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Multiple Building Selection - Page 12

Forum Index > SC2 General
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Moutas
Profile Joined April 2007
Greece158 Posts
May 22 2007 04:44 GMT
#221
OMG how many times do we have to mention that StarCraft is a Real-Time Strategy game, and that elements such as macro should be a part of it. If you don't like that then stop ruining our game and play something more noob-friendly.
aka DeA & GRC-DeathLink
CuddlyCuteKitten
Profile Joined January 2004
Sweden2889 Posts
May 22 2007 04:51 GMT
#222
I think you should go read the protoss building thread to see how this problem could be solved from a different take.
Unity, support, family, and kneecapping bitches.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 22 2007 04:55 GMT
#223
On May 22 2007 13:44 DeA wrote:
OMG how many times do we have to mention that StarCraft is a Real-Time Strategy game, and that elements such as macro should be a part of it. If you don't like that then stop ruining our game and play something more noob-friendly.


Explain to me how having to select buildings individually make the game more strategic or more real time.

Selecting buildings individually have NOTHING to do with the genre of RTS. For reference look at the last 5 RTS games released and you'll notice that all of them allow for unlimited selections.
gEzUS
Profile Blog Joined May 2007
Canada371 Posts
May 22 2007 05:04 GMT
#224
the last 5 rts were not suitable for progaming too
pansy
Profile Joined November 2005
United States309 Posts
May 22 2007 05:20 GMT
#225
On May 22 2007 13:51 CuddlyCuteKitten wrote:
I think you should go read the protoss building thread to see how this problem could be solved from a different take.


this thread: http://teamliquid.net/forum/viewmessage.php?topic_id=53633

this doesn't really solve the problem since if you don't upgrade to warpgates, you can still have the multiple gateways selected and build with one button.

plus with phase prisms you can set up a psionic matrix near your army and just call up reinforcements from warp gates without going back to your base.
Moutas
Profile Joined April 2007
Greece158 Posts
May 22 2007 06:09 GMT
#226
You can't make a game MORE REAL-TIME than it is, it's either Real-Time or it isn't.

I'm not saying that selecting buildings individually is RTS, I'm saying that MACRO is a basic part of the RTS games, which also includes selecting buildings in order to macro properly.

The ability to select buildings individually is just a small part of the macro required in StarCraft. Playing RTS means that you will have complete control over your base and army so that you can do whatever you want. This isn't turn based where the player has no control over his macro and/or his micro, playing a game in real-time is all about those two key things.
aka DeA & GRC-DeathLink
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
Last Edited: 2007-05-22 09:39:41
May 22 2007 09:35 GMT
#227
BTW, there is a casual mode for casual fans in BW, it's called BGH. Casual players don't give a fuck about UI, because they will play games with other people at their level. A high-level UI will only be used by people who want play competitively anyway, so why dumb it down for people who don't care about using the UI to it's fullest extent? All you're doing by doing that is turning off players who want to play at a challenging and balanced competitive level.
My psychiatrist says I have deep-seated Ragneuroses :(
V_DrOp)Dietman
Profile Joined April 2006
Canada24 Posts
May 22 2007 09:46 GMT
#228
Everyone that plays starcraft likes it because its not the same football or basketball, its a sport where you can use your brain and not your physical talent. I think cordination and mastering repetitive macro tasks shouldn't overshadow tactics and strategy (out thinking your opponent). I'm glad that blizzard will have a better early game tech tree so we won't see the same two builds for every race game after game. I wouldn't knock sc2 before you try it for those that don't like the idea, everyone thats posted on this forum is going to buy sc2 regardless anyway.
hey
cxz4sho
Profile Joined May 2007
United States132 Posts
May 22 2007 10:11 GMT
#229
This is what I think sets starcraft apart from wc3, and why war3 never lived up to starcraft:

In starcraft, there are relatively few built-in unit abilities and gaming "features" (i.e. gold upkeep, creeps). You get a caster or two for every race, and you have terrain that's inaccessible to certain units, but that's about it. This forced high-level players to seek an advantage by "abusing" the naunces of the game, i.e., macro/micro timing, unit speed, attack animation, details in the terrain like the size of a hill and its proximity to strategic points, and so on.

