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Sweden33719 Posts
My point with bringing up my War3 experience was that I had the same problem across both games as an RTS noob, which was that I wasn't building units during battles, and multitasking efficiently. So yes, WarCraft 3 has smaller scale battles but the point is after a battle I'd have 1000 gold and lumber like a noob. When first starting out playing SC, isn't that the same thing what we all do? What we're trying to overcome is the ability to macro, not the ability to click 7 factories faster.
My point was that the effect of MBS is much less pronounced in War3 than it would be in a starcraft type game. So.. yes, it's the same problem but much less noticeable in war3 than it would be in BW.
IE, it has much less of an effect on the game as a whole.. Bleh, it's 7 am I'll just sleep, I might be missing your point.
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He's a RTS nub dont listen to him
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On September 07 2007 13:44 orangedude wrote:Show nested quote +On September 07 2007 05:46 LonelyMargarita wrote: I think there's a huge point that hasn't even been made yet. It's assuming that the kind of people that want MBS, automine, etc. are generally the below 100 apm, play 3v3 BGH, and the occasional 1v1 LT type of player (and everyone worse), and that the vast majority of people better than that (120+ APM, mostly 1v1s, sometimes does 2v2 on non-money pro maps) are very much against MBS. There, pasted. Now stop accusing others of lying. You have nothing to back up your assumptions, and fyi I also fall into the latter category yet I'm not opposed to the idea of MBS. As does nearly everyone who visits this site, since a BGH/money player would have no interest whatsoever in a site focused on SC PRO-gaming.
He did lie. He claims I said things I did not. He used a strawman because he could not argue against the actual claim I made, because my claim was true. So instead he modified my claim to make it false. I could modify all your claims to the extreme, saying you want to just program in build orders and have the computer play everything out for you, but I don't do that. Why? Because my side is already right...I don't need to change your claims to refute them.
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On September 07 2007 14:02 Tupan wrote: Someone from Blizz said about 3 years ago they felt like not starting making SC2 yet ´cause they thought most hardcore fans wanted nothing different than the original one and thus it was impossible to please them making a game with improvements (which means change).
Now I see how far sighted he was.
The fact is they seem to have gotten over it: there IS going to be MBS+automining and it is going to be sweet for 98% of SC2 players.
For the remaining 2%, there will always be the old and good SC1.
A LOT fewer than 98% of people even know HOW to hotkey, let alone use them, let alone use them effectively. This will not be used by the people who would benefit most from it, so why put it in? Has anyone answered that simple question: WHY PUT IT IN?
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WHY PUT IT IN?
I still wonder also, no one has been able to answer this question yet (i am of course ignoring the comment saying people dont like 'artificial limitation', there's of course limitation everywhere, the point is to put the line at the right balance). Don't tell me it's better to do other things because : 1. its not true its better, too subjective / 2. there wont be any other major game component.
The only valuable reason (from Blizzard side) is to avoid bad reviews from test magazines, which for sure will give the type of comments we can see in this thread (old interface, we jumped 10 years back etc...), cause it's written by complete RTS newbs.
Thats the only fucking pro reason i see in the entire 16 pages ! and it's of course far too weak argument to justify it in, especially from a gamer side.
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On September 07 2007 04:06 MyLostTemple wrote:Show nested quote +On September 07 2007 02:21 lololol wrote: If it makes player B 4, then it will make player A 6 ^_^ Also, just pumping units from several buildings one after the other requires mostly mouse/keyboard speed/coordination, which is also needed when grouping your army, placing buildings, practically everything, including micro, so there's enough things that use the very same type of "skill".
