
Pretend that is a little bio ball with some marines, marauders, and one ghost. You can probably guess which icon is the ghost already, now tell me that is hard to find and click on.
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luckywaldo7 wrote:By "In spring" I am not sure what you are talking about, here is an example of some icons though:
Pretend that is a little bio ball with some marines, marauders, and one ghost. You can probably guess which icon is the ghost already, now tell me that is hard to find and click on.
Ok, just for you, equivalent of 100 marines, 50 marauders, and 1 ghost:PRO_rANDY wrote:You click the one with the highest energy to make sure you kill it...oh wait. Also thats a pretty small bioball, only ~15 units? and theres already some overlap going on with this small amount.
Obviously not, I'm proving that it is not hard to find and select important units from zoomed far out when you have good icons, nothing more and nothing less.Hoi wrote:How much hp do they have, are they stimming/stimmed? All things you can't see from those icons.
luckywaldo7 wrote:Double Post!
Thinking over again scifi maybe I don't quite agree exactly, it would certainly change the way the game needs to be played, but not about how Blizzard themselves designing it I think so much as how it would change for their playerbase.
(btw, here is the zoom video for anyone who missed it earlier: http://www.youtube.com/watch?v=MVoJAMUIhIo)
I suppose in a lot of ways though it is just about taste. Especially when it comes to progressiveness in game design. I've always loved running the cutting edge in stuff, even with the potential of breaking, which is why I need to reinstall my linux partition at least once a year and why I stuck to CA when I first started playing Spring. I would take the change of breaking gameplay to try something new and potentially much better, but I realize that I make up probably a very niche part of a playerbase. So ultimately maybe we can simply agree to disagree on game design.
So? It's another tool, good players can use it to play better, or if they don't like it, they can ignore it. Using bad habits as a reason to not have a very useful feature is.... dumb. And as for differentiating units, as Waldo said - Icons.SwiftSpear wrote: You can't micro units in starcraft when you're trying to click on individual pixles on the screen. Starcraft would be all but unplayable with a farther out zoom. You probably couldn't even differentiate the units. New players would use it because it would allow them to "see" their base and the battle at the same time, but it would be a terrible habit for them and it would create poor play in the long run.
SwiftSpear wrote:Starcraft II is only a newbies game in of that it ranks you based on your skill and only asks you to play players of your own level. In every other way it's a game that encourages you to practice and master it. It is the definition of a hardcore game. If you don't want to take SC2 as a hardcore game, then it doesn't want you to play. SC2 needs to make no apologies for being hard to learn or making decisions that favor high end players over low end players. There's only one thing that matters in starcraft 2. Skill. Period.
Agreed. Line formations are the biggest thing that make me have such a difficult time transitioning to any other RTS. Clump moving is so bad.SwiftSpear wrote:The thing I don't like in SC2 is the fact they have no formation control structure. Painting or clickdragging lines in spring was so easy and effective. I don't see why blizzard just didn't impliment something like that. It makes micromanagement better because you have more intimate control over your units. With good players, everything in starcraft moves as blobs and limbolines, that's my one big disappointment with starcraft2, and probably the reason why I never got serious about playing it after being spoiled from playing spring RTSes. Still. It's an amazing game to watch, and extremely brilliantly designed. From a competitive standpoint it gives you so much more than other RTS games even try to. It's awesome. It has a few flaws, but nothing compares in raw design.
From what I've seen starcraft is less linear than any of the TA based spring mods I'm aware of. Sure, there's alot more variety of unit roles in spring games, but most of the are crappy and useless, they completely don't fit into the game. For any action your opponent makes there are at least 2 viable responses, for most there are many more than that. That's very impressive design.Hobo Joe wrote:Balanced and fast paced yes, but falling short in so many areas. "Extremely brilliantly designed" is excessive, to say the least. And yes, other stuff does compare in raw design, 'raw design' is SC's biggest weak spot. It does great with balance, but TBQH falls short in nearly every other way. Most games don't have its balance simply due to a smaller playerbase and thus less brute-force power to expose balance flaws, or the vast resources of a company like Blizzard.
The "flaws" you have pointed out so far are not flaws. They're either irrelevant or outside of the scope of the project. Starcraft 2 is designed to be a challenging, interesting, and balanced high skill game, in which an average match is somewhere between 10-40 minutes. And it does that heads and shoulders better than any other modern RTS to date, and in so doing that captures the majority market of current RTS fans.luckywaldo7 wrote:Quite the opposite, its like you guys are unable to except that there are possibly any flaws in the game.PRO_rANDY wrote:I feel the anti starcraft series bias is much greater of the anti-fans than the bias of starcraft fans here.
Well of course its not an open source project developed for nothing...pintle wrote:Im saying they deliberately split the release into 3 packages for maximum commercial gain. Let alone the exorbitant price of the software. There are plenty of other factors, but it is definitely not the definition of a game for gaming's sake. It is very clearly a hugely commercial endeavour. Just look at the Lan crap.
How does that effect the multiplayer in any way that isn't positive? We've got a full scale multiplayer release that is as big as broodwar was, the next 2 games can only add more cool stuff to it. The single player additionally, was great. There's nothing to complain about in the split into 3 games yet. Right now we have 1 game, and it was worth what it was priced at.pintle wrote:Im saying they deliberately split the release into 3 packages for maximum commercial gain. Let alone the exorbitant price of the software. There are plenty of other factors, but it is definitely not the definition of a game for gaming's sake. It is very clearly a hugely commercial endeavour. Just look at the Lan crap.