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Balance patching with sc2 map maker as a community

Forum Index > SC2 General
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1 2 3 Next All
norlock
Profile Joined March 2010
Netherlands918 Posts
Last Edited: 2020-04-11 17:37:04
April 11 2020 17:28 GMT
#1
I just start by a disclaimer that this is not meant as a whine thread, in response to the current results of HSC, but as a serious effort as a community in balancing this game. Is it relatively easy to make a balance patch with sc2 map maker? Are people into supporting this effort if we just make slight changes? I feel Blizzard is not really going to invest in balancing sc2 anymore, as this game is getting pretty old and is not providing much revenue anymore.

What are your thoughts on this idea, I hope people can look at this as an serious effort to improve the game, and we can find some good ways to bring sc2 forward. This will also be a better response than to complain about the state of the game.
Are you human?
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-04-11 17:51:52
April 11 2020 17:38 GMT
#2
All you have to do playing Terran is to spend about 1050 minerals to protect your B4 while Zerg pays 350 minerals :

Details :

1 CC = 400 M
1 Orbital (or one barrack in wall) = 150 M
4 depot = 400 M (make wall in an open space)
4 SCV working = 100 M
etc...

Then there s no real surprise to understand why Terrans are so late entering end game.

PS : as you can approximatively have 40 vcs harvesting minerals, you can estimate the amount of mineral / minute (40*42 = 1680).. so a zerg can win about 30 seconds of free income at this moment.
norlock
Profile Joined March 2010
Netherlands918 Posts
April 11 2020 17:44 GMT
#3
I don't want to get into details what makes the game (un)balanced at the moment, but more if we as a community are willing to support this effort. This is one of those things that can work if enough people support it. But we can definitely look at how the eco works in the game.
Are you human?
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2020-04-11 17:56:14
April 11 2020 17:53 GMT
#4
For god sake, SC2 problem is not a balance issue, it's a design one.
We need to deal with it for now.
Bring on SC3, with different pathing and positional play :-)
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-04-11 18:02:42
April 11 2020 18:01 GMT
#5
On April 12 2020 02:53 StarscreamG1 wrote:
For god sake, SC2 problem is not a balance issue, it's a design one.
We need to deal with it for now.
Bring on SC3, with different pathing and positional play :-)


positional play ?

How can be translated as Terran (with modern engine as SC2, means not BW) Hum we already talked about it, you re human, not a machine which can watch continusly on multiples positions...
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-04-11 18:06:08
April 11 2020 18:01 GMT
#6
Using the starcraft editor to create a mod with balance changes is generally speaking pretty easy (for most balance tweaks that you'd be making).

Getting anyone (especially anyone remotely good) to actually play your mod is basically impossible.
norlock
Profile Joined March 2010
Netherlands918 Posts
April 11 2020 18:06 GMT
#7
On April 12 2020 02:53 StarscreamG1 wrote:
For god sake, SC2 problem is not a balance issue, it's a design one.
We need to deal with it for now.
Bring on SC3, with different pathing and positional play :-)

But we know that they are not busy with sc3, at least no news about starcraft 3. What is the point of waiting for that and there are definitely changes we can makes to improve the game.
Are you human?
norlock
Profile Joined March 2010
Netherlands918 Posts
April 11 2020 18:09 GMT
#8
On April 12 2020 03:01 ZigguratOfUr wrote:
Using the starcraft editor to create a mod with balance changes is generally speaking pretty easy (for most balance tweaks that you'd be making).

Getting anyone (especially anyone remotely good) to actually play your mod is basically impossible.

Thanks for the reply, I also thought this would be the case. I hope we can find a way to get most people into this idea, it needs to be supported by a lot of people for it to work.
Are you human?
Snakestyle11
Profile Joined December 2018
191 Posts
April 11 2020 18:12 GMT
#9
Unit interacting and the way build orders from diff races line up against one another is the biggest issue with sc2. Balancing with maps wont change the super anti climatic instant game ending hard counter moments and boring 1 sided unit interactions.
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-04-11 18:14:00
April 11 2020 18:13 GMT
#10
If somebody desires to improve the game, even if he achieves,....i m really not sure to see people thanks him.
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-04-11 18:26:46
April 11 2020 18:16 GMT
#11
In fact the only problem is the ladder, who will play if you can t be ranked ?

PS : You can also ask to blizzard to integrate a new type ladder "with fast game in default speed" (melt with the fastest) and in this mod all you have to do is increase time construction building and upgrade research time by 15%.
By this way, you keep the tree and give more chance to race which requires more effective APM.

It can be done in a day..
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 11 2020 18:25 GMT
#12
On April 12 2020 03:09 norlock wrote:
Show nested quote +
On April 12 2020 03:01 ZigguratOfUr wrote:
Using the starcraft editor to create a mod with balance changes is generally speaking pretty easy (for most balance tweaks that you'd be making).

Getting anyone (especially anyone remotely good) to actually play your mod is basically impossible.

Thanks for the reply, I also thought this would be the case. I hope we can find a way to get most people into this idea, it needs to be supported by a lot of people for it to work.


