Strengthening highground advantage in LotV - Page 3
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PineapplePizza
United States749 Posts
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ZenithM
France15952 Posts
On July 19 2015 09:15 BlackLilium wrote: [...] 50% less DPS, in ideal situation, translates that to around 2:3 for an even fight. While noticeable I wouldn't call it impossible to overcome. Besides, there are units that ignore the uphill shooting - all melee units, air units, drop play, blink can help overcome this inefficiency. Yes, I know that the ratio isn't 1:2, but that's for an even fight. What you want is winning the fight convincingly when you're the one attacking, and that wouldn't happen without at least 3 times the units (4 times was probably overshooting it :D). Currently, my feel is that a fight of 3:2 (low ground : high ground) is already even for averagely composed armies. High ground does already give an advantage (melee units and vision requiring air units staying alive, for example) But I don't know, I would be ready to be proven wrong through testing and actual gameplay. It just feels like a huge nerf to attacking uphill when it actually already feels quite difficult to me. But I would think of myself as a pretty aggressive player, so maybe that's why I don't want a big high-ground advantage. I'm guessing that people who push for a high ground advantage are not the ones who play by attacking relentlessly as soon as they have a handful of units. Myself I'm already disappointed with how offense was generally nerfed since the beginning of the game (there are basically no Terran cheeses anymore, with Protoss being nigh invulnerable early game and Zerg being zerg, and it probably goes the other way, I don't think I'm very vulnerable outside of TvP) | ||
ZombieFrog
United States87 Posts
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BlackLilium
Poland426 Posts
On July 19 2015 13:51 ZenithM wrote: But I don't know, I would be ready to be proven wrong through testing and actual gameplay. It just feels like a huge nerf to attacking uphill when it actually already feels quite difficult to me. But I would think of myself as a pretty aggressive player, so maybe that's why I don't want a big high-ground advantage. I'm guessing that people who push for a high ground advantage are not the ones who play by attacking relentlessly as soon as they have a handful of units. Myself I'm already disappointed with how offense was generally nerfed since the beginning of the game (there are basically no Terran cheeses anymore, with Protoss being nigh invulnerable early game and Zerg being zerg, and it probably goes the other way, I don't think I'm very vulnerable outside of TvP) I would be happy to play against you on a mod which implements it (you know which one). We could then decide first-hand if 50% damage is too much or not. But I fear there is a general skill difference (master vs platinum) which would negate the results I wish I was able to click faster.... | ||
Hider
Denmark9330 Posts
Where do you get that 2.5 army supply increase from 50% uphill? Roughly speaking 50% uphill reduces unit overall strength by about 25-33%, allowing you to fight in 2:3 ratio. I wouldn't call it irrelevant. If you are being attacked by 45-supply army, you may be able to fend it off with around 30-supply army. Your misunderstanding my example. If you face an early game all in where you went for a tech-build and the opponent went for a "let me make a big army early on"-all in, then you will be significantly behind in army count. E.g. 5 to 20 army supply. No type of percentage-based buff can save you from this situation. However, a defenders advantage that provides an absolute value (that means the same buff regardless of army size) would automatically make all types of all-ins a ton worse. | ||
ejozl
Denmark3293 Posts
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BlackLilium
Poland426 Posts
If you go for greedy or techy build, scouting an all-in is part of it. It is a challenge. But if no all-in can come, you can tech blindly - that's not a good game design. | ||
Hider
Denmark9330 Posts
On July 19 2015 21:13 BlackLilium wrote: If there is a constant +15 army supply defense, no one will ever bother to all-in with a 20 supply army. That removes one aspect of the game without giving anything in return. Reread my post to see the context. Check out the below quotes My favourite approach in a new RTS is definitely to learn from MOBA's and create the game around "towers". That's obviously not realistic in Sc2, and for Sc2 I would instead suggest a combination of multiple changes: - Defensivebased macromechanics (one for each race) - Make it less costly to defend various types of all-ins/cheese + redesign of the Oracle (more microbased, less numbers-based). A potential issue with this approach is ofc that it could reward heavy turtling, but that's why it must be combined with an objective-based approach --> So you have a reason to go out on the map. Thus for Sc2 (LOTV) you obviously cannot make revoulutionary changes to the early game defenders advantage. I only suggest more mild changes to make the early game more about micro/harass than "luck"-based allins/cheese. But in a larger perspective (aka