QnA#17 arrived! - Page 4
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pzea
United States25 Posts
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CustomXSpunjah
United States1093 Posts
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Zelniq
United States7166 Posts
On October 16 2007 14:26 Cappy wrote: Regarding #5, Blizzard could also have said that they wouldn't add features for the sake of making it more complicated and harder to master, since poor accessibility would result in a poorer gameplay experience for the user. In other words, accessibility > longevity. I think they'd only say this if UI had been specifically asked in the question. They've made it pretty clear that when it comes to UI enhancements, they favor accessibility over mastery/longevity. That makes sense to me, ideally this is what I want too, as long as they really can find other ways to ensure it really takes a 'lifetime to master.' However it does seem hard to find non UI-restraining methods to ensure speed remains a crucial part of successful gameplay, I do hope they can figure something out better than I can. (at this point I am predicting that the E-Sports scene of SC2 will include many players with what is considered among the current SC pro-scene as low APM, say perhaps in the 200-250 range). Which leads straight into what I'd like to ask Blizzard, "With the many UI-enhancements (such as MBS aka Multiple Building Selection) currently planned for SC2, what methods are in place to ensure speed remains as a crucial factor in the game's longevity in the E-Sports world?" | ||
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ForAdun
Germany986 Posts
And I like this interview. The answers make me a bit more confident. | ||
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IaniAniaN
Canada555 Posts
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Bash
Finland1533 Posts
Edit: Oh and the Stasis Orb removage - totally saw that coming. | ||
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Jolle
Norway185 Posts
![]() Didn't think the answer on #6 was an anwser at all... would like to know how the stacking will be, but then again they prolly dont know themselvs yet... | ||
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Loverman
Romania266 Posts
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Daigomi
South Africa4316 Posts
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BlackStar
Netherlands3029 Posts
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ForAdun
Germany986 Posts
On October 16 2007 18:44 Daigomi wrote: I'm starting to think that playing SC2 will be a very challenging business (if just on the micro front). Each unit has it's own abilities that have to be effectively used, and even if the abilities are auto-cast like the medic's heal, they still have to be used correctly in battle to be efficient. It sounds like a lot of fun! Can we translate "to be used correctly" with "a-click"? I wonder what Blizzard would answer... I don't even see the micro in autocasting, I mean I never did. Using spells will be like attack moving zerglings. | ||
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BlackStar
Netherlands3029 Posts
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Daigomi
South Africa4316 Posts
And I never even mentioned competitiveness or e-sports, so go ride your hobby horse somewhere else. I simply mentioned that it looks like it will be fun to play. | ||
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ForAdun
Germany986 Posts
Medic micro is easy, there's only one reason for many people to not control them properly: they forget about them when microing marines, tanks and vessels. They also forget tanks or vessels. And when they are microing tanks and vessels they tend to forget marines. That's not about how hard it is to control medics, it is actually easy but our ultra-short-term-memory fools us all the time. For marines, tanks and vessels it is a different story since they have special abilities - or to say spells - which makes a 3rd task/command besides moving and attack moving. That means medics are the easiest unit to control since you don't even have to attack move them all the time, sometimes it's enough to leave them next to the marines. Marines are probably the 2nd easiest, tanks 3rd and vessels 4th. Now say you leave out the special abilities since they are autocast (stim pack, siege, unsiege, irradiate, matrix) you are left with move and attack move which makes 2 out of 7 possible commands. 2 out of 7 makes such a huge difference I can't even tell. In sc:bw a flawless 7 is a progamer. Now it only takes a 2 to become pro. I'll cry. | ||
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aseq
Netherlands3983 Posts
On October 16 2007 14:26 Cappy wrote: Regarding #5, Blizzard could also have said that they wouldn't add features for the sake of making it more complicated and harder to master, since poor accessibility would result in a poorer gameplay experience for the user. In other words, accessibility > longevity. I think the difference between teamliquid's questions and other fansites is teamliquid asks questions which pertain directly to the foundations of the game itself, rather than any particular feature or unit which, for all we know, will be cut from the final game. Since we have such a strong interest in the competitive side of the game, as opposed to the more casual aspect that most sites are interested in (both of which are important), our questions are directed as such. Also, I think people who would dismiss teamliquid's questions as ones which