P.S. I definitely won't miss my fingers hurting after a long and intense games, from pumping so many units individually. you should have learned how to play this game. seriously. your fingers hurt after a starcraft game? your using your mouse and your keyboard to macro? what the fuck? 4d5d6d7d8d9d0d man, not click d click d click d and so on. i taught my girl friend how to macro like a korean in two hours. she can 4d5d6d7d8d9d0d across the keyboard with her hands which are only half the size of mine. obviously she's not as fast as me, but the point is that learning the beginning patterns to macro shouldn't be so hard that they need to be removed. How about this, why don't you post a FPvod of yourself. Show us how great your building placement is, your micro, your very grasp on the strategy behind starcraft. Lets see if that isn't just as sloppy as your macro is. I find it hard to believe your good at all these things but your weak baby hands hold you back from fully enjoying this game. In fact, i bet if i sat behind you and watched you play, i'd see you not using all your fingers, holding your hands funny and hotkeying incorrectly. Would you like to know a little secret? mastering the keyboard in starcraft is quite easy, you just need some discipline and some ambition. Go into single player and type in Operation Cwal and show me the money. make 7 gates and start practicing 4d5d6d7d890d with the pinky finger on 'd' and the other fingers on the keys that feel most comfortable. Practice makes perfect. Don't argue these qualities out of the game because you never learned them.
Who told you I play Protoss and only Protoss at that? How are you supposed to macro with keyboard only when you don't have 15 conveniently placed keys for all your production buildings and army? You're just acting like a prick and some kind of BW god, which you're not. Not to mention there isn't a single argument in there, just dumb flaming.
You also said it's easy, then why would something easy make so much difference and suddenly the game will become much more easier, because you're removing something easy and not what really matters, which is the thing that separaes the pros, because all of them can spam build units with no trouble? If anything you showed why it doesn't make a difference and can just be removed, because if it was hard it would be good for defining player skill, but IT'S NOT.
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MyLostTemple
United States2921 Posts
On September 07 2007 12:44 Oc wrote:Show nested quote +On September 07 2007 11:50 MyLostTemple wrote:On September 07 2007 11:24 Oc wrote:On September 07 2007 11:19 FrozenArbiter wrote: How do the interchangeable addons, or - wtf - the Thors change anything macrowise? 1) Teach me how to MBS Thors, that'd be a neat trick. Which two keys do I press to build 5 Thors at once. 2) Interchangeable addons give Terran players more versatility. If you have some factories with reactors and some with tech labs, by definition you're using those factories for different purposes. And if you want to change addons up between different buildings, then of course you're gonna have to be clicking. What? It's good that thors can't be made all at once, it's bad that that's the only unit in the whole game with a feature like that. This is whole problem, and pointing out one unit that doesn't utilize MBS doesn't save us from the fact that the entire macro system in starcraft has been given training wheels. Different add ons doesn't have anything to do with macroing, that just means they've given the terran a more sexy tech tree to work with. That doesn't save us from the fact that producing units is easy and feels slower. Let me clairify that when we're discussing macro in this thread we're talking about the method of production for units, not the tech tree that they are produced from or the different types of buildings that will be utilized in sc 2. I think we can have another thread about that entire topic. in regards to ILoveOOv clicking on his barrax's... terrans are forced to click on the barrax's because the 'm' key is in an odd location on the keyboard. Unlike with the 'd' key you can't adjust your hand in a simple position to macro with multiple fingers from the 'm' key unless your using your 'thumb on 'm and your other four fingers on the 1 to 8 keys. The problem there is that your overlapping the keys you would probably be binding to your army with. If 'm' was at where the 'r' key was, iloveoov would be macroing his marines off his keyboard with ease until he ran out of keys to bind. Instead, in this rare case, clicking becomes faster. IF they keyboard can be utilized in an effective manner... it always should be. I honestly don't even know why it matters.
orc, if you don't see why it matters, don't argue with people who do.
