Also the source is http://au.pc.ign.com/articles/790/790158p1.html
No unit selection cap?
Forum Index > SC2 General |
Meta
United States6225 Posts
Also the source is http://au.pc.ign.com/articles/790/790158p1.html | ||
Capt. Moroni
United States533 Posts
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IntoTheWow
is awesome32269 Posts
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azndsh
United States4447 Posts
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
Peru58 Posts
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Liquid`Jinro
Sweden33719 Posts
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). | ||
Yogurt
United States4258 Posts
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 | ||
Zeenix
United States47 Posts
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dudel
Germany188 Posts
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Liquid`Jinro
Sweden33719 Posts
On May 20 2007 11:40 Yogurt wrote: 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? | ||
azndsh
United States4447 Posts
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evanthebouncy!
United States12796 Posts
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 | ||
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Liquid`Jinro
Sweden33719 Posts
That is if anything has to be changed from the way starcraft works ![]() I'd prefer that, over unlimited select. | ||
Locked
United States4182 Posts
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TheOvermind77
United States923 Posts
It is rough to use groups to make your friggin' lings go when you already have 1-6 hotkeyed as hatcheries... | ||
pooper-scooper
United States3108 Posts
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oneofthem
Cayman Islands24199 Posts
But, how reliable is this source? | ||
NastyMarine
United States1252 Posts
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Jyvblamo
Canada13788 Posts
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
Sweden3187 Posts
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BluzMan
Russian Federation4235 Posts
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EscPlan9
United States2777 Posts
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Jyvblamo
Canada13788 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
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. | ||
useLess
United States4781 Posts
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oneofthem
Cayman Islands24199 Posts
On May 20 2007 12:19 Jyvblamo wrote: that could be done by trigger though. 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. | ||
useLess
United States4781 Posts
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. | ||
mahnini
United States6862 Posts
On May 20 2007 15:08 useless wrote: 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. | ||
Polemarch
Canada1564 Posts
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FusionCutter
Canada974 Posts
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Zeenix
United States47 Posts
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il0seonpurpose
Korea (South)5638 Posts
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GrandInquisitor
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New York City13113 Posts
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? | ||
mahnini
United States6862 Posts
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. | ||
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GrandInquisitor
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New York City13113 Posts
On May 20 2007 15:34 mahnini wrote: 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 | ||
BaconatedGrapefruit
41 Posts
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oneofthem
Cayman Islands24199 Posts
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funkie
Venezuela9374 Posts
On May 20 2007 15:40 GrandInquisitor wrote: 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. | ||
mahnini
United States6862 Posts
On May 20 2007 15:40 GrandInquisitor wrote: 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. | ||
Gandalf
Pakistan1905 Posts
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
United States2777 Posts
On May 20 2007 14:19 Jyvblamo wrote: 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! | ||
XCetron
5225 Posts
That would so screw over Zerg players. | ||
EmS.Radagast
Israel280 Posts
*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 -_- | ||
Gokey
United States2722 Posts
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Zironic
Sweden341 Posts
@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-
United States129 Posts
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Zironic
Sweden341 Posts
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
Israel280 Posts
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. | ||
Drowsy
United States4876 Posts
Any idea if you can rally peons to resources and have them auto-collect? | ||
mahnini
United States6862 Posts
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. | ||
Eeeegor
Australia809 Posts
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Liquid`Jinro
Sweden33719 Posts
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-_- | ||
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Klogon
MURICA15980 Posts
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Zironic
Sweden341 Posts
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
United States6862 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
On May 20 2007 16:59 mahnini wrote: 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? | ||
Jyvblamo
Canada13788 Posts
On May 20 2007 17:01 FrozenArbiter wrote: 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. ![]() | ||
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Liquid`Jinro
Sweden33719 Posts
![]() It just reminds me of Dawn of War. | ||
Zironic
Sweden341 Posts
On May 20 2007 17:01 FrozenArbiter wrote: I don't like it t.t Too 'clutterish', doesn't feel clean. 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
United States544 Posts
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mahnini
United States6862 Posts
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. | ||
XG3
United States544 Posts
On May 20 2007 17:08 mahnini wrote: 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
United States6862 Posts
On May 20 2007 17:10 XG3 wrote: 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. | ||
Jyvblamo
Canada13788 Posts
On May 20 2007 17:13 mahnini wrote: ? 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
United States544 Posts
On May 20 2007 17:13 mahnini wrote: ? 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
United Kingdom1014 Posts
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. | ||
Zironic
Sweden341 Posts
On May 20 2007 17:08 mahnini wrote: 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
United States6862 Posts
On May 20 2007 17:17 Zironic wrote: 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. | ||
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Liquid`Jinro
Sweden33719 Posts
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. | ||
Zironic
Sweden341 Posts
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
United States2391 Posts
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Zironic
Sweden341 Posts
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) | ||
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Liquid`Jinro
Sweden33719 Posts
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EscPlan9
United States2777 Posts
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? | ||
Zironic
Sweden341 Posts
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
United States6862 Posts