future of the RTS genre), these are just band-aid fixes. @ All ins/cheese The way allins and cheese affects Starcraft is imo something that gamedesigners must completely get rid of if the RTS genre is to survive in the future. It makes the learning curve unpleasant and forces the majority of the playerbase to do standard-builds. If you want to experiment with creative builds you are basically coinflipping as scouting often isn't very reliable. The objective + high defenders advantage approach is on the other hand much much safer as the disadvantage of teching is related to you having a more difficult time securing objectives. But if the objectives aren't 100% neccesary to survive in the early/midgame, you'll have a much better foundation for rewarding creative builds/openings + less punishing learning curve. This mentality of all ins/cheese should kill you if you don't scout it is one of the major reasons why MOBA's are more popular than Starcraft. Noone enjoys dying to a dumb protoss allins because their overlord was denied just before they got visision. And very few people are gonna bother trying to learning the game when they realize they need to know all these timings just to be able to survive to the midgame. | ||
obsid
United States389 Posts
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obsid
United States389 Posts
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Big J
Austria16289 Posts
On July 19 2015 21:13 BlackLilium wrote: If there is a constant +15 army supply defense, no one will ever bother to all-in with a 20 supply army. That removes one aspect of the game without giving anything in return. If you go for greedy or techy build, scouting an all-in is part of it. It is a challenge. But if no all-in can come, you can tech blindly - that's not a good game design. Why isn't it good game design? As far as I understand good game design does neither include nor exclude the ability to allin your opponent early. If there a strategic dynamics that let you outplay your opponent in some way that is enough for me. Especially if we are talking about early game incomplete information games, I believe letting the game play out with dynamics but no immidiate end is a very good approach to competitive design for various reasons: 1) players have a phase in the game in which they can do what they want; this probably allows for more strategic variety later on, and more different games later on. (instead of immidiatly having to be narrowed into surviving) 2) A "guaranteed gamelength" lets you experience more content of the game in a single game. You don't end the game with 6zerglings and ask yourself why there are even 15different units in the game when half of the time you win or lose based on 3. 3) Talking specifically information based, you have more preparation time and thus there should be less randomness. 4) Talking specifically esports, there are guaranteed gamelengths which are more planable. | ||
BlackLilium
Poland426 Posts
On July 19 2015 21:47 Big J wrote: Why isn't it good game design? As far as I understand good game design does neither include nor exclude the ability to allin your opponent early. If there a strategic dynamics that let you outplay your opponent in some way that is enough for me. Especially if we are talking about early game incomplete information games, I believe letting the game play out with dynamics but no immidiate end is a very good approach to competitive design for various reasons: 1) players have a phase in the game in which they can do what they want; this probably allows for more strategic variety later on, and more different games later on. (instead of immidiatly having to be narrowed into surviving) 2) A "guaranteed gamelength" lets you experience more content of the game in a single game. You don't end the game with 6zerglings and ask yourself why there are even 15different units in the game when half of the time you win or lose based on 3. 3) Talking specifically information based, you have more preparation time and thus there should be less randomness. 4) Talking specifically esports, there are guaranteed gamelengths which are more planable. But having a constant +15 supply defender advantage would exclute an ability to all-in by your opponent. If players are given X time to do whatever they want without any risk, then they will exploit it in most greedy possible way. This reduces the amount of meaningful choices you can make. You cannot choose more rewarding but risky play, because no play is risky. You cannot manage risk based on the knowledge how your opponent plays (as we see in high-level tournaments), because risk=0 period. Hider, your context is a bit confusing. You do not want a %-based high ground advantage, but also you admit that tower approach is no realistic in SC2. You want some kind of "Defensive-based macromechanics" but that is a very vague statement, limited only by what you don't want it to be. You want to be able to defend in a 5 vs 20 supply scenario, but you don't want to kill all possible all-ins. It's hard to think of anything that satisfies those requirements, because at the moment I find them contradictory. However, maybe you have something more specific in mind? If so - please share! | ||
29 fps
United States5718 Posts
