|
Hungary11261 Posts
The German gaming magazine "Gamestar" released an exclusive interview with Dustin Browder on their web site. Albeit there are some things that are already known, I liked the content and the openness, so I chose to translate it for TL (finally German translations needed). Find the original here: http://www.gamestar.de/interviews/1955934/starcraft_2_exklusiv_interview.html
The Interview + Show Spoiler +Introduction We have playtested the most recent version of Sc2 in Paris and sat down for a chat afterwards with lead designer Dustin Bowder. In our exclusive interview, the Blizzard representative answers - among others - questions about the Beta test, about the most recent changes to units and abilities, about his design-principles, as well as about South Korea and the financial crisis.
Q: Gamestar Magazine A: Dustin Browder
Q: In Starcraft II, the same three races will compete as in its predecessor: Terran, Zerg, and Protoss. This doesn't sound like much meaningful innovation has happened. Will Sc2 feel very different than SC I in multiplayer mode despite this? A: Hard to say, since a lot hinges on the final balance. You know how carefully balanced SC I was. In the 2nd part, we have changed a lot. We still have to consider what the fans like and what makes it into the final game. That's what the beta test is for, after all.
Q: What happens during the beta test? A: We take a look at which strategies are most popular. By that we realize, which elements work out already. Then we adapt the game into this direction, to make it even more fun. The players' opinion has always been important to us, Starcraft and Brood War have made fundamental changes during beta and even after release. The final version of Sc2 could be vastly different from what you have played so far.
Q: What would be the greatest differences to SCI at the time being? A: Above all, mobility. Thanks to the new devices of transportation, all factions are more flexible and more mobile.
Q: By the way. Why did you change Zerg's Nydus Channel? When we played the aliens the first time, we have a giant worm dig behind the enemy lines to spew out troops there. Now we can only build a building that look like a worm. The original one was way cooler! A: Right, but it caused technical issues. We had difficulties with its looks and its control. It would have been lots of efforts to get it right. Also, the worm didn't work out well in terms of balance. Therefore he won't make it in, at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future. We still talk alot about him.
Q: Can your allies use the Nydus channel? A: At the moment, no. We decided only recently which abilities should affect your allies. The Nydus channel is not on that list. But it's not excluded that we change our mind. What's your thought?
Q: It would be an interesting tactical option at least. Why don't you try it? A: Okay.
Q: But let's move on. Is there a second fundamental difference to SC I? A: Yes, terrain plays a more important role now, as it offers more tactical possibilities, despite simply ones. But this is the appeal of Starcraft: Since it's so fast, even tiny details can have huge effects. For example, it's now [even] more beneficial to place troops on high ground. Also there are units like the Reaper that can just jump over cliffs. Or the Viking that transforms from Mech to Flyer. You can also hide ground troops behind some objects. These fresh tactics help to enliven the battlefield.
Q: Right, in the first part, you could only cross cliffs with flying units, plateau bases were therefore better protected. Since we just touched this topic: How do units benefit from being placed on high ground? A: You cannot see them from low ground. At least as long as you do not use spotters, flyers or special talents, like the Terran scan. This can be a huge advantage, especially for Terran with their mighty Siege Tanks: As long as the enemy does not reveal them, they can blow him into pieces without resistance. Zerg profit the least from height advantage, since their ground range units do not fire very far. But with the Overlord and the Overseer they field two very good spotters. Apart from this, height differences have no effect. In SCI, there was a chance that units on the lowground would miss enemies on high ground. We removed this percentage since we do not like chance elements. The players ought to know exactly what advantage they have. And how to counter it.
Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same? A: There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost - the units would transform into tiny symbols and you couldn't recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost - and just in Starcraft, with its three characteristic races! Zoomed out very far, those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn't fit in.
Q: And what about production queues? A: There you see that Sc2 is orientated towards esports. We have to keep a fragile balance: The game should offer comfortable usage, but it should not play by itself, else the challenge would evaporate. Let's see what the Beta testers say about it.
Q: So manual labor instead of automation? A: Exactly. There is a nice story about this. Back then, I was working on addons to Mechwarrior 2. That's how I know that there was still automatic targetting in an early version: You only had to decide, which weapons to fire in what order, the Computer would guide them to the target. The only thing you had to watch out for was not to overheat. That might even have been interesting, but just for few players. The majority wanted action, and they got it in the end. The same applies to Starcraft: We want the players to go back to their base in order to produce reinforcements. We want them to really take care instead of relying on an automatic process.
Q: That leads us back to the balance between Micro and Macro. Since Blizzcon 2008, you have changed the economy system again. Back then there were already two vespene geysers in each base, but they would shut down for a short time after having collected a certain amount of gas. Therefore you would have to check the status of your source of income frequently, forcing a large amount of Micromanagement. Why this change? A: Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that's it. So we decided to change the mechanic, which hasn't succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn't afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.
Q: Sounds reasonable. I suppose that's why you have introduced the three new special units and buildings: The Queen of Zerg, the Protoss Dark Pylon, and the Satellite Center of Terran. Each of these new kids has defensive abilities that also affect resource collection. A: True, the new talents are supposed to breath life into the economic system, for example by giving the players additional resources.
Q: How? A: In SC1, collecting resources was almost identical for every race. There were small differences, such as Protoss workers being able to resume collecting right after warping in a building. Now we are deepening these differences. Terran can order the MULE-robot thanks to their Satellite Control center, to earn Crystals faster. The Queen offers a new method of production to Zerg. In the predecessor, they had to construct additional Hatcheries to mass-produce. Now they can build Queen alternatively to increase their number of larvae, and thus need less Hatcheries. However, the Queen's ability to spawn larvae requires a lot of Micro. The player therefore has to decide, whether to spend time on this or rather to construct additional Hatcheries. The races therefore do not only play differently, they also have more strategical options.
Q: Since Blizzcon, you have changed many other things. Aren't you frustrated about designing new game-content that gets scrapped again after a few months? A: Hell, no! We have been doing this since years! It was always Blizzard's philosophy to try things. In Sc2 we just started early with announcing units and abilities. Wc3 went through just the same process. Admittedly, maybe it's a bit more serious with SC2. But that's how it works: We develop a game, then we change it. And then we change it again. And again. That's how we give the game the fine tuning. Of course many pieces of content accumulate that we cannot use at the moment, since they work reasonably well, but simply not great. I love that we are this flexible. We owe this to our technicians who have constructed such an outstanding engine. To rework a unit completely takes 2-3 hours at max.