I'm highly skeptical it would work. Even when Blizzard put up their balance changes on that separate matchmaking queue no one was playing it. When new maps come out of the TLMC, the finalists have roughly a 50% chance of ending up on ladder eventually, and despite that good players won't play them and give feedback.

And community driven balance changes are a good deal more speculative than both of these examples. So yeah you do need to gather a lot of dedicated people willing to test out these changes if you want to get anything out of it.
norlock
Profile Joined March 2010
Netherlands918 Posts
April 11 2020 18:27 GMT
#13
On April 12 2020 03:16 Vision_ wrote:
In fact the only problem is the ladder, who will play if you can t be ranked ?

That's a good point, I just hope there is something possible. I agree that I can only see this work if we can find some cooperation with Blizzard.
Are you human?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-04-11 18:44:41
April 11 2020 18:44 GMT
#14
On April 12 2020 03:27 norlock wrote:
Show nested quote +
On April 12 2020 03:16 Vision_ wrote:
In fact the only problem is the ladder, who will play if you can t be ranked ?

That's a good point, I just hope there is something possible. I agree that I can only see this work if we can find some cooperation with Blizzard.


If you can't get enough people to play custom games on your balance mod, you're not going to get enough people to make automated matchmaking work and even need Blizzard involvement.
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-04-11 20:27:46
April 11 2020 20:03 GMT
#15
Actually it s frustating because there re 2 awesome tools to get another batch of SC2, i mean "test mode" and "unit tester".

Involve to a SC2 batch for community should be casual oriented, i.e everythings in SC2 can be less done for nags and less punishing.
Step by step, you have to reduce the area of impact of each units, you have to decrease personality/features of these units which are clearly overlaping too far with others (little bit too much emphasis in their roles)
Most of units are well designed but i m not interesting anymore to the current paths to evolve.

Basically, to get closer of casual gamers, i would wish :

EMP is way to punishing : there s no escape for protoss because it s an instant.
Medivacs couldn t upload every marines in one shot (instant also)
Terran Casual builds too many Planetary Forteress because it s so much safer and they have problem to sustain a position while their army is moving....

Banelings are too much expensive and useful for their supply cost (best cost efficient unit).
Ultralisks are too strong against Casual Bio Player (If they are not scouted also)
Mutalisks seems to struggle against everything (too squishy ?)
Creep tumors have the same price than an injection - zerg player could be more versatile and must choose at start between a fast speed expansion or many more units - tumors spell should cost lesser than injection proportionally. (without talking about creep tumors and vision...)

Not very aware of Protoss forces and weakness,
Disruptors feels poorly designed
Mothership core doesn t seem well designed as well.
Stalker strenght doesn t seems to scale until end game.
Banelings could pick the "charge ability" while zealots could have an armor to replenish their plasma shield (they would have a shorter charge effect by defaut after an hit)
WaesumNinja
Profile Joined February 2012
210 Posts
April 11 2020 20:29 GMT
#16
The last big community balancing initiative I can remember was starbow, does anyone know if it's still being worked on/played? Last post in the thread was from 2017:

https://tl.net/forum/sc2-maps/304955-starbow

The hardest part is getting the community to play it, since everyone and their dog has their own idea how to "fix" things.
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-04-11 21:23:04
April 11 2020 21:16 GMT
#17
On April 12 2020 05:29 WaesumNinja wrote:
The last big community balancing initiative I can remember was starbow, does anyone know if it's still being worked on/played? Last post in the thread was from 2017:

https://tl.net/forum/sc2-maps/304955-starbow

The hardest part is getting the community to play it, since everyone and their dog has their own idea how to "fix" things.


SC BW remastered have attracted many players of starbow. Despite their huge work i m blaming starbow to copy perfectly / be too close from the original game. They could have mix the macro from SC BW and good idea of SC2 (medivacs, ravagers, colossus, etc..)

Indeed, If starbow doesn t reach to be playable in ladder, there s no reason for community to think about SC2 anymore.
norlock
Profile Joined March 2010
Netherlands918 Posts
April 11 2020 21:26 GMT
#18
On April 12 2020 05:29 WaesumNinja wrote:
The last big community balancing initiative I can remember was starbow, does anyone know if it's still being worked on/played? Last post in the thread was from 2017:

https://tl.net/forum/sc2-maps/304955-starbow

The hardest part is getting the community to play it, since everyone and their dog has their own idea how to "fix" things.

Well I think it was created at a time there was still a lot of balance patches going on, so players didn't feel the need to jump over, another problem with Starbow was that it was a complete new game, so I can also see why that wasn't really appealing.

What I believe in more is making units 10 minerals + 10 guess cheaper or more expensive, reducing the range of units, slower build times or macro mechanics.
Are you human?
Morbidius
Profile Joined November 2010
Brazil3449 Posts
April 12 2020 03:42 GMT
#19
We should host a Teamliquid balance patch contest every 6 months and the best patch gets into the game. Can't be worse than Blizzard.
Has foreign StarCraft hit rock bottom?
Vision_
Profile Joined September 2018
870 Posts
April 13 2020 10:30 GMT
#20
On April 12 2020 12:42 Morbidius wrote:
We should host a Teamliquid balance patch contest every 6 months and the best patch gets into the game. Can't be worse than Blizzard.


Unless you want to change adepts with MOBA-like ability...
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