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Non-textured mini map and production timer are the best suggestions ever.
As Zerg, I would love to minimize the constant jumping between bases by being able to see the inject timer on the production tab with multiple hatcheries selected. That would be SO AWESOME.
Oh my god, I would be tapping my hatch hotkeys for the whole night after this feature gets released.
Non-textured minimap is a no brainer. It is just so much more readable, that implementing it should actually be treated as a bug fix for the current minimap.
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Non texture minimap, tab priority and production timer are three times I've ALWAYS looked for since WoL!!
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i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea
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On December 06 2016 03:56 FFgringo wrote: i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea +1
as for terrans lifting buildings. eww no race should have such an unfair advantage in a base race. no matter how much of a teran fanboy you are you have to admit its ridiculous to be able to collect a tie in that matter. They should just update the tie conditions to not include flying buildings.
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On December 06 2016 07:41 SwiftRH wrote:Show nested quote +On December 06 2016 03:56 FFgringo wrote: i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea +1 as for terrans lifting buildings. eww no race should have such an unfair advantage in a base race. no matter how much of a teran fanboy you are you have to admit its ridiculous to be able to collect a tie in that matter. They should just update the tie conditions to not include flying buildings.
The sole fact that everyone argues by how "unfair" it is clearly shows that the question of flying buildings does not belong in a thread about "minor gameplay improvements" and should be swiftly removed.
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On December 05 2016 16:19 Sapphire.lux wrote:Show nested quote +On December 05 2016 02:40 ArtyK wrote:On December 05 2016 02:35 Sapphire.lux wrote: lol Limited fuel on flying buildings
Disagree with most of these "improvements" except for non textured mini map. Yeah if some mod could change the title to something like "Community gameplay suggestions" i'd be thankful x) The opponent's spawn on 4 player maps simply brings diversity in openings. Proxies become far less likely or strong, scouting at a much earlier time changes builds, etc. Starcraft has always had a bit of luck involved in early game and builds. Usually this can be countered with better play. About the random player race showed on loading screen. In my experience of up to masters, random players tend to all in a lot and have mediocre macro play and understanding of the races. So playing safe against a random, even if it puts you behind in the early game, it's the best way to play as you make up for it the longer the game lasts. One more thing that involves some unknowns, but that are balanced in the end by other things. I can see why some of these things can be seen as unfair, but in the big picture they are balanced out by other "unfair" things.
4p maps also create more gambles at pro level which push that luck factor over the edge imo.
As a random master i try to play as standard as possible (although that includes allins in zvz :p), and because i tell my race, my opponents are allowed to open more freely. Playing safe vs random isn't necessarily better because if you have a similar MMR (so more often than not), he will generally have the same average level, but will be more likely to slip up against heavy agression/better macro, as he plays each matchups 3 times less than you do. I actually have a much higher winrate vs standard safe openings than vs allins.
On December 06 2016 18:33 opisska wrote:Show nested quote +On December 06 2016 07:41 SwiftRH wrote:On December 06 2016 03:56 FFgringo wrote: i support 200% automatic transformation of gateways into warpgates, unless unpowered like said, or building unit at this time ofc. great idea +1 as for terrans lifting buildings. eww no race should have such an unfair advantage in a base race. no matter how much of a teran fanboy you are you have to admit its ridiculous to be able to collect a tie in that matter. They should just update the tie conditions to not include flying buildings. The sole fact that everyone argues by how "unfair" it is clearly shows that the question of flying buildings does not belong in a thread about "minor gameplay improvements" and should be swiftly removed.
On December 05 2016 02:40 ArtyK wrote:Show nested quote +On December 05 2016 02:35 Sapphire.lux wrote: lol Limited fuel on flying buildings
Disagree with most of these "improvements" except for non textured mini map. Yeah if some mod could change the title to something like "Community gameplay suggestions" i'd be thankful x)
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Limited fuel on flying buildings : 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 :>
wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem
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On December 07 2016 06:39 404AlphaSquad wrote:Show nested quote +Limited fuel on flying buildings : 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 :> wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem
WRITTEN IN THE OP "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."
It's been discussed in the thread already, so your comment is completly unnecessary, but good for you i guess.
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On December 07 2016 06:47 ArtyK wrote:Show nested quote +On December 07 2016 06:39 404AlphaSquad wrote:Limited fuel on flying buildings : 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 :> wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem WRITTEN IN THE OP "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." It's been discussed in the thread already, so your comment is completly unnecessary, but good for you i guess.
I provided a counter-argument. It has not been a problem for over a decade and now among sc2 kiddos it is a balance problem. but thank you for your unnecessary comment too.
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On December 05 2016 02:20 ArtyK wrote:Show nested quote +On December 04 2016 14:46 paralleluniverse wrote: If random shows on the loading screen, then random must also count towards race-specific MMR. The reason it currently doesn't is because of this difference, which would no longer exist if random is revealed.
Also, the profile banner for random should return to the planets picture, instead of being the race that happens to have the most wins, which does not represent random players. The reason random has its own MMR has nothing to do with your opponent knowing your race, it's because you don't know yours beforehand. It means you rank up for playing all 3 races, something you can't replicate unless you cycle through playing one terran game followed by a zerg then a protoss one. But even then you'd just see your actual MMR for each race and not your average. What profile banner are you talking about btw? When does it ever display your race with the most wins? You do know your own race when you play random, it's on the loading screen. Thus, if random is revealed, there is no reason it should not count towards race specific MMR. Randoming a zerg would then be essentially equivalent to choosing to play zerg.