Q: That causes the official website of SC2 to list many units and abilities that are long outdated. A: I know. The main reason being that we have told too much right from the start. Afterwards there were way too many changes to keep track. That also applies to the fan sites. Anyone who sees the game at a convention and not at the next one has missed a heap of changes already. That's simply how the decision process works: We can decide freely at any time what we change, in order to create a great game in the end. During the Beta test we will proceed in the same fashion. If the websites cannot keep track with this, so be it.
Q: Among the units that are wrongly depicted on the website it the Protoss Mothership. There, the old special abilities are listed: the time bomb and the planet breaker. By now, the Mothership rather serves as a support unit that cloaks nearby troops and buildings and can teleport from building to building, instead as a super weapon. Why did you change its role this much? A: When we announced SC2 in South Korea, the units were of course not balanced yet. We just wanted to present cool abilities, among them the Mothership. We thought: "Hey, a super weapon that knocks everything out! Let's show that!" But when the tests began, we rather thought "Oh, a super weapon that knocks everything out. Not good."
Q: Thus you nerfed it. A: It just didn't feel good. Now, the Mothership is a vital supporter and a guardian for bases. It might still have the Vortex ability, with which it sucks in entire armies. But now it's weaker and resembles the Stasis ability from SC1: You do not destroy the sucked-in units, you just disable them. Shortly after, they reappear. This opens up interesting tactical choices. If you attack with 12 Cruisers and 6 get sucked in - do you run? Do you fight with six? Do you also send them into the Vortex to protect them from harm? With the Vortex, you can also seal narrow passageways. That's what the "new" Protoss excel at, also with the Disruptor's force field or the Templar's Psi-Storm. By those, Protoss prevent to have their small number armies surrounded.
Q: One of the units that was changed the most during the past two years was the Thor Warmech of Terran. Recently you could still reconstruct it after it was destroyed. Why did you remove this possibility? A: In principle it was a cool idea: If the Thor was destroyed, you could spend 200 Gas to activate its repair system. After some time, it would get back up. During reconstruction, all enemies would see where the wreck was and could attack it, in order to knock out the Thor for good. The problem was: This tactic was essentially meaningless. Frequently the Thor would die within the enemy base, so you couldn't save him. Or he died within the own base. And reconstructing him there was too cheap and too simply. Therefore we removed this ability and gave him the particle cannon ability, which he used to pulverize ground troops. Let's see if that works.
Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. On the 2nd highest level "hard" they act as smart as on the highest, simply without the added resources. This is a notable improvement compared to the first game. As in many other RTS titles, the AI in SC1 would see the entire map and would know exactly where the player's units and buildings were. In part 2, this does not hold anymore. The AI opponents have to send out scouts to find the players. Only when they find out, what the opponents are building, they adapt their tactics. If you hide units from the AI - on hills or behind bushes - you gain an advantage.
Q: As we are speaking about scouting: On the multiplayer maps, there are neutral observation posts. If you place a units next to them, the fog of war is lifted within a large radius around it. Do you plan to introduce more buildings that can be conquered? A: Not yet, but we are thinking about it. There are already the destructible rocks that block narrow passageways. And the bushes that block line of sight. And the yellow Crystals that provide additional resources. All of this is fairly simple but enriches the game. If we find any similarily uncomplicated elements, we introduce them.
Q: Will there be night battles or weather effects in Multiplayer mode? A: We are considering it in any case! Weather effects are possible and we are even testing the day-night cycle at the moment. I am worried, however, if everything is easily discernible at night. In the battles, many units clash that have varying size, from the tiny zergling to the gigantic Battle Cruiser. Also, the speed of the game is extremely fast, a bunch of things are happening with rapid speed.
Q: For example? A: A ghost kills a Marine in a single shot with his snipe ability, a Hellion takes two fire blows for a Zergling. We even adapted lighting and colours on the multiplayer maps in order to make the units more discernable despite the high speed. At night, 30 Zerglings that storm across planet Shakuras could look like a purple blob. Still, we are trying out the changing times of day. But I wouldn't be surprised if they are taken out again.
Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it.
Q: All maps we have seen so far were symmetrical. Will there be asymmetrical ones at release? A: Of course. In Sc1 there were also maps with better or worse starting positions, e.g. Lost Temple. If we will use these asymmetrical maps for the automatic matchmaking on bnet we don't know yet. But it would be unfair to start at a bad spot in a random game. Nobody should enter a game and begin cursing: "Damn it, I play Zerg and I spawned at bottom right - I'm outta here". Therefore, most of the maps should turn out to be symmetrical. We still try to slightly diversify the starting positions. For example, players could start closer to an observation post than others.
Q: Do you think it's sensible to release a game during the world-wide economic crisis that will definitely ruin the South Korean economy, since the entire population will stay at home and play? A: *laughs* Hah, I can even answer this! I think people are smart enough to decide when they can play and when not. You will also be able to play Sc2 very cheaply in South Korea, in PC Bangs. I even read that the first Starcraft stimulated the Korean economy to such an extent that they could overcome an economic crisis. I don't know if that's true - but I read it in a book! Let's see how Sc2 works out on the Korean market. But I am sure, all will be good.
Q: What a great cliché as a finisher. Thank you for the interview.
|
Sweden33719 Posts
Thanks a lot
|
Zurich15314 Posts
Good job!
Good old GameStar... even after 10 years they have no clue about competitive gaming ...
|
Q: Can your allies use the Nydus channel? A: At the moment, no. We decided only recently which abilities should affect your allies. The Nydus channel is not on that list. But it's not excluded that we change our mind. What's your thought?
Q: It would be an interesting tactical option at least. Why don't you try it? A: Okay.
Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you chance unit selection but kept the other elements the same?
These questions made me cry...
Anyways, thanks for the interview I guess.
|
lol at the last question.
|
Hungary11261 Posts
On May 09 2009 05:43 Dgtl wrote:Show nested quote + Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same? These questions made me cry... From a BW fan point of view, I see what you mean. But from a general game coverage p.o.v., I find this question understandable, as the "state of the art" is a different one nowadays.
|
Sweden33719 Posts
Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. Ehh, if it's not balanced they should just not have it in their ladder maps, they shouldn't remove the option 
Also, I don't see anything wrong with (possibly) being able to use your allies nydus channels. (IE not a dumb question)
|
|
Q: As we are speaking about scouting: On the multiplayer maps, there are neutral observation posts. If you place a units next to them, the fog of war is lifted within a large radius around it. Do you plan to introduce more buildings that can be conquered? A: Not yet, but we are thinking about it. There are already the destructible rocks that block narrow passageways. And the bushes that block line of sight. And the yellow Crystals that provide additional resources. All of this is fairly simple but enriches the game. If we find any similarily uncomplicated elements, we introduce them.