EDIT: it has been mentioned, and I'm all for it. it makes sense logically (the vertical distance accounts for some of the range), and it's not random. this would have huge implications in mirror matches | ||
Big J
Austria16289 Posts
On July 19 2015 23:42 BlackLilium wrote: But having a constant +15 supply defender advantage would exclute an ability to all-in by your opponent. If players are given X time to do whatever they want without any risk, then they will exploit it in most greedy possible way. This reduces the amount of meaningful choices you can make. You cannot choose more rewarding but risky play, because no play is risky. You cannot manage risk based on the knowledge how your opponent plays (as we see in high-level tournaments), because risk=0 period. You keep on using the phrase "most greedy way possible", as if "greed" wasn't a relative thing and as if "most greed possible" wasn't the best way to play right now. Pretty much regardless of the exact defensive feature, what is possible is a thing that would change and greed then has to be seen in the context of this. Opening 4hatch with tech might probably still lose against opening 2base bruteforce. Now the +15supply defense is such a vague theoretical concept that if we only use that phrase either of us can be right if either of us just interpretes it in his own favor. You are obviously right if we go to a concept in which you always have +15supply that is always exactly where it is needed defensively and that 15supply doesn't have some strong unit counterrelation, then yes, of course everyone will just sit there and build up 4bases and tech up in 10mins. However, my point goes rather along the lines that you have some protection feature around your starting and natural location that can deal with frontal threats. Something that doesn't work when your opponent goes around it or uses special harassment techniques like air units. Something that you may be able to wear down over time with dedicated siege tools like tanks. Something that can only be at one location at a time. But nothing that you can run into and just take down. Such a tool would still allow you to punish your opponent for claiming areas outside of its protection bonus, or outgreeding your opponent. It wouldn't shut down harassment efficiently, so you could still punish your opponent that way. But he couldn't just build more units and kill you early. How that would exactly look like and how strong it should exactly be (hence Hiders original range of +5 to +20supply) is of course a different question The problem with punishing greed through (early) allins is that they kill one player most of the time. Basically every player has 3ways to play: (1) you play greedy which might get you ahead (2) or kill you (3) (2) you play defensive which might let you fall behind(1) or kill the opponent(3) (3) you play offensive which might win(1) or lose(2) you the game Now the game design challenge* should be to turn option (3) into: (3) you play offensive and you might get ahead (1) or fall behind (2) For that purpose there must not be a snowball effect from breaching your opponents defenses early. There must not be a possibility in which once I have achieved superior power in the opponents base, I can keep superiority. Any superiority must be temporary and locally limited, so that you can do damage and punish the opponent, but you also have to go back and it is assured that the game doesn't immidiatly end. And I think the tool for this is to design early offensive play around circumventing a large frontal defensive advantage. That this might not be achieveable or desired in Starcraft 2 is of course a different discussion than its effect, but so is the question about how wanted or useful a highground advantage is in SC2. *I believe this already makes sense from a fairness point of view, because the upside of (1) also is not an immidiate game winner, hence the punishment shouldn't be either. I furthermore believe that this dynamic of immidiate game ending damage if you play greedy and immidiate loss if your opponent blocks the offense leads to a dynamic in which everybody will tend towards option (2) very early in SC2, which in turn reduces actually played strategic variety. It is plainly better to be behind than dead, which is part of why we have this whole fuzz about "boring early game - stale meta". | ||
[UoN]Sentinel
United States11320 Posts
On July 19 2015 23:57 29 fps wrote: not sure if this has been mentioned yet, but what about -1 range for units shooting from lower ground?\ EDIT: it has been mentioned, and I'm all for it. it makes sense logically (the vertical distance accounts for some of the range), and it's not random. this would have huge implications in mirror matches This is what I was going to suggest. It makes sense since you're shooting up and your bullets might start falling flat. And then you could position tanks or something to outrange the other person's tanks. Also, whatever the disadvantage, the Colossus with the nerfs it has should be immune to the lowground disadvantage since it's supposed to be tall enough where no matter what, it's shooting downward. | ||
BlackLilium
Poland426 Posts
