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On August 07 2007 12:26 FlyingHamsta wrote: The pros will still be better than you. of course they will. that's not all that matters though. if people played life on a professional level, they'd be better than me, but i still might not appretiate their skill. what kind of skills should be emphasized in a certain type of game is what was being discussed. To each their own but broodwar is a really important game in a couple ways and there are reasons why it shouldn't be too different from the original.
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Main thing I'm worried about is keeping it fun. A lot of the UI improvements will be fine, I think. If I don't have to re-control group 10 barracks every 30 seconds to re-rally, and then re-control group my men in between, I will be happy.
But some things seem like they could be too much. Smart casting/cloning seems like it could be taking something away from the game. I'm not adamant about it, b/c I haven't played SC2 yet... but I probably should be reinstalling war3 to test it so I cant rant better.
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On August 07 2007 13:52 zobz wrote:Show nested quote +On August 07 2007 12:26 FlyingHamsta wrote: The pros will still be better than you. of course they will. that's not all that matters though. if people played life on a professional level, they'd be better than me, but i still might not appretiate their skill. what kind of skills should be emphasized in a certain type of game is what was being discussed. To each their own but broodwar is a really important game in a couple ways and there are reasons why it shouldn't be too different from the original.
There will still be extremely micro intensive abilities on each side that will seperate good from the noob. For example, phase prisms is a big one. You gonna select all 8 of your phase prisms and order them all to turn into pylon power? No, you'll need excellent micro. Even warp in only allows 1 unit queue, so people who excel at micro will be able to utilize that to its fullest.
Stalkers vs Zealots. Noobs will undoubtedly lose vs zealots with stalkers every matchup. That's just the way it is, because he'll blink them all and accomplish nothing but give a 1 second gap or something between the stalkers and charging zealots. Meanwhile a pro player will only blink back the front stalkers, and kite using that method to kill the new charging zealots almost in the same fashion as dragoons used to, except much more stylishly.
What do you think the War2 pros said when they realized the UI enhancements of SC? "Wow this is noob, now those noob sc players can catch up to the pros." UI's improve with each game, and I think it's quite premature to say pro games will be uninteresting. If anything I'm interested to see what the pros can do with such enhancements, and like I said before there will still be hard moves to pull off.
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I 100% agree with Nony. I want the skill gap between pros and mediocre players to be huge. The skill level of pros should be easy to appreciate. And execution should play at least as large a role as strategy.
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On August 07 2007 11:24 NonY[rC] wrote: BW has the right amount of hand dexterity required. If a BW game goes long enough, even the pros known for their perfect mechanics have to make decisions with regard to BW's third resource: time. The top players have to decide how much time to spend with each pressing issue, knowing that the issues ignored will suffer. A computer game shouldn't be built such that if you know what to do, you can automatically do it. That's a board game. For example, in Chess, or Risk, it does not take any skill to move a piece. Simplifying a computer game's interface to the point that the action on screen is just an extension of your thoughts is a big mistake. How much of your decisions actually come through on-screen should be mitigated by hand speed.
Purposely setting up the interface this way is not supporting an outdated or stupid interface, but rather it is perfecting what makes computer games computer games as opposed to sports or board games. All games require decision-making but sports also require physical fitness, computer games require hand dexterity, and board games require nothing in addition at all. A tennis player can decide to hit the ball into the far corner, but he can still fail if his body is not capable of such strength and accuracy. It would be silliness to alter the game of tennis in some way such that players are not limited by their physical capabilities. Tennis fans know that the strategical requirements and the physical requirements of the game are already well-balanced.
I say that BW has achieved balance because it is quite comparable to other very successful games. The popular sports in America, like football, basketball and baseball, are all successful at both the professional and amateur levels. If you watch professional games, the best players in the world still come up short in performance: an NFL receiver drops a pass, an NBA player misses a shot, etc. These mistakes exist and in similar frequencies in each sport. "Easy" moves still have a noticable failure rate, likewise "impossible" moves still have a noticable success rate. And despite the professional players struggling to achieve perfection, millions of amateurs still love to play. The professionals and amateurs form a mutual relationship. Professionals need fans and replacements, amateurs need someone to look up to and try to copy.
Setting up a mutual symbiotic relationship between professionals and amateurs is the best way to make a game successful and long-lasting. There is a formula out there among all the most popular games in the world (mostly sports) and Blizzard just happened to strike upon it with BW. With SC2, Blizzard musn't leave it to blind luck again. The execution of strategies cannot be made any easier in SC2 than they are in BW.
PS: Blizzard's idea of making a game easy to learn but difficult to master is exactly what this is about, partly. It seems that they want to make the execution of strategies easy, while formulating strategies will take a lifetime. This is not how to make a proper computer game, especially not the successor to BW. People don't want an animated board game on their screens. Other RTS's have been going that direction and their games hold interest for less than a year. The solution is for Blizzard to apply "easy to learn, difficult to master" to both strategy and execution. That is, it's easy to learn how to clone magic spells, but it's incredibly difficult to master.
