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Kennigit
Canada19447 Posts
EDIT: The submissions have been sent in, I'll include them in the spoiler below. - FrozenArbiter + Show Spoiler +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?
* Made a late change to "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? ", as I believe the supply depot question may have already been answered. Not sure which one Blizzard will use tho.
Due to routinely owning it up, Teamliquid (along with some other sites, not sure who) has been selected to be part of a special Q&A submission to be published on our respective sites. We are looking for the best questions you guys can come up with to submit (max of 15, but we wont fill that if questions are garbage) The best ones will be answered directly (with some restrictions) by Blizzard.
So pretty similar to a regular Q&A but only select sites are involved - chances of having your question answered increase .
Some ground rules: (apparently people cant read so now it's in red) The following questions wont be submitted (blizzard request) - Questions about Battle.net - Questions about single player campaign.
Oh and frozenarbiter didn't see this in his email till today and the deadline is March 31st LOL.
Start Asking!
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I wasnt sure of the limit on Questions, : )
1. It seems like alot of people are concerned with the account creation/name and SMURFING. People who "smurf" create new accounts in order to get matched up with "newbies". Will stats be tracked by account or by name?
2. If the stats are tracked by name is there a penalty or an incentive for people not to "re-roll" and smurf? If people wanna change there name that's seems fine, the general concern is if "too much smurfing" is happening then the new audience will stay away from AMM. (Auto match making)
**3. In the old starcraft/bw there were and still are many melee games being created/hosted. This is unlike wc3's where the games publicly hosted are dominated by games such as DOTA and Footies. Will there be a non-ladder MELEE win/loss stat? This seems to encourage people to host/create more melee matches publicly.
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:edit: Oh what the fuck, just read that red shit in the OP's first post Never mind then.
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I'm not sure if this has already been asked before, if so the someone here can answer it for me.
In the original Starcraft, if you purchased the game, you could install a spawn of the game on other computers and thereby play multiplayer on a LAN only using 1 CD, but the single player content and batte.net access was not available on the spawns. Can we expect something like this for SC2 or will every player have to purchase their own copy of the game in order to play over a LAN?
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How is balance work being done? Is blizzard consulting pro players or players from the SC community, or will they wait till the beta to perfect balance?
What are they doing about the unlimited selection + muta stacking problem? Will unit stacking be removed, or will selection be changed back to something more managable?
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On March 30 2009 10:51 Savio wrote: I'm not sure if this has already been asked before, if so the someone here can answer it for me.
In the original Starcraft, if you purchased the game, you could install a spawn of the game on other computers and thereby play multiplayer on a LAN only using 1 CD, but the single player content and batte.net access was not available on the spawns. Can we expect something like this for SC2 or will every player have to purchase their own copy of the game in order to play over a LAN?
I may be off here but if they stick to the new BNet system (and why wouldn't they?), you will be able to register the game and download it on another computer pretty easily, right?
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In starcraft one you could set the f2 f3 and f4 keys to locations Is this possible in starcraft 2?
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for bnet: is battle.net basically going to be like Steam?
are we going to have to pay to use it?
for single player camp.: will there be varied endings?
can you estimate how many different paths there are for the single player campaign?
also will everyone have to play at least certain missions?
finally what kind of grow in mission availability will there be (i.e. linear, quadratic, exponential?!... e.g.quadratic: if I play one mission, will i unlock 2 and then 4 by playing the next one, then 6)?
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Kennigit
Canada19447 Posts
Next question about Bnet is ban. really are you guys trolling?
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i asked this for last months but i'm not sure if it was late or what
will players who choose random for their race be displayed as 'random' or will it show the randomized race on the load screen?
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On March 30 2009 10:59 R3condite wrote: for bnet: is battle.net basically going to be like Steam?
are we going to have to pay to use it?
Steam is free.
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My question is pretty simple and will probably be answered if the beta is announced soon, but It's been the main one on my mind lately >.<
What are the system requirements? If I need a new computer for the beta I want to get to work on it ASAP.
Other than that...
On March 30 2009 10:59 PobTheCad wrote: In starcraft one you could set the f2 f3 and f4 keys to locations Is this possible in starcraft 2? I would really like to know about this or if there are any other screen/hotkey features.
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Okay here's a question about units.