God I fucking hate this neutral building command and conquer fucking nonsense. I still hate this guy.
|
|
It was a decent QA imo.
More interactable terrain would be cool but its so hard to balance =/
You know what I would add ? Flying islands, maybe a map where the high yield mineral expansion stays in this huge flying island in the middle of the map (map is normal, not ocean or anything)
|
Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW.
This is just bullshitting to make those who havent really played SC, to think that its true.
Also in sc2 micro is 1a instead of 1a2a3a4a
|
On May 09 2009 06:39 MuR)Ernu wrote:
Also in sc2 micro is 1a instead of 1a2a3a4a
Maybe for you, protoss.
|
On May 09 2009 06:39 MuR)Ernu wrote:Show nested quote +Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a Well you have to burrow the Roaches multiple times in a single battle, whereas you can usually just burrow lurkers once and then be done with them. But yeah, I know what you mean.
|
On May 09 2009 06:48 Mindcrime wrote:Show nested quote +On May 09 2009 06:39 MuR)Ernu wrote:
Also in sc2 micro is 1a instead of 1a2a3a4a Maybe for you, protoss. i'm not actually protoss, havent remembered to change my race in TL =P
|
On May 09 2009 06:53 Luddite wrote:Show nested quote +On May 09 2009 06:39 MuR)Ernu wrote:Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a Well you have to burrow the Roaches multiple times in a single battle, whereas you can usually just burrow lurkers once and then be done with them. But yeah, I know what you mean. Your opponent will obviously flee your lurkers. So you will have to burrow and unburrow them all or do a leapfrog or something, until you get them cornered, or your lurkers get killed x)
Really though, they are just talking bullshit. Most people will of course not even notice it, since they made it in such a good way for that purpose.
|
On May 09 2009 06:39 MuR)Ernu wrote:Show nested quote +Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a
Enjoy losing in SC2 if all you'll do is 1a.
|
On May 09 2009 06:39 MuR)Ernu wrote: Also in sc2 micro is 1a instead of 1a2a3a4a I think you've misunderstood the meaning of the word "mirco", sir.
|
wow this is a good interview! Thanks for the translation. I'm glad they nerfed the mothership and have concentrated on the visibility of the units rather than making them look pretty.
|
Sweden33719 Posts
On May 09 2009 06:31 Xenixx wrote:Show nested quote +Q: As we are speaking about scouting: On the multiplayer maps, there are neutral observation posts. If you place a units next to them, the fog of war is lifted within a large radius around it. Do you plan to introduce more buildings that can be conquered? A: Not yet, but we are thinking about it. There are already the destructible rocks that block narrow passageways. And the bushes that block line of sight. And the yellow Crystals that provide additional resources. All of this is fairly simple but enriches the game. If we find any similarily uncomplicated elements, we introduce them. God I fucking hate this neutral building command and conquer fucking nonsense. I still hate this guy. I want more neutral buildings.
Neutral buildings are good.
If the buildings suck, you don't use them in your maps, if they are good, you use them.
On May 09 2009 07:04 Shade692003 wrote:Show nested quote +On May 09 2009 06:39 MuR)Ernu wrote:Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a Enjoy losing in SC2 if all you'll do is 1a. To everyone: This discussion ends here - it's off-topic and leads nowhere.
|
On May 09 2009 05:27 Aesop wrote: at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future.
Sorry, I haven't been keeping up with all the news and I'm a bit confused. Do you have to buy all three "episodes" of SC2 to play multiplayer with all the up-to-date units/patches (like in SC + BW)? Or do you only need one "episode" in order to play online with people who have the other "episodes"?
|
mothership sucks, give us back the arbitor
|
On May 09 2009 05:27 Aesop wrote:
Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same? A: There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost - the units would transform into tiny symbols and you couldn't recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost - and just in Starcraft, with its three characteristic races! Zoomed out very far, those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn't fit in. [/spoiler]
Whaaaa
|
Sweden33719 Posts
I think they tailor their answers to who is interviewing them, every other time they've cited game lengths more in line with the average for SC and WC3 (both of which are around 15~minutes iirc).
On May 09 2009 07:53 jingXD wrote:Show nested quote +On May 09 2009 05:27 Aesop wrote: at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future. Sorry, I haven't been keeping up with all the news and I'm a bit confused. Do you have to buy all three "episodes" of SC2 to play multiplayer with all the up-to-date units/patches (like in SC + BW)? Or do you only need one "episode" in order to play online with people who have the other "episodes"? Each "episode" is an expansion. So it's like SC + BW + One more.
|
Thanks for the translation. Some great questions.
|
On May 09 2009 07:53 jingXD wrote:Show nested quote +On May 09 2009 05:27 Aesop wrote: at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future. Sorry, I haven't been keeping up with all the news and I'm a bit confused. Do you have to buy all three "episodes" of SC2 to play multiplayer with all the up-to-date units/patches (like in SC + BW)? Or do you only need one "episode" in order to play online with people who have the other "episodes"? You need all 3 episodes to play multiplayer with all the up-to-date units/patches.
|
I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay!
|
On May 09 2009 08:46 Zoler wrote: I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay! Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good. Browder is having to learn all the stuff we already know from scratch.
|
They should have hired some epic koreans there.
|
On May 09 2009 09:04 Klive5ive wrote:Show nested quote +On May 09 2009 08:46 Zoler wrote: I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay! Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good. Browder is having to learn all the stuff we already know from scratch.
Yeah I agree to some extent but it's not that easy! Dustin Browder isn't just sitting in a dark room playing SC2 and telling the programmers all the time what to do. He has a lot of experience of how to run a game development team and RTS overall
|
On May 09 2009 07:50 FrozenArbiter wrote:Show nested quote +On May 09 2009 06:31 Xenixx wrote:Q: As we are speaking about scouting: On the multiplayer maps, there are neutral observation posts. If you place a units next to them, the fog of war is lifted within a large radius around it. Do you plan to introduce more buildings that can be conquered? A: Not yet, but we are thinking about it. There are already the destructible rocks that block narrow passageways. And the bushes that block line of sight. And the yellow Crystals that provide additional resources. All of this is fairly simple but enriches the game. If we find any similarily uncomplicated elements, we introduce them. God I fucking hate this neutral building command and conquer fucking nonsense. I still hate this guy. I want more neutral buildings. Neutral buildings are good. If the buildings suck, you don't use them in your maps, if they are good, you use them. Don't you think it will be insanely easy to create these neutral buildings in the map editor though? I think we'll be ok.
I guess this just means we won't see a whole lot of interesting neutral during the first ladder season.
|
On May 09 2009 09:04 Klive5ive wrote:Show nested quote +On May 09 2009 08:46 Zoler wrote: I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay! Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good. Browder is having to learn all the stuff we already know from scratch.
