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Browsing through TL and reddit in 2016, the community had lots of ideas to make our starcraft experience just a little bit better. Here's a non exhaustive list of changes i gathered from it, and that i'd like blizzard to consider. Most changes do not affect balance but might make players lives easier. Sorry if i don't credit everyone, i don't necessarily remember/have the links to each persons idea.
Non textured mini map : + Show Spoiler +
Add-ons on either side of buildings : + Show Spoiler +It's 2017 soon and you still have to place your reactor in the wall on some maps because it can't be built on the left side of your barracks... We all had to lift a building midgame because there wasn't enough space in our base to build a tech lab on the right side. No downside to this except for this dude who likes to baneling bust when you get the wrong spawn.
Tab unit priority : + Show Spoiler +Say you have MMMM on one control group, another taken by liberators + vikings, and a third by ghosts. You need to press tab 3 times to be able to select and burrow mines, as even the medivacs and marauders take priority over them. So either some tweaks for each race or an option to simply choose which unit gets priority over another would be nice.
Production timer : + Show Spoiler +Have the warpgate clock timer displayed when multiple buildings are selected, so you can tell when your production cycle is about to finish : https://www.reddit.com/r/starcraft/comments/5eh6t0/timer_on_unit_production/This would be helpful to terrans but also protoss and their robos/stargates. For zergs it could be used to show the inject timer when multiple hatcheries are selected.
Auto-cast warpgate : + Show Spoiler +Did you ever use the warpgate "transform to gateway" ability? No? Maybe it's time for gateways to turn into warpgates as soon as they finish...unless they're unpowered. It would also free a control group for people who still use one to transform gateways, protosses definitely wouldn't mind that considering how many spellcasters they have now. This does affect macro, although to a really small degree, so i'm not sure how impactful this would be. Definitely not the most important change.
Hatch blocking larvaes & eggs : + Show Spoiler +
Limited fuel on flying buildings : + Show Spoiler +Self-explanatory, this does affect balance in favor of other races but hey, maybe it's time for terrans to actually lose unwinnable games like everyone else. A very unpopular change among avilos :>
Opponent's spawn on 4 player maps : + Show Spoiler +
Random player race showed on loading screen : + Show Spoiler +Solves the problem of having to scout early, doesn't give an unfair advantage at the start. As a random player myself i'd like to know what matchup it's gonna be before i'm thrown into the game. I figure players who lie about their race won't agree with this :p
Wouldn't mind blizzard looking into units like siege tanks getting stuck in between buildings due to rallye point inconsistencies, but this might be the hardest one to implement, not sure.
That's it for now, if i come across more interesting stuff i can edit this post later on! I'm aware that not all of you might agree on certain suggestions, so give your opinion but don't simply call one change stupid without providing counter-arguments. I'm just hoping some of those make it into the game one day :')
I do not want this to become a giant list of small bugfixes mixed with giant UI improvements, so i won't add everyones ideas to the OP, as useful as they might be, sorry in advance
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On December 03 2016 05:59 ArtyK wrote: Tell your opponent's spawn on 4 player maps :
Isn't it annoying to lose to some gamble on ladder because you scouted last? Instead of the mini map showing 3 possible positions at the beginning of a game, how about just showing us where the opponent actually is? No downside to this except for that guy who blindly proxies 4 gates in the middle of the map.
the point of this is that you can't do some builds if you don't know where your opponent is or at least it was in HotS, I'm not sure about LotV (cuz 3rax reaper exists even on Frost and 3gate proxy isn't used on any map anymore)
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I like the timer on unit production suggestion. It would give terrans and protoss a visual notification of production cycle, which wouldn't make it OP but improve QoL for terrans and protoss.
Shouldn't zerg get the same thing when eggs are selected?
I also like the unit priority for tabbing, but I don't know how this would be implemented. From a UI perspective, where would the settings for tab priority be? And would it be detrimental to players if they didn't know that feature? A feature that gives players an edge if used, but cripples others that doesn't use it, is not a good feature. I like it, but it adds confusion if it isn't implemented properly.