- In Starcraft 1, some of the most effective units were useful due to their speed. Corsairs, vultures, mutalisks are examples of units which, while relatively weak, made up for it in their sheer speed and ability to move around the map quickly. While there are fast ground units in Starcraft 2, all the aerial units I've seen so far seem to move very slowly. Do you feel that the the slowness of Starcraft 2's aerial units will diminish their usefulness in the long term, or has the speed of certain aerial units been improved since the units first debuted?
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Once the beta testing starts, how much of the game will you leave open to change? Will you continue to add/remove units or powers during beta, or simply work on balance?
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On March 30 2009 11:01 Kennigit wrote: Next question about Bnet is ban. really are you guys trolling?
I have a feeling you would have much easier work if you didn't include the info about restriction in op and instead just ignore every question about single player and bnet during choosing the right questions for Blizz t_t...
edit: and my questions:
1) Are you still trying completely new units and their abilities? (if so, some examples would be nice)
2) How are you satisfied with the new macro mechanic and macro in general?
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Is it possible to implement the "replay into game" option?
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Sweden33719 Posts
From SoleSteeler on msn:
1. How's the current balance? 2. What are some unorthodox strategies that have happened recently that you didn't expect? 3. How far along is Bnet? When will we see its features? 4. Do you expect the game to be balanced at each stage; that is, SC wasn't balanced: BW was. Will you be able to maintain the same level of balance between each expansion? etc.
I like these.
Btw, this thread should have been made sooner but I didn't see the email I recieved about this until now -_____- (4 day fuck up on my part).
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Posted this on B.Net before but it got lost amongst all the "MAKE MIENRALS FREE PZL" and "WE NEED CARRIER" threads.
I would like to see some option for patching maps, or some form of version check. Aside from being useful for the obvious UMS maps, I feel this would be an easy and effective way to eliminate map rigging. I have just over 30 versions of Python, and all buy 5-6 of them are rigged in one way or another. And while this doesn't matter currently (ICCup regulates maps), when SC2 launches all games will be played on B.Net, and unless Blizzard has some other way of maintaining the sanctity of a map, there will more than likely be dozens of slightly modified maps floating around. Why not add a simple feature for mapmakers to utilize?
Just host the maps on Blizzard's server, and the creator can set the maps to autoupdate if a new version is available. Note that I say "can set", but does not have to.
In question form: Are there any features available to help maintain the quality of user-made maps?
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Will the new map editor support user created art assets (such as particle effects and unit models) natively?
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Terran questions~
1) What's the current status of the Ghost? Stats, abilities, design direction, etc. 2) Is the Nighthawk at the same tier as the Science Vessel, and if so, how does this change the usage of spider mines? 3) How many Reapers are needed to pull off a successful mineral line raid? In BW, even just 2 vultures can do some serious damage to the economy for only 150 minerals, will the Reapers be able to do similar damage for the same cost?
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Will there be a major Terran artwork update as we have already seen with Zerg?
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What is the current state of the mothership? What are its stats/spells/costs? How often is it used, and it what matchups?
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Does the map editor allow for UI modification such as zooming the screen out to see the entire map?
Can you change the max supply limit with the map editor?
Can we make maps larger then 255 *255?
Does the map editor allow for squad creation?
Can we make formations and special move commands like spread out?
Can we create a cover system?
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Blizzard i want to say to you first that i love all your games but i wish to knew what do you intend
to do, once SC2 is out, would you still support SC2 so that it can become as played as sc1&wc3
or you will forget us?, we know when you release a game becomes trully a masterpiece, but
sometimes i feel like there havent been very much activity in the forums, so i want to ask if the
zerg need something against anti air?, cause i see the corruptor like a devourer and without the
scourge how will zerg defend correctly for example against a troop of carriers + ground forces?.
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In the forums Cavez stated this in response to a question about the dark pylon:
"I agree that the Protoss mechanic is the least interesting of the 3. There is not a ton of tension right now on the abilities. Argus Link is really good, but Null Shield sees little use. Compared that to MULE vs. Comsat or the Queen's abilities and the Dark Pylon lacks choices (there is only one right choice most of the time).
We will probably attack this by attacking balance and then the Dark Pylon's other abilities first and if that fails go from there with some new mechanics."
http://forums.battle.net/thread.html?topicId=15199333450&postId=153028768894&sid=3000#26
Now that some time has passed, can you give us any update on the status of the dark pylon as a macro mechanic? Has it been successfully altered, has it been replaced, or are you liking it just as is?
