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An idea on noob friendlyness of SC2 - Page 2

Forum Index > SC2 General
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fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
August 07 2007 11:53 GMT
#21
To [Red]Spartan:
I don't think you understood that it really would be inbalanced in one of the modes.....some spells are only balanced because of our limitations....for example, if we could lockdown super fast, the terran would be imbalanced.
Do you really want chat rooms?
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
August 07 2007 11:53 GMT
#22
On August 07 2007 20:41 Brutalisk wrote:
How long will it take until people realize that one shouldn't have to master the interface, but the game itself?
Terran & Potato Salad.
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
August 07 2007 11:59 GMT
#23
On August 07 2007 20:53 Lukeeze[zR] wrote:
Show nested quote +
On August 07 2007 20:41 Brutalisk wrote:
How long will it take until people realize that one shouldn't have to master the interface, but the game itself?

Why not have a better UI but add more things in to make the game harder? Nerfing AoE and taking out the reaver is not the way to do this..
Do you really want chat rooms?
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
August 07 2007 12:00 GMT
#24
because it doesnt make any sense
Terran & Potato Salad.
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
August 07 2007 12:02 GMT
#25
Why are you guys still posting in this topic? Let it die.
I live in perpetual fear of terrorists and studio gangsters
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
August 07 2007 12:15 GMT
#26
nobody likes my idea
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
FlyingHamsta
Profile Joined August 2007
United States77 Posts
August 07 2007 12:26 GMT
#27
Just a note, many games allow dumbing down of features for "pro mode" basically. For example, no professional Smash Brother games play with items turned on, or play on stupid levels.

Even StarCraft pro games adhere to similar self-moderated regulations: No pausing allowed, and when have you seen a pro match take place on a money map?

So the idea of a "hard mode" is really not so far fetched, not one that I support outright but realistically serious players don't play the same game as "noobs" and "casuals."
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
August 07 2007 12:56 GMT
#28
i had a similar post while back, i guess being respectful makes a difference in replies... enjoy your ban.

Back on topic, OP got a point, controls in this game are anything but easy to a newcomer - the source of continuity of life-cycle of the game.

What they should do is make a training (part of single player) on different controlling techniques (not just the mere basics) such that by the time a newbie finishes the campaign, he/she could start learning the strategic aspect online without being "out controlled".

Online play SHOULD have only one option with most freedom/complexity. How much?

In pillars I trust.
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
August 07 2007 13:29 GMT
#29
As i said in many other SC2 posts.

Ahem Suck it up take it like a man to w/e Blizzard makes SC2 into.
I have ass for brains so,
even when I shit I'm droping knowledge.
Bash
Profile Joined August 2007
Finland1533 Posts
Last Edited: 2007-08-07 16:19:10
August 07 2007 16:18 GMT
#30
Why shouldn't it be "noob friendly"? What is the point of fighting the UI anyway? Bad UI takes away from actually playing the game and thus the strategic factor of the game and makes memorizing patterns more important. What, do you think that if the UI isn't total shit the pro's are going to be left wondering "Well, now that the UI isn't trying to fuck me in the ass, I don't really have anything to do for the next 10 minutes." or something? That they aren't going to use the new time they have on their hands? If anything it makes the game much more competitive.
I can't sing and I can't dance, but still I know how to clap my hands.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
August 07 2007 17:16 GMT
#31
The game could never be balanced if you could switch smartcasting on/off. Imagine if there was smartcasting in BW. Spells like irradiate would be too good. The game is either balanced for smartcasting or without it. imo as long as you give the player enough things to multitask it doesnt matter if a few of the things are easy to do. As long as the overall handdexterity needed is the same as in BW im happy.
merz
Profile Blog Joined July 2004
Sweden2760 Posts
August 07 2007 17:21 GMT
#32
Let them noobs stay at 50 apm abusing the newbie-friendly system while we rape them. I don't think 2 modes are necessary.
Winners never quit, quitters never win.
Hokay
Profile Joined May 2007
United States738 Posts
Last Edited: 2007-08-07 17:37:19
August 07 2007 17:31 GMT
#33
Remember blizzard is making other things for pros to do when not fighting the shitty UI.
LastWish
Profile Blog Joined September 2004
2013 Posts
August 07 2007 17:37 GMT
#34
Control Evolution it is called.
Dune2(one unit selected, you have to press m before move) ->
WarCraft1(4 units to select with ctrl, units move on click) ->
WarCraft2(drag range select, 9 unit cap) ->
StarCraft(12 unit cap, hotkey evolution) ->
WarCraft3(individual casting in group, tab group selecting, mass selecting buildings) ->
StarCraft2(unlimited unit selections?...)

