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On October 03 2011 02:40 Ciryandor wrote:Show nested quote +On October 03 2011 02:14 eleaf wrote:On October 02 2011 20:57 Talin wrote:On October 02 2011 19:46 Loodah wrote:On October 02 2011 18:45 JesusOurSaviour wrote:On October 02 2011 17:51 Loodah wrote: Why is everyone comparing MVP to all the BW players that switched? He wasn't the best to switch. Sangho and Tester were both far better Ok... let's discuss this shall we... Professional BW has a HUGE skill-ceiling which has not even been reached yet. The skill level of players back in 2007 is far from that of today. Although Nada and July have won heaps of medals, they won it a few years back, when the skill-level of players are simply not today's standard. At the time of their switch to SC2 in 2010, Nada / July could barely qualify for Starleagues and rarely represented their teams for proleague. If they were to have continued playing SC:BW, they would get rofl-stomped by most S-class players (Flash, Bisu, Jaedong, Fantasy? Hydra? Sun? Horang2?). MVP on the other hand, switched in 2010 when he was just beginning to shine. He had made the deepest OSL run for his career, being stopped in his tracks by no other than FlaSH himself. He had just won against the top protosses (albeit with insane-hard-to-stop two base timing pushes). He won against the likes of Stork and Best in 2010. The last time July / Nada / Tester / SangHo showed any good results...... ??? don't even know. Tester took a game of FlasH back in the day, but yea. Just a side note - Part of the "HUGE skill ceiling" was buggy unit pathing / movement and Lack of polished interface / controls. By all modern standards, SC2 is a better game - maybe not relative to its time period - but otherwise, that's not really debatable. Sigh. Brood War has an extremely polished in-game interface (as was the standard for all Blizzard games since pretty much forever). The differences between BW and SC2 interfaces aren't a result of improved quality, but of design decisions. Adding shortcuts and a simplified input system is a game design decision - it has nothing to do with quality of interface. They could have decided that you can only have 1 unit/building selected at a time (WC2 style), and if the game was designed around it, the interface would potentially be just as good. There's nothing buggy about A* pathfinding, it works exactly as intended. Again, it's mostly a design decision. SC2's group flocking algorithm has more than a fair share of issues in RTS gameplay as well. While the unit groups may find their way around easier in general, the way in which they move (clumped up in a ball) is normally not something that any RTS player will want. The amount of effort player has to do to compensate for the drawbacks of either algorithm is just about the same - only SC2 didn't yet develop to the point where unit splitting/spreading will be absolutely critical and game deciding (but it will). Finally, I've no idea what your "modern" standards are, so I'll only say that the majority of 2005-onwards AAA titles are in fact NOT pushing the boundaries when it comes to game design and are in many ways inferior to their prequels and predecessors. This is done on purpose, because they're not designed to be good, they're designed to appeal (and be sold) to millions of people which normally requires more than a few compromises that are inherently bad for the game's quality and longevity. Especially a game which is designed to be challenging and competitive. On October 02 2011 19:46 Loodah wrote: The skill ceiling of any moderately complex RTS is impossible to reach. Nobody is even close to reaching the SC2 skill ceiling - and nobody will ever reach it. Skill ceiling is a bad term - it implies that both games are equal until one hits a "skill ceiling" and the other can progress beyond that point. This is in fact not how it works, since as you say no game will ever have players come close to the hypothetical ceiling. How it works is that a game that requires a higher degree of mechanical skill to control properly will inevitably progress faster and differentiate between players better. Every good, long standing competitive video game in history has been about fast reactions, input precision, attention to detail etc. because this is where the skill separation happens and hard work and training pays off, and this is where the satisfaction comes from. In order to be a long term success and, a competitive RTS game needs to "push" the two basic human skills - multitasking and manual dexterity - to the absolute limit as a requirement to succeed on ANY skill level, and SC2 game design really just doesn't seem to do that to a sufficient degree. It's often more rewarding to just pick up on the latest timing attack / unit composition flavor in the ever-shifting metagame and abuse the shit out of it. Please dont mislead ppl here with your biased opinions. I played BW almost seriously from 2002-2006. During the first few years, BW timing attack is much worse than the current SC2 timing attack. And the balance is even much much worse due to the map. There are thousands of strategies and nobody have figured it out which ones are actually crap. One base play is pretty standard. I remember one player use 1 base fast lurker to 2 base all in to storm the tournament and nobody there even figured it out how to deal with it. From a Historical view, SC2 is actually pretty damn good. The strategies are evolving very very fast which normally take for years in BW. Micro is also evolving at a unbelievable level which in BW, it takes many years to invent one micro trick (like the muti-drop/mutalisk kiting). So SC2 has indeed better shape as a new game. Please stop trolling ppl that BW is like a fantastic game. It is a great game in current view. But in many years earlier, it is not that great compared with the same age of SC2. SC2 has the advantage of having the base concepts of heavy, macro-oriented gameplay a norm, thus that emergent gameplay has to emerge not as a completely new concept, but within a well-understood framework of timings, tactical positioning, and economic balance; which was not well understood in the days of BoxeR and YellOw. Furthermore, many of the hard lessons in mapmaking in BW easily carry over to SC2 (emphasis on balancing distance and defensibility, base saturation, openness, and features), giving SC2 a leg up in that respect as well. What we are seeing in SC2 is the historical equivalent of it being in the iloveoov to Savior period, where an emphasis in macro play has been established, but where most stable and viable builds have not been fully explored. This results in the wild swings in professional-level play, an emphasis on powerful timing attacks, and a feeling out of strategies, partly because of these swings in player style and response to the same information, and partly because of the instability of the game itself because of the balance tweaks and inevitable expansion changes that will come, which however has no parallel in BW.
