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Is The Game Too Fast? - Page 2

Forum Index > SC2 General
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DSK
Profile Blog Joined February 2015
England1110 Posts
October 10 2018 12:33 GMT
#21
From a purely spectator perspective, I much prefer HotS pacing. The lines between risk and reward; safety, greedy and cheese were easy to see.

Now, honestly everything is a blur. However, I will say that the speed increase has in my opinion has aided on the growth spurt in foreigners to improve, as mechanically a lot of them were not as crisp and efficient as their Korean counterparts, which is and has been a good thing.
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
jeputera
Profile Joined June 2018
30 Posts
October 10 2018 14:38 GMT
#22
There was a great TL post when they changed the starting working count about how the build diversity decreased with 12 workers. I couldn't find it, but its a great read if someone can link. Point being, i think that in some way the game plays faster because they are few opening moves. We know everything that happens in the first 7 minutes of any PvZ right now, and i think that makes the game a lot less enjoyable. As the possibilities for countering what your opponent is doing have decreased in the early game, the early game becomes streamlined and repetitive.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
October 10 2018 14:40 GMT
#23
The game speed is just right imo. If you can't keep up, you might want to have the doctor check your libido.
TL+ Member
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
October 10 2018 14:42 GMT
#24
On October 10 2018 23:38 jeputera wrote:
There was a great TL post when they changed the starting working count about how the build diversity decreased with 12 workers. I couldn't find it, but its a great read if someone can link. Point being, i think that in some way the game plays faster because they are few opening moves. We know everything that happens in the first 7 minutes of any PvZ right now, and i think that makes the game a lot less enjoyable. As the possibilities for countering what your opponent is doing have decreased in the early game, the early game becomes streamlined and repetitive.

You probably mean this article
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hannibaal
Profile Joined July 2016
41 Posts
October 10 2018 15:19 GMT
#25
It is, but it needs to be very fast, SC2 offers too many facilities to the player, I mean the automining, multiple building selection, the ease of using spells, a move units, armies that can be put into a single control group, F2 key, etc. , etc. If you want a more leisurely game, without so much Terrible Damage and with longer battles and with more micro battles, it would be necessary to eliminate the automining and maybe also the MBS, that will not happen at this point, it would be like taking out a new game, but It's sad, that's what Blizzard should have done in 2010.

And I forgot, macromechanic (mules, injects, chrono) are also part of the problem, they trigger the economy and take players to the late game too early, and that with so many design flaws is a problem, the late game of SC2 is the worst of this game, deathball against deathball, zergs with vision of more than half of the map.... is stupid, trash.
jeputera
Profile Joined June 2018
30 Posts
October 10 2018 15:46 GMT
#26
Thanks Viper, Thats definitely the article., thanks. I do miss those 2 minutes of game we lost and i think the strategic diversity of the game misses it too.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
October 10 2018 16:34 GMT
#27
too fast even for top pro players, they can't keep up with everything.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2018-10-11 14:14:41
October 10 2018 16:43 GMT
#28
On October 11 2018 00:19 Hannibaal wrote:
It is, but it needs to be very fast, SC2 offers too many facilities to the player, I mean the automining, multiple building selection, the ease of using spells, a move units, armies that can be put into a single control group, F2 key, etc. , etc. If you want a more leisurely game, without so much Terrible Damage and with longer battles and with more micro battles, it would be necessary to eliminate the automining and maybe also the MBS, that will not happen at this point, it would be like taking out a new game, but It's sad, that's what Blizzard should have done in 2010.

And I forgot, macromechanic (mules, injects, chrono) are also part of the problem, they trigger the economy and take players to the late game too early, and that with so many design flaws is a problem, the late game of SC2 is the worst of this game, deathball against deathball, zergs with vision of more than half of the map.... is stupid, trash.


I strongly disagree with this!
A game should be about battling your opponent, movement, tactics and not about battling a clunky interface!

Is there really no way to slow down the ramping up of the game without making the game interface harder to use?

Reduce starting worker count? Reduce mining speed? Maybe introduce the, now probably forgotten, idea of decreasing mining efficiency in saturated bases?
Maybe give units overall more HP? Reduce overall their movement speed?
[MOD]Economy - Hot Mineral Harvesting
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
October 10 2018 17:00 GMT
#29
I've been wanting to see how one less starting worker would go for a while now since it does feel like, with the pace of the game, the definitive moments happen a little too soon and too suddenly and explosively. If I could just magically do so, I'd really like to test bumping back the workers and/or minerals and go from there to ease the pace just a hair overall, slow down transitions from early to mid to late game just a skosh.

