Clan Decals in SC2!?
Official Recap by Blizzard:
http://us.battle.net/sc2/en/blog/11523759
Video:
General & Arcade
- Starter edition(F2P) changes:
--> All races available
--> Custom games available
--> Arcade available
New Arcade Trailer!(Thanks to Nerevar!)
- Clan/Groups Interface is going to get some upgrades:
--> Clan Decals(See picture above)
--> Calendar Events being added
- New level cap and new carbot portraits/ decals:
- Extension Mods:
Extension Mods will allow you to easily apply the parameters of the mods you develop to any map without having to recreate them every time you want to see how they play on a new map.
The browser interface will be streamlined. All players will need to do to is select a map, apply the mod of their choice, and get back to gaming.
As an example, we’ve worked on an Extension Mod version of Big Game Hunters and will be providing it along with Patch 2.1.
The browser interface will be streamlined. All players will need to do to is select a map, apply the mod of their choice, and get back to gaming.
As an example, we’ve worked on an Extension Mod version of Big Game Hunters and will be providing it along with Patch 2.1.
- Kinda offtopic, but WC3 units have been added into the Editor
- BW music has been remastered and added into the game
- No more AFK game hosts.
After a period of inactivity in a game lobby, hosts will be reminded that they will be removed from the game if they do not respond soon. If a lobby host is removed this way, another player from the lobby will be promoted to host automatically. This way, players can get the game started without getting stuck waiting on game hosts who step away from their computers.
Balance
New balance patch will come next week(with apparently all the proposed changes)
Next to the widow mine they are also looking into Swarm Hosts right now but they have no conclusion. David said they are looking into whether passive style or more aggresssive style is better. What kind of changes could come he did not say.
Players are generally finding two ways to use Swarm Hosts: aggressively and passively. If passive Swarm Host playstyles continue, we'll likely be looking at the Swarm Host in the future.
They are also pretty happy with the win rates within the leagues in general and they focus on balaning for pro level matches.
They also talk to pro players and casters as well and take community's criticism seriously. They also believe in the concept of problems fixing "themselves":
Additionally, players sometimes solve problems without our intervention. For example, pro player Lee 'Life' Seung Hyun's incredible prowess with Zerglings and Banelings offered an alternative when Roach and Hydralisk compositions were a common choice when dealing with Widow Mine armies.
Future goals are to open more windows of opportunity for players (David's example was TvP where P starts being aggressive with Stalkers, then gets pushed by back Marauders, pushing forward again with Colossi and terran using a window where he drops into the main of the P...)
They also want to "up the action" in the game, increase diversity from game to gameby making more unique matchups and offer the players more chances to show their skill.
These are the plans for the future of SC2 Balance:
So what's the team planning for StarCraft II multiplayer in the near future?
- A balance patch following BlizzCon, sometime in the next week or two.
- We'll continue looking at Swarm Host usage across all regions.
- We're working on the map pool for the 2014 World Championship Series.
- Two new team maps for each new ladder season.
- A balance patch following BlizzCon, sometime in the next week or two.
- We'll continue looking at Swarm Host usage across all regions.
- We're working on the map pool for the 2014 World Championship Series.
- Two new team maps for each new ladder season.
WCS 2014
Why eSports?
We LOVE eSports and the World Championship Series is our passion project.
We want to continue building the community that StarCraft II eSports was founded on.
Additionally, we want to continue to support StarCraft II and its lively community for years to come.
We LOVE eSports and the World Championship Series is our passion project.
We want to continue building the community that StarCraft II eSports was founded on.
Additionally, we want to continue to support StarCraft II and its lively community for years to come.
They recapped 2012 and 2013 and have drawn conclusions from that:
- Allow more time for feedback
- Keep evolving WCS
- Straightforward format: Qualifiers -> Challenger -> Premier (C and P seeding into Ranking System?)
- Keep Global Ranking System
- "Realistic opportunities for players [of each region]"
--> They want to guarantee spots to players from every region but they still have to "prove" their skill
In general, more "grass roots events" for WCS and also spreading out the tournament in general, making a more fixed schedule to develop storylines and whatnot.
Kimaphan pointed out that she can't talk anything more specific as of yet. These are the goals for 2014:
- We've been working closely with our partners for months and we're very close to finalizing our plan for 2014.
