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On June 10 2008 02:59 gwho wrote: this is a rollover from the "nitpicking tiny shit" thread. since this thread is so short, i thougth i might as well put it in here, and hope some get answered.
i feel this one is an important one. ---1) burrowing was rarely used, and there was a disincentive to utilize it on top of that. to have burrowing be more encouraged in SC2, will the default command for "u" be to unburrow rather than burrow? . In BW, if a patch of burrowed units got discovered and attacked, it would be impossible to unburrow all of them and enegage/run because the default command for a group of mixed units was to unburrow rather than burrow. so what happens is instead of evacuating, the units that are getting hit just end up reburrowing, and your entire group dies. , kind of like for cloaking? or will there be two separate hotkeys for burrow and unburrow (cloak/uncloak)
seriously, if they leave the default command as burrow, or don't differentiate hotkeys, i am going to spam their forums like no other....
---2) will certain commands still be removed when selecting heterogenious types of units? for example, a medic + vessels would remove the heal command, which is bad. selecting lurkers with any other unit would remove the attack command!!! (please, we're trying our best to be gosu, but the system is against us!)
---3) there has been many requests for a rewind feature for replays. this, as pointed out by other SC2 awaiting forum goers, would be quite difficult. Then i realized if there was a "quick reload" feature, then we could just simply fast forward to the part that just passed by WITHOUT having to quit game, wait, create game, select replay, wait for th ecount down and wait. a simple "quick reload" that bypasses all this would be much simpler to implement than figuring out how to rewind and reverse the entire game that is being "replayed".
---4)" A reasonable, sensible grid. Why do some buildings block perfectly on some sides, and others on other sides, and others on no sides at all? PvZ FE building placement shouldn't take extensive testing, a configuration that looks right should block right. This also helps with the building unit trapping thing." a uniform "building code" would be nice.
---5) " If you build something on another unit, it'll move away, like comsats. Motherfucking goddamn MY FACT NEEDS A SHOP MOVE YO FAT SCV ASS WORKING ON THAT OTHER FACT" quite a sensible observation. - let addons take precedence over units and simply have the units move out of the way when you build an addon, much like how scv's scatter after u clump them together on one mineral.
1 and 5 are already fixed in wc3, so they are pretty much guaranteed to be fine in sc2. Subgroups "fixed" the first one, because you can give the order to only the burrowed or only the unburrowed units. Subgroups are the answer to 2 as well, you can tab between the different unit types and use their abilities.
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Upon release, how much of the game will be able to be patched/modified? Values like hitpoints, types, cooldowns, costs, etc. can be easily patched, but I am wondering if Blizzard plans to be able to patch units, abilities, the tech tree, interface, features, and bigger things like that. I understand there is still a lot of testing to do and the game isn't even in beta yet. However, certain aspects of the game are hotly debated, and with no clear answer to be found, a choice must be made. In the case that problems (which, say, slipped by in testing) arise, I would like to know how Blizzard plans to react. It's a hypothetical and unlikely situation, but I think the answer tells us more on how Blizzard plans to develop this game.
A simpler way to put it all: What will you do if you think you've made the wrong decision(s) after releasing the game?
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Unfortunately Blizzard picks the easiest to answer questions that have usually already been answered... .
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I slept with verrith's wife
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The Jackal shoots out streams of fire that lasts for a small duration, before the Jackal has to fire again. Do units that move out of the stream of fire take less damage than a unit that would stay in the stream of fire for the entire duration of the attack?
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On June 10 2008 11:24 UmmTheHobo wrote: I slept with verrith's wife
you've gotta put a question mark on that, or they won't answer it.
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Here's my question to Blizzard:
For Starcraft 2, will the development team be addressing the issue of Battle.net's poor treatment of lag?
In both the Brood War and Warcraft 3 communities, very popular alternative methods of game hosting and matchmaking have arisen in order to get around Battle.net's imposed latency--see pickup.listchecker and GGclient for Warcraft 3 as well as ICCcup and chaosplugin for Starcraft. In each game, these alternative methods enable tactics over thousands of miles and often between continents that would otherwise only be seen over LAN, such as swinging Mutalisks and canceling Death Coil in mid-animation.
I believe that the community would hope to not have to leave Battle.net to experience the true possibilities of Starcraft 2.
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I have a question, I haven't seen any answer to it in particular but if I've missed it please let me know:
Will ranged units be able to shoot "around" cliffs? As far as I know, in BW if you can see somewhere on the map you can shoot to that place if a unit is close enough. But will units in SC2 be able to shoot to the other side of walls, around cliffs or anything similar?
If I'm wrong about how that works in BW I'll go ahead and put my foot in my mouth.