I'm talking about the banner at the top of the profile. Raynor for Terran, a DT for Protoss and an infestor for Zerg. Previously it was a planet for Random, now it's whichever race has the highest win in the season.
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On December 07 2016 10:23 paralleluniverse wrote:Show nested quote +On December 05 2016 02:20 ArtyK wrote:On December 04 2016 14:46 paralleluniverse wrote: If random shows on the loading screen, then random must also count towards race-specific MMR. The reason it currently doesn't is because of this difference, which would no longer exist if random is revealed.
Also, the profile banner for random should return to the planets picture, instead of being the race that happens to have the most wins, which does not represent random players. The reason random has its own MMR has nothing to do with your opponent knowing your race, it's because you don't know yours beforehand. It means you rank up for playing all 3 races, something you can't replicate unless you cycle through playing one terran game followed by a zerg then a protoss one. But even then you'd just see your actual MMR for each race and not your average. What profile banner are you talking about btw? When does it ever display your race with the most wins? You do know your own race when you play random, it's on the loading screen. Thus, if random is revealed, there is no reason it should not count towards race specific MMR. Randoming a zerg would then be essentially equivalent to choosing to play zerg. I'm talking about the banner at the top of the profile. Raynor for Terran, a DT for Protoss and an infestor for Zerg. Previously it was a planet for Random, now it's whichever race has the highest win in the season.
Random isn't a race as far as i know.
"Randoming a zerg would then be essentially equivalent to choosing to play zerg." You didn't choose to play zerg though, knowing in loading screen =/= choosing before.
"if random is revealed, there is no reason it should not count towards race specific MMR" i literally explained in my previous answer why random has it's own MMR, and it's not because of the loading screen : "It means you rank up for playing all 3 races, something you can't replicate unless you cycle through playing one terran game followed by a zerg then a protoss one. But even then you'd just see your actual MMR for each race and not your average."
Either you misread what i said or i'm just gonna have to respectfully disagree on this one :p
As for the banner i completly forgot it was a thing x) Pretty sure 1% of the player base must still know about this, i don't really care but yeah, would make more sense having a planet/dice for randoms.
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Larva blocking hatchery added to the list.
Can someone please change the title of the OP to "Gameplay suggestions" i'd be thankful.
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Some of these are really feasible (like the non-textured minimap), some have 0% chance of ever being implemented, like the "add-on on either side". The amount of 3D modeling you have to do just to patch that in isn't worth it.
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I would like to request different modes for burrowed and unburrowed units. For example, seige tanks and vikings have two separate hotkeys for siege mode/unsiege mode, and flying/land mode respectively. But zerg units on the other hand, everything shares that key slot. We can rebind burrow and unborrow to separate hotkeys, but in the middle of battle both icons are pretty similar in color and if you have a random unit burrowed somewhere and you don't notice, it can be game ending. It doesn't have to be for all units imo, because it isn't necessary. But for Swarm Hosts and Lurkers, I think we need two modes.
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As a random player, I have often wished for the choice of showing and not showing my race. I know a lot of random players like for their opponents to not the race they are facing. I, on the other hand, want to play standard games with a random race. If there were a way for my opponent to know my race without me telling them, I would be happy.
The points I am in favor of are: * Tab unit priority, especially the manual choice of the priority order. * Production timer * Hatch blocking larvaes and eggs * Random player race showing on loading screen
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On December 12 2016 01:58 Drfilip wrote: As a random player, I have often wished for the choice of showing and not showing my race. I know a lot of random players like for their opponents to not the race they are facing. I, on the other hand, want to play standard games with a random race. If there were a way for my opponent to know my race without me telling them, I would be happy.
The points I am in favor of are: * Tab unit priority, especially the manual choice of the priority order. * Production timer * Hatch blocking larvaes and eggs * Random player race showing on loading screen
Then just roll a dice before each game and select your race accordingly. Problem sloved
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On December 12 2016 02:26 opisska wrote:Show nested quote +On December 12 2016 01:58 Drfilip wrote: As a random player, I have often wished for the choice of showing and not showing my race. I know a lot of random players like for their opponents to not the race they are facing. I, on the other hand, want to play standard games with a random race. If there were a way for my opponent to know my race without me telling them, I would be happy.
The points I am in favor of are: * Tab unit priority, especially the manual choice of the priority order. * Production timer * Hatch blocking larvaes and eggs * Random player race showing on loading screen Then just roll a dice before each game and select your race accordingly. Problem sloved
And then to get your MMR, calculate your average from 3 race according to the number of games played for each one...practical.
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On December 07 2016 06:39 404AlphaSquad wrote:Show nested quote +Limited fuel on flying buildings : 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 :> wasnt a problem for 15+ years, until sc2 kiddos claim its a balance problem
anyone in the last decade that could not finish the game because Terran floated to dead air space will let you know its a problem. was there even maps where you can hide a cc in a deadzone in broodwar? was there a tie mechanism?
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