Exactly.
We see many many well established terrans lose to baneling bust/ 4 gate/ dt rush all the time now. This is kind of same in the early BW years. 8 rax all-in, 3 factory all-in, dt rush, slow lurker drop... But none of these all-in cheesy build works now coz ppl have finally figured it out some save build to shut those all-in down. SC2 just need time. Eventually there is going to be many great builds, like currently 1-1-1 is pretty much a genius build in TvP.
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This thread isn't about SC:BW vs SC2, stay on topic plz.
This thread is about ForGG going to oGs and us wishing him the best.
Mods take notice.
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On October 03 2011 04:11 Chronald wrote: This thread isn't about SC:BW vs SC2, stay on topic plz.
It can be whatever the conversation leads to. Trying to limit a thread to its title is as impossible as stopping gravity from crushing your argument
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On October 03 2011 04:18 dark14cs wrote:Show nested quote +On October 03 2011 04:11 Chronald wrote: This thread isn't about SC:BW vs SC2, stay on topic plz.
It can be whatever the conversation leads to. Trying to limit a thread to its title is as impossible as stopping gravity from crushing your argument
Which is why when Live Report tournament threads devolve into balance arguments the mods put up notes congratulating posters for having steered the thread away from it's original purpose.
Edit: Forgot to say that I think this could be what gives oGs a swift kick in the rear. The whole team seems to be under-performing lately.
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On October 03 2011 04:10 eleaf wrote:Show nested quote +On October 03 2011 02:40 Ciryandor wrote:On October 03 2011 02:14 eleaf wrote:On October 02 2011 20:57 Talin wrote:On October 02 2011 19:46 Loodah wrote:On October 02 2011 18:45 JesusOurSaviour wrote:On October 02 2011 17:51 Loodah wrote: Why is everyone comparing MVP to all the BW players that switched? He wasn't the best to switch. Sangho and Tester were both far better Ok... let's discuss this shall we... Professional BW has a HUGE skill-ceiling which has not even been reached yet. The skill level of players back in 2007 is far from that of today. Although Nada and July have won heaps of medals, they won it a few years back, when the skill-level of players are simply not today's standard. At the time of their switch to SC2 in 2010, Nada / July could barely qualify for Starleagues and rarely represented their teams for proleague. If they were to have continued playing SC:BW, they would get rofl-stomped by most S-class players (Flash, Bisu, Jaedong, Fantasy? Hydra? Sun? Horang2?). MVP on the other hand, switched in 2010 when he was just beginning to shine. He had made the deepest OSL run for his career, being stopped in his tracks by no other than FlaSH himself. He had just won against the top protosses (albeit with insane-hard-to-stop two base timing pushes). He won against the likes of Stork and Best in 2010. The last time July / Nada / Tester / SangHo showed any good results...... ??? don't even know. Tester took a game of FlasH back in the day, but yea. Just a side note - Part of the "HUGE skill ceiling" was buggy unit pathing / movement and Lack of polished interface / controls. By all modern standards, SC2 is a better game - maybe not relative to its time period - but otherwise, that's not really debatable. Sigh. Brood War has an extremely polished in-game interface (as was the standard for all Blizzard games since pretty much forever). The differences between BW and SC2 interfaces aren't a result of improved quality, but of design decisions. Adding shortcuts and a simplified input system is a game design decision - it has nothing to do with quality of interface. They could have decided that you can only have 1 unit/building selected at a time (WC2 style), and if the game was designed around it, the interface would potentially be just as good. There's nothing buggy about A* pathfinding, it works exactly as intended. Again, it's mostly a design decision. SC2's group flocking algorithm has more than a fair share of issues in RTS gameplay as well. While the unit groups may find their way around easier in general, the way in which they move (clumped up in a ball) is normally not something that any RTS player will want. The amount of effort player has to do to compensate for the drawbacks of either algorithm is just about the same - only SC2 didn't yet develop to the point where unit splitting/spreading will be absolutely critical and game deciding (but it will). Finally, I've no idea what your "modern" standards are, so I'll only say that the majority