More than that, I think the amateurs have to look up to someone that they know, with lots of luck and practice, they might become better than that current pro.
I don't know about you, but I wouldnt want to try going pro if I knew the best I could do was to be as good as the current top pro and never any better.
And I don't think I would play BW if there wasnt that weak hope that I could maybe do the impossible (as unrealistic as it is).
Maybe there is a way to set a ladder enforced switch for auto-cloning and other noob features? Like in a non-ladder game, its up to the player to go into options and enable or disable auto-cloning, but in a ladder match, the server overrides whatever they picked and just disables it.
That way noobs would still be able to play with their friends, it would take away some of the learning curve for very beginners, and would still force competitive players to try their hardest. Think of non-ladder games as a kind of kiddie pool - there are a couple options that you can choose to set in your favor: auto-cloning, easy-macro, auto-cast (for scv+medic), that will make the game easier to play. Since these would be player-side optional (changeable under the options menu), it would be up to the player in a non-ladder game to accept any crutches or computer help.
Then when he goes to the large pool (ladder play), fastest is mandated and auto-set for him (just for that ladder match), auto-cloning and auto-cast is disabled, or easy-macro is disabled depending on what the balancing progamers call for.
I really wish I could make sure someone from the sc2 team would see this, as I think it is the best way to allow both new and old players to be entertained, while still allowing a competive community without fracturing the community.
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On August 07 2007 14:17 FlyingHamsta wrote:Show nested quote +On August 07 2007 13:52 zobz wrote:On August 07 2007 12:26 FlyingHamsta wrote: The pros will still be better than you. of course they will. that's not all that matters though. if people played life on a professional level, they'd be better than me, but i still might not appretiate their skill. what kind of skills should be emphasized in a certain type of game is what was being discussed. To each their own but broodwar is a really important game in a couple ways and there are reasons why it shouldn't be too different from the original. There will still be extremely micro intensive abilities on each side that will seperate good from the noob. For example, phase prisms is a big one. You gonna select all 8 of your phase prisms and order them all to turn into pylon power? No, you'll need excellent micro. Even warp in only allows 1 unit queue, so people who excel at micro will be able to utilize that to its fullest. Stalkers vs Zealots. Noobs will undoubtedly lose vs zealots with stalkers every matchup. That's just the way it is, because he'll blink them all and accomplish nothing but give a 1 second gap or something between the stalkers and charging zealots. Meanwhile a pro player will only blink back the front stalkers, and kite using that method to kill the new charging zealots almost in the same fashion as dragoons used to, except much more stylishly. What do you think the War2 pros said when they realized the UI enhancements of SC? "Wow this is noob, now those noob sc players can catch up to the pros." UI's improve with each game, and I think it's quite premature to say pro games will be uninteresting. If anything I'm interested to see what the pros can do with such enhancements, and like I said before there will still be hard moves to pull off.
Who cares about absolute noobs-vs-pros? A mediocre player could pull all of that stuff off.
How is one pro supposed to be any better than another? Strategy can only do so much
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Yes but a pro could do it while storm prisming a worker line Just an off handed example.
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Well i dont have a problem with easy cloneing i kinda invite it the 2 things that I didnt like in wc3 was heros and the fact that every unit moves about the same speed.
So I invite it sure it takes away some skill but i'm sure it will help make battles more intense.
Like every game i'm sure there will be a line between what a pro can do and what can a noob do.
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[QUOTE]On August 07 2007 14:17 FlyingHamsta wrote: [QUOTE]On August 07 2007 13:52 zobz wrote: [QUOTE]On August 07 2007 12:26 FlyingHamsta wrote: The pros will still be better than you.[/QUOTE] What do you think the War2 pros said when they realized the UI enhancements of SC? "Wow this is noob, now those noob sc players can catch up to the pros."[/QUOTE]
This is a joke, right?
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Who cares about absolute noobs-vs-pros? A mediocre player could pull all of that stuff off.
Uhhh, you people care about noobs vs pros apparently, you read the rest of the thread?
How is one pro supposed to be any better than another?
By outplaying one another? Just as they always have?
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[QUOTE]On August 07 2007 15:13 Sr18 wrote: [QUOTE]On August 07 2007 14:17 FlyingHamsta wrote: [QUOTE]On August 07 2007 13:52 zobz wrote: [QUOTE]On August 07 2007 12:26 FlyingHamsta wrote: The pros will still be better than you.[/QUOTE] What do you think the War2 pros said when they realized the UI enhancements of SC? "Wow this is noob, now those noob sc players can catch up to the pros."[/QUOTE]
This is a joke, right?[/QUOTE]
I don't think so, believe it or not there was a huge wc2 community with pros who were following the production of starcraft almost like we are following the production of starcraft2, if I've heard correctly.
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I find it aggravating that a lot of the newer posters to the forum are all for these simplifications of the famed SC UI. There is one statement that counters everything you have to say:
All of the so-called "improvements" will make cool feats of micro and strategy less impressive.
Done.
Now please quit posting.