War3, on the other hand, not only has more unit abilities and gaming features, but these features are also infinitely more powerful and accessible than ones in starcraft. Example of powerful unit abilities: this is an obvious one, hero abilities are anywhere from 50% to 90% of your game in war3, depeneding on the stage of the game and the matchup. Example of more accessible features: tab-casting, ability to rally to heros, but I'm sure you can come up with more. The good thing about this is that it adds not only visual "pizaz" to the game, but also gives the game the illusion of having a deeper level of gameplay to newcomers. Both of these things help sell games in the short-run and makes for a kick-ass single player campaign. War3, however, was destined to fail as a pro-gaming venue.

Why? Lots of reasons, but I think the most fundamental problem is in the player-game dynamics. To put it plainly, starcraft is a seemingly simple game with enough versatility to allow players to exert their skill and even their personality (yay boxer, boo savior). The outcome of a match is determined by the player. Warcraft, on the other hand, is a game where the will of the game dominates over the will of the player, and the outcome of the match depends largely on the willingless of the player to submit to the will of the game. So, the entertainment value from starcraft derives from the individual wills and personalities of the community that drives it --- an endless pool of creativity and competitive energy, while the entertainment value from warcraft draws largely from the creativity and energy of only a select few (albeit VERY talented) game-makers from blizzard. Blizzard's role then, shifts from "basic-service-provider-and-PR-machine" in starcraft to "god" in war3, and it's not easy to be the big fella.

Why did I post this in a starcraft 2 forum? My gut instinct from the gameplay vids so far tells me that these designers are exerting a little too much of their will on a game that's grown into a monster. Something much, much bigger than blizzard. Should you try to tame a 50-foot monster with a cupcake? Or should you nourish it and hope that, instead of slaughtering your whole village, it poops more golden eggs for you? The game developers at blizzard are not the only people responsible for what starcraft has become. Starcraft's success is due to a combination of a good basic product (props to the developers), good company reputation (props to the founders), impeccable timing (props to their PR department), and a lot luck (props to the boom in the computer industry, broadband internet, and most importantly, crazy south koreans). We can only hope that blizzard don't get too far ahead of themselves, or they might be faced with a decision to pull the plug on something much dearer to them than "warcraft adventures" or "Starcraft: Ghost".
Morzas
Profile Joined August 2005
United States387 Posts
May 22 2007 12:17 GMT
#230
Multicommands hacks exist in SC and most people here can probably smoke the people that use them because they know the game better than the hackers. I don't think that removing the selection cap is going to change the game as fundamentally as you all do.
What has four wheels and flies? Stephen Hawking on LSD!
IntoTheWow
Profile Blog Joined May 2004
is awesome32281 Posts
May 22 2007 12:33 GMT
#231
On May 22 2007 13:55 Zironic wrote:
Show nested quote +
On May 22 2007 13:44 DeA wrote:
OMG how many times do we have to mention that StarCraft is a Real-Time Strategy game, and that elements such as macro should be a part of it. If you don't like that then stop ruining our game and play something more noob-friendly.


Explain to me how having to select buildings individually make the game more strategic or more real time.

Selecting buildings individually have NOTHING to do with the genre of RTS. For reference look at the last 5 RTS games released and you'll notice that all of them allow for unlimited selections.


