no purpose but to make things harder and therefore more skillful.
And UI isn't part of the rules since it goes without saying. The objective doesn't say 'destroy enemy buildings using only selections of 12 units or less' for the same reason it doesn't say 'destroy enemy buildings using no units from NOD or the skrin'. It is still game rules, it just isn't explicit for the same reason that using your tail isn't explicitly banned in football.
ModeratorThe angels have the phone box
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2007-05-27 14:31:57
May 27 2007 14:25 GMT
#151
On May 27 2007 22:50 Liquid`Nazgul wrote:
Show nested quote +
On May 27 2007 19:54 quasi -QS- wrote:
I think the problem with a lot of the arguments against unlimited unit selection is they are applying it to BW.

SC2 is not BW.


And you do agree that BW is the best RTS game ever so maybe they should take it as a fucking example.

7 groups of ultra ling flanking from all sides with a single click. ya, whatever.

I doubt it's going to be quite that simple, and just because BW is the best RTS doesn't mean everything about it is perfect. The interface certainly isn't. I want a game in the same mould and spirit as BW, but not a perfect clone that's too afraid to make minor (yes, minor) improvements.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 27 2007 14:31 GMT
#152
On May 27 2007 23:01 Kwark wrote:
Show nested quote +
On May 27 2007 22:44 gravity wrote:
On May 27 2007 21:26 Kwark wrote:
Unlimited selection makes things easier for the player and allows them to concentrate on strategy without being limited by arbitrary rules.

And that's why footballers should be allowed to pick the ball up.

Yes, it's called Rugby/Starcraft 2 :p. Besides, that's a bullshit analogy since the UI of a game, especially a strategy game, is not an inherent part of the "rules" (ie game mechanics). Having a 12 unit selection limit is more like making players play with bare feet. It makes the game harder but not better.


No. Rugby has a different set of entirely arbitrary rules which make the game harder.

I'll accept that a higher unit selection would make it easier. And I'll accept that the current selection limit is arbitrary. I just don't see why this is a bad thing. All games have rules which serve no purpose but to make things harder and therefore more skillful.
And UI isn't part of the rules since it goes without saying. The objective doesn't say 'destroy enemy buildings using only selections of 12 units or less' for the same reason it doesn't say 'destroy enemy buildings using no units from NOD or the skrin'. It is still game rules, it just isn't explicit for the same reason that using your tail isn't explicitly banned in football.


Personally I just think that the game should be as easy as control as possible. Even if you can put all your Wraiths and Siege Tanks in the same group, is that something any sane person would do?

Also if the Unlimited Selection works so after you select more then X units the portraits merge into one portrait and a number next to it, won't large groups be bad since you can't see the health of individual units for micro meaning that skillfull players will need to make groups smaller then X?

I agree with the person you quote that the controls arn't really part of the rules but rather like your equipment.

You people are kinda like a person arguing you should still use wooden clubs and balls because iron clubs and high tech balls make the game less skillfull. Or someone arguing that football should still be played in the same shoes they played 50 years ago. In Football hasn't the ball itself gotten improved over the years?
lamarine
Profile Joined January 2003
586 Posts
Last Edited: 2007-05-27 16:51:24
May 27 2007 16:49 GMT
#153
On May 27 2007 22:50 Liquid`Nazgul wrote:
Show nested quote +
On May 27 2007 19:54 quasi -QS- wrote:
I think the problem with a lot of the arguments against unlimited unit selection is they are applying it to BW.

SC2 is not BW.


And you do agree that BW is the best RTS game ever so maybe they should take it as a fucking example.

7 groups of ultra ling flanking from all sides with a single click. ya, whatever.


for me this is a only minus of unlimited unit selection.. for other races it won't do much difference... u need to stim your marines and spread them in diff. direction vs lurkers.. u need to make your zealots run on move vs tanks but dragoons attack-move etc
but 100+++ultraling attacking by one click o_O they gotta give protoss some ultimate weapon vs that kind of shito_O otherwise it's GG....
So... BW is back
Zironic
Profile Joined May 2007
Sweden341 Posts
Last Edited: 2007-05-27 17:36:06
May 27 2007 17:33 GMT
#154
On May 28 2007 01:49 lamarine wrote:
Show nested quote +
On May 27 2007 22:50 Liquid`Nazgul wrote:
On May 27 2007 19:54 quasi -QS- wrote:
I think the problem with a lot of the arguments against unlimited unit selection is they are applying it to BW.

SC2 is not BW.


And you do agree that BW is the best RTS game ever so maybe they should take it as a fucking example.

7 groups of ultra ling flanking from all sides with a single click. ya, whatever.


for me this is a only minus of unlimited unit selection.. for other races it won't do much difference... u need to stim your marines and spread them in diff. direction vs lurkers.. u need to make your zealots run on move vs tanks but dragoons attack-move etc
but 100+++ultraling attacking by one click o_O they gotta give protoss some ultimate weapon vs that kind of shito_O otherwise it's GG....


Considering that they have several proffesional gamers playing the game full time to find balance issues I don't think that will be a problem of all things...

Between a few Zealots, some Collossus and some High Templars I think the protoss can handle quite a few ultralings.
lamarine
Profile Joined January 2003
586 Posts
May 27 2007 18:09 GMT
#155
On May 28 2007 02:33 Zironic wrote:
Show nested quote +
On May 28 2007 01:49 lamarine wrote:
On May 27 2007 22:50 Liquid`Nazgul wrote:
On May 27 2007 19:54 quasi -QS- wrote:
I think the problem with a lot of the arguments against unlimited unit selection is they are applying it to BW.

SC2 is not BW.


And you do agree that BW is the best RTS game ever so maybe they should take it as a fucking example.

7 groups of ultra ling flanking from all sides with a single click. ya, whatever.


for me this is a only minus of unlimited unit selection.. for other races it won't do much difference... u need to stim your marines and spread them in diff. direction vs lurkers.. u need to make your zealots run on move vs tanks but dragoons attack-move etc
but 100+++ultraling attacking by one click o_O they gotta give protoss some ultimate weapon vs that kind of shito_O otherwise it's GG....


Considering that they have several proffesional gamers playing the game full time to find balance issues I don't think that will be a problem of all things...

Between a few Zealots, some Collossus and some High Templars I think the protoss can handle quite a few ultralings.


/me crossing fingers :D
so if they balance that issue ican't see anything bad about unlimited selection....
same for multiple building selection=)
so far the game is great... can't wait for blizzcon so they annouce some new great stuff:D
So... BW is back
Latham
Profile Blog Joined May 2007
9560 Posts
May 28 2007 00:19 GMT
#156
Yeah I really hope they will release some more info about the game on Blizzcon maybe even update the site ? ^.- at least that's what im hoping for =P. Well it wouldn't hurt if Pillars would come here and straighten a few things up for us ;P. All this theroycraft is yummy to read but I think we're pushing it a little too much onto personal attacks and strategies"this is how i would rape you if this wold be implimented right now" types =P. All in all they said that BW and Sc2 will be two different games so don't expect all your old strats to work. When sc2 is realease there might not be even the core units of the "ultraling" ;o
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
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