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On September 07 2007 18:50 MyLostTemple wrote:Show nested quote +On September 07 2007 12:44 Oc wrote:On September 07 2007 11:50 MyLostTemple wrote:On September 07 2007 11:24 Oc wrote:On September 07 2007 11:19 FrozenArbiter wrote: How do the interchangeable addons, or - wtf - the Thors change anything macrowise? 1) Teach me how to MBS Thors, that'd be a neat trick. Which two keys do I press to build 5 Thors at once. 2) Interchangeable addons give Terran players more versatility. If you have some factories with reactors and some with tech labs, by definition you're using those factories for different purposes. And if you want to change addons up between different buildings, then of course you're gonna have to be clicking. What? It's good that thors can't be made all at once, it's bad that that's the only unit in the whole game with a feature like that. This is whole problem, and pointing out one unit that doesn't utilize MBS doesn't save us from the fact that the entire macro system in starcraft has been given training wheels. Different add ons doesn't have anything to do with macroing, that just means they've given the terran a more sexy tech tree to work with. That doesn't save us from the fact that producing units is easy and feels slower. Let me clairify that when we're discussing macro in this thread we're talking about the method of production for units, not the tech tree that they are produced from or the different types of buildings that will be utilized in sc 2. I think we can have another thread about that entire topic. in regards to ILoveOOv clicking on his barrax's... terrans are forced to click on the barrax's because the 'm' key is in an odd location on the keyboard. Unlike with the 'd' key you can't adjust your hand in a simple position to macro with multiple fingers from the 'm' key unless your using your 'thumb on 'm and your other four fingers on the 1 to 8 keys. The problem there is that your overlapping the keys you would probably be binding to your army with. If 'm' was at where the 'r' key was, iloveoov would be macroing his marines off his keyboard with ease until he ran out of keys to bind. Instead, in this rare case, clicking becomes faster. IF they keyboard can be utilized in an effective manner... it always should be. I honestly don't even know why it matters. orc, if you don't see why it matters, don't argue with people who do.
Oh, you got me. You're right, you win the internet argument.
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I used to be not bothered with this issue as it felt like SC2 was in alpha and may bring the game to better games. Therefore, I was pro-MBS. But after playing more SC again lately... I'm now anti-MBS. It feels fun to select, build, select, build, select, build. And I agree with OP, maybe only allow it at lower level or for handicap games.
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Ok I didnt check on this thread for 1 day and now after reading through 6 pages of replies, this is getting pretty nasty.
Time to stop the agro people.
Lets face facts. Both sides are very set in their ways. Neither wants to back down and allow the other side to win. The original argument by tasteless was that there should be a choice. This thread has proved that choice is definately the way to go, its the only way that both sides of this argument will be happy. From what we can see from this thread, there are many people on both sides of the fence, so Im sure there would be no problems creating 2 ladders with different rule sets. Both ladders will be populated, and while there will be a huge rivalry between people of both ladders, the ultimate debate really will be able to be settled when the two sides take each other on in the opposite sides ruleset.
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choice is definately the way to go, its the only way that both sides of this argument will be happy I don't like repeating myself, although I found out it's an effective marketing strategy. So, to make sure my message doesn't die in the sea of flames, I would like to again point out these 2 alternatives:
- implementing MBS but coming up with new useful macro tasks to regain that "macro-feeling" - having MBS on only one of the 3 races or having only one race not have MBS (it makes perfect sense to have differences in interface between races)
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On September 07 2007 20:59 Doctorasul wrote: - implementing MBS but coming up with new useful macro tasks to regain that "macro-feeling" - having MBS on only one of the 3 races or having only one race not have MBS (it makes perfect sense to have differences in interface between races)
Saying "come up with something" doesnt really help anyone. What we need are actual ideas that could be implemented.
The MBS on 1 I think would cause one race to be become the 'easy' race. The shear amount of actions that the other 2 races would have to do compared to the race that doesnt have MBS is just too high to be able to be fair.
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I actually wouldn't care so much if MBS is in or out if the following is at least guaranteed: - > 10 group hotkeys - customizeable hotkeys for building units and so on This would make macro less tedious (for those players who think it is. If you like it, then you can set up your hotkeys on the most awkward positions ), and with decent speed it's easy enough to macro then.
@LonelyMargarita: I guess you meant something different than you wrote. You should clarify what you mean then. Learn to express yourself better. I didn't lie. Why should I? I just replied to what I've read.
