Community Feedback Update - Jan 6 + Jan 10 Update - Page 9
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Olli
Austria24416 Posts
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Elentos
55456 Posts
On January 11 2017 23:46 Olli wrote: Belshir Vestige yes please Are you sure a map with 10 bases total and a pretty far away 4th is a good idea in LotV? | ||
InfCereal
Canada1754 Posts
On January 11 2017 23:48 Elentos wrote: Are you sure a map with 10 bases total and a pretty far away 4th is a good idea in LotV? No one ever thinks about the base count. Considering zergs take their fourth at 5:30 against protoss, I can see that having some issues. | ||
eviltomahawk
United States11133 Posts
I'm also expecting another map contest within the next few to several months. | ||
MockHamill
Sweden1798 Posts
On January 11 2017 23:48 Elentos wrote: Are you sure a map with 10 bases total and a pretty far away 4th is a good idea in LotV? 12 bases should be a minimum to even be considered as a potential ladder map in LOTV. | ||
geokilla
Canada8213 Posts
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Meavis
Netherlands1298 Posts
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VitalPoint
3 Posts
On January 11 2017 23:34 icesergio wrote: Strange, you know nothing about me, yet you comment #goldleagueproblems 1. Being in gold is great, it means you have learned your race om enough to play decently 2. Gold, bronze, what does it matter? Everyone has the right to have fun and as such everyone's opinion should be taken into consideration 3. I am actually plat, hit dia and working towards getting back into it, so with your permission, I'd say I'm not exactly the newcomer here 4. You were the one who said you lost 30scvs to 6 adepts, so I guess #woodleagueproblems gold, decent level, pick one! | ||
jpg06051992
United States580 Posts
On January 12 2017 00:58 MockHamill wrote: 12 bases should be a minimum to even be considered as a potential ladder map in LOTV. Agree with this, part of the dreaded death ball syndrome is that bases are so close together so you can defend one location with a giant blob of units just as easily as you can defend another, in BW maps were fucking colossal, making splitting your army a total necessity because if you blobbed around taking down on expansion from your opponent you probably lost 2 or 3 to multiple small armies, on top of that the rapidly depleting resources make 12 + expansions also imo standard for LOTV. Although BW didn't have proxy Oracle nonsense, I'd rather have a few gimmick wins and losses with better games in between then the other way around. | ||
BronzeKnee
United States5211 Posts
Our job isn't to come up with solutions to problems, but that is the job of the developers. Our job, at most, is simply to report problems. The fact people go out of their way to "complain" and report problems should be something Blizzard cherishes, because it makes their job of improving the game easier. And it isn't hard to do, every time someone reports a problem for the game I work on, I thank them, even though they are handing me more work. Because it isn't about me or the person reporting the problem, it is about the game. And when people come up with solutions they should be graciously thanked and recognized in the game in someway. But Blizzard has routinely ignored the communities best solutions (LOTV economy anyone?), dismissing powerful arguments approaching the length of a thesis that were done purely on a volunteer basis with little more than a sentence in a "Community Feedback Update." I am embarrassed for Blizzard, and they should be ashamed of themselves. Their arrogance knows no bounds. | ||
jpg06051992
United States580 Posts
Only for all of it to be completely and utterly ignored, David takes 1% of the community ideas, puts them on the table for a week or two before either scrapping them or altering them, says it was a community inspired balance change, and then claims that it's the communities fault for not presenting solutions after he bastardizes it or throws it out. I've said it before and I'll keep saying it, this game is going less then nowhere with David at the helm, it's going in the E Sports dumpster, his "vision" for the game makes me wonder if he even plays or watches this game at all, this Hydralisk health buff is good but it's the same concept with the Lurker, why wasnt it here in WoL or HotS? Why now when the community is 1/20 the size it once was and the tournament scene is on crowd funded life support? | ||
Dingodile
4130 Posts
On January 12 2017 02:42 BronzeKnee wrote: Blaming the community for complaining without solutions is just ridiculous. Our job isn't to come up with solutions to problems. Our job, at most, is simply to report problems. Maps don't do problems, they are working. Our taste dislike some maps and to improve that we have to tell solutions. | ||
JimmyJRaynor
Canada16151 Posts
On January 07 2017 08:53 SetGuitarsToKill wrote: We wanted to remind people once more that just complaining without solutions isn't helpful, so if the majority of you don't believe these specific maps would be the best, please make suggestions from the existing maps that have been used on the ladder in the past because keeping the brand new map count to 4 is important. its nothing but constructive, thoughtful suggestions here on TL.Net so Mr. Kim must be talking about some other forum board. i'm happy with the current map pool. | ||
Tuczniak
1561 Posts
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gab12
Poland147 Posts
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VHbb
689 Posts
--> TL translation Blizzard complains about the community, and it is pathetic and ridiculous ... Then you wonder why they don't interact more with forums/TL/community/etc. ... these threads are a big box of whines, T complain about P and Z, P complain about Z and T, Z complain about T and P - everyone just wants his race to be buffed or others to be nerfed, it's really *not* constructive indeed | ||