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Will sc2 have a feature to remove death animations, excessive shooting animations, etc? Visual clarity had became a huge concern with the starcraft community. Sc1 was a spectator sport and esport partly because it was so easy to discern what was going on and react to it. Hopefully this won't change in sc2 just because of overexcessive animations.
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On June 10 2008 08:01 Yank31 wrote:Show nested quote +On June 10 2008 07:40 SlickR12345 wrote: There was a suggestion go give the lurker an upgrade that would improve its spikes so they can attack in 4 ways "+"; ... why hasen't such ones been utilised? Holyness... just think about it. Think about zerg allies in "3v3 hunters" games. hahaha that would be so fun. I would go mass lurkers everytime just for the fun of killing my allies and the enemy at the same time.
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When a warrior dies on a battlefield but the victory is secured he is still considered a victor. It looks unfair in teamgames of starcraft that when a player dies but the team is victorious, he is denied watching the outcome of the game and is given a loss. Will there be an option to switch loss conditions or will they differ by game type in starcraft2?
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On June 13 2008 10:29 Luddite wrote:Show nested quote +On June 10 2008 08:01 Yank31 wrote:On June 10 2008 07:40 SlickR12345 wrote: There was a suggestion go give the lurker an upgrade that would improve its spikes so they can attack in 4 ways "+"; ... why hasen't such ones been utilised? Holyness... just think about it. Think about zerg allies in "3v3 hunters" games. hahaha that would be so fun. I would go mass lurkers everytime just for the fun of killing my allies and the enemy at the same time.
Too bad they won't hurt allies any more, so you'll have to manually target them.
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On June 14 2008 19:11 Cheerio wrote: When a warrior dies on a battlefield but the victory is secured he is still considered a victor. It looks unfair in teamgames of starcraft that when a player dies but the team is victorious, he is denied watching the outcome of the game and is given a loss. Will there be an option to switch loss conditions or will they differ by game type in starcraft2?
This is already solved in wc3. You are not given a loss, until all your allies are eliminated. You can watch them play or they can share the unit control with you(just like in team melee games in sc, but with restrictions concerning buildings). If you stay in the game and your team wins, you are given a win, if you leave and your team wins, you're given a draw. Before it was always a win, but that lead to the creation of a bot used to unlock icons by mass leaving team games and it often did that with close to 40% win rate.
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Not being too familiar with WC3 - WC3 had a slightly diffrent way of placeing buildings I think. Am i correct in that when it came to WC3, if you wanted to build a building, you could get an un-placeble "blueprint" to appear under mouse cursor - without haveing the required minerals. Whereas in SC you get a not enough minerals error when attempting to build something that you can't afford. Will SC2 be like the WC3 version or the SC version of this?
If waypoint building is here to stay..( *shudders* I don't want this! ).. What is the reasoning for not makeing workers wait in place, until enough minerals to construct something in the que is achived, contra cancelling their que and makeing the worker idle? It would seem that if your view is that waypoint building will in most part only be handy to newcommers, there is no reason for it to be limited by the economy either?
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ask him what the most entertaining match up to play and watch are as of now in sc2
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I guess it's time to ask a little more in-depth on the replay feature:
How much data is being recorded in replays right now? Will there be an external replay player for SC2? Will chats be recorded along together with the game in a replay? Could you guys add a last game played autosaving replay? Is there a possibility for a pseudo-first-person-view replay? Have you guys looked into SCBW's third party programs made by fans for possible replay features to be added to SC2?
On another note, iono where to suggest this: If they're afraid of chats taking up too much space, maybe they should make them a separate same named file like movie subtitle files then we'd have the option to save with or without chats after a game.
If these gets submitted, I'm gonna feel like I've given the Blizz dev team more work to do thus delaying SC2 even more. Bahahaha.
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Sweden33719 Posts
Chats are recorded in WC3, and I think they have a last replay saved feature already in BW (added in some recent patch)? Rest are not bad :O
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I'd like to know what improvements will be made to the spectator mode.
It would improve the viewing experience if things like the production queue, hotkey groups or minerals per minute (TSL style) could be seen by the audience in live games.
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will there be an automatic save for replays? of course it's not a big deal, but sometimes people forget and they lose out on getting an awesome replay.
if there was one "RAM" file, it could be used to always contain the last replay. if u forget to save it separately, it's still there for you to do so. if you don't choose to save, then play another game, then the "RAM" file then becomes the new replay.
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will there be an automatic save for replays? of course it's not a big deal, but sometimes people forget and they lose out on getting an awesome replay.
if there was one "last played game" file or "RAM" file, it could be used to always contain the last replay. if u forget to save it separately, it's still there for you to do so. if you don't choose to save, then after you play another game, it will become the replay of the game u just played.
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