have obvious answers just don't fully understand the issue (or dismiss it as unimportant, which is pretty much the same). Maybe the general reaction of teamliquid is pretentious (understandable and expected, really), but teamliquid did not pose this question for the sake of being elitist or looking more sophisticated than other sites. We asked this question because this is what's really important to us. Very good post, sir. I don't think we should be patting each other on the back already, let's keep up the high level, since this is the way we have any influence (however small) on the design process. Like most, I'm confident that blizzard is going in the right direction. It takes lots of time to make a game that good, and the way blizzard is able to change direction even later on in the design process is unmatched. Not only does it cost a lot of time and money, but it's not that easy to throw some of your ideas and work away. | ||
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Daigomi
South Africa4316 Posts
Each unit has it's own abilities that have to be effectively used, and even if the abilities are auto-cast like the medic's heal, they still have to be used correctly in battle to be efficient. And yes, it is easy to control medics, but if you have 5 different unit types, some with auto-cast abilities, some with click cast abilities it might become more tricky. The only units with auto-cast abilities will be units with abilities like the medic, or perhaps the slow attack. There is no way that any of the main spells, or even supplementary abilities like charge, could become auto-cast. Thus, while it is easy to micro manage your units when that is your only task, it could be tricky to do in a big battle with a lot going on. Let me give you an example, the slow attack. While it might be easy to just add a few cobras to your force and let them work on their own, it will be much harder to slow multiple retreating units simultaneously through cloning. Imagine having a battle where you have to constantly drop reaper mines, position your tanks, make sure your medics are actually healing your marines, stim your marines, and clone your cobras so that they can slow multiple units. Obviously that won't happen often, but the fact that almost all the units now have abilities means that the battles could become very intense. And I didn't tell you to shut your mouth, I told you to ride your hobby horse somewhere else. My post didn't comment on what you were complaining about, I simply mentioned that it could be great fun playing SC2 because of all the unit abilities. | ||
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ForAdun
Germany986 Posts
On October 16 2007 19:32 Daigomi wrote: Not everything is auto-cast. I simply said that even the autocast abilities can be interesting: And yes, it is easy to control medics, but if you have 5 different unit types, some with auto-cast abilities, some with click cast abilities it might become more tricky. The only units with auto-cast abilities will be units with abilities like the medic, or perhaps the slow attack. There is no way that any of the main spells, or even supplementary abilities like charge, could become auto-cast. Thus, while it is easy to micro manage your units when that is your only task, it could be tricky to do in a big battle with a lot going on. Let me give you an example, the slow attack. While it might be easy to just add a few cobras to your force and let them work on their own, it will be much harder to slow multiple retreating units simultaneously through cloning. Imagine having a battle where you have to constantly drop reaper mines, position your tanks, make sure your medics are actually healing your marines, stim your marines, and clone your cobras so that they can slow multiple units. Obviously that won't happen often, but the fact that almost all the units now have abilities means that the battles could become very intense. And I didn't tell you to shut your mouth, I told you to ride your hobby horse somewhere else. My post didn't comment on what you were complaining about, I simply mentioned that it could be great fun playing SC2 because of all the unit abilities. I will be happy already when there will be just 4-5 different tasks during a battle in SC2 since this is already the case in some matchups in sc:bw. TvZ is an extreme example I know. I just want to be sure that autocast won't lessen the skill needed for unit control since "auto" always sounds bad in competition. You didn't explicitly tell me to shut my mouth but using different words doesn't make it different. It's just not ok, I wouldn't tell you to leave the topic either. If you say "mind your own business" that's about the same. And yes, I also think SC2 will be fun to play because everything just looks so great. I also like RPG's, I don't only look for skilled games. But SC2 should be competitive and that's where I have my doubts about. To be honest, autocast seems not to be a big danger for the competition. But I don't want to use this topic for that debate, there's another one that is still open. | ||
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Konni
Germany3044 Posts
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ForAdun
Germany986 Posts
On October 16 2007 20:27 Konni wrote: ForAdun there is and will be no autocast for anything more complex than heal. Well, I have heard different stories. Here on tl.net and on gg.net, too. | ||
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Konni
Germany3044 Posts
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