List your suggestions so we can have an organized list of all the issues in 1.18. (ill also copy paste issues/suggestions i see from the blizzard forum)
Problems:
- Some people are still experiencing mouse speed issues (in window fullscreen) even after the 1st fix.
- People leave channel when they click join or create.
- Hotkey (control group) input seems to be different in 1.18 than in 1.16, feels less smooth and responsive.
- Korean progamers (such as EffOrt) complaining about how different muta micro feels.
- Map DL problem has been popping up more than usual again.
- Seems like all inputs are capped by FPS (mouse, hotkeys, actions, etc), which forced me to play the game without FPS limit (unchecked the box). However, from what I can hear from my Desktop, this drives the graphics card crazy. Of course, limiting FPS may save the graphics card but it'll ignore inputs and/or make inputs really.... blocky. Pretty sure 1.16.1 didn't have this, as i think in-game FPS and the inputs were separate, not binded.
- /f l info isnt always accurate, doesn't update once in a while.
- /f a, /f l and /f m dont work inside a game.
- /stats doesnt work ingame
- /f m "error: error 6:8". /f m doesn't work properly once in a while (in chat channels).
- Can't say for certain but i believe that hosting games on the Fish server (as a foreigner) causes lag for everyone. That being said if a Korean hosts a game and foreigners join it the game runs smoothly without any lag, which is a bit odd.
- Fullscreen mode stretches instead of maintaining aspect ratio on a lot of GPU's.
- Border-less window mode has mouse speed issues.
- I sincerely hope they get to fixing the way sound effects from one area of the map mutes instantly after one changes view to another area at least one screen away through clicking on the minimap.
- "You can't whisper that user" bug (when someone is looking for a game etc.). Also chat messages don't save when you're looking for a game (browsing games on join).
- Fullscreen mode either stretches or becomes a tiny box, mouse speed becomes very weird aswell.
- No scan sound (at the initial scan location).
- Performance issue when there's no FPS cap (overheating GPU, high CPU usage).
- Can't set mouse sensitivity option properly. Usually default's to another mouse sensitivity (would be nice if we could override the ingame settings and use window's mouse speed).
- Enabling v-sync completely messes up my mouse speed (playing on window fullscreen).
- Can't chat in the game lobby/on chat channels unless you select the chat box with your mouse.
- Sometimes you can't see a player on a chat channel even tho he's there, you need to relog to fix the issue.
- The arrow key scroll doesn't work when you wanna move down and look for games 1 by 1, instead it moves the entire bar down.
- Observer slots should be closed when you host a game