InfCereal
Canada1754 Posts
On January 12 2017 04:09 VHbb wrote: Blizzard says that the criticism should be constructive --> TL translation Blizzard complains about the community, and it is pathetic and ridiculous ... Then you wonder why they don't interact more with forums/TL/community/etc. ... these threads are a big box of whines, T complain about P and Z, P complain about Z and T, Z complain about T and P - everyone just wants his race to be buffed or others to be nerfed, it's really *not* constructive indeed This place is pretty tame compared to the bnet forums. | ||
JimmyJRaynor
Canada16151 Posts
On January 12 2017 03:17 Tuczniak wrote: The DK response just shows he is not a PR guy. He could have said "We noticed the community isn't happy about proposed maps and we would like to encourage everyone to suggest maps they would like to see in next ladder pool." The same thing, just worded better. So on one side his mindset isn't good, but on the other side it's good the discussion between developers and community isn't filtered by PR team. good insight sir. thx 4 posting. | ||
Excalibur_Z
United States12210 Posts
On January 12 2017 02:42 BronzeKnee wrote: Blaming the community for complaining without solutions is just ridiculous. Our job isn't to come up with solutions to problems, but that is the job of the developers. Our job, at most, is simply to report problems. The fact people go out of their way to "complain" and report problems should be something Blizzard cherishes, because it makes their job of improving the game easier. And it isn't hard to do, every time someone reports a problem for the game I work on, I thank them, even though they are handing me more work. Because it isn't about me or the person reporting the problem, it is about the game. And when people come up with solutions they should be graciously thanked and recognized in the game in someway. But Blizzard has routinely ignored the communities best solutions (LOTV economy anyone?), dismissing powerful arguments approaching the length of a thesis that were done purely on a volunteer basis with little more than a sentence in a "Community Feedback Update." I am embarrassed for Blizzard, and they should be ashamed of themselves. Their arrogance knows no bounds. Communicating internally is very different from communicating externally. David Kim tends to speak to the community the same way he would speak to his team. It's important to recognize that that is both a great thing and a worrisome thing. There is an inherent level of trust in discourse with peers. You actively listen and in turn make yourself vulnerable with the mutual understanding that you are both seeking the most positive outcome for the product. An example conversation between two level designers doing a peer review would sound something like this: Designer 1: "Okay I kinda see what you're going for here, but something's off about the progression flow from the natural to the third. I can't put my finger on it, but it's not a good experience, especially if I'm Zerg." Designer 2: "Right, so what I was trying to do was... see these rocks here? That's the main chokepoint, and it causes interesting medium-sized battles to happen. I wanted to keep that pacing so that players didn't feel like they had to turtle to 3 bases before doing anything, they could keep the pressure on." Designer 1: "So your goal with this map was to encourage repeated skirmishes, do I have that right?" Designer 2: "Sort of, but I don't want that to be the only playstyle that works, either. I don't want players to ban it for being one-dimensional." Designer 1: "Ah, I think I understand then. I think if you move the natural toward the center a little more and moved the third over about the same amount, you would still get the hard-to-defend aggressive style you're looking for while still having the option to play greedy." A conversation between David Kim and the Internet looks like this: DKim: "Okay guys, so this is our tentative plan. What are your thoughts on it? We're open to feedback." Internet: "It sucks." "Bad idea." "This is what you call a plan?" "Sure just keep buffing what's already OP, makes perfect sense!" There's no back-and-forth dialogue because most players aren't looking to have that. They just want to get in their zinger or quip and that's it. That's why David Kim has to preface everything he says with "please provide solutions with your feedback," because that's the broad, superficial nature of Internet comments. However, some players actually do put in the time to explain their point of view, and that's so critically important for the developers to hear and acknowledge. The tricky part is how much of that conversation remains one-way. Players just have to blindly hope that their feedback is actively being discussed and considered internally, and for various (usually logistical) reasons, they may never hear back at all. It definitely doesn't feel good if you go to so much effort, trying to relate on a peer level as in the level designer example, and not get the reciprocation you're expecting. I don't think David Kim is doing the wrong thing by trying to relate to players on a more personal and direct level, but there are certain realities that need to be acknowledged. As a game ambassador, he is still coming from a dictatorial position, and that means the community must realize that any feedback they offer may only be discussed internally within the team and potentially never externally. That creates an unfair perception, but it's better to identify that upfront as the nature of the relationship. | ||
BronzeKnee
United States5211 Posts