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On March 30 2009 12:16 champignones wrote: Blizzard i want to say to you first that i love all your games but i wish to knew what do you intend
to do, once SC2 is out, would you still support SC2 so that it can become as played as sc1&wc3
or you will forget us, we know when you release a game becomes trully a masterpiece, but
sometimes i feel like there havent been very much activity in the forums, so i want to ask if the
zerg need something against anti air, cause i see the corruptor like a devourer and without the
scourge how will zerg defend correctly for example against a troop of carriers + ground forces. i think you're trying to ask something but i dont see a question mark.
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Sorry if this has already been answered, I did a quick search but didn't find exactly what I was looking for.
Q: 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?
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This isn't a question for Blizzard, it's open for any one to answer here.
Is single player testable during the Beta, or is the Beta purely a multi-player affair?
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How are overlords and overseers implemented into the game? How much does it cost to upgrade an overlord to an overseer, and what prerequisite tech do you need for it? What is the benefit of getting an overseer? Do overlords still have upgrades from the lair (such as speed and drops)? What spells do overseers have now?
(this has actually been a burning question of mine for like a year lol)
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Are ultralisk aka imbalisks still doing splash damage?
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On March 30 2009 13:19 likeaboss wrote: Are ultralisk aka imbalisks still doing splash damage? Oh? I didn't know they implemented splash damage in the first place. I would like to know this as well.
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one question i had a long time ago but now i have rembered it, how do you kill supply depots that are underground?, i mean it is the same like dealing with a burrow unit right?.
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On March 30 2009 13:24 champignones wrote: one question i had a long time ago but now i have rembered it, how do you kill supply depots that are underground?, i mean it is the same like dealing with a burrow unit right?. Read the thread before you post please. I had a more detailed version regarding that feature of supply depots already.
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How is the music and sound effects coming along? Can you give us a rough estimate of the amount of songs you have for the game?
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In the original Starcraft and Broodwar the Defending Player was usually given the advantage (usually due from distances from attacker to defender). In SC2 it seems as if the attacker (of any race) has ways to bypass map distances and map terrain to gain, at the very least, equal footing with the defender. It seems as if only the zerg has the only defending advantage via the Queen. Will the protoss and terran see some sort of way to gain a defensive bonus?
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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 view place holders in sc2?
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On March 30 2009 12:15 Archerofaiur wrote: Does the map editor allow for UI modification such as zooming the screen out to see the entire map?
Can you change the max supply limit with the map editor?
Can we make maps larger then 255 *255?
Does the map editor allow for squad creation?
Can we make formations and special move commands like spread out?
Can we create a cover system? A command that assigns non-attacking units to follow attacking units would be nice. It's so annoying when you 1a2a3a and find out that your medics, science vessels, HT's, overlords, etc ran ahead of the rest of your army and died without you noticing them. Or perhaps this is intended in SC/SC2?
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Does anyone in Blizzard play starcraft on ICCUP? If so, what's their highest rank?
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what, if any, input has been sought from professional korean mapmakers for the initial release maps of sc2?
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What happens when an opposing unit is standing on top of a lowered supply depot? Will it be prevented from raising? Could an opponent for example burrow a zergling on top of the supply depot allowing for a perimeter breach?
Are corruptors considered zerg's counter to large scale craft like carriers and bcs? If not, sans plague and scourge, what can zerg do about such late game units?
I too would like to see an update on ghost's abilities. Presumably he has nuke and cloak and snipe... anything else?
I've seen mention of two addons tech lab and nuclear silo. Last I heard a tech lab caused all buildings it was attached to to produce different units, but that info is really old. What is the current state of terran addon tech?
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United States3824 Posts
The original set of maps that came with SC1 (as opposed to the current set of proleague maps) encouraged more One Base style play. Later on, as progaming moved more towards a macro style of play the maps began reflecting this, with large amounts of mineral patches placed at the Main, Natural, and Third Gas Expansions. With a new set of units, buildings, and rules SC2 playstyle might make it possiable for one base play and macro style play to coexist. Is it planned for ladder maps to reflect one of these styles? Would Blizzard be up to using both styles of maps?
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Are Corruptors still in the game? Have they changed at all since their initial unveiling? Why did Blizzard chose to replace the scourge with them (what was the design goal in mind)?
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Will Team Melee and other game options be a game option in SC2?
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konadora
Singapore66161 Posts
Will Marine micro vs Lurker still be capable? (Are you able to dodge/evade projectiles?)
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How does gameplay in team games (eg. 2v2, 3v3's) for SC2 differ from the teamgames in SC1? Is it similar in the sense that the gameplay involves massing big amounts of "low-tier units"? Or will it be diverse like 1v1's
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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?