And they all suck
Moderator<:3-/-<
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
May 22 2007 12:43 GMT
#232
In my opinion war3 would never have replaced SC, it also IMO didn't really fail... It's still very popular world-wide and more popular in China than SC. The reason it didn't do 'that well' in korea is because no progamers at the top are willing to switch over to War3... why would they? War3 is a fun game to play but even I hate to observe at 1x speed... I can see why it wasn't popular enough to watch in a live studio.
cxz4sho
Profile Joined May 2007
United States132 Posts
May 22 2007 13:01 GMT
#233
Yeah, I agree with you. I don't think war3 was a failiure by any means. It's still more popular than just about every other RTS out there not called "starcraft". I was just trying to explain why I thought war3 was not as successful in the long run as starcraft in general terms instead of referring to specifics such as gamespeed. I do agree that war3 is a little slow, but I think that's more based on personal preference and perspective (pro war3 players with 300+ apm might not think the game is so slow).
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
May 22 2007 13:52 GMT
#234
I support the multi-building selection. So you can focus on doing something else.
Never underestimate Blizzard. They will definately imply a lot of things into SC2 to keep you busy Macro & Micro.
Terran
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-05-22 14:13:19
May 22 2007 14:07 GMT
#235
On May 22 2007 12:20 FrozenArbiter wrote:
IMO you should be able to mass select buildings in order to set rally point - I am still undecided/waiting for blizzard information as to wether I think building from several buildings at once is good or not.

Btw, I'm not a pro and I always re-rally my gateways (actually I frequently forgot to, obsers often complain when I have 50 units standing by my gates/running somewhere cause I forget to change the rally point lol).

But I still change the rally a lot just I'm very forgetful ;d
Ermm, I probably just haven't made myself precise. Many people re-rally their production facilities once or twice (or even, say 5 times) per game. What I was talking about is constantly setting rally points to the vital places. What we see is that someone sets a giant rally point for all his gates, then takes the units from there and sends into battle. Rallying that massively (10+ buildings) takes time because it involves very much mouse movement and a very steady hand to click on the minimap correctly. There's another way to rally (F2 for gates, F3 for rally point, F2-click-F3-click etc), but that requires you to overwrite your F-keys whenever you want to set a new rally point and they are quite precious.
You want 20 good men, but you need a bad pussy.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
May 22 2007 14:11 GMT
#236
Anyone played Armies of Exigo? It had multiple building selection, I think it worked well

That game was so great... too bad it never really took off (to my knowledge)
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
May 22 2007 14:16 GMT
#237
I played Armies of Exigo demo and was fascinated by the fact how much of a Warcraft III clone it was. Well, it was also clone of several other games, like the Abomination from Warcraft III. Didn't bother buying.
You want 20 good men, but you need a bad pussy.
pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
May 22 2007 14:16 GMT
#238
lol all this talk makes me rethink what someone proposed a few months back... was it hot-bid? anyway it was that they make TWO versions of starcraft 2.

1) Starcraft 2 CHOBO
2) Starcraft 2 GOSU

in the first version you have everything like auto-cast spells, multiple building selection, rallied workers automine, upkeep etc.

then in the second version you keep everything badass.

problem solved! kinda like diablo where there was a hardcore option where you'd really die after you got killed and start over, it was for the really hardcore players. everybody wins!
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
May 22 2007 14:16 GMT
#239
On May 21 2007 16:33 Zironic wrote:
What exactly about making the game more friendly to beginners is a bad thing? Don't we all want Starcraft 2 to become the best and most popular game ever created?


From page 1...

By noob friendly, i mean that makes the difference between a beginner and a skilled player smaller. The skill level won't be as varied and this goes along with things like auto-spell casting and mass unit selection.

I don't think this will make the game less popular, but honestly i wouldn't care if it does. So what if the game is the best selling ever when most of the people who buy it won't play competitively. And its not like they can't still enjoy the game.
cxz4sho
Profile Joined May 2007
United States132 Posts
May 22 2007 14:17 GMT
#240
On May 22 2007 23:16 pyrogenetix wrote:
lol all this talk makes me rethink what someone proposed a few months back... was it hot-bid? anyway it was that they make TWO versions of starcraft 2.

1) Starcraft 2 CHOBO
2) Starcraft 2 GOSU

in the first version you have everything like auto-cast spells, multiple building selection, rallied workers automine, upkeep etc.

then in the second version you keep everything badass.

problem solved! kinda like diablo where there was a hardcore option where you'd really die after you got killed and start over, it was for the really hardcore players. everybody wins!


QFT.
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