- Allow more time for feedback from our players, partners, teams, and community.
- We'll be working to steadily evolve the WCS through fine-tuning, rather than making a complete overhaul.
- The 2014 WCS will still highlight the best players and feature a rebalancing of the WCS point system.
- We want to provide realistic opportunities for all WCS participants.
- Allow more time for feedback from our players, partners, teams, and community.
- We'll be working to steadily evolve the WCS through fine-tuning, rather than making a complete overhaul.
- The 2014 WCS will still highlight the best players and feature a rebalancing of the WCS point system.
- We want to provide realistic opportunities for all WCS participants.
Q&A
(I will leave out questions without specific answers):
Question: Depth of Micro?
Answer: See:
http://youtu.be/vw7ZNQe24KM?t=46m41s
On November 09 2013 07:04 LittLeD wrote:
David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily visible when a 'cool' move is made that gets someone an advantage.
I'm not sure he actually addressed the bugs that were discussed in the video though
David Kim answered the question about the 'Depth of Micro' video. His answer was that it draws back to the viability of moves, and that it should be easily visible when a 'cool' move is made that gets someone an advantage.
I'm not sure he actually addressed the bugs that were discussed in the video though
cloaken's response to community's reaction:
You all appear to be drawing conclusions without hearing what David said in context.
He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers.
We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side.
He said that the type of micro implemented back in Brood War was not easy to understand and appreciate as a casual viewer. These were hidden mechanics (so hidden that it even took a specific video made by a passionate investigator that to explain the nuances to our most invested followers). We think we can do better than that. Skill based tactics like Blink, or zerg surrounds - those are the kinds of things that are easy to understand. Others like Spawn Larvae and Chrono Boost, carrier micro etc. - these are not easy to watch and appreciate to new viewers.
We feel that the game needs a healthy mix of skill abilities that are easy to appreciate along side the deeper unseen technical stuff. Right now, we think the game leans too heavy on the hard-to-appreciate-for-a-new-viewer side.
http://www.reddit.com/r/starcraft/comments/1q7g4q/david_kim_comments_on_the_depth_of_micro_video/cda0ub7
Thanks NovemberstOrm!
Question: TvZ is mostly Mutaling Bane vs Biomine and not a lot of mech. Comments?
Answer: They want more diversity, mech is a good opportunity. Two changes: Combined upgrades and siege tank buffs. If thats not enough there's still time to make more changes, but the goal for the future is to make mech viable not only against Z but also P.
Question: Skins for units? Unit sounds?
Answer: They are "excited" about skins, it gets brought up frequently in the offices. Reality: They have to support all kind of systems so as a result of that they are up against a memory cap. They can not add skins without affecting gameplay, they make sure that gameplay comes first and it will take more time. They really want it, but can not.
Question: (From SCLegacy! Wow!) Did not watch any WCS at all. There's too much of it. What are their thoughts on "There's too much!" ("Now we are watching the superball, next up: superball!")
Answer: They have a global audience. Thats one of the reasons, but they are looking into spreading things out more and fixing schedules. Maybe only two days a week for a WCS region etc. More grass roots stuff for WCS so that it gets more exciting and people can follow it more easily.
Question: Marketplace?
Answer: They talk about it all the time. Reality: They haven't been able to invest time to build the tech infrastructure. They are working on something for that for the new HotS though and maybe they could build on that for SC2. No timeline for that, but that is what they are doing: Learning from Heroes and building up on that.
Question: Try and increase the player numbers, more people into the game?(From ESL guy)
Answer: They are trying to make a lot of improvements on the Arcade side to bring in more players. Making improvements to the UI and as far as tournaments, it is a group task for community, blizzard, tournament orgas AND players. They want to invest more into "Grass Roots Esports" stuff in 2014 and they will go into detail about that later on.
Thanks to
Nerevar
http://www.teamliquid.net/forum/viewpost.php?post_id=20167853
http://www.teamliquid.net/forum/viewpost.php?post_id=20168329
Carlfish
http://www.reddit.com/r/starcraft/comments/1q7clz/blizzcon_level_cap_increase_and_carbot_portrait/cd9xou6
NovemberstOrm
And everyone else helping collecting info!:D