Starbow - Page 318
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Xiphias
Norway2222 Posts
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Xiphias
Norway2222 Posts
On August 24 2014 18:50 decemberscalm wrote: Published a new muta to the DecBW mod. -Uses a seperation and overkill ignoring moving shot on its weapon. -Arc Slop set to 10. -Seperation Radius set to .01 -Behavior based separation activates when more than 12 air units are within a relatively short range of each other -Behavior based separation also activates for ten seconds upon the click of the spread out ability now on the mutalisk. This is not a quick scatter everywhere button, its a use normal separation behavior that any group of mutas over 12 use by default. Splash should still be pretty effective, but you can actually use it to find irradiated mutas that would be impossible to pick out otherwise. Lemme know what you guys think. SBOW is a much trickier beast. The game is balanced around current muta behavior and stats. At the bare minimum I have no qualms setting deceleration to 0 and arc slop to 10 degrees. It MIGHT be okay to add the separation radius ignoring weapon attack to give it the feeling of momentum but it might make things tricky, maybe even warranting removal of the extra .5 range it currently has. Would require a lot of testing before going into the official Starbow mod in my opinion. But that might just be me being the over cautious character I always am. Just adding this here again since new page. | ||
Foxxan
Sweden3427 Posts
SBOW is a much trickier beast. The game is balanced around current muta behavior and stats No it aint... Could be good to try it out in the unit tester to see how it feels. | ||
Xiphias
Norway2222 Posts
http://www.twitch.tv/sc2_starbow | ||
purakushi
United States3300 Posts
Also, how about reorganising the dependencies so tapping Attack does not pulse a red attack cursor? I'm sure you guys already know, but I believe this is due to prioritisation of the SC2 singleplayer dependencies. I think you meant to do this but forgot or something. Just kind of odd. Curiously, how much of in-game Starbow has been translated into Korean? | ||
Xiphias
Norway2222 Posts
The red attack dot is harder to change than you'd think. | ||
Xiphias
Norway2222 Posts
http://www.twitch.tv/sc2_starbow | ||
Xiphias
Norway2222 Posts
Read more: http://starbowmod.com/forum/showthread.php?tid=625 | ||
Xiphias
Norway2222 Posts
So another season of Starbow ladder cup is over and I am again planning on the next season. I do feel that season 2 was generally better organized than season 1. The bad: Not having a reliant caster was probably bad for the ladder cup season. Do not misunderstand. I am VERY grateful for BorN, Kalevi and decemberscalm who helped with the casting and there would have been parts of the tournament which would not have been casted if it were not for them. That said, having to juggle between casters and always having to spend a lot time planning the casting of every qualifier and final was a lot of work I plan to avoid in the next ladder cup season. The main reason Rifkin was not available was because of the OlimoLeague, which he will be casting most Saturdays in the foreseeable future. Stream quality was bad during the finals, but this is my fault as I had forgot to remove a scale down of quality in OBS from a previous stream. Sorry Time during the finals. The final event was dragging out and a lot of players had to wait a long time before their games. Having a loser's bracket in the qualifiers made them more exciting, but it also made them take more time. Maybe too much time. The Good: Number of players were high in spite of Starbow having relatively few active players atm. It was particularly good at retention as Balthazar was the only top 8 player who could not make it into the finals. Last season I think 2 or 3 players from top 8 could not make it and players were dropping out during the event as well The hype was good. Teddy + Ben (my cusine who made the music) will be used again Loser's bracket in the qualifiers made for some cool come-back potential and felt more "fair" to the gamers (I think) The funding was excellent as most of the prize pool from season 1 retained to season 2. The future: I really want Rifkin back in the game and he does not mind casting Starbow as long as it does not conflict with SC2 events that he is hosting/casting. Since he is busy almost any given Saturday I have the following proposal: We do 4 qualifiers on week days. 2 for EU players and 2 for NA players. This way we don't have conflicting time-zones, AND Rifkin should be able to cast it. This way we'll also probably see games in the finals which are different than the games in the qualifiers. Also, now the qualifiers should be shorter events as the player base is divided between the two servers. Should we then do top 2 from each qualifier or continue with the point system? I also propose that the final event stretches out to 3 days. Probably a Friday + Sat + Sun. Hopefully Rifkin can at least do the Friday and maybe the Sunday. I can host on the Saturday. This way we can do group A on Friday, group B on Sat and play-off's on Sunday. I have talked to Rifkin and he seems to be able to do the week-days qualifying casting as long as we pick a day he is open. Funding: I think trying to get sponsors at this point is fairly difficult to say the least. After handing out the price money we have 10$ with a potential 100$ from twitch sub's and ad's in a couple of months, so we are still reliant on donations. Me and SoaH were thinking of some rewards for donating. One idea was getting a t-shirt if you donate more than $50 (but then some of it will have to cover for the t-shirt expenses). Another idea was asking the guy who is making the campaign to have your name adapted to a character campaign if you donate more than 75$ or maybe even 100$. So if Nap donated 100$ then a character would be sleeping on duty all the time This would be combined with a t-shirt ofc. Also all who donate more than, let's say $10 would be on a "contributor" list that could be sort of a "credits" list at the end of the next hype VOD. What do you guys think? These future plans sounds good? | ||
Meavis
Netherlands1298 Posts
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Xiphias
Norway2222 Posts
On August 29 2014 18:47 Meavis wrote: would be nice to see the entry requirements for quals removed, point system seems fine to me. Yeah, I thought about the same, but forgot to mention it in the post. | ||
Hider
Denmark9324 Posts
Not having a reliant caster was probably bad for the ladder cup season. Do not misunderstand. I am VERY grateful for BorN, Kalevi and decemberscalm who helped with the casting and there would have been parts of the tournament which would not have been casted if it were not for them. That said, having to juggle between casters and always having to spend a lot time planning the casting of every qualifier and final was a lot of work I plan to avoid in the next ladder cup season. In terms of exposure this is true, however, I found the quality of listening to casters who actually play the game a ton better than from what I heard of Basetradetv. | ||
Xiphias
Norway2222 Posts
https://www.youtube.com/playlist?list=PLyCGb0pwEr_T_kYobnG1fArno2rP_6vEU Only games missing are the loser's match from group B. They were casted later and have not been chopped up yet. Also, by mistake all the games are 420p (I forgot to change some setting in OBS) | ||
Xiphos
Canada7507 Posts
I think that the moment that this version of StarCraft gets released to Korea, you will quickly see an increase of skill levels in terms of games. And this will translate into more viewers and with more viewers, you will see more people playing. I personally wouldn't worry too much about the lack of playerbase right NOW, it will most likely do fairly well with the Korean audience. | ||
Xiphias
Norway2222 Posts
We are also not trying to rush out the game to Korea as each change in the game with a larger Korean player-base would need to be translated to Korean and it would also be harder to retain players if the game changed too much too quickly. | ||
hitpoint
United States1511 Posts
Notable Features: Brood War economy (rewards taking expansions). High ground advantage (units attacking uphill have a 50% miss chance). Combat lasts longer and occurs over wider areas, compared to Starcraft 2 . More positional play. | ||
Xiphias
Norway2222 Posts
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SmileZerg
United States543 Posts
On August 30 2014 10:46 hitpoint wrote: I really hope LotV includes all of these changes. I don't even care about new units. Those last two can only be accomplished by a complete overhaul of the units. | ||
Xiphias
Norway2222 Posts
If you want to try Starbow with different speeds type: "timescale" in the arcade search field. You can choose your speed in the lobby. | ||
Foxxan
Sweden3427 Posts
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