of 2005-onwards AAA titles are in fact NOT pushing the boundaries when it comes to game design and are in many ways inferior to their prequels and predecessors. This is done on purpose, because they're not designed to be good, they're designed to appeal (and be sold) to millions of people which normally requires more than a few compromises that are inherently bad for the game's quality and longevity. Especially a game which is designed to be challenging and competitive. On October 02 2011 19:46 Loodah wrote: The skill ceiling of any moderately complex RTS is impossible to reach. Nobody is even close to reaching the SC2 skill ceiling - and nobody will ever reach it. Skill ceiling is a bad term - it implies that both games are equal until one hits a "skill ceiling" and the other can progress beyond that point. This is in fact not how it works, since as you say no game will ever have players come close to the hypothetical ceiling. How it works is that a game that requires a higher degree of mechanical skill to control properly will inevitably progress faster and differentiate between players better. Every good, long standing competitive video game in history has been about fast reactions, input precision, attention to detail etc. because this is where the skill separation happens and hard work and training pays off, and this is where the satisfaction comes from. In order to be a long term success and, a competitive RTS game needs to "push" the two basic human skills - multitasking and manual dexterity - to the absolute limit as a requirement to succeed on ANY skill level, and SC2 game design really just doesn't seem to do that to a sufficient degree. It's often more rewarding to just pick up on the latest timing attack / unit composition flavor in the ever-shifting metagame and abuse the shit out of it. Please dont mislead ppl here with your biased opinions. I played BW almost seriously from 2002-2006. During the first few years, BW timing attack is much worse than the current SC2 timing attack. And the balance is even much much worse due to the map. There are thousands of strategies and nobody have figured it out which ones are actually crap. One base play is pretty standard. I remember one player use 1 base fast lurker to 2 base all in to storm the tournament and nobody there even figured it out how to deal with it. From a Historical view, SC2 is actually pretty damn good. The strategies are evolving very very fast which normally take for years in BW. Micro is also evolving at a unbelievable level which in BW, it takes many years to invent one micro trick (like the muti-drop/mutalisk kiting). So SC2 has indeed better shape as a new game. Please stop trolling ppl that BW is like a fantastic game. It is a great game in current view. But in many years earlier, it is not that great compared with the same age of SC2. SC2 has the advantage of having the base concepts of heavy, macro-oriented gameplay a norm, thus that emergent gameplay has to emerge not as a completely new concept, but within a well-understood framework of timings, tactical positioning, and economic balance; which was not well understood in the days of BoxeR and YellOw. Furthermore, many of the hard lessons in mapmaking in BW easily carry over to SC2 (emphasis on balancing distance and defensibility, base saturation, openness, and features), giving SC2 a leg up in that respect as well. What we are seeing in SC2 is the historical equivalent of it being in the iloveoov to Savior period, where an emphasis in macro play has been established, but where most stable and viable builds have not been fully explored. This results in the wild swings in professional-level play, an emphasis on powerful timing attacks, and a feeling out of strategies, partly because of these swings in player style and response to the same information, and partly because of the instability of the game itself because of the balance tweaks and inevitable expansion changes that will come, which however has no parallel in BW. Exactly. We see many many well established terrans lose to baneling bust/ 4 gate/ dt rush all the time now. This is kind of same in the early BW years. 8 rax all-in, 3 factory all-in, dt rush, slow lurker drop... But none of these all-in cheesy build works now coz ppl have finally figured it out some save build to shut those all-in down. SC2 just need time. Eventually there is going to be many great builds, like currently 1-1-1 is pretty much a genius build in TvP. 1-1-1 is a genius build? I independently discovered that back in the beta before I switched to Protoss lol. Marine/Tank/Banshee is just ridiculously potent.
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W00t! This is really nice! Hope to see more ex-BW pros switching over!