I don't care that it will make it easier for YOU to do these things. I don't care about arguments that it will help sell the game to 12 year-olds who constantly complain about how the game sucks if they aren't pro at it immediately after installing the game on their computer. All I care about the creation of a game that has the appeal and longevity of the original SC. Making the moves that are considered top tier feats in SC more accessible is the completely wrong way to go.
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On August 07 2007 16:29 A3iL3r0n wrote:
All of the so-called "improvements" will make cool feats of micro less impressive.
changed it to be more appropriate.
It will only reduce the amount of micro thats hard to do, but will most likely increase the overall strategy used on the macro or mid levels -thats blizzards intention, not saying that it will occur if blizzard screw it up.
Personally I rather be impressed by overall strategies and counter strategies being used on the macro or mid level, than just the micro employed by a player.
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A3iL3r0n, thanks, thats exactly what im talking about. Just hope that blizz will do the right thing
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Upgradeable autocast would be cool, at least I think so 
Taking BW for example, you wouldn't have irradiate on autocast for the first 6 or so vessels (assuming autocast upgrade is expensive) but late game it when you've acquired a dozen vessels, it would be worth it to research it.
And autocast should be upgradeable for select units: marines (stimpack), vessels (irradiate), ghost (lockdown)
Also, there are downsides to autocast. In War3, I recall that humans would get owned by mass ghouls because they relied on sorceress slow autocast too much but they're not programmed to cast unless they're actually under attack. So UD players would move their ghouls *into* the human army and then attack.
An instance where autocast would backfire, I speculate, for SC2 would be a T with a cloud of vessels and Z running a swarm of zerglings to it and thereby triggering the vessels to waste irradiate on the zerglings.
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On August 07 2007 17:04 shadowenergy wrote:Show nested quote +On August 07 2007 16:29 A3iL3r0n wrote:
All of the so-called "improvements" will make cool feats of micro less impressive.
changed it to be more appropriate. It will only reduce the amount of micro thats hard to do, but will most likely increase the overall strategy used on the macro or mid levels -thats blizzards intention, not saying that it will occur if blizzard screw it up. Personally I rather be impressed by overall strategies and counter strategies being used on the macro or mid level, than just the micro employed by a player.
The only way you could increase strategy is to speed up map rotations. Spoiler: Pros are pretty good on figuring out the best way to play a map
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On August 07 2007 18:33 Heen wrote:Upgradeable autocast would be cool, at least I think so  Taking BW for example, you wouldn't have irradiate on autocast for the first 6 or so vessels (assuming autocast upgrade is expensive) but late game it when you've acquired a dozen vessels, it would be worth it to research it. And autocast should be upgradeable for select units: marines (stimpack), vessels (irradiate), ghost (lockdown) Also, there are downsides to autocast. In War3, I recall that humans would get owned by mass ghouls because they relied on sorceress slow autocast too much but they're not programmed to cast unless they're actually under attack. So UD players would move their ghouls *into* the human army and then attack. An instance where autocast would backfire, I speculate, for SC2 would be a T with a cloud of vessels and Z running a swarm of zerglings to it and thereby triggering the vessels to waste irradiate on the zerglings.
auto-cast should be non-ladder only (if at all). It should be disabled for all ladder play
Further, it should be a global option in the option menu that the player can choose to enable for non ladder play.
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Apparently autocast is limited to Heal (like BW) and SCV repair, at least according to some topic a couple weeks ago... Dunno what it was like at Blizzcon though
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On August 07 2007 16:29 A3iL3r0n wrote: I find it aggravating that a lot of the newer posters to the forum are all for these simplifications of the famed SC UI. There is one statement that counters everything you have to say:
All of the so-called "improvements" will make cool feats of micro and strategy less impressive.
Done.
Now please quit posting.
I don't care that it will make it easier for YOU to do these things. I don't care about arguments that it will help sell the game to 12 year-olds who constantly complain about how the game sucks if they aren't pro at it immediately after installing the game on their computer. All I care about the creation of a game that has the appeal and longevity of the original SC. Making the moves that are considered top tier feats in SC more accessible is the completely wrong way to go. Now listen you. Today. In SC:BW ladder game. Without all "so-called improvements". Can you repeat Nada's invulnerable marines/vultures? Can you reaver drop like Nal_rA or Stork? Can you dance with dragoons like Free? Can you perfectly flank like sAviOr? How Multiple Building Selection or smart-casting will help you to do so?
Do you ever had need to cast more than one Psi-storm/Plague/Sworm in one place? Do you ever had need to cast more than one Irradiate/Matrix at the same unit? Why there is option to do so then?
Chobo players have no problems with repeatedly clicking on Factories/Gateways. They have problem with doing it at the right time. Hosu players have no problems with cloning they have problems with casting spells at the right place, at the right time. Or do you think only few can use defilers like sAviOr or storms like Reach cause cloning requires a lot of skill? Do you know one of the reasons why almost no one - including micro-beasts like Casy and Nada - uses restoration to heal plagued units especially marines?
Use your brains to think before saying to someone "Now please quit posting" or you will look like arrogant idiot
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