On January 12 2017 05:45 Excalibur_Z wrote: Communicating internally is very different from communicating externally. David Kim tends to speak to the community the same way he would speak to his team. It's important to recognize that that is both a great thing and a worrisome thing. There is an inherent level of trust in discourse with peers. You actively listen and in turn make yourself vulnerable with the mutual understanding that you are both seeking the most positive outcome for the product. An example conversation between two level designers doing a peer review would sound something like this: Designer 1: "Okay I kinda see what you're going for here, but something's off about the progression flow from the natural to the third. I can't put my finger on it, but it's not a good experience, especially if I'm Zerg." Designer 2: "Right, so what I was trying to do was... see these rocks here? That's the main chokepoint, and it causes interesting medium-sized battles to happen. I wanted to keep that pacing so that players didn't feel like they had to turtle to 3 bases before doing anything, they could keep the pressure on." Designer 1: "So your goal with this map was to encourage repeated skirmishes, do I have that right?" Designer 2: "Sort of, but I don't want that to be the only playstyle that works, either. I don't want players to ban it for being one-dimensional." Designer 1: "Ah, I think I understand then. I think if you move the natural toward the center a little more and moved the third over about the same amount, you would still get the hard-to-defend aggressive style you're looking for while still having the option to play greedy." A conversation between David Kim and the Internet looks like this: DKim: "Okay guys, so this is our tentative plan. What are your thoughts on it? We're open to feedback." Internet: "It sucks." "Bad idea." "This is what you call a plan?" "Sure just keep buffing what's already OP, makes perfect sense!" There's no back-and-forth dialogue because most players aren't looking to have that. They just want to get in their zinger or quip and that's it. That's why David Kim has to preface everything he says with "please provide solutions with your feedback," because that's the broad, superficial nature of Internet comments. However, some players actually do put in the time to explain their point of view, and that's so critically important for the developers to hear and acknowledge. The tricky part is how much of that conversation remains one-way. Players just have to blindly hope that their feedback is actively being discussed and considered internally, and for various (usually logistical) reasons, they may never hear back at all. It definitely doesn't feel good if you go to so much effort, trying to relate on a peer level as in the level designer example, and not get the reciprocation you're expecting. I don't think David Kim is doing the wrong thing by trying to relate to players on a more personal and direct level, but there are certain realities that need to be acknowledged. As a game ambassador, he is still coming from a dictatorial position, and that means the community must realize that any feedback they offer may only be discussed internally within the team and potentially never externally. That creates an unfair perception, but it's better to identify that upfront as the nature of the relationship. I completely agree with your assessment, but perhaps we differ on the ability of David Kim. I think he is completely incompetent, downright arrogant and unable to manage SC2 in an effective way. He is like a terrible NFL coach that needs to be fired, but isn't due to an incestous organization. There are three points of data that I will lend to make my argument: #1 The inability to recognize a good idea when he sees one. The Korean Pros tell him the game is too hard, he says no. Team Liquid comes up with a better idea for the economy in LOTV, he dismisses it like he would dismiss a one line post saying that Marines are too strong on his forum. He releases Hellbats as is in HOTS and we get BFH 2.0 in TvT (which of course gets nerfed later...), despite dire warnings from the community including my big thread, where I also suggested buffing the Siege Tank damage and attack speed, removing the Immortal Hardened Shield, buffing Carriers, improving Protoss detection ect... all of which happened years later. It took years... And of course, the community asked for Lurkers, and eventually that good idea made the game... #2 The inability to recognize a bad idea when he sees one. Do you remember the Warhound? That idea shouldn't have made it to the Beta, honestly, it should not have left the game designers head. But it did, and David Kim pushed it along wasting valuable Beta time and money developing a broken idea to solve a problem (breaking Siege Tank line in TvT) that wasn't an actual game issue! That itself could be a fourth point, not understanding his game... remember the Tempest was designed to counter the mass Mutalisk problem that was long solved in PvT? Day 9 did a big daily months prior on how to stop Mutalisk and Zerg stop using them at a high level! How bout Replicant? Or the Tempest and the role it plays? He literally throws ideas at the game. #3 The inability to communicate with the community. You've made that case. And you're right David Kim needs to lead. He needs to go ahead and try to design a great game, say this is what we are doing and why, and push through the criticism with faith that his ideas are good and the end result will be great. That is what a good game designer would do. But the proof is always in the pudding, the end result determines the ability of the game designer. And just like how he doesn't know how to communicate to us, he doesn't know how to design a game because the end result isn't good when he leads. The pudding simply isn't good, the Warhound was garbage... he clearly isn't capable of designing SC2. And we've been spinning our wheels for how many years? He needs to go, because he clearly can't do the job he is trying to do. The end result determines the ability of the game designer. | ||
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