By all means name a single person that isn't involved in starcraft 2, is a game designer with a good amount of experience, speaks english fluidly, and understands the kind of game starcraft 2 is trying to be.
|
I loled hard with the generic whateverblah :
"bla bla bla bla bla why dont yo try it?"
"okay"
q////
|
On May 09 2009 09:04 Klive5ive wrote:Show nested quote +On May 09 2009 08:46 Zoler wrote: I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay! Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good. Browder is having to learn all the stuff we already know from scratch.
Do you really think it's hard to pick up why StarCraft was a successful game for a professional designer who's worked in video games for 15+ years? You act like it took him years to understand StarCraft. He can't play it well, but from a theory and mechanics point of view he knows exactly what you want and why SC is good. Managing what you (as in hardcore fans) want versus what Blizzard wants to make / market in SC2 is not the same as not getting it.
|
Very long, will read later. Thanks.
edit- Best things out of this interview
It just didn't feel good. Now, the Mothership is a vital supporter and a guardian for bases. It might still have the Vortex ability, with which it sucks in entire armies. But now it's weaker and resembles the Stasis ability from SC1: You do not destroy the sucked-in units, you just disable them. Shortly after, they reappear. This opens up interesting tactical choices. If you attack with 12 Cruisers and 6 get sucked in - do you run? Do you fight with six? Do you also send them into the Vortex to protect them from harm? With the Vortex, you can also seal narrow passageways. That's what the "new" Protoss excel at, also with the Disruptor's force field or the Templar's Psi-Storm. By those, Protoss prevent to have their small number armies surrounded.
Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. On the 2nd highest level "hard" they act as smart as on the highest, simply without the added resources. This is a notable improvement compared to the first game. As in many other RTS titles, the AI in SC1 would see the entire map and would know exactly where the player's units and buildings were. In part 2, this does not hold anymore. The AI opponents have to send out scouts to find the players. Only when they find out, what the opponents are building, they adapt their tactics. If you hide units from the AI - on hills or behind bushes - you gain an advantage.
Awesome
|
Awesome answers from dustin here, he seems to be finally understanding what the competitive players want. He knows what players don't like at the moment and is trying to fix them (e.g: trying to find a solution for hte gas mechanic, he knows it isn't working) This kind of stuff shows they are listening to the community, which is the best thing imo.
|
51373 Posts
I don't know why people are negative about neutral buildings, they are there to serve a purpose similar to the neutral buildings in SC1 (like the Xel'Naga/Protoss Temples and Power Generators).
|
On May 09 2009 14:00 nataziel wrote: Awesome answers from dustin here, he seems to be finally understanding what the competitive players want. He knows what players don't like at the moment and is trying to fix them (e.g: trying to find a solution for hte gas mechanic, he knows it isn't working) This kind of stuff shows they are listening to the community, which is the best thing imo.
+1
|
Thanks alot for posting this it had some good questions in my opinion.
|
On May 09 2009 06:39 MuR)Ernu wrote:Show nested quote +Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a
Actually, I think it's true that proper micro will feel more necessary, since every single freaking unit now seems to have clickable abilities that require your attention, pretty much like in Warcraft 3.
|
Great link, but why is he Dustin Bowder?
|
Hungary11261 Posts
On May 09 2009 15:42 Suc wrote: Great link, but why is he Dustin Bowder? yuck, you're right, someone change title please
|
On May 09 2009 14:09 uglymoose89 wrote:Show nested quote +On May 09 2009 14:00 nataziel wrote: Awesome answers from dustin here, he seems to be finally understanding what the competitive players want. He knows what players don't like at the moment and is trying to fix them (e.g: trying to find a solution for hte gas mechanic, he knows it isn't working) This kind of stuff shows they are listening to the community, which is the best thing imo. +1 +2
I like Browder more and more with every new Q&A... He really does seem to be aware of what SC players want, even with his somewhat questionable C&C background...
|
Impressive interview, with some points lacking completely but still it's better than nothing.
|
pretty good interview, only read the first half for now
|
On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well..
|
Hungary11261 Posts
On May 09 2009 17:18 AdunToridas wrote:Show nested quote +On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well.. Do you mind the AI cheating or do you find it implausible that the AI is not cheating at other difficulty settings?
|
On May 09 2009 17:18 AdunToridas wrote:Show nested quote +On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well.. Just don't play on highest if you do not like a cheating AI, also the AI cheated in sc1 and in wc3 and in almost every RTS you ever played.
On May 09 2009 08:11 Lobbo wrote:Show nested quote +On May 09 2009 05:27 Aesop wrote:
Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same? A: There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost - the units would transform into tiny symbols and you couldn't recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost - and just in Starcraft, with its three characteristic races! Zoomed out very far, those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn't fit in. Whaaaa Do not read things out of context please, if you look you see that he discussed supreme commander just before so what he meant is that in starcraft most games ends before the 30 minute mark(Which is unlike supcom). Larger army limits as in supcom are therefore not really necessary (According to him) and might even be a bad thing since it can allow games to last even longer with people just building and building just like they do in supcom.
|
On May 09 2009 18:00 Klockan3 wrote: Just don't play on highest if you do not like a cheating AI, also the AI cheated in sc1 and in wc3 and in almost every RTS you ever played. Really? Okay, in SC1 the AI always knows where you are and what you're doing. But has the AI some sort of additional minerals? And in WC3 as well?? From where do you know that? Just curious 
On May 09 2009 17:50 Aesop wrote:Show nested quote +On May 09 2009 17:18 AdunToridas wrote:On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well.. Do you mind the AI cheating or do you find it implausible that the AI is not cheating at other difficulty settings? Lol.. to me it sounds pretty weird that the AI is cheating.. I mean, it's like playing a 1v1 with a friend and your friend has a cheat for 10000 minerals in the beginning. Is not, y'know, equal? ^^ Seriously, I don't wanna play on Insane 'cause I'm pretty lame, but I thought it would be cool if the AI will beat you with pure strategy skills. No with some sort of cheating. Ah, nevermind =P
|
On May 09 2009 18:57 AdunToridas wrote:Show nested quote +On May 09 2009 18:00 Klockan3 wrote: Just don't play on highest if you do not like a cheating AI, also the AI cheated in sc1 and in wc3 and in almost every RTS you ever played. Really? Okay, in SC1 the AI always knows where you are and what you're doing. But has the AI some sort of additional minerals? And in WC3 as well?? From where do you know that? Just curious  Show nested quote +On May 09 2009 17:50 Aesop wrote:On May 09 2009 17:18 AdunToridas wrote:On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well.. Do you mind the AI cheating or do you find it implausible that the AI is not cheating at other difficulty settings? Lol.. to me it sounds pretty weird that the AI is cheating.. I mean, it's like playing a 1v1 with a friend and your friend has a cheat for 10000 minerals in the beginning. Is not, y'know, equal? ^^ Seriously, I don't wanna play on Insane 'cause I'm pretty lame, but I thought it would be cool if the AI will beat you with pure strategy skills. No with some sort of cheating. Ah, nevermind =P There is no RTS AI ever which even comes close to being capable of beating even a mediocre player without money cheating, even if they see the whole map and so. And the money cheat is not that they start with more, they just harvest more per trip.