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On October 03 2011 04:28 JudicatorHammurabi wrote:Show nested quote +On October 03 2011 04:10 eleaf wrote:On October 03 2011 02:40 Ciryandor wrote:On October 03 2011 02:14 eleaf wrote:On October 02 2011 20:57 Talin wrote:On October 02 2011 19:46 Loodah wrote:On October 02 2011 18:45 JesusOurSaviour wrote:On October 02 2011 17:51 Loodah wrote: Why is everyone comparing MVP to all the BW players that switched? He wasn't the best to switch. Sangho and Tester were both far better Ok... let's discuss this shall we... Professional BW has a HUGE skill-ceiling which has not even been reached yet. The skill level of players back in 2007 is far from that of today. Although Nada and July have won heaps of medals, they won it a few years back, when the skill-level of players are simply not today's standard. At the time of their switch to SC2 in 2010, Nada / July could barely qualify for Starleagues and rarely represented their teams for proleague. If they were to have continued playing SC:BW, they would get rofl-stomped by most S-class players (Flash, Bisu, Jaedong, Fantasy? Hydra? Sun? Horang2?). MVP on the other hand, switched in 2010 when he was just beginning to shine. He had made the deepest OSL run for his career, being stopped in his tracks by no other than FlaSH himself. He had just won against the top protosses (albeit with insane-hard-to-stop two base timing pushes). He won against the likes of Stork and Best in 2010. The last time July / Nada / Tester / SangHo showed any good results...... ??? don't even know. Tester took a game of FlasH back in the day, but yea. Just a side note - Part of the "HUGE skill ceiling" was buggy unit pathing / movement and Lack of polished interface / controls. By all modern standards, SC2 is a better game - maybe not relative to its time period - but otherwise, that's not really debatable. Sigh. Brood War has an extremely polished in-game interface (as was the standard for all Blizzard games since pretty much forever). The differences between BW and SC2 interfaces aren't a result of improved quality, but of design decisions. Adding shortcuts and a simplified input system is a game design decision - it has nothing to do with quality of interface. They could have decided that you can only have 1 unit/building selected at a time (WC2 style), and if the game was designed around it, the interface would potentially be just as good. There's nothing buggy about A* pathfinding, it works exactly as intended. Again, it's mostly a design decision. SC2's group flocking algorithm has more than a fair share of issues in RTS gameplay as well. While the unit groups may find their way around easier in general, the way in which they move (clumped up in a ball) is normally not something that any RTS player will want. The amount of effort player has to do to compensate for the drawbacks of either algorithm is just about the same - only SC2 didn't yet develop to the point where unit splitting/spreading will be absolutely critical and game deciding (but it will). Finally, I've no idea what your "modern" standards are, so I'll only say that the majority of 2005-onwards AAA titles are in fact NOT pushing the boundaries when it comes to game design and are in many ways inferior to their prequels and predecessors. This is done on purpose, because they're not designed to be good, they're designed to appeal (and be sold) to millions of people which normally requires more than a few compromises that are inherently bad for the game's quality and longevity. Especially a game which is designed to be challenging and competitive. On October 02 2011 19:46 Loodah wrote: The skill ceiling of any moderately complex RTS is impossible to reach. Nobody is even close to reaching the SC2 skill ceiling - and nobody will ever reach it. Skill ceiling is a bad term - it implies that both games are equal until one hits a "skill ceiling" and the other can progress beyond that point. This is in fact not how it works, since as you say no game will ever have players come close to the hypothetical ceiling. How it works is that a game that requires a higher degree of mechanical skill to control properly will inevitably progress faster and differentiate between players better. Every good, long standing competitive video game in history has been about fast reactions, input precision, attention to detail etc. because this is where the skill separation happens and hard work and training pays off, and this is where the satisfaction comes from. In order to be a long term success and, a competitive RTS game needs to "push" the two basic human skills - multitasking and manual dexterity - to the absolute limit as a requirement to succeed on ANY skill level, and SC2 game design really just doesn't seem to do that to a sufficient degree. It's often more rewarding to just pick up on the latest timing attack / unit composition flavor in the ever-shifting metagame and abuse the shit out of it. Please dont mislead ppl here with your biased opinions. I played BW almost seriously from 2002-2006. During the first few years, BW timing attack is much worse than the current SC2 timing attack. And the balance is even much much worse due to the map. There are thousands of strategies and nobody have figured it out which ones are actually crap. One base play is pretty standard. I remember one player use 1 base fast lurker to 2 base all in to storm the tournament and nobody there even figured it out how to deal with it. From a Historical view, SC2 is actually pretty damn good. The strategies are evolving very very fast which normally