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On March 30 2009 11:35 FrozenArbiter wrote:From SoleSteeler on msn: Show nested quote +1. How's the current balance? 2. What are some unorthodox strategies that have happened recently that you didn't expect? 3. How far along is Bnet? When will we see its features? 4. Do you expect the game to be balanced at each stage; that is, SC wasn't balanced: BW was. Will you be able to maintain the same level of balance between each expansion? etc.
I like these. Btw, this thread should have been made sooner but I didn't see the email I recieved about this until now -_____- (4 day fuck up on my part). Don't worry, the short timespan will give us that adrenaline rush to finish our questions faster. Unfortunately, I'm all drained right now and can't come up with anything not concerning B.net and campaign. Gl everyone!
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Will WoW players be able to whisper or join a chat channel with people playing other games like SC2 or D3?
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1) How is pathing handled in the face of nydus worms usage? i.e.: Will zerglings automatically use a (an established) nydus worm if it provides a shorter route, or does it not work like that? (would be similar to WC3's portals)
2) Will it be possible to enable a burrow option for air units? (I will want to experiment with 'anti-air mines'.. teehee)
edit 3) Will it be possible to stream games as meta-data (game data) to watch using an SC2 client? (100% quality, low bandwidth)
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In Starcraft, a big part of micro was the ability of most aerial units to fire while moving. This ability undoubtedly added to the longetivity of Starcraft by giving rise to new strategies (corsair openings), and by making old strategies viable in a new setting (namely mutas in conjunction with the stacking bug). I firmly believe this mechanic is a prerequisite for the viability of aerial units used for the purpose of harassing. An analogy that comes to mind is the recent emergence of Valkyries in the Starcraft proscence. As valkyries seem to share the trait of being immobile while firing with most SC2 air units it is interesting to note how they are always kept in the vicinity of a main army, hardly ever used for harassing, and how progamers are wary of firing a volley of rockets unless the valkyries be in a safe defensive position. My Question would be: I know Karune has mentioned you are trying to "break the engine", but no build of the game thus far has shown any real progress. Are you still actively trying to carry over this mechanic from Starcraft?
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51450 Posts
Will you have regular contact with both notable Korean and foreign map makers to design and create maps suitable for Ladder/Competitive play?
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These can possibly be merged into one question. 1) Will multiple user created maps be able to be linked together to create a campaign (Possible already answered but leading to). 2) Will any data be able to be shared from one user created map to the next (Eg. number of minerals, or additional variables). 3) Will triggers within a map allow you to change which map in the sequence is next (Allowing for stories with multiple 'paths').
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Q. There has been lots of talk so far, is it definite that LAN support will not be included in the final SC2, or are decisions still being made?
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United States33388 Posts
Do you feel that in your testing, so far, MBS and other UI improvements has made players/testers as a whole, act more strategically?
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considering how there's as many or more units in SC2 than in BW, aren't there gonna be way too many units when the other two parts of the SC2 trilogy are released?
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My Question is about Building Placement is it still possible to make "Walls" of buildings that zerglings for example can't run through like in SC:BW if you place 2 gates against each other zerglings have no problem running in between them but if you place a gate above a forge they can't anymore.
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It is currently unknown as to whether SC2 will have LAN. What are the main pressures influencing the decision either way?
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I notice in that all the SC2 screenshots so far, there has been no anti-aliasing.
Does the SC2 engine not support AA, or has it simply not been enabled for these screenshots?
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On March 30 2009 14:31 Grobyc wrote:Show nested quote +On March 30 2009 12:15 Archerofaiur wrote: Does the map editor allow for UI modification such as zooming the screen out to see the entire map?
Can you change the max supply limit with the map editor?
Can we make maps larger then 255 *255?
Does the map editor allow for squad creation?
Can we make formations and special move commands like spread out?
Can we create a cover system? A command that assigns non-attacking units to follow attacking units would be nice. It's so annoying when you 1a2a3a and find out that your medics, science vessels, HT's, overlords, etc ran ahead of the rest of your army and died without you noticing them. Or perhaps this is intended in SC/SC2?
OMG. You can already do this in BW.........................................
Choose a medic or other unit, press m and click on the unit you want it to follow. Geez
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The recently released macro mechanics ( f.e.dark pylon ) seem to balance out automining.
Are there other mechanics planned to balanced out new interface improvements like mbs/smart casting/high unitselection ?