On July 20 2015 00:02 Big J wrote: You keep on using the phrase "most greedy way possible", as if "greed" wasn't a relative thing and as if "most greed possible" wasn't the best way to play right now. Pretty much regardless of the exact defensive feature, what is possible is a thing that would change and greed then has to be seen in the context of this. Opening 4hatch with tech might probably still lose against opening 2base bruteforce. "most greedy way possible" is not a relative thing. I define it as an economy/tech strategy played as if there was no opponent. If you introduce a defensive mechanism that allows you to defend against all attacks in - say - first 5 minutes, then people will follow the single line of "most greedy way" for the first 5 minutes and branch off afterwards. Currently, the most greedy play often incurs a high risk and people opt to use a bit less greedy, but safer builds. To give a concrete example: I can go most greedy way Nexus-first in PvZ. It incurs a risk, but often I am able to defend sufficiently well. However, doing the same thing in PvT is often too risky to be viable. Even if I go for greed, I don't pick the most extreme version of it. Now the +15supply defense is such a vague theoretical concept that if we only use that phrase either of us can be right if either of us just interpretes it in his own favor. You are obviously right if we go to a concept in which you always have +15supply that is always exactly where it is needed defensively and that 15supply doesn't have some strong unit counterrelation, then yes, of course everyone will just sit there and build up 4bases and tech up in 10mins. However, my point goes rather along the lines that you have some protection feature around your starting and natural location that can deal with frontal threats. Something that doesn't work when your opponent goes around it or uses special harassment techniques like air units. Something that you may be able to wear down over time with dedicated siege tools like tanks. Something that can only be at one location at a time. But nothing that you can run into and just take down. Such a tool would still allow you to punish your opponent for claiming areas outside of its protection bonus, or outgreeding your opponent. It wouldn't shut down harassment efficiently, so you could still punish your opponent that way. But he couldn't just build more units and kill you early. How that would exactly look like and how strong it should exactly be (hence Hiders original range of +5 to +20supply) is of course a different question If I understand you correctly - you are now thinking about some defensive mechanism that has to be activated and somehow incorporated into a build order. From your description it sounds very close to Mothership Core's Photon Overcharge. It has limited, purely defensive utility with ways to avoid it (e.g. snipe MSC or force MSC to use up its energy). Protoss is hard to threaten in early game and people actually hate it! The problem with punishing greed through (early) allins is that they kill one player most of the time. Basically every player has 3ways to play: (1) you play greedy which might get you ahead (2) or kill you (3) (2) you play defensive which might let you fall behind(1) or kill the opponent(3) (3) you play offensive which might win(1) or lose(2) you the game Now the game design challenge* should be to turn option (3) into: (3) you play offensive and you might get ahead (1) or fall behind (2) (3) leading to getting ahead or falling behind, without outright win or loss - this is already happening at higher level of play. In lower leagues this would be really hard to balance anyway, because of player-induced inefficiencies. | ||
Hider
Denmark9330 Posts
Hider, your context is a bit confusing. You do not want a %-based high ground advantage, but also you admit that tower approach is no realistic in SC2. You want some kind of "Defensive-based macromechanics" but that is a very vague statement, If you reread my comments, you would find the following quote: Instead, I would like to see abilities like DS in Sc2 as they allow you to split your army into multiple positions. Strong positional AOE units like Siege Tanks and Reavers can also do that. (DS = Dark Swarm). Here is a specific suggestion (inspired by Dark Swarm). (1) Remove feedback and give High Templar a "Freeze"-ability. (2) Freeze can be used on friendly and enemy units and is a target ground AOE "skillshot" (that means its projectile based). (3) Freeze has a duration of 15-20 seconds. (4) Freeze makes units take no damage against ranged and (most) abilities. (5) Units that are freezed are however immobile over the duration of the ability, but can still attack. (6) Freezed units take 50% extra damage from melee attacks. Slightly complicated ability indeed, but I think it can have huge strategic implications and make the game much more multitaskbased. With Freeze you can split your Colossus into multiple areas over the map and when the enemy attacks one of the locations you can freeze the Colossus. This means that 1 or 2 Colossus can hold position against a big bio or roach/hydra ball. However, the enemy can take advantage if you overuse/misuse Freeze by abusing the immobility of the Freezed units and attacking somewhere else. In terms of unit compositions, terran can "counter" it by getting more Hellbats (defined as melee), zerg can get Ultras and Speedlings and protoss can get Chargelots. On top of being a "defend a specific location"-ability, it also has uses during teamfights where you can freeze your frontline (so the enemy wastes their attack). Or you can use it on enemy units to lock them/isolate them from the rest of the army. | ||
