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On October 26 2013 00:32 cptjibberjabber wrote: Well if you reach the optimum amount of income sooner then it is not weird that you reach the cap sooner. And if you can get more out of 1 base then it is IMO not weird that the necessary amount of bases decreases aswell...
Well, it isn't weird, and you're right it makes sense for this to happen. But I think what Lalush is trying to say is that it seems a bit contradictory because its not very difficult to achieve max saturation in SC2. Max income was much harder to achieve in BW.
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On October 25 2013 13:47 FMPChaz wrote: ...Could we please have some visuals? Like graphs?
Thanks!
Would be a plus.
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wouldn't it be easier to just remove the mineral walk ?
No mineral walk = a base with 24 harvesters mining it brings less money than 2 bases with 12 harvesters mining it = the more base you get the more income you'll earn because your harvesters will be nicely spread on each bases and won't block each other
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Bosnia-Herzegovina261 Posts
On October 25 2013 15:47 WolfintheSheep wrote:Show nested quote +On October 25 2013 15:36 dcemuser wrote: These are the type of drastic changes that need to be made in LotV. They need to make radical changes, even if there isn't a big point, as long as people believe it is a big issue.
For example, the community was really big on the "make units spread out when they walk instead of clumping" thing for a while, and Blizzard said "well, we tried that in testing and it didn't seem to matter..."
As Blizzard, for LotV, I'd revisit those type of ideas and implement them, even if it "doesn't seem to matter", since player perception of a game is equally important (if not more important) than the game itself. The thing about unit clumping is that people were saying it was the solution to deathballs...which doesn't even stand-up to theorycraft. You death ball might have a slightly larger radius, but they still get to where you want at the same time. See most other RTS games, like Dawn of War, where your units move in a spread out formation everywhere. It looks more less ballish, but it functions exactly the same. What people really want, and will never get, is dumb/random AI pathing.
No, what I want is for battles not to last for 5 seconds.
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On October 26 2013 20:39 ysnake wrote:Show nested quote +On October 25 2013 15:47 WolfintheSheep wrote:On October 25 2013 15:36 dcemuser wrote: These are the type of drastic changes that need to be made in LotV. They need to make radical changes, even if there isn't a big point, as long as people believe it is a big issue.
For example, the community was really big on the "make units spread out when they walk instead of clumping" thing for a while, and Blizzard said "well, we tried that in testing and it didn't seem to matter..."
As Blizzard, for LotV, I'd revisit those type of ideas and implement them, even if it "doesn't seem to matter", since player perception of a game is equally important (if not more important) than the game itself. The thing about unit clumping is that people were saying it was the solution to deathballs...which doesn't even stand-up to theorycraft. You death ball might have a slightly larger radius, but they still get to where you want at the same time. See most other RTS games, like Dawn of War, where your units move in a spread out formation everywhere. It looks more less ballish, but it functions exactly the same. What people really want, and will never get, is dumb/random AI pathing. No, what I want is for battles not to last for 5 seconds.
Totally agree on this.
But, well, with Hots it happens less often than in WoL.
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