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Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?
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On March 30 2009 22:45 DeCoup wrote: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?
Nice one
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Do created maps still have a 5mb limit?
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Proper Terran base building can be really frustrating for inexperienced players. If you have a supply depot to the left of or below your barracks when walling off, zealots can walk in between those two buildings; if you have the supply depot to the right of your barracks, zealots can't walk through, but zerglings can. Finally, if you have the supply depot on top of your barracks, even marines can't walk through.
Will there be a more consistent and intuitive design for this in SC2? Or, at the very least, an in depth tutorial that can teach new players the ins and outs of Terran base positioning?
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How does the zealot charge ability really work? One scenario has crossed my mind, i.e: the opponent sends in/"sacrifices" one weaker unit towards a group of zealots to trigger their charge then moves in with the rest of the units and proceed to kite the zealots (who have now their charge ability on cooldown?)
Will you be able to prevent this type of "baiting" ?
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On March 30 2009 21:44 Ota Solgryn wrote:Show nested quote +On March 30 2009 14:31 Grobyc wrote:On March 30 2009 12:15 Archerofaiur wrote: Does the map editor allow for UI modification such as zooming the screen out to see the entire map?
Can you change the max supply limit with the map editor?
Can we make maps larger then 255 *255?
Does the map editor allow for squad creation?
Can we make formations and special move commands like spread out?
Can we create a cover system? A command that assigns non-attacking units to follow attacking units would be nice. It's so annoying when you 1a2a3a and find out that your medics, science vessels, HT's, overlords, etc ran ahead of the rest of your army and died without you noticing them. Or perhaps this is intended in SC/SC2? OMG. You can already do this in BW......................................... Choose a medic or other unit, press m and click on the unit you want it to follow. Geez I know you can do that, but that only makes it follow one unit in your army. When that one unit dies the following unit will just stop following the rest of the group. I used to do that with my HT's PvT but then I realized after killing an expo or defending a push or something when I a-move my army the unit I clicked on before died and my HT's didn't come attack with the rest of my army.
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For Sc 2, can the X-digit activation code be located directly on the CD? This might already be a feature but I think I've gone thru like 3 or 4 copies of Sc because of this.
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I haven't kept up with SC2 but here's my question.
In Warcraft team games particulary 3v3, people always asked what units are you going...then the team says I'm going rifle/caster, or fiends/towers. In Starcraft, it was more dynamic and adapting, the other plaeyrs can switch tech such as goon/reaver, into zealot, temp, archon, instead of constantly staying at one/two unit types so you couldn't say really what you were doing in the beginning, plus if you looked at your allies it's easy to tell what units they are going. My question, are team games more straight forward in SC2? Or is it flexible during the game.
*Note - I'm a WC3 nub so it may not be like that. But even still it makes WC3 boring when playing for fun with pubs.
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Are the current maps and most popular maps for Sc going to be transferred into Sc2 or are we going to have to wait until the community can put together around group of maps?
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On March 30 2009 14:23 omninmo wrote: 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 view place holders in sc2?
Will players APM be visable in the new Obs mode display?
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Netherlands19135 Posts
1)The gameplay options opened up by the new forms of terrain are really exciting. All I’m still waiting for at this moment is the implementation of destructable terrain that only blocks line of sight which seems to be the only option missing from the new selection of implemented terrain options. Are there any plans for this?
2) Units do not exit their buildings anymore under the “move” command but with the “attack-move” command with the exception of worker units or units that lack an attack command. This obviously has some pros and some cons but I found it to be detrimental to general gameplay during the games I played as it, along with automining, deducts from player activity and imput. Are these integrated rally commands still in the game and if so what is the reasoning behind the implementation of this change compared to the original rally mechanic?
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 comming 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 reactive type of gameplay?
4) The range of radar towers was visible as a jagged line for your opponent as well as yourself. I felt this as an artificial and redundant feature. It does not only make no sense but it also deducts from the strength and idea behind the building and its use. Is it still in the game and if so what is the reasoning behind its continued implementation?
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Netherlands19135 Posts
On March 30 2009 23:19 Zato-1 wrote: Proper Terran base building can be really frustrating for inexperienced players. If you have a supply depot to the left of or below your barracks when walling off, zealots can walk in between those two buildings; if you have the supply depot to the right of your barracks, zealots can't walk through, but zerglings can. Finally, if you have the supply depot on top of your barracks, even marines can't walk through.