You get used to it, it is better unless there will be no more challenge in the game.

So I think the game could be good if they take more into the mass battles & fighting.
Like map with 3 corridors and you fight simultanously in all 3 corridors while trying to set a new expansion and drop enemies main.
With a good control it could be fun and lot of apm involved.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
krikker
Profile Joined May 2007
Afghanistan21 Posts
Last Edited: 2007-08-07 19:35:09
August 07 2007 19:34 GMT
#35
It's a good idea in the sense that it totally underlines the idiocy of wanting a limited interface. As mentioned earlier it would never be played.

BW became number one because of its broad appeal, its replayability and the high skill required to master.

None of the above can be left out and as such the BW interface is doomed to extinction since it is completely outdated. The high skill level to master must be implemented elsewhere if a new game hopes to take over the throne.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2007-08-07 20:01:09
August 07 2007 19:48 GMT
#36
On August 08 2007 02:37 LastWish wrote:
StarCraft(12 unit cap, hotkey evolution) ->

You forgot the most noobifying interface tweak of all times that blizzard introduced in starcraft: Attack move.

And to anyone saying it was in warcraft 2, it wasnt untill battlenet edition. Id say that attack move is one of the reasons to why starcraft became so large, it made it a lot easier to attack and just play the game in general while in older games just attacking your enemies base was a chore in itself.

A better interface is good for the game since it makes it easier to play wich is one of blizzards most important aspects, sure "progamers" wont like it when they hear about it but im sure that after a month or 2 of gaming most of you have converted.



Thinking that the depth of starcraft was just due to the bad interface is really ignorant and its a shame that annyone play a game just beacuse of its design flaws.
ocoini
Profile Blog Joined April 2003
648 Posts
August 07 2007 19:53 GMT
#37
On August 08 2007 04:48 Klockan3 wrote:
Show nested quote +
On August 08 2007 02:37 LastWish wrote:
StarCraft(12 unit cap, hotkey evolution) ->

You forgot the most noobifying interface tweak of all times that blizzard introduced in starcraft: Attack move.

And to anyone saying it was in warcraft 2, it wasnt untill battlenet edition.


Everyone used patrol
Street Vendor Crack Down Princess-Cop!
Unentschieden
Profile Joined August 2007
Germany1471 Posts
August 07 2007 20:03 GMT
#38
The reason anti-"noobification" is so persistant is that the inferior UI of SC:BC IS a part of it´s balancing. But that shouldn´t and isn´t how it should continue. The UI is not a tool to mesure "skill", its a tool to control the game. The better control you have over the game the better it is.

RTS means Real-Time-Strategy, you have to make strategic decisions under Time pressure. Imho you should spend your time on decisions and combat, not mudane work. Sending your peons to work is neither a decision and shurely not combat. It is mudane work, wich was fine 10 Years ago, but even then NO report ever marveled on a progamers resource gathering.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
August 07 2007 20:05 GMT
#39
On August 08 2007 04:53 ocoini wrote:
Show nested quote +
On August 08 2007 04:48 Klockan3 wrote:
On August 08 2007 02:37 LastWish wrote:
StarCraft(12 unit cap, hotkey evolution) ->

You forgot the most noobifying interface tweak of all times that blizzard introduced in starcraft: Attack move.