|
Hungary11261 Posts
On May 09 2009 18:57 AdunToridas wrote: Lol.. to me it sounds pretty weird that the AI is cheating.. I mean, it's like playing a 1v1 with a friend and your friend has a cheat for 10000 minerals in the beginning. Is not, y'know, equal? ^^ Seriously, I don't wanna play on Insane 'cause I'm pretty lame, but I thought it would be cool if the AI will beat you with pure strategy skills. No with some sort of cheating. Ah, nevermind =P Are you aware that the "hard" setting will be just that - an equal setup where the AI tries to "beat you with pure strategy skills"? The Insane mode is just for the players who want an additional challenge - what's wrong with that?
|
Thanks for the interview! Apart from a few stupid questions by GameStar, the interview was very enjoyable and puts a lot of my lost faith back into Blizz and Dustin. He seems to really know what makes SC so exciting and fun to play. Cheers!
|
On May 09 2009 18:00 Klockan3 wrote:Show nested quote +On May 09 2009 17:18 AdunToridas wrote:On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well.. Just don't play on highest if you do not like a cheating AI, also the AI cheated in sc1 and in wc3 and in almost every RTS you ever played. Show nested quote +On May 09 2009 08:11 Lobbo wrote:On May 09 2009 05:27 Aesop wrote:
Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same? A: There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost - the units would transform into tiny symbols and you couldn't recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost - and just in Starcraft, with its three characteristic races! Zoomed out very far, those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn't fit in. Whaaaa Do not read things out of context please, if you look you see that he discussed supreme commander just before so what he meant is that in starcraft most games ends before the 30 minute mark(Which is unlike supcom). Larger army limits as in supcom are therefore not really necessary (According to him) and might even be a bad thing since it can allow games to last even longer with people just building and building just like they do in supcom. Then he would have said so? It clearly means that if you dont get an early advantage or have superior skills you will end up having a regular game that is around 30 minutes or more. And a Supcom game lasts for MAX 30 minutes.
|
Sweden33719 Posts
Lobbo, honestly, I'll repeat what I said earlier: He is almost definitely tailoring his answers towards his audience.
Every other instance (including the official page) they talk about "15-20 minutes". Not to mention the average game length of both SC and WC3 is 15 minutes.
Don't make a hen out of a feather..
|
On May 09 2009 20:19 Lobbo wrote:Show nested quote +On May 09 2009 18:00 Klockan3 wrote:On May 09 2009 17:18 AdunToridas wrote:On May 09 2009 05:27 Aesop wrote: Q: In paris we noticed that the AI opponents play extremely strong at the highest difficulty setting. Are they cheating? A: Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. [...] C'mon.. this must be a joke. And a very bad one as well.. Just don't play on highest if you do not like a cheating AI, also the AI cheated in sc1 and in wc3 and in almost every RTS you ever played. On May 09 2009 08:11 Lobbo wrote:On May 09 2009 05:27 Aesop wrote:
Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same? A: There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost - the units would transform into tiny symbols and you couldn't recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost - and just in Starcraft, with its three characteristic races! Zoomed out very far, those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn't fit in. Whaaaa Do not read things out of context please, if you look you see that he discussed supreme commander just before so what he meant is that in starcraft most games ends before the 30 minute mark(Which is unlike supcom). Larger army limits as in supcom are therefore not really necessary (According to him) and might even be a bad thing since it can allow games to last even longer with people just building and building just like they do in supcom. Then he would have said so? It clearly means that if you dont get an early advantage or have superior skills you will end up having a regular game that is around 30 minutes or more. And a Supcom game lasts for MAX 30 minutes. Did you even read what he said? He said that in STARCRAFT (Not 2) the games lasts only half an hour! This have nothing to do with 2!
Also noob games in supcom never ends early and I am sure that these guys are noobs or they wouldn't have asked that question which means that that response is 100% appropriate, only in the higher level games do they always end early since the game (supcom) do not really have a good rhythm.
|
I am wondering how the AI would infact react to hidden tech. In SC1 we are getting more adapt at responding to it now, as many play very safe and the "only" timeing for hidden tech is right from the start of the game.
Would it build and liftoff engineering bay's to get by a blocked choke to scout the main base. Or read our builds after a scout, to find out that something is missing from our build/ongoing upgrades/worker count? etc... hmmmmmm......
|
Hungary11261 Posts
On May 09 2009 21:18 ocoini wrote: I am wondering how the AI would infact react to hidden tech. In SC1 we are getting more adapt at responding to it now, as many play very safe and the "only" timeing for hidden tech is right from the start of the game.
Would it build and liftoff engineering bay's to get by a blocked choke to scout the main base. Or read our builds after a scout, to find out that something is missing from our build/ongoing upgrades/worker count? etc... hmmmmmm...... It would have to do something like guessing or inferring the most likely possibility, based on the current level of play. That's about impossible, since predicting standard strategy and openings just when the game comes out would be prophetic.
|
Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard.
Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it.
Terrible terrible damage..
|
On May 10 2009 00:20 VIB wrote:Show nested quote +Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage..
Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather.
|
On May 09 2009 14:08 GTR wrote: I don't know why people are negative about neutral buildings, they are there to serve a purpose similar to the neutral buildings in SC1 (like the Xel'Naga/Protoss Temples and Power Generators).
Yeah, and they can be removed by the map makers if it doesn't work well.
|
On May 10 2009 00:26 Latham wrote:Show nested quote +On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post?
|
On May 10 2009 00:45 VIB wrote:Show nested quote +On May 10 2009 00:26 Latham wrote:On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post?
