[O] Special Q&A Submission - Page 6
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Liquid`Jinro
Sweden33719 Posts
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maybenexttime
Poland5410 Posts
On March 31 2009 11:04 Archerofaiur wrote: PANDA BEAR GUY! NOOOOOOO!!!!! better be a cheat code For auto-loss? ![]() On March 31 2009 12:41 FrozenArbiter wrote: Could someone with WC3 map editor knowledge tell me if this is worth asking or if it's already possible? "We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder maps? " Mish-mash of my own Q + maybenexttime's ![]() Also mention the possibility of suggesting more features during the beta. And be sure to note that adding them can't potentially hurt the game in any way, please! :D | ||
ven
Germany332 Posts
On March 31 2009 12:41 FrozenArbiter wrote: Could someone with WC3 map editor knowledge tell me if this is worth asking or if it's already possible? "We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder maps? " Mish-mash of my own Q + maybenexttime's ![]() In WC3 there are two distinctions between maps. First is if it's a Blizzard or user created map and the second is whether the map type is melee or scenario. Neither of this actually affects ladder play though because the automatchmaking only uses a small set of maps that is chosen by Blizzard anyway. If you use the official world editor any change to the standard triggers will prevent it from being saved as melee map. | ||
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Liquid`Jinro
Sweden33719 Posts
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Liquid`Jinro
Sweden33719 Posts
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Polyphasic
United States841 Posts
1- Could we implement a play-from-replay option so that when a player and some observers are observing a replay, they can hit a button and start playing the replay as a normal game. 2- How scriptable will the Diablo III engine be? will players be able to make their own mods and quests? | ||
Badjas
Netherlands2038 Posts
On March 31 2009 08:17 FrozenArbiter wrote: @3, this is how WaaaghTV works right? If so I think they've said they will/want to include it (Blizzcon IIRC). Oh really? So that's why people are so excited about WaaaghTV.. looked on their website and it feels like that yeah.. okay if the bliz mentioned their interest already, no need to ask that question ![]() | ||
PobTheCad
Australia893 Posts
cheers | ||
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Liquid`Jinro
Sweden33719 Posts
EDIT: See next post by me. Need 2 more, not really decided on which so feel free to point out if you think I've missed a clear choice :s I've stayed away from WaaaghTV Qs because I THINK they are including something like that, I'm not sure tho so if I don't find any others I might add it. It's kinda about bnet tho. Same reason I didn't use the Smurf question even though I want to know the answer :/ Also, I'm not sure, has the supply depot question been asked already? (13) I'll re-arrange the order a bit for themes, but if nobody feels I've missed anything this is what I'll send I guess. EDIT2: new 14 + 15 from waxangel. | ||
maybenexttime
Poland5410 Posts
Also ask how they're going to handle the mappool. Are they going to add progaming maps? How many top foreign maps? Will there be any contests? How often are they going to refresh the mappool for ladder? | ||
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Liquid`Jinro
Sweden33719 Posts
Dunno about the muta-stacking one, I'd rather wait and see if it is an issue. I've mostly settled on this.. Gameplay and design.. 1. What strategies/units are being used in different matchups? In BW terran for example uses exclusively mech against protoss, could you give some brief examples of what it's like in SC2 right now, and how it has evolved during development? 2. How's the current balance and what balance issues have you faced? What are some unorthodox/creative strategies that have happened recently that you didn't expect? 3. The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players, but with removal of units like the scourge Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them coming a mile away, in contrast to being able to effectively prevent them. There were for example no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactionary type of gameplay? 4. In Starcraft 1, there are certain upgrade thresholds where some units start to perform vastly better against certain units. For example, + 1 attack zealots kill zerglings in 2 hits instead of 3, or +1 armor marines can take 3 lurker hits instead of 2. These elements add another layer of depth to the game by making upgrades a crucial part of strategy. Do these thresholds exist in Starcraft 2, and is the game being designed with them in mind? 5. In SC1, upgrades would give different units different degrees of improvement, such as a fully upgraded zergling gaining a total 60% attack increase, compared to a dragoon that would gain 30%. In comparison, Warcraft 3 upgrades were designed so that the percentage improvement per upgrade was approximately the same for each unit. Will upgrades scale in this manner in SC2 as well? 6. In SC and WC3 you can dodge attacks using dropships/zeppelins, or with teleportation spells (ie. blink), or even just superior mobility (in the case of lurker spines). Can projectiles (and lurker spines in particular) be dodged in SC2? 7. Are submerged supply depots any different than regular supply depots other than the way that units can pass overtop when they are submerged? I.E. Does the opponent need detectors or anything to see/attack them, do they have the same health, armour, and additional supply count as un-submerged supply depots? Is there no benefits to not having supply depots submerged(other than walling purposes)? Can you leave a unit overtop of the supply depot and de-submerge it to pass units through obstacles? The map editor.. 8. Are there still plans for making the editor available during the beta period? 9. Is it possible to create maps which wrap around? So that the right edge leads back onto the left, creating a spherical space? 10, We have heard many times that the map editor is capable of almost anything, but does this hold true for melee as well? Will you be able to implement map related features, such as different types of terrain (slowing, damage over time, energy regenerating, etc.), portals, or bridges and such, for ladder/melee maps? Technical.. 11. What, if any, function will the F2 through F4 keys have in sc2. Has there been any thought of adding additional keys (F5 through F8) to serve as location hotkeys in sc2? 12. Will observers and replays have a player's view option, not just see what they have selected but actually move the screen to what they are viewing? 13. Will people be able to join games after they've started (as an observer) and will you be able to boot observers (or people that abuse the ping function) from games? 14. Will there be backwards compatibility for watching older replays on newer versions of sc (for example by keeping all the patch data of previous versions backed up)? Will we be able to watch replays online with friends? If so can replay games be host publicly instead of private only? 15. Are there any plans to allow players to save a game state from a replay or immediately play from that point? In a similar manner, will there be a "Save on disconnect" feature, allowing players to resume games where one player disconnects, in the way they would a saved game? | ||