And to anyone saying it was in warcraft 2, it wasnt untill battlenet edition.


Everyone used patrol

Even the computer!

But still you had to babysit your armies in wc2 all the time, and production micro in that game is extreme were you cant que units and you have no rally points, and income is a lot higher than in starcraft.

Sarcas on/
Starcraft = noob game, the interface plays for you there. The real pro's play warcraft 2. I mean, just rally to your opponents base and que units = GG in starcraft!!/Sarcrasm off
This is a bit extreme but not far off from some people on these boards views on interface tweaks.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2007-08-07 21:31:07
August 07 2007 21:13 GMT
#40
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.

The point is that it does not make sense to believe that making an interface as easy as possible is good or that making an interface as hard as possible is good. Either extreme is ridiculous so there must be some sweet spot of balance. If cloning magic spells has been turned into an easy move when it used to be a difficult move, Blizzard needs to compensate by making a previously easy move into a difficult move. However we haven't heard about any of those -- only about other difficult moves turning into easy ones (namely auto-collection for peons and multiple building selection).

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.

Ah and here is Testie posting on the same subject, ending it with the exact same suggestion:
+ Show Spoiler +
With these huge groups in Starcraft 2, micro has been reduced.

Multiple building selection is a bad idea.
Massive groups of unlimited or even over 20 units is a pretty bad idea. It takes away from a lot of micro aspects.

From personal talks with many of the best Warcraft 3 players they complain that many of their players can take a year off, not practice, come back and get 1st or 2nd in a prestigious tournament. (Mostly talking about night-elf players). But they also mentioned the pace of the game since there is less to do in a general sense. They can focus on a battle then build 1 moonwell and 1 unit then get back to the battle rather than focussing on controlling a massive army, splitting it sieging it, building from all raxes, facts, and ports, while sending scv's to minerals, etc. (This isn't slandering war3, I like them both and they're both great games. It's simply an analogy to show that even the top War3 players dislike how less skilled opponents can get top spots).


No matter how good a player is, if Savior takes a year off of BW he won't win MSL or OSL without atleast 1 month to 3 months practice (and then continuous practice after that to keep in top shape) of practice.

Starcraft 2 is making it easier to decrease skill gaps between players. Which is a bad thing. Because you do not respect the players as much, there is less to do, and the game becomes much less intense, thus less fun.

They said they would have a lot more to do in SC2, but from playing it, I don't really feel that's the case. They have some cool ideas that are well implemented and well timed. i.e. reapers nor stalkers are imba. The war3 players think immortals are imba, but they really aren't. They just don't know proper macro yet.

All professional gamers I have talked to agree that you shouldn't be able to take months off practice then win a prestigious tournament with all the best players nor place 2nd in it. With the simplifying of SC into SC2, thus far it feels like this is what they are doing.

RTS should have a mix of many characteristics. If someone's going to bullshit and say it should be all about strategy, and lower skilled people should be able to keep up and nearly be able to macro like Reach by pressing 4z on 10 gateways... then they might as well make it a turn based game.

Games should be difficult and take skill. It should take speed, strategy, timing, economy management, game control, etc... and many other factors that make the game great and intense. SC2 still takes skill, but it's not nearly as difficult or intense as playing SC. Thus, comes off as less fun in general.

At the very least, professional leagues should have an option to toggle control groups off, multiple selections off, and perhaps even rallied minerals off. Though some players will complain that they still have to build the probe. But meh, we can give perhaps one concession when reducing the skill requirements. It's kind of like reducing the passing scores for schools. =(.

All in all I like the game, and it has some cool ideas. Units like the reapers and stalkers do add some coolness to the game that can increase intensity and the speed at which the pace of the game flows. Nor are they imbalanced.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
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