You quoted the Day and Night question. Then you proceeded to bitch about map balance. I responded that the map makers MIGHT HAVE THE OPTION to play around with day/night cycles and weather effects. Either I missed the point of bitching about map balance quoting a day&night cycle and weather effects, or You misquoted something.
|
On May 10 2009 00:57 Latham wrote:Show nested quote +On May 10 2009 00:45 VIB wrote:On May 10 2009 00:26 Latham wrote:On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post? You quoted the Day and Night question. Then you proceeded to bitch about map balance. I responded that the map makers MIGHT HAVE THE OPTION to play around with day/night cycles and weather effects. Either I missed the point of bitching about map balance quoting a day&night cycle and weather effects, or You misquoted something.
As far as I can tell, he's talking about Browder's point about different rules on different maps being allegedly a bad thing, which the opposite of what's actually true for progaming maps in BW.
|
Sweden33719 Posts
I guess if they mean "we don't want any universal weather/day night effects", then that's good. But I hope they allow for easy implementation of it in maps..
|
Surprisingly good interview for a magazine, thanks a lot for the translation Aesop!
|
On May 10 2009 01:06 maybenexttime wrote:Show nested quote +On May 10 2009 00:57 Latham wrote:On May 10 2009 00:45 VIB wrote:On May 10 2009 00:26 Latham wrote:On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post? You quoted the Day and Night question. Then you proceeded to bitch about map balance. I responded that the map makers MIGHT HAVE THE OPTION to play around with day/night cycles and weather effects. Either I missed the point of bitching about map balance quoting a day&night cycle and weather effects, or You misquoted something. As far as I can tell, he's talking about Browder's point about different rules on different maps being allegedly a bad thing, which the opposite of what's actually true for progaming maps in BW. ^ What he said.
That answer from Browder just shows he doesn't understand how the metagame evolved. He doesn't understand how important the maps are. So with the wrong idea in mind they will just lead the game development to the wrong side.
This is a much bigger issue than putting it triggers for weather on the map maker or not. Which btw, is not very likely to have some huge support and be super easy to implement to competitive tournament maps, since he just said he doesn't think it is important.
|
On May 10 2009 03:41 VIB wrote: So with the wrong idea in mind they will just lead the game development to the wrong side. There is no such wrong side. StarCraft metagame is governed by the custom maps. Why should any RTS including StarCraft II be any different?
If the only map in SC was Blood Bath, the current metagame would be which progamer could micro their SCV rush best.
|
On May 10 2009 03:41 VIB wrote:Show nested quote +On May 10 2009 01:06 maybenexttime wrote:On May 10 2009 00:57 Latham wrote:On May 10 2009 00:45 VIB wrote:On May 10 2009 00:26 Latham wrote:On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post? You quoted the Day and Night question. Then you proceeded to bitch about map balance. I responded that the map makers MIGHT HAVE THE OPTION to play around with day/night cycles and weather effects. Either I missed the point of bitching about map balance quoting a day&night cycle and weather effects, or You misquoted something. As far as I can tell, he's talking about Browder's point about different rules on different maps being allegedly a bad thing, which the opposite of what's actually true for progaming maps in BW. ^ What he said. That answer from Browder just shows he doesn't understand how the metagame evolved. He doesn't understand how important the maps are. So with the wrong idea in mind they will just lead the game development to the wrong side. This is a much bigger issue than putting it triggers for weather on the map maker or not. Which btw, is not very likely to have some huge support and be super easy to implement to competitive tournament maps, since he just said he doesn't think it is important.
I think TeamLiquid can just mention that in their monthly feedback, quoting him and explaining why his train of thought is wrong. I'm sure he'll understand and take that into account.
|
On May 10 2009 03:41 VIB wrote:Show nested quote +On May 10 2009 01:06 maybenexttime wrote:On May 10 2009 00:57 Latham wrote:On May 10 2009 00:45 VIB wrote:On May 10 2009 00:26 Latham wrote:On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post? You quoted the Day and Night question. Then you proceeded to bitch about map balance. I responded that the map makers MIGHT HAVE THE OPTION to play around with day/night cycles and weather effects. Either I missed the point of bitching about map balance quoting a day&night cycle and weather effects, or You misquoted something. As far as I can tell, he's talking about Browder's point about different rules on different maps being allegedly a bad thing, which the opposite of what's actually true for progaming maps in BW. ^ What he said. That answer from Browder just shows he doesn't understand how the metagame evolved. He doesn't understand how important the maps are. So with the wrong idea in mind they will just lead the game development to the wrong side. This is a much bigger issue than putting it triggers for weather on the map maker or not. Which btw, is not very likely to have some huge support and be super easy to implement to competitive tournament maps, since he just said he doesn't think it is important. He is not talking about terrain with special features ffs, he is talking about global effects such as weather and day/night things which would change the fundamental laws of the game!
And that is totally worthless for map creators. Playing on different maps should not be like playing different patch versions of the game, microing a marine vs a zergling on open ground should feel the same on every damn map... (And if you do want that you always got the army editor built in...)
|
When I think the majority of the original SC team doesn't exist anymore this guy really doesn't inspire any confidence for me : (
Still waiting for it like hell though.
|
On May 10 2009 07:20 kasumimi wrote: When I think the majority of the original SC team doesn't exist anymore this guy really doesn't inspire any confidence for me : (
Still waiting for it like hell though. Just start worrying if he says there is actually no game map editor with the final game 
If the editor is really so damn powerful like they keep on iterating, we shouldn't worry too much.
|
although global weather can be questionable, there better be the ability to do different terrain. Having places where you can't see as far or walk slowly would definitely add to the game.
|
I think by the weather response he meant that maybe after 5 or 6 years if the progaming scene wants to try some new concept maps they can add some weather elements. So that way gameplay won't stagnate and the game will evolve just like sc1
|
On May 09 2009 06:07 FrozenArbiter wrote:Show nested quote +Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. Ehh, if it's not balanced they should just not have it in their ladder maps, they shouldn't remove the option  Also, I don't see anything wrong with (possibly) being able to use your allies nydus channels. (IE not a dumb question)
I very much agree with FrozenArbiter, They should have the day night thing in the game for campaign editor, it would add a nice twist to the gameplay.
|
I would imagine it would be available in the editor, since it's supposed to include "everything and more" that War3 had.
|
I really liked Browder's answers to GameStar's often dumb questions.
|
On May 09 2009 15:20 lepape wrote:Show nested quote +On May 09 2009 06:39 MuR)Ernu wrote:Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a Actually, I think it's true that proper micro will feel more necessary, since every single freaking unit now seems to have clickable abilities that require your attention, pretty much like in Warcraft 3.
I'm really not liking the clickfest sort of micro we saw in War3 making its way to SC2. I prefer positional micro as in flanking, focus firing and such. It just feels like real micro and is much more interesting as you actually control how your units fight as opposed to having a competition of who can spend the most amount of spells in the shortest amount of time. Just look at all the cool micro we see from units as mutas, goons and scourge, none of which have any abilities. And rines vs. lurkers is so fucking cool/skilled. Quickly spreading out your rines, running back and forth shooting at leapfrogging lurks etc. etc.