PobTheCad
Australia893 Posts
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Badjas
Netherlands2038 Posts
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fusionsdf
Canada15390 Posts
I wanted to see some of VIB's questions asked, they were really good. for 7. Are submerged supply depots any different than regular supply depots other than the way that units can pass overtop when they are submerged? I.E. Does the opponent need detectors or anything to see/attack them, do they have the same health, armour, and additional supply count as un-submerged supply depots? Is there no benefits to not having supply depots submerged(other than walling purposes)? Can you leave a unit overtop of the supply depot and de-submerge it to pass units through obstacles? this has already been answered I think: you can see it without detectors, anything that can attack ground can attack it, it has the same defense/armor/supply count. and I think the last part has been asked before too, and the answer was no I think. | ||
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Liquid`Jinro
Sweden33719 Posts
On March 30 2009 16:26 VIB wrote: 1) In Broodwar there are many great beneficial third party programs made by the community such as replay enhancers, lag reducers and practicing tools. But Blizzard's effort to combat hacks and cheats stalls the development of the beneficial ones. Can we expect some kind of official support for beneficial plugins? 2) Maps are often cited as an important part of Broodwar's balance. And the new map artifacts in Starcraft 2 are a great tool to help map makers from professional leagues to keep the games interesting. Other than Tall Grass, Destructive Rocks and Xel'Naga Towers, what other elements we might see on melee games? 3) Blizzard have had some very creative solutions for adjusting the macro vs micro balance. But there is one very simple tool that could help on that balance and is rarely mentioned: the 200 max food limit. What do the devs think about playing a bit with that number and watch the results? 4) Queens can be seen as a money investment for extra larvaes. But hatcheries are also a money investment for larvaes. How is the cost-efficiency balance in these two cases calculated to make sure one doesn't outshine the other? Are Queens supposed to be less cost-efficient than making more hatcheries because they also can attack? Or are Queens supposed to be more cost-efficient since they are more fragile? 5) We already heard many new features for replays and observer mode such as the unit counter, resource counter and chat. What other things are in store to make games more fun to watch? Maybe more freedom on the camera to simulate a blimp view? Or more freedom changing the players colors? Maybe support for linking files with audio commentaries to replay files? Or the observer's camera movements recorded in the replay so the viewer can just sit back and watch it? 6) We know Blizzard is concerned about watchability and broadcasting because of the WaaaghTV-like broadcasting that was announced. But starcraft 2 isn't as clear to watch as broodwar on low quality video streams such as youtube because of the high details. Can we expect to have an easy and fast way to watch games on any computer? Maybe having a separate small client only for watching replays and broadcasts? Or are we gonna be stuck with either loading a heavy weight client or watching poor quality youtube videos? 7) Dark Pylon cloaking shows up in tech very quickly compared with mobile detection. What is the counter for an offensive dark pylon outside the enemy base to kill workers with a zealot rush, other than killing the pylon? 8) Infinitely stacking air units with almost no selection limit VS anti-air aoe is an interesting dilemma. We don't want 50 mutalisks in 1 control group to be invincible but neither we want 50 mutalisks to be made useless after the enemy has access to anti-air aoe. What is the solution? Target number limit for aoe? Limit air stacking number? 1) I might change this one for the sup depot one. EDIT: Actually, I'm not sure this is realistic, as awesome as it would be. I don't think they have ever officially approved of any 3rd party tools..? 2) Sort of covered in the question about melee map features. 3) Seems a bit late to start messing with that. 4) Not bad but it feels like something that can so easily change, + the queen has a lot of other roles to play other than "hatchery alternative".. 5) Sort of covered this. 6) Not covering this because it doesn't seem to be a problem when I watch Dawn of War 2 vids, so sc2 shouldn't have a problem either. Also I'm not sure what they should answer ![]() 7) Feels like something that will also change (the location of the tech), but maybe worth a go as well. 8) Not covering this because so far stacking hasn't even been implemented well.. EDIT: I replaced the supply depot question with the one about the Queen. | ||
danieldrsa
Brazil522 Posts
1- How about anchievments, they´ll be in the game? How about multiplayer specific anchievments, such as Destroyer of Zergs (1000 victories over zerg players), or Next Bonjwa? (50 streak victories on ladder games). This can give a lot to pursue online and some fun imo ![]() ps. my english is not perfect so correct any errors if needed. | ||
HiOT
Sweden1000 Posts
On March 31 2009 02:37 Lobbo wrote: This question may be answered or simply it's juste one speed (please be more) Speed options and the speed in your battlereports/gameplay videos. What speed settings will be available? just one or several like the first game. are you also playing the game on the fastest possible speed in your videos and battle reports or is it "normal"? | ||
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Liquid`Jinro
Sweden33719 Posts
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Hammy
France828 Posts
Which brings me to my question: How much will we be able to personnalize? We'll get to chose our hotkeys, but can we just hide everything besides selected units and the minimap (only beginners would use the "move, stop, attack, patrol, hold position etc..." quadrant)? Can we adjust the minimap size? etc... | ||
ninjafetus
United States231 Posts
On April 01 2009 05:49 Hammy wrote:We'll get to chose our hotkeys, but can we just hide everything besides selected units and the minimap (only beginners would use the "move, stop, attack, patrol, hold position etc..." quadrant)? Can we adjust the minimap size? etc... That would be great. I would like this to be asked / suggested as well. ![]() | ||
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