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On September 07 2007 21:29 Fen wrote:Show nested quote +On September 07 2007 20:59 Doctorasul wrote: - implementing MBS but coming up with new useful macro tasks to regain that "macro-feeling" - having MBS on only one of the 3 races or having only one race not have MBS (it makes perfect sense to have differences in interface between races) Saying "come up with something" doesnt really help anyone. What we need are actual ideas that could be implemented. The MBS on 1 I think would cause one race to be become the 'easy' race. The shear amount of actions that the other 2 races would have to do compared to the race that doesnt have MBS is just too high to be able to be fair. We aren't game designers so it's not expected of us to come up with the solution. If we know what our needs are it is in the interest of certain game producers to fulfill those needs. So what I said is only helpful if Blizz has some leftover creative energy and isn't sure in which direction to use it.
About the one race with MBS being the "easy" race, it can be argued that the different way Z produces units in BW makes it the "easy" race in lategame. That doesn't stop the developers from making the game balanced. That is, whatever advantage MBS will give, it can be compensated by balancing other parts of the game (lategame units, for example).
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On September 07 2007 22:00 Doctorasul wrote: We aren't game designers so it's not expected of us to come up with the solution. If we know what our needs are it is in the interest of certain game producers to fulfill those needs. So what I said is only helpful if Blizz has some leftover creative energy and isn't sure in which direction to use it.
Its everyones responsibility to come up with ideas. Its the game designers job to implement them. Why leave the brainstorming to a group of 50 people when you can utilise the thousands and thousands of starcraft fans who are looking for the perfect next game, and have ideas on what can be implemented? Look folks, if you have an idea, post it. You might get flamed, but as long as you dont take it personally, its the best way for new ideas to surface. You might have a crap idea and someone else might build on it, making a revolutionary style in gaming. You never know.
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On September 07 2007 22:08 Fen wrote:Show nested quote +On September 07 2007 22:00 Doctorasul wrote: We aren't game designers so it's not expected of us to come up with the solution. If we know what our needs are it is in the interest of certain game producers to fulfill those needs. So what I said is only helpful if Blizz has some leftover creative energy and isn't sure in which direction to use it.
Its everyones responsibility to come up with ideas. Its the game designers job to implement them. Why leave the brainstorming to a group of 50 people when you can utilise the thousands and thousands of starcraft fans who are looking for the perfect next game, and have ideas on what can be implemented? Look folks, if you have an idea, post it. You might get flamed, but as long as you dont take it personally, its the best way for new ideas to surface. You might have a crap idea and someone else might build on it, making a revolutionary style in gaming. You never know.
Very well.
I'm not sure auto-mining is as inherently evil as some think it is, but here's my suggestion for MBS: put a limit on the maximum number of buildings selected. After all, nobody complains about the twelve-unit group format in BW. So make it possible to only select four buildings at a time. This way, you get to directly control up to 40 production buildings. Seeing as 50 Gates is the record, this should be more than enough to accomodate most games and still leave enough hotkeys for commanding armies/using comsats. Of course, one could still argue that no, BW was completely perfect and changing anything at all is lethal to gameplay. In that case, let's hope there are two modes of play, lest the minority who care most about SCII are let down.
P.S. This isn't really my suggestion, I've seen it elsewhere. I'm just bringing it up again, for the sake of the discussion.
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It's not the solution, it doesn't make anything "better" to be able to select 4 instead of 1, and still pose a huge problem when you speak about nexus, cc or hatches, especially if its linked with auto mining.
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OMFG I just lost my post for the second time.
Alright, my argument is this : although I agree with almost everything said by the anti-MBS crowd, splitting the game is terrible for both SC2 and progaming as a split community will never agree on what to play. It would make the accomplishments of the progamers seem much less impressive, and discourage noobs from switching to the pro scene. A successful E-Sport depends upon the noobs playing the exact same game as the pros, the popularity of any sport stems greatly from unskilled people being impressed at and imitating the pros. That happens in almost every sport: people want to be their Airness, bend it like Beckham, etc. Splitting the community would be TERRIBLE for e-sports, and would only alienate the hardcore community and give them the label of pure mass-clickers.