But, I imagine trying to do that and keep the game balanced in any way would be a nightmarish gauntlet to go through even for a team of designers/developers and might not yield any results worth that effort. For now I'll only seriously ask for Auto Turret to be removed once and for all, that'd be good enough for me.
Blunder Man doing everything thing a blunder can.
Haukinger
Profile Joined June 2012
Germany131 Posts
October 10 2018 17:02 GMT
#30
Either it is too fast or the supply cap is far too low or there are far too many minerals. I'd love to see a small tourney that does all three - play on slow, remove supply cap and reduce minerals per patch to 200. I'd donate a few hundred bucks to the price pool.
RandomOnlyTheHumanLf
Profile Joined July 2018
58 Posts
October 10 2018 20:20 GMT
#31
It is fast, but easy to control for everyone.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-10-10 21:59:10
October 10 2018 21:48 GMT
#32
On October 10 2018 20:21 SCHRECKEN111 wrote:
Dude, i`m 39 (probably one of the oldest sc2 player ) and I manage without a problem with the current speed. I find the game more exciting now than it was in the time of Hots. If I can have 160 average apm in my age you can reach this level also - and it allows me to play platin league - even if I can play 5-6 matches a week because of the work.
So cheer up and practice

44 <3 and again, i like that speed, just think i'd like the slow version too
edit: just in case that was addressed to me somehow
"not enough rights"
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-10-10 22:08:00
October 10 2018 22:05 GMT
#33
I don't miss the 3-4 minutes of mostly doing nothing in most hots and wol games were neither player proxied. I do miss the extended midgame we got in hots it made both tvt and tvz very fun matchups.I miss the increased scouting time. I also somewhat miss how longer start times ment that 4 player maps were less random and more viable in the map pool, since you had longer to scout you could reduce map rng with spawns. Right now we don't really see 4 player maps that much because the rng factor with scouting is to significant on mid to large maps and for other reasons small maps tend to be inherently imbalanced in lotv.

I wish we could somehow extend the midgame a bit because ultra late game tends to result in big boring air deathballs in all matchups right now. One thought I had is what if expansions cost 100 more minerals for evrey race, this might slow the game down in that players would have a harder time reaching full 2 base saturation and third bases would come slower. But we still don't have the mostly useless wait time in hots and wol. It might encourage more tech heavy openings. But maybe such a change would just tip the game to far to one base builds. And we would get wol 2.0.

Honestly although I do have some gripes about the effects of 12 worker start I think it's overall good for the game since waiting 4-5 minutes pointlessly in most of my games was always a sore point for me.
"when life gives Hero lemons he makes carriers" -Artosis
blanca12
Profile Joined October 2018
3 Posts
October 11 2018 01:01 GMT
#34
Blizzard should revert the clock change so it goes back to display Blizzard time. If it displayed 16 minutes rather than 11 minutes there would be a lot less complaining.

User was banned for this post.
Rodya
Profile Joined January 2018
546 Posts
October 11 2018 01:08 GMT
#35
People in this thread are misunderstanding what "slow" and "fast" mean in this context. In BW top pros have ridiculously high APMs just like in SC2 - we don't mean 'slow' as in, you have more time to do things and can have lower apm. We mean that the game is so fast that the skill cap has been reduced since it's too easy to wave past the early-mid game and passively macro for the late game fight that will decide the game instantly.
Banned for saying "zerg players are by far the biggest whiners in sc2 history" despite the fact that this forum is full of such posts about Terrans. Foreigner Elitists in control!
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
October 11 2018 01:46 GMT
#36
On October 10 2018 12:51 ZigguratOfUr wrote:
Blizzard should revert the clock change so it goes back to display Blizzard time. If it displayed 16 minutes rather than 11 minutes there would be a lot less complaining.

On October 11 2018 10:01 blanca12 wrote:
Blizzard should revert the clock change so it goes back to display Blizzard time. If it displayed 16 minutes rather than 11 minutes there would be a lot less complaining.



Hmmmm...

Bot that copies posts or unobservant user who coincidentally used the exact same wording...

All their posts are copies
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
October 11 2018 02:18 GMT
#37
On October 10 2018 12:41 geokilla wrote:
Case in point, Rogue and aLive are playing right now in the Ballistix Brawl. At 11 minutes into the game, we have Rogue on 6 bases with complete map control, covering 2/3 to 3/4 of the map in creep, and already on Hive tech building out Broodlords and Ultralisks.