Will there be a more consistent and intuitive design for this in SC2? Or, at the very least, an in depth tutorial that can teach new players the ins and outs of Terran base positioning? You obviously haven't played the game yet and don't know some basic things.
I recommend you read my review to answer your question and some others you might have.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=75527
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Netherlands19135 Posts
On March 30 2009 23:19 rytas wrote: How does the zealot charge ability really work? One scenario has crossed my mind, i.e: the opponent sends in/"sacrifices" one weaker unit towards a group of zealots to trigger their charge then moves in with the rest of the units and proceed to kite the zealots (who have now their charge ability on cooldown?)
Will you be able to prevent this type of "baiting" ? Hold position.
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Will you be able to create maps with doodads that show sponsor banners ?
Are there unit formations ? If there are, which did you include ?
Can there be some mechanic that allows you to play a custom game from where you left if a disconnect happen (as in 2 or more players can restart the match exacly where they had stoped from in case anything happens) ?
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Are sensor towers still in the game? Why was the decision made to split the missile turret into 2 different buildings (anti-air and detection)?
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On March 30 2009 22:45 DeCoup wrote: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?
That would be sooo sweet! I've always hated edges on maps... Too bad it's pretty unlikely they would implement this.
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On March 30 2009 22:45 DeCoup wrote: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space? haha Civilization : Starcraft I'm for it !
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I hope blizzard is smart and sees all this third party software that improves their game and acts upon it. Like will it impliment observer mode, apm live, and maybe even unit counters like in the korean leagues? Atleast for observer mode I know that would be really really cool to not have to constantly update programs that do things that blizzard could easily program their game to do
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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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In WC3, there were many spells such as reincarnate and raise dead that required corpses to be used, but in starcraft there are no corpses, will SC2 have the option to enable corpses?
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In BW each race differed in the way it played and had unique strategies. Terran were the defensive race, they had to submit map-control at the start and build up. Zerg were aggressive, able to expand freely at the start and hit enemies with a range of aggressive plays whilst Protoss were tricky in that they had extremely powerful units such as templar, DTs, reavers and arbiters... all capable of swinging the game in an instant. Because of these stark differences maps became the balancing factor NOT the races themselves. In SC2 have you tried to reduce the differences, increase them or keep them roughly the same? Is there still a defensive race, aggressive race and tricky race? Would you say the play-styles are the same as before, have they changed completely or have they swapped around?
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On March 31 2009 01:05 Nyovne wrote:
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 comming 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 reactive type of gameplay?
this
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On March 31 2009 02:37 Oliwoli wrote: In WC3, there were many spells such as reincarnate and raise dead that required corpses to be used, but in starcraft there are no corpses, will SC2 have the option to enable corpses?
But.. But... Why?
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United States3824 Posts
On March 30 2009 22:45 DeCoup wrote: Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?
Now that is a cool idea.
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It appeared to many that with the reduction of tasks to be performed due to MBS/Automine and others, you guys did not want the game to merit physical speed as much as in BW. We were told the new dark pylon, queen abilities and mule were to increase macro; but even now there will still be a considerable reduction in multi-tasking.
Was the decision to reduce physical skill intentional, and does it not worry you that the game may become less dynamic without it? Are there any more plans to add features that increase the need for pure multi-tasking ability?
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On March 31 2009 01:10 Nyovne wrote: You obviously haven't played the game yet and don't know some basic things. Man, I wish I could've had the opportunity to play the game, but it's not easy from here in south america. Thanks for the link. But to stay on topic...
In Brood Wars, there were a few units that, due to unwieldiness or low cost-effectiveness, practically never saw the light of day in competitive matches- Scouts and Infested Terrans, I'm looking at you (Guadians and Ghosts too, to a lesser degree). Would a similar situation for a few SC2 units be acceptable from a design standpoint? If some units do end up being mostly useless in competitive play, will this fact by itself warrant a balance review of said units?
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The ground units will still be superior to air units correct? The only advantage of air being of course mobility and... air because i dont think the game will be as good as it can be if it just turns into an air fest.
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In team games, will allies spawn to closest start locations like in Warcraft III or will it be random like in Starcraft?
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Sweden33719 Posts
On March 30 2009 17:00 Badjas wrote: 1) How is pathing handled in the face of nydus worms usage? i.e.: Will zerglings automatically use a (an established) nydus worm if it provides a shorter route, or does it not work like that? (would be similar to WC3's portals)
2) Will it be possible to enable a burrow option for air units? (I will want to experiment with 'anti-air mines'.. teehee)
edit 3) Will it be possible to stream games as meta-data (game data) to watch using an SC2 client? (100% quality, low bandwidth) @3, this is how WaaaghTV works right? If so I think they've said they will/want to include it (Blizzcon IIRC).