God I love micro in SC and god I hate micro in War3 :-(
|
On May 10 2009 07:01 Klockan3 wrote:Show nested quote +On May 10 2009 03:41 VIB wrote:On May 10 2009 01:06 maybenexttime wrote:On May 10 2009 00:57 Latham wrote:On May 10 2009 00:45 VIB wrote:On May 10 2009 00:26 Latham wrote:On May 10 2009 00:20 VIB wrote:Q: But the day-night cycle and the weather effects wouldn't have any gameplay effects? A: We talked about it, and even tested it, but the answer's: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don't want it. What a fucking huge lack of vision. -10 points credibility in Blizzard. Maps are what kept their first game balanced and running for a long time. We wouldn't be playing it today if LT and the hunters were our only options. It is the map makers that balances the meta game as it develops. The more tools the map makers have to work with to balance the meta game in the map. The better. Worst case scenario: simply don't use it. Terrible terrible damage.. Dude I think that day/night cycles and weather effects are going to be in, just that they won't affect any race in any way. They said their Map Editor will be pretty powerful, so I'd wager a guess that you could still add effects to cycles and weather. Did you even read half of what I said or did you just quoted some random post, typed some random words on the reply box, then hit Post? You quoted the Day and Night question. Then you proceeded to bitch about map balance. I responded that the map makers MIGHT HAVE THE OPTION to play around with day/night cycles and weather effects. Either I missed the point of bitching about map balance quoting a day&night cycle and weather effects, or You misquoted something. As far as I can tell, he's talking about Browder's point about different rules on different maps being allegedly a bad thing, which the opposite of what's actually true for progaming maps in BW. ^ What he said. That answer from Browder just shows he doesn't understand how the metagame evolved. He doesn't understand how important the maps are. So with the wrong idea in mind they will just lead the game development to the wrong side. This is a much bigger issue than putting it triggers for weather on the map maker or not. Which btw, is not very likely to have some huge support and be super easy to implement to competitive tournament maps, since he just said he doesn't think it is important. He is not talking about terrain with special features ffs, he is talking about global effects such as weather and day/night things which would change the fundamental laws of the game! And that is totally worthless for map creators. Playing on different maps should not be like playing different patch versions of the game, microing a marine vs a zergling on open ground should feel the same on every damn map... (And if you do want that you always got the army editor built in...)
QFT
|
Chile4253 Posts
On May 13 2009 19:45 Blyf wrote: God I love micro in SC and god I hate micro in War3 :-( There are fundamental differences that will make micro in War3 different from micro in SC1 and SC2:
- Controlling heroes. This one's obvious enough. - High HP units + scroll of town portal means you'll get very few real fights between armies in which both choose to not run away. - Gold income from 1 base is the same 30 seconds into the game as it is 5 mins into the game. This means fights in which you lose a large chunk of units are very crippling since it's very hard to recover; most of the time you only have one barracks (or equivalent). - Because of the above point, players must always keep their armies tightly grouped up, and the only harassment you get is from the Blademaster because he has a get out of jail card if he gets caught.
I'm curious as to how Stalker micro will end up working, compared to Dragoon micro.
|
Hehe I enjoyed this answer:
"Hey, a super weapon that knocks everything out! Let's show that!" But when the tests began, we rather thought "Oh, a super weapon that knocks everything out. Not good."
|
On May 13 2009 19:45 Blyf wrote:Show nested quote +On May 09 2009 15:20 lepape wrote:On May 09 2009 06:39 MuR)Ernu wrote:Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more. A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.
HAV U HERD OF LURKERS? I HAS THEM IN BW. This is just bullshitting to make those who havent really played SC, to think that its true. Also in sc2 micro is 1a instead of 1a2a3a4a Actually, I think it's true that proper micro will feel more necessary, since every single freaking unit now seems to have clickable abilities that require your attention, pretty much like in Warcraft 3. I'm really not liking the clickfest sort of micro we saw in War3 making its way to SC2. I prefer positional micro as in flanking, focus firing and such. It just feels like real micro and is much more interesting as you actually control how your units fight as opposed to having a competition of who can spend the most amount of spells in the shortest amount of time. Just look at all the cool micro we see from units as mutas, goons and scourge, none of which have any abilities. And rines vs. lurkers is so fucking cool/skilled. Quickly spreading out your rines, running back and forth shooting at leapfrogging lurks etc. etc. God I love micro in SC and god I hate micro in War3 :-(
And why will this be different in SC2, again? Positional micro will still be the most important type of micro, since, as the person above me said, War3's problems were mainly centred around its units having too much HP, doing less damage, not having a good resource system, being able to "live" too easily with town portal, staff of preservation, etc.
SC2 will have none of those problems, and will have the same scenarios you just listed ... (Mutas, goons (both in immortals and stalkers), lurkers, not scourge exactly, but we have banelings)
There's roughly the same amount of abilities in SC2 as SC1 (about 30 each), except SC2 has a lot more that are worth using.
|
On May 14 2009 02:24 SoleSteeler wrote: except SC2 has a lot more that are worth using. We do not know that yet, but it is probable. Blizzard are much more experienced now so they know much more about what works and what doesn't.
|
Oh, for sure. But we can probably assume that they will try and make everything worthwhile, and "buff" shit that's not that great. I'd say each unit has at least something worth using, so I guess it'll be more a question of "is it worth it to spend energy on Y when X is so much better" (see: Storm vs. Hallucination )
|
I think SC2 will most likely have more abilities be used in the pro-gaming scene since they will be changing the game much more and for a longer time. Blizzard knows that everybody is keeping a close eye on SC2, so they definitely realize that they can't neglect the balance in the game.
Ugh, the wait is painful though. Beta is so close now.
|
I don't understand... Blizzard keeps on emphasizing that they want to distinguish all three races from each other as much as they can... and yet they want to reduce the number of Zerg hatcheries by adding Queens spawning extra larvae (according to Dustin Browder)... Isn't it a unique feature of the zerg that it needs to create so much more hatcheries and more expansion than other races, making its structure even more distinguishable than the others? I think they're contradicting themselves there.
|
On May 14 2009 09:33 spkim1 wrote: I don't understand... Blizzard keeps on emphasizing that they want to distinguish all three races from each other as much as they can... and yet they want to reduce the number of Zerg hatcheries by adding Queens spawning extra larvae (according to Dustin Browder)... Isn't it a unique feature of the zerg that it needs to create so much more hatcheries and more expansion than other races, making its structure even more distinguishable than the others? I think they're contradicting themselves there.