Found nothing wrong.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
nanaoei
Profile Blog Joined May 2010
3358 Posts
Last Edited: 2018-10-11 03:57:03
October 11 2018 03:41 GMT
#38
you're mistaking the amount of bases you have + lategame situations (both translate to a decisive moment in the game) with the experience that higher level players have throughout the early to midgame in lotv.

the reason why they are able to abuse and dominate games against lesser players is because they see wide holes in base defense, meanwhile you should have more units to threaten with.
pretty much their mechanical skill and knowhow (macro) and their readiness to pounce on holes and positioning equates to a really lopsided game which in turn forces you to play a particular way with your skillset.

the creativity you're describing in hots midgame still exists, but it requires more of you in LotV because you have more income to spend and money do things with your units. you are required to expand and the game is centered around taking and holding 3 bases, then onto the transition to higher tech with a fresh 4th base.
this phase of the game takes at least 7 minutes which in the past used to take more than 11, or it never occurred due to circumstances like having to attack or defend and not worrying about mining out for the vast majority of the game.

i understand that with less experiences or with more stubborn players that the smallest harass can detract heavily from what they need to do throughout the game.

the oracle for example seems like a terrible unit because it does so much damage for such little commitment. it just seems annoying; in some ways it is like a form of cheese.
yet if you watch someone better handle the same controls, they will take little to no damage from that same unit---because they are ready and they understand the timing of it. in this example, that would be around 3:30.
there is counter play to it, and it's rather easy. it would prevent what would be an easy loss to being unprepared, or being overly prepared.
one of those things is scouting.
would you rather lose an overlord (100 minerals) to scout whether they start stargate or not, or to lose 3 drones in opportunity cost (+225 minerals) automatically because you don't want to learn the timing of using that scouting overlord? or because you accept that it's simply something you can't control?
same with terran, potentially lose 50/50 in the reaper as you control and milk use out of it (while doing everything back at home), or see exactly the starting tech of the protoss or if there are missing pylons that could otherwise hide it?

the way you play now may seem stale and set in stone, but it is pretty negligent to say it was any better in any other version of the game, including in SCBW. there are invariables to the early game for those versions that you're simply not being honest about. i'm talking about the way lower level players tend to play.
if you're the type that doesn't cheese, the early game goes the exact same way every game.
i say that being someone who did this over the course of thousands of games, feeling safe to do so.
2-rax with stim opening, for example, every single game. sometimes it outright killed because the guy had less stuff than you and they have no reprieve. that is not an additional option the game is missing. that responsibility of doing game-ending damage is now shifted into later build order timings or multiple unit harassment (all while macroing the necessary amount of units to end the game with).
the way the game was being played for the most part was simply a robot check, and going through the motions.
that's not a dynamic early game. that was a quo in the game where your scouting worker could see everything it needed to see, basically for free. the risk of dying to a game-ending unit without having played at least 3m of the game was very low. the same exists now with the above examples in scouting, except they are still optional so long as you respect the early game options from the other player (proxies included).

a lot of the situations described in this thread simply shouldn't happen in a real game with other people.
either there is a huge skill disparity (pro and complete amateur, high master to diamond) that allows it to happen, or a lack of knowhow. teching straight to broodlord and ultras without taking any damage to slow it down? what?
maxing at 9-11m without once again slowing each other down or taking engagements?
this simply doesn't happen unless both players decide to NR10 or some shit; both players are happy with just letting the other player sit and mutually do what they want.
in short, it's the playstyle that they chose to have, not what they try to expand with having more than one set of units in a control group, scouting, and abusing one another.

i think this is why most people prefer to watch than to play.
and while the OP did initially start with the idea that the speed of the game has to do with pacing and losing early game portions of being slow, it does end up having to do with a player's speed and adeptness to do everything they need to do.

going through a game not touching anyone, not doing meaningful harass or doing sharp builds is like going years throughout adulthood never touching another person emotionally and physically, then settling on the first person you share those experiences with and complaining when they were not the one.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
Less_Du_Et
Profile Joined August 2014
United States18 Posts
October 11 2018 03:53 GMT
#39
The "speed" of the game has nothing to do with APM or how fast units move or how quick you can max out. Let me try to explain my point with an example.
Take for example the good old 2 rax -

In WOL and HOTS; a failed 2 rax meant you were behind (as it should be). The aggressor took a risk, and it did not pay off (either due to good defence or poor execution of the aggression).

In LOTV; a failed 2 rax, as Maru and a few others have shown time and time again, can transition into a macro game. The aggressor in this case is NOT punished of the failed aggression.

This is because the window to punish is smaller in LOTV. In some cases, less than 30 seconds or a minute - barely enough time to get across the map.
Having to go from doing an all-in off 6 workers is a lot more "all-in" than doing it off 12 workers. ie. The 7th worker increase resource collection by ~17% whereas the 13th worker increase resource collection by 8%. This is huge. So the advantage a defending player has from defending a rush in LOTV is a LOT less than what they would have had in HOTS or WOL.
Everyone is entitled to be stupid, but some abuse the privilege.
Aunvilgodess
Profile Joined May 2016
954 Posts
October 11 2018 08:31 GMT
#40
no its perfect like this.
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