take for years in BW. Micro is also evolving at a unbelievable level which in BW, it takes many years to invent one micro trick (like the muti-drop/mutalisk kiting). So SC2 has indeed better shape as a new game. Please stop trolling ppl that BW is like a fantastic game. It is a great game in current view. But in many years earlier, it is not that great compared with the same age of SC2. SC2 has the advantage of having the base concepts of heavy, macro-oriented gameplay a norm, thus that emergent gameplay has to emerge not as a completely new concept, but within a well-understood framework of timings, tactical positioning, and economic balance; which was not well understood in the days of BoxeR and YellOw. Furthermore, many of the hard lessons in mapmaking in BW easily carry over to SC2 (emphasis on balancing distance and defensibility, base saturation, openness, and features), giving SC2 a leg up in that respect as well. What we are seeing in SC2 is the historical equivalent of it being in the iloveoov to Savior period, where an emphasis in macro play has been established, but where most stable and viable builds have not been fully explored. This results in the wild swings in professional-level play, an emphasis on powerful timing attacks, and a feeling out of strategies, partly because of these swings in player style and response to the same information, and partly because of the instability of the game itself because of the balance tweaks and inevitable expansion changes that will come, which however has no parallel in BW. Exactly. We see many many well established terrans lose to baneling bust/ 4 gate/ dt rush all the time now. This is kind of same in the early BW years. 8 rax all-in, 3 factory all-in, dt rush, slow lurker drop... But none of these all-in cheesy build works now coz ppl have finally figured it out some save build to shut those all-in down. SC2 just need time. Eventually there is going to be many great builds, like currently 1-1-1 is pretty much a genius build in TvP. 1-1-1 is a genius build? I independently discovered that back in the beta before I switched to Protoss lol. Marine/Tank/Banshee is just ridiculously potent. 1-1-1 can lead to many things. more recently it lead to the Rine/tank/banshee all in.
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Wow this is super exciting. Can't wait to see how the strong BW players (of the current era) fare in SC2. ForGG was really really good in his prime.
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NO INTERNET FOR 3 DAYS and this happens ...
welcome back, timing attack.
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Oh. My. God. Pure epicness
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ForGG!!!! Can't wait till he gets to code S.
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On October 03 2011 03:14 Kiyo. wrote: Why are you guys trying to compare the metagame of a 13 year old game to a 1 year old game? Just stop.
Keep this thread on topic please.
It's inevitable sc2 inherited the starcraft name, what do you expect us to compare red alert 3 ?
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lol i'm a noobie, i always pronounced it forge, i'll just go now...
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hope we get to see some of his play soon ;D
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Don't mean to bump this thread, but I found this funny. From Grubby's twitter @followgrubby:
"oGs' ForGG is so fast, that he makes my monitor shake (across from the other side, 3 seats away)."
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On October 03 2011 11:52 Sawamura wrote:Show nested quote +On October 03 2011 03:14 Kiyo. wrote: Why are you guys trying to compare the metagame of a 13 year old game to a 1 year old game? Just stop.
Keep this thread on topic please. It's inevitable sc2 inherited the starcraft name, what do you expect us to compare red alert 3 ?
Wouldn't it be more fair to compare Brood War's metagame at one year, versus SC2's metagame at one year. Especially considering SC2 is different enough that while it inherited the name, it definitely did not inherit the meta-game.
Different units, different fundamental A.I. control, different maps, different players, different time.
For better or worse, they will never be the same.
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Ah fuck yeah, the nerd chills.
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On October 03 2011 17:44 Torpedo.Vegas wrote:Show nested quote +On October 03 2011 11:52 Sawamura wrote:On October 03 2011 03:14 Kiyo. wrote: Why are you guys trying to compare the metagame of a 13 year old game to a 1 year old game? Just stop.
Keep this thread on topic please. It's inevitable sc2 inherited the starcraft name, what do you expect us to compare red alert 3 ? Wouldn't it be more fair to compare Brood War's metagame at one year, versus SC2's metagame at one year. Especially considering SC2 is different enough that while it inherited the name, it definitely did not inherit the meta-game. Different units, different fundamental A.I. control, different maps, different players, different time. For better or worse, they will never be the same.
No that wouldn't be fair. You have to compare it in different periods. For example how was sc2 when it was mainly 1 base play compared to the same period in sc bw. I would say if the development cycle of bw we would be in like what? 2005? The period where macro really starts to become the best option above the rest.
and that's not what metagame means. metagame
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