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. | ||
YoUr_KiLLeR
United States3420 Posts
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. | ||
Zironic
Sweden341 Posts
![]() 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. | ||
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Liquid`Jinro
Sweden33719 Posts
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. | ||
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IntoTheWow
is awesome32269 Posts
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. | ||
Zironic
Sweden341 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
On May 20 2007 18:22 Zironic wrote: 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. | ||
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IntoTheWow
is awesome32269 Posts
On May 20 2007 18:22 Zironic wrote: 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. | ||
Fen
Australia1848 Posts
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
United States43 Posts
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davidgurt
United States1355 Posts
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LxRogue
United States1415 Posts
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
United States2777 Posts
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Raidern
Brazil3811 Posts
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Aileon
United States299 Posts
It lets you use your hotkeys for unit producing structures, not waste them all on your team. | ||
Tarte
Canada933 Posts
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Aerox
Malaysia1213 Posts
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Klogon
MURICA15980 Posts
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red.venom
United States4651 Posts
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. | ||
OverTheUnder
United States2929 Posts
On May 20 2007 18:22 Zironic wrote: 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 | ||
OverTheUnder
United States2929 Posts
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 | ||
DeCoup
Australia1933 Posts
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. | ||
DeCoup
Australia1933 Posts
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 | ||
gEzUS
Canada371 Posts
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
Sweden341 Posts
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knyttym
United States5797 Posts
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
Sweden341 Posts
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Nyovne
Netherlands19129 Posts
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 | ||
nagash
Australia58 Posts
Could either have it on a cooldown, or more like stim, or something. | ||
Zironic
Sweden341 Posts
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. | ||
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Nyovne
Netherlands19129 Posts
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. | ||
TeRRan`UseR
Canada692 Posts
![]() 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. | ||
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Nyovne
Netherlands19129 Posts
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: ![]() 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. | ||
nagash
Australia58 Posts
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Zironic
Sweden341 Posts
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
Canada692 Posts
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Zironic
Sweden341 Posts
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gEzUS
Canada371 Posts
On May 21 2007 00:30 Nyovne wrote: 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 | ||
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Nyovne
Netherlands19129 Posts
Thats what I thought ^^. | ||
red.venom
United States4651 Posts
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: ![]() 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. | ||
HeadBangaa
United States6512 Posts
But interface-obstacles are part of Starcraft's charm, and a mastery of controls distinguishes player skill very greatly, in a good, respectable way. | ||
Zironic
Sweden341 Posts
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
Israel280 Posts
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... | ||
Zironic
Sweden341 Posts
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
United States2929 Posts
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. | ||
GrkMagas
United States48 Posts
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
Sweden341 Posts
On May 21 2007 02:45 OverTheUnder wrote: + 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
China1147 Posts
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) | ||
Zironic
Sweden341 Posts
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
Australia1933 Posts
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. | ||
Zironic
Sweden341 Posts
On May 21 2007 03:16 DeCoup wrote: 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
Australia1933 Posts
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Zironic
Sweden341 Posts
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BluzMan
Russian Federation4235 Posts
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. | ||
Zironic
Sweden341 Posts
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BluzMan
Russian Federation4235 Posts
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. | ||
Zironic
Sweden341 Posts
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KlaCkoN
Sweden1661 Posts
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) | ||
CuddlyCuteKitten
Sweden2526 Posts
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. | ||
Zironic
Sweden341 Posts
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
Russian Federation4235 Posts
On May 21 2007 05:53 Zironic wrote: 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. | ||
MethoD
11 Posts
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
Israel280 Posts
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MethoD
11 Posts
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abandonallhope
Sweden563 Posts
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
Germany188 Posts
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
9553 Posts
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. | ||
wXs.Havok
Argentina529 Posts
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. | ||
Tiku
18 Posts
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-
United States109 Posts
SC2 is not BW. | ||
Amnesty
United States2054 Posts
On May 20 2007 11:54 FrozenArbiter wrote: 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). | ||
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KwarK
United States42024 Posts
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. | ||
gravity
Australia1734 Posts
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
22427 Posts
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. | ||
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KwarK
United States42024 Posts
On May 27 2007 22:44 gravity wrote: 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. | ||
gravity
Australia1734 Posts
On May 27 2007 22:50 Liquid`Nazgul wrote: 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
Sweden341 Posts
On May 27 2007 23:01 Kwark wrote: 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
584 Posts
On May 27 2007 22:50 Liquid`Nazgul wrote: 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.... | ||
Zironic
Sweden341 Posts
On May 28 2007 01:49 lamarine wrote: 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
584 Posts
On May 28 2007 02:33 Zironic wrote: 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 | ||
Latham
9553 Posts
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