On March 30 2009 19:20 DeCoup wrote: These can possibly be merged into one question. 1) Will multiple user created maps be able to be linked together to create a campaign (Possible already answered but leading to). 2) Will any data be able to be shared from one user created map to the next (Eg. number of minerals, or additional variables). 3) Will triggers within a map allow you to change which map in the sequence is next (Allowing for stories with multiple 'paths'). Didn't they answer this in the last Q&A (iirc answer like "no, but..X", where I don't remember what X was)?
On March 30 2009 19:37 Ziph wrote: My Question is about Building Placement is it still possible to make "Walls" of buildings that zerglings for example can't run through like in SC:BW if you place 2 gates against each other zerglings have no problem running in between them but if you place a gate above a forge they can't anymore.
I believe ALL buildings (including pylons) are perfect blocks. Or that was the case last they mentioned it.
On March 31 2009 03:18 JinSin wrote:Show nested quote +On March 31 2009 02:37 Oliwoli wrote: In WC3, there were many spells such as reincarnate and raise dead that required corpses to be used, but in starcraft there are no corpses, will SC2 have the option to enable corpses? But.. But... Why? For UMS.
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On March 30 2009 14:42 Luddite wrote: Does anyone in Blizzard play starcraft on ICCUP? If so, what's their highest rank?
This! Also, in the question about submerged supply depots please add this: Can you build on top of submerged supply depots? Can you land a flying building on top of a submerged supply depot?
Also, my own question: in the original Starcraft, the workers were able to defend themselves against a weak attacking force, even to the point where it was possible to defende early rushes with nothing more then workers. In WC3, however, the basic working units did so little damage that they couldn't do much by themselves to defend against a early rush but, to compensate, each race had its own "natural" defense method (milita, burrows, moonwells and ghouls + creep). Which kind of early base defense we are getting in Starcraft 2? Are the workers doing significant damage to kill some attacking units early on or are each race going to recieve new defense mechanisms?
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Will the ursadon be returning as a neutral unit?
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On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit? Better fucking be. It's my favourite critter
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United States3824 Posts
Will I still be able to mind control the Kakaru to spy on my opponents without them noticing?
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On March 31 2009 10:32 cgrinker wrote: Will I still be able to mind control the Kakaru to spy on my opponents without them noticing?
I don't know with human players, but the computer attacked your Kakaru when you mind controlled it.
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On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit?
PANDA BEAR GUY! NOOOOOOO!!!!!
better be a cheat code
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On March 31 2009 03:04 Cube wrote:Show nested quote +On March 31 2009 01:05 Nyovne wrote:
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 comming 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 reactive type of gameplay?
this Or to reword, is it ensured that SC2 will remain a quick-death low-health game such that if drops are scouted, they'll be preventable? I know that in the last build of alpha I played, the nydus worm was pretty much impossible to stop as a vehicle for getting all of the zerg units into a protoss base, will this be the case, or will the nydus worm be made more fragile / have more cooldown before being able to let units through?
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Sweden33719 Posts
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 Basically can you create "trigger" type events in melee maps (I don't think there's a distinction between melee and ums in WC3 - ie everything not ladder is a 'Custom Game', but I'm not sure if this applies to ladder and ladder maps).
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konadora
Singapore66161 Posts
Will mineral patches still be rectangular? Because of this, certain spawn locations are seemed economically disadvantaged (Medusa at 6, for example).
On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit?
If they remove Pandabearguy, TL.net and Tasteless will probably rage until they bring Pandabearguy back.
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On March 31 2009 13:04 konadora wrote:Will mineral patches still be rectangular? Because of this, certain spawn locations are seemed economically disadvantaged (Medusa at 6, for example). Show nested quote +On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit? If they remove Pandabearguy, TL.net and Tasteless will probably rage until they bring Pandabearguy back. You forgot NaDa, that's one less critter for him to destroy. + Show Spoiler +I am NaDa, destroyer of critters
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On March 31 2009 01:11 Nyovne wrote:Show nested quote +On March 30 2009 23:19 rytas wrote: How does the zealot charge ability really work? One scenario has crossed my mind, i.e: the opponent sends in/"sacrifices" one weaker unit towards a group of zealots to trigger their charge then moves in with the rest of the units and proceed to kite the zealots (who have now their charge ability on cooldown?)