But we can't just not implement MBS or automining either, as both are critical to 1.) SC2 getting good reviews and word of mouth among noobs and 2.) Noobs actually enjoying the game. The former is a lot more important than we think. Although SC2 will be a tremendous best seller even if its a complete piece of shit, its longevity and popularity among casual players will depend greatly depend on such reviews. They also need to enjoy the game too, and as one poster said, the opposite of fun is frustration. Even thoughI disagree with almost everything the pro-MBS people said, I find that to be a very powerful argument.
So whats the solution? It seems apparent to me that MBS and automining need to be implemented in some form, yet there also must be a huge incentive to master non-MBS and automining playing to be decent at the game. Here's my suggestion: make it such that MBS and automining are possible, but with drawbacks. So a player being able to go 5d6d7d8d9d0d would have a huge advantage over those who just go mass-blind-5-d. I have the following suggestions:
-For automining, let the probe idle for 5-10s before going directly to the patch. So in early game manual control is almost essential, and it is still quite a huge advantage until the absolute late game. Yet noobs can still rely on them to at least mine eventually when overwhelmed by the amount of actions past early game.
-I have 2 different ideas for MBS:
1.) Allow unlimited MBS, but the gates will only build if ALL of them have money for it. So 20gates will only produce zealots if you have 2000 minerals. Obviously, the player who doesn't bind / binds very small amount of gates to one hotkey would still have much better macro. But noobs who will have mass resource counts anyways would reduce their required actions by a huge amount without any increase in skill. It can even be used by weak medium players as a crutch in late game. But to improve in skill, you would still need to macro in the conventional manner.
2.)If you select 20 gates to build a zealot each and only have say, 1000 minerals, ALL your gates get the cooldown. So the 10 idle gates are forced to idle for the entire duration of the zealot build. This also means you have to lower to amount of gates binded, and that you would have easier macro but an enforced penalty for doing so. You would need to wait until you have a decent amount of money to efficiently use your gates, but you can get your units now if you absolutely need them. The drawback is that a misclick could be disastrous, say accidentally asking 20 gates to build when you have only money for 1 zealot.
The basic premise is that you can still use MBS and automining if you had to, but thats like the difference between a-click and microing. The later is still needed if you are going to play at a passable level, yet noobs can enjoy the game without it. If anyone has any better ideas, please let me know. I've been racking my brains and these are the only solutions I came up with.
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On September 07 2007 23:23 Aphelion wrote: OMFG I just lost my post for the second time.
Alright, my argument is this : although I agree with almost everything said by the anti-MBS crowd, splitting the game is terrible for both SC2 and progaming as a split community will never agree on what to play. It would make the accomplishments of the progamers seem much less impressive, and discourage noobs from switching to the pro scene. A successful E-Sport depends upon the noobs playing the exact same game as the pros, the popularity of any sport stems greatly from unskilled people being impressed at and imitating the pros. That happens in almost every sport: people want to be their Airness, bend it like Beckham, etc. Splitting the community would be TERRIBLE for e-sports, and would only alienate the hardcore community and give them the label of pure mass-clickers.
But we can't just not implement MBS or automining either, as both are critical to 1.) SC2 getting good reviews and word of mouth among noobs and 2.) Noobs actually enjoying the game. The former is a lot more important than we think. Although SC2 will be a tremendous best seller even if its a complete piece of shit, its longevity and popularity among casual players will depend greatly depend on such reviews. They also need to enjoy the game too, and as one poster said, the opposite of fun is frustration. Even thoughI disagree with almost everything the pro-MBS people said, I find that to be a very powerful argument.