Add-ons available on NSEW sides of buildings isn't important to me, but I can see others would like it.
Warpgates on autocast is a good idea. Blizzard already stated that warpgates is intended to be used instead of gateways all the time, so why not put it on autocast upon completion of gateway.
Spawn location on 4 players maps is a bad idea, of course in my humble opinion. I have my reasons, but I won't go into it because it will be a long post. Suffice it to say, both players needs to scout on 4 player maps, so both are at a disadvantage. Not a problem to me.
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On December 03 2016 06:12 Jett.Jack.Alvir wrote: I like the timer on unit production suggestion. It would give terrans and protoss a visual notification of production cycle, which wouldn't make it OP but improve QoL for terrans and protoss.
Shouldn't zerg get the same thing when eggs are selected?
I also like the unit priority for tabbing, but I don't know how this would be implemented. From a UI perspective, where would the settings for tab priority be? And would it be detrimental to players if they didn't know that feature? A feature that gives players an edge if used, but cripples others that doesn't use it, is not a good feature. I like it, but it adds confusion if it isn't implemented properly.
Add-ons available on NSEW sides of buildings isn't important to me, but I can see others would like it.
Warpgates on autocast is a good idea. Blizzard already stated that warpgates is intended to be used instead of gateways all the time, so why not put it on autocast upon completion of gateway.
Spawn location on 4 players maps is a bad idea, of course in my humble opinion. I have my reasons, but I won't go into it because it will be a long post. Suffice it to say, both players needs to scout on 4 player maps, so both are at a disadvantage. Not a problem to me.
I thought about mentionning zerg larvaes but as you can only see eggs it wouldn't be that much of an improvement, for upgrades though maybe. As for the 4p maps the problem is when one guy scouts first and the other last, but yours and Ej's points are valid for sure
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Perhaps the eggs could be framed into a box when selected, like buildings.
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I would like to option to have a bigger minimap, it could be an option under gameplay or something with small, medium, large and xl or something.
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On December 03 2016 06:21 Jett.Jack.Alvir wrote: Perhaps the eggs could be framed into a box when selected, like buildings.
Yeah but you're often building more than one type of unit, so unless each egg shows what unit is building it's not the most intuitive to have a clock timer on the eggs
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Ah that's true. I guess zerg's production cycle is easy enough to manage anyways.
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Showing where you opponent spawning is a big LOOOL idea for me. Then what's the point of having 4 player maps? And if your opponent knows where are you he can proxy right from the start.
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On December 03 2016 07:02 outscar wrote: Showing where you opponent spawning is a big LOOOL idea for me. Then what's the point of having 4 player maps? And if your opponent knows where are you he can proxy right from the start.
What's the point of having 4 player maps in a 1v1 game? Yup, don't see it either, that's why i veto every single one of them each season. And how is it worse for proxies? At least you can scout the guy right away, and not find out he gambled after your probe ran around the entire map. I still thought it was a suggestion worth adding to the list, i found the original post on reddit and added it to the OP.
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Arty is right, showing spawn locations would reduce proxy builds. If you don't have to waste time scouting for their location, you can invest that time to scout around your side of the map.
On 2 player maps, I always scout around my base first, than look at what my opponent is doing.
On 4 player maps I scout my opponents location first, than see if I can find proxy.
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I would like for them to add burning building for Protoss and more bleeding for Zerg buildings like in Broodwar. Also, would be cool to have the unit icon display where the units were hurt (like in BW). Lastly, the sound needs to be a lot cooler... In Broodwar, when a Zealot or Zergling attack, you can really hear the damage going on. Meanwhile in sc2, when a zealot hit something, it sounds like a bunch of cosplayer waving their plastic Disney lightsabers, and zerglings sound like they are just a bunch of fleas chewing on something instead of the cool metal destroying sound that they used to make. I feel like sc2 is missing these little aesthetic aspects and it would be cool to have.