Will you be able to prevent this type of "baiting" ? Hold position.
Do you honestly think that one unit in the game is always required to be on hold is good game design?
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Sweden33719 Posts
Having Charge being a user-activated ability is probably more fun anyway, but I'm sure that will come up during the beta if it's an issue - I don't think it's worth using up a question for.
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On March 31 2009 11:04 Archerofaiur wrote:Show nested quote +On March 31 2009 09:03 Cpt.Cocaine wrote: Will the ursadon be returning as a neutral unit? 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  Basically can you create "trigger" type events in melee maps (I don't think there's a distinction between melee and ums in WC3 - ie everything not ladder is a 'Custom Game', but I'm not sure if this applies to ladder and ladder maps).
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
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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  Basically can you create "trigger" type events in melee maps (I don't think there's a distinction between melee and ums in WC3 - ie everything not ladder is a 'Custom Game', but I'm not sure if this applies to ladder and ladder maps). 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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Sweden33719 Posts
Ah I see, then the question is worth asking.
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Sweden33719 Posts
Going to submit this soon, so bumping to top.
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Replay Questions:
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?
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On March 31 2009 08:17 FrozenArbiter wrote:Show nested quote +On March 30 2009 17:00 Badjas wrote: 1) How is pathing handled in the face of nydus worms usage? i.e.: Will zerglings automatically use a (an established) nydus worm if it provides a shorter route, or does it not work like that? (would be similar to WC3's portals)
2) Will it be possible to enable a burrow option for air units? (I will want to experiment with 'anti-air mines'.. teehee)
edit 3) Will it be possible to stream games as meta-data (game data) to watch using an SC2 client? (100% quality, low bandwidth) @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 Have fun with the submission
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could you please post which questions you will be sending/have sent FA? cheers
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Sweden33719 Posts
Sure, this is what I've got so far: 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.
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Ask about muta stacking. How are they going to balance them as soon as they manage to implement BW stacking? Are they going to use some kind of an algorithm, say, =< 12 (air) units selected = perfect stack; 13-24 = semi-stack; > 24 = scattered?
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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Sweden33719 Posts
I thought about adding the mappool one BUT they have kinda answered it already.. All they said was "oh there'll be map contests". I think they wont say much else..
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?
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will be nice to see these deeper questions rather than the fluff they seem to usually answer
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Blizzard's got some serious answering to do ^_^ Any date on when the answers will be available?
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TT
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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Sweden33719 Posts
I wasn't sure, I tried to find it but couldn't >_< But if someone else feels the same about that Q then I'll replace it. I thought I included some of VIBs.. Hm, let me go back and look.
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.
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Dont know if it was asked but here it goes:
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.
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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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Sweden33719 Posts
Based on what we've been told, I think the speed in their battle reports etc is Fast or Faster, which is the second highest setting.
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For question 11, why not just ask about the F1 key too? I always wondered why they gave F1 such a useless function in BW. I think it would be sad to lose the F10 for menu though. The blizzcon/leipzig build had a terrible interface where the option menu was at the top left, so if you clicked while scrolling around the map it would pop up a "would you like to leave game?" menu. Hopefully we'll be able to deactivate all the menu, chat, ally, trade etc... icons on the screen so we can clean up the interface and use hotkeys exclusively.
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...
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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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wonder when they will answer these?
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are we going to see another battle report? if so is there going to a built in observer mode? and do we get to hear any BGM this time?
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Sweden33719 Posts
On April 01 2009 05:49 Hammy wrote: For question 11, why not just ask about the F1 key too? I always wondered why they gave F1 such a useless function in BW. I think it would be sad to lose the F10 for menu though. The blizzcon/leipzig build had a terrible interface where the option menu was at the top left, so if you clicked while scrolling around the map it would pop up a "would you like to leave game?" menu. Hopefully we'll be able to deactivate all the menu, chat, ally, trade etc... icons on the screen so we can clean up the interface and use hotkeys exclusively.
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... An oversight >_< (the F1 thing).
Questions are already sent in, unfortunately. About your question tho, I think they said you wouldn't be able to adjust the interface in that way, as it would lead to being able to see more of the battlefield or something?
I thiiiink this was stated in some interview/Q&A, although I'm not 100% sure.
On April 07 2009 11:11 PobTheCad wrote: wonder when they will answer these? Not sure, but as soon as they do I will post them.
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