Well Its not like they are taking away Zerg hability to benefit from having more bases than other races, they are just giving the option for a zerg to go low eco with better unit production
|
On May 14 2009 11:45 D10 wrote:Show nested quote +On May 14 2009 09:33 spkim1 wrote: I don't understand... Blizzard keeps on emphasizing that they want to distinguish all three races from each other as much as they can... and yet they want to reduce the number of Zerg hatcheries by adding Queens spawning extra larvae (according to Dustin Browder)... Isn't it a unique feature of the zerg that it needs to create so much more hatcheries and more expansion than other races, making its structure even more distinguishable than the others? I think they're contradicting themselves there. Well Its not like they are taking away Zerg hability to benefit from having more bases than other races, they are just giving the option for a zerg to go low eco with better unit production
When did he specifically say that the queens ability was designed to help reduce the number of hatcheries used? Link? That does not sound right to me because all 3 races have abilties with the ability to increase resource harvesting (and i believe they stated that the zergs ability is designed to allow them to choose to either focus the extra eggs on building workers to increase economy or to create extra units to increase military). If the zerg were to decrease the number of hatcheries they have because of this ability they would not be gaining anything.
|
On May 14 2009 11:45 D10 wrote:Show nested quote +On May 14 2009 09:33 spkim1 wrote: I don't understand... Blizzard keeps on emphasizing that they want to distinguish all three races from each other as much as they can... and yet they want to reduce the number of Zerg hatcheries by adding Queens spawning extra larvae (according to Dustin Browder)... Isn't it a unique feature of the zerg that it needs to create so much more hatcheries and more expansion than other races, making its structure even more distinguishable than the others? I think they're contradicting themselves there. Well Its not like they are taking away Zerg hability to benefit from having more bases than other races, they are just giving the option for a zerg to go low eco with better unit production Yeah, exactly, zerg still gets the equivalent of two free factories every time they get an expansion. This will most likely mean that they will still get the most expansions since theirs are cheaper and they get extra benefits from it.
|
On May 14 2009 15:35 DeCoup wrote:Show nested quote +On May 14 2009 11:45 D10 wrote:On May 14 2009 09:33 spkim1 wrote: I don't understand... Blizzard keeps on emphasizing that they want to distinguish all three races from each other as much as they can... and yet they want to reduce the number of Zerg hatcheries by adding Queens spawning extra larvae (according to Dustin Browder)... Isn't it a unique feature of the zerg that it needs to create so much more hatcheries and more expansion than other races, making its structure even more distinguishable than the others? I think they're contradicting themselves there. Well Its not like they are taking away Zerg hability to benefit from having more bases than other races, they are just giving the option for a zerg to go low eco with better unit production When did he specifically say that the queens ability was designed to help reduce the number of hatcheries used? Link? That does not sound right to me because all 3 races have abilties with the ability to increase resource harvesting (and i believe they stated that the zergs ability is designed to allow them to choose to either focus the extra eggs on building workers to increase economy or to create extra units to increase military). If the zerg were to decrease the number of hatcheries they have because of this ability they would not be gaining anything.
Hi there, you just said "when did he specifically say that the queen's ability was designed to help reduce the number of hatcheries used? link?", well, let me point out very specifically, without the need of "a link" because it was on the thread already:
"The Queen offers a new method of production to Zerg. In the predecessor, they had to construct additional Hatcheries to mass-produce. Now they can build Queen alternatively to increase their number of larvae, and thus need less Hatcheries. However, the Queen's ability to spawn larvae requires a lot of Micro. The player therefore has to decide, whether to spend time on this or rather to construct additional Hatcheries." - DUSTIN BROWDER
DeCoup: next time, please read what the thread poster said before replying and quoting to criticise other people's comments...
|
|
You're taking that quote out of context. It's not their goal to want the Zerg to use less hatcheries, it's just a side-effect of the Queen ability. But the ability wasn't created for the purpose of using less hatcheries. Also, I doubt it will make a difference anyway, people will still make the same amount of hatcheries as before, I would think.
|
On May 15 2009 10:03 SoleSteeler wrote: Also, I doubt it will make a difference anyway, people will still make the same amount of hatcheries as before, I would think.
Not necessarily. Part of the reason zergs go 3 hatch is to get more larvae early on. Now instead you can do a 2 hatch build with a queen to enhance drone production without delaying your tech as much as you would from adding a 3rd hatch before gas.
|
True enough. But in the long run (long game, I mean) it probably won't make much of a difference. You'll still need a lot of hatcheries. Having one less (potentially) isn't much.
|
If nothing else, it is good to hear Browder and others put so much emphasis on their desire to listen to the fan base during the beta. Just looking back at how far the game has come since announcement makes it seem like the game went from Warcraft 3 in space to an actual sequel to Starcraft. I can't wait for the beta and know that Blizzard wants to put out the best product they can.
|
On May 15 2009 10:03 SoleSteeler wrote: You're taking that quote out of context. It's not their goal to want the Zerg to use less hatcheries, it's just a side-effect of the Queen ability. But the ability wasn't created for the purpose of using less hatcheries. Also, I doubt it will make a difference anyway, people will still make the same amount of hatcheries as before, I would think.
How is it out of context? Browder clearly said in the parts that I've underlined that the Queen's ability could be an option to reduce the number of hatcheries in order to mass-produce. In his interview, he did not emphasize that it was "just a side-effect Queen ability" and that it will not affect the number of hatcheries. In fact, he explicitly commented that it could have significant effect on the number of hatcheries produced, which brings back to my point of race diversification and how zerg's build needs many hatcheries / expansions unlike toss and terran.
However, I do see the point, that it could be largely possible that players ignore this Queen ability and still opt for the high number of hatcheries. But my point is, Dustin Browder is part of the Blizzard staff, and thus his interview is reflecting on what Blizzard is planning for us in SC2, which is , according to this interview, an option to reduce hatcheries through Queen's ability to create extra larvae, which will take away the unique zerg build! comprende?
|
On May 15 2009 10:38 Bowdz wrote: If nothing else, it is good to hear Browder and others put so much emphasis on their desire to listen to the fan base during the beta. Just looking back at how far the game has come since announcement makes it seem like the game went from Warcraft 3 in space to an actual sequel to Starcraft. I can't wait for the beta and know that Blizzard wants to put out the best product they can.
yes, it's so true! Blizzard is keeping an active eye on the TL forum :D awesome! it's nice to know that our comments can make an impact on the next-gen competitive RTS, makes us feel important, a bit like pioneer assistants :D
|
|
|
|