ROOTFayth
Canada3351 Posts
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phantomfive
Korea (South)404 Posts
On July 20 2015 02:39 ROOTFayth wrote: what's up with people not liking RNG? Because ideally, the best player should win, and Starcraft should be a test of skill. RNG means the lucky person has an advantage. Imagine you are microing two marines up a ramp to kill a stalker. Currently in SC2, if you know the hitpoints of each unit, you can know whether the marines will beat the stalker or not. With RNG, maybe a couple shots will go wrong, and suddenly you lost. You can't know. Generally, in skill based games, you don't want luck to determine the winner. | ||
phantomfive
Korea (South)404 Posts
On July 18 2015 20:30 LaLuSh wrote: To me it doesn't matter whether it's RNG or some other solution. If the outcome is positive, we shouldn't be obsessing about the implementation. My view about strong defender's advantages is that they must be combined with the potential for economic snowballing. You cannot put strong defender's advantages in games where players are limited in economic development. There must be something which provides strong incentives to attack into unfavourable terrain and position, or else the defender's advantages will only lead to passive play. I have strong views about this ever since I went through a large data set of League of Legends and Dota2 games and compared the average gold leads in those games. Top blue cross: 95th percentile (only 5% of winning teams had a lead greater than this marker). Top of whisker: 90th Top part of box: 50th-75th Bottom part of box: 25th-50th Bottom whisker: 10th Bottom red marker: 5th (only 5% of winning teams had a lead smaller than or deficit larger than this marker). It would be very difficult to find someone in the dota community who would seriously agree with you that RNG such as crits and miss chances don't belong in dota. In my opinion this general attitude of the player base is connected to the overall macro design of the game. Dota is a game where heroes are not necessarily so much balanced in relation to each other, but rather balanced against a backdrop of extremely strong defender's advantages. Why would anyone in dota ever be willing to attack 5v10 into buybacks, high ground advantage, glyphs and choke points with the power of spells in that game? In my view the economic snowballing fuels and incentivizes a great deal of the action. League of Legends, meanwhile, is designed according to a philosophy where in-combat decision making is held above everything else in importance. If you want in-combat decisions to matter more it also makes sense that you try to steer the champion balance and the economic design into a greater degree of equality. League has a much greater obsession over terms such as equal "power curves". The economic rubberbanding keeps heroes within a handful levels of eachother and it keeps gold leads from growing out of control. The primary differentiator in skill should be how you move and aim in combat. To make sure that is the case, we push everything into a more symmetrical state to ensure a "fairness" in these combat exchanges. That's part of the reason why Riot has an aversion to asymmetrical laning set ups during the laning stages. That makes the laning stage be more about planning and strategy than it is about mechanics and in-combat decision making. These things, among others, are why you'll find that in League, when a professional player complains about crits and rng, those sort of threads can actually be upvoted to the top of the League subreddit. Overall balance in LoL is influenced to a much higher relative degree by how champions are balanced and calibrated in relation to each other. You don't have half a dozen cushioning fallback defender's advantages like dota2. That's why have the strong view that RNG is not something which "inherently" does not belong in competitive games. Rather, RNG is something which fits in certain systems of game design, because it produces a desirable and beneficial overall effect for the game. And in those games, the player base will not be negatively inclined against RNG. In general I think SC2 is designed much more in the style of League. Armies are balanced more in relation to each other than they are, like in BW, against a backdrop of ridiculous defender's advantages and mechanical demands which accentuate them. Economies are more rubberbanded and forced to equality. In-combat decision making and battles have a greater deal of influence on the outcome of a game than the macro scale decision making. In essence: the battles are more important, they translate more decisively into won objectives and won games. That's a really good post (and whether you are 'right' or 'wrong' in the details is irrelevant.......it helped me understand a new aspect of Starcraft gameplay and design). Thanks. | ||
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