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Apotheosis is long, Waystation (if you remember) was long. What if maps were even longer? Many topics that come up regarding balance are ultimately based on travel distance.
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I don't like the spawn idea, it's a calculated risk and there is an element of luck in Starcraft.
How often do you really lose because you scouted last anyways as long as you didn't send out a scouting worker very late?
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Limited fuel for the flying terran buildings for god sake its been years
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Love the Idea of this thread. I remember the first time i saw DRG play, was in this like secret stream one night.
Though the first thing i noticed about his play, he would hotkey his hatches to 5-8 instead of queens. And while looking else where he would constantly be toggling 5 and 6 to see the progress on his inject timer. Making him very efficient at injecting while not having to absolutely baby sit looking at his base, able to micro mutas scout freely.
I always wanted to adopt that into my own play, However its very hard to learn because the if you're going to lair or researching any hatch upgrade, making queens, the inject timer is replaced. It's hard to make a habit of something when half the time the wrong information is being presented.
Wish their was some way the inject timers took prominence over the upgrade or queen. Not that you shouldn't be able to see both timers.
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On December 03 2016 09:46 Aegwynn wrote: Limited fuel for the flying Terran buildings for god sake its been years
I was just thinking the other day how much i dislike ties in sports. And while in most cases Starcraft games will always be played till a victor is determined. The main culprits of causing stalemates in an individual game are the fact that Terran structures can float indefinitely.
Would like to see a 3-4 min timer, As it is a feature of the Terran race.
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On December 03 2016 07:08 ArtyK wrote:Show nested quote +On December 03 2016 07:02 outscar wrote: Showing where you opponent spawning is a big LOOOL idea for me. Then what's the point of having 4 player maps? And if your opponent knows where are you he can proxy right from the start. What's the point of having 4 player maps in a 1v1 game? Yup, don't see it either, that's why i veto every single one of them each season. And how is it worse for proxies? At least you can scout the guy right away, and not find out he gambled after your probe ran around the entire map. I still thought it was a suggestion worth adding to the list, i found the original post on reddit and added it to the OP. I don't play at a high level, but i do the same. It's far more frustrating to loose to some early rush that you simply were unlucky and scouted the wrong direction. Than to simply not scout well enough or not prepare a sufficient response.
Speaking of scouting, i might be the only one on this but I hate playing random players. Random ZvZ is very frustrating due to overlord pathing. Why not just disclose the race on the loading screen?
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On December 03 2016 07:08 ArtyK wrote:Show nested quote +On December 03 2016 07:02 outscar wrote: Showing where you opponent spawning is a big LOOOL idea for me. Then what's the point of having 4 player maps? And if your opponent knows where are you he can proxy right from the start. What's the point of having 4 player maps in a 1v1 game? Yup, don't see it either, that's why i veto every single one of them each season. And how is it worse for proxies? At least you can scout the guy right away, and not find out he gambled after your probe ran around the entire map. I still thought it was a suggestion worth adding to the list, i found the original post on reddit and added it to the OP.
Unfortunately the only people I see complaining about 4 player spawns are my lower league friends. I tend to prefer 4 player maps as I feel I can be greedier on them. Likewise at times I can be more aggressive. Or I can just play standard and safe. 2 player maps (or showing the spawn) reduce these choices. The "omg I scouted him last and he sent his lings right to my base and I died" shouldn't be a problem unless you're being overly greedy or something anyway. There are always options to defend or to alter your build to defend or to come out on top of weird situations that the 4 player spawn may give you, you just need to find them.
Most of the other points are decent. > Option for no textures on map (sort of like the blackout option) > Addons on either side, sure. > Unit priority tabbing, sure. Although an easy remedy is to use more hotkeys. > Timer on unit production or upgrades, sure. > Warpgate on auto cast, kind of unimportant as most players change them nearly instantly anyway. A better option would be the long-discussed change of advantages vs disadvantages of gateways vs warpgates and actually making it a choice.
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