So whats the solution? It seems apparent to me that MBS and automining need to be implemented in some form, yet there also must be a huge incentive to master non-MBS and automining playing to be decent at the game. Here's my suggestion: make it such that MBS and automining are possible, but with drawbacks. So a player being able to go 5d6d7d8d9d0d would have a huge advantage over those who just go mass-blind-5-d. I have the following suggestions:
-For automining, let the probe idle for 5-10s before going directly to the patch. So in early game manual control is almost essential, and it is still quite a huge advantage until the absolute late game. Yet noobs can still rely on them to at least mine eventually when overwhelmed by the amount of actions past early game.
-I have 2 different ideas for MBS:
1.) Allow unlimited MBS, but the gates will only build if ALL of them have money for it. So 20gates will only produce zealots if you have 2000 minerals. Obviously, the player who doesn't bind / binds very small amount of gates to one hotkey would still have much better macro. But noobs who will have mass resource counts anyways would reduce their required actions by a huge amount without any increase in skill. It can even be used by weak medium players as a crutch in late game. But to improve in skill, you would still need to macro in the conventional manner.
2.)If you select 20 gates to build a zealot each and only have say, 1000 minerals, ALL your gates get the cooldown. So the 10 idle gates are forced to idle for the entire duration of the zealot build. This also means you have to lower to amount of gates binded, and that you would have easier macro but an enforced penalty for doing so. You would need to wait until you have a decent amount of money to efficiently use your gates, but you can get your units now if you absolutely need them. The drawback is that a misclick could be disastrous, say accidentally asking 20 gates to build when you have only money for 1 zealot.
The basic premise is that you can still use MBS and automining if you had to, but thats like the difference between a-click and microing. The later is still needed if you are going to play at a passable level, yet noobs can enjoy the game without it. If anyone has any better ideas, please let me know. I've been racking my brains and these are the only solutions I came up with.
Awesome post. I agree with the auto-mining thing 100% and I agree with MBS option 1, cuz the second would fuck you too hard for a screw up. Both these options allow newbs to play like newbs but nudge them into playing the game the way it should be played. It's training wheels.
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I agree, the game should not be split. The game should be as similar as possible for everyone who plays, and let the maps be there to split serious vs non-serious gamers.
I can empathize with a fair bit of the anti-MBS arguments, but after I started to hear and think on the long term arguments for MBS, I side more heavily for pro MBS. The gist of my feelings are:
Yes, I will miss some of the hectic macro aspects... just like I'm going to miss certain units and micro that is going away.
No, I will not miss not having enough time to do half of my actions very accurately. The argument for "having to choose what to do" is fine, but not to the point when someone with 200 APM can't do half of his attacks or micro perfectly. This is where MBS is going to clean up the game, I think.
But yes, despite things going away I plan to enjoy this game... and I think there are tons of areas to improve on that MBS will allow room for. The game will be more EXACT and less forgiving, because you will have more time to do things more closely to perfect than before. It is well accepted that pro-gamers don't have time to put workers on minerals or perfectly macro and micro at the same time. Ok, so we ease up some of those headaches. Now what? Now the gamer who psi storms Perfectly will beat the guy who psi storms OK. Now the guy who expands at the exact perfect time has a greater advantage over the guy who is trying for the same thing but expanded 1 minute later. Now the guy who throws away his MnM force without doing damage at the zerg expansion may actually regret it because suddenly the game is "tighter" and you just have to be more exact.
Obviously there will still be room for throwing away units, but probably not to the extent of BW. There will still be an advantage to macroing better than the other guy, but it will just feel a little different. You still will have to do something like 5z6z7d8t, but you will obviously have more leeway for keeping 1-4 for army and special units. I think that is GREAT! I hate not ever having enough hotkeys to make units and keep my army organized as I want it. I still will go back to base when I'm not busy to queue units perfectly and to perfect ratios.
Honestly, MBS looks devilishly evil, but I really think in the long run it's going to be fine. I've said it before... as long as building all of two units isn't the answer to winning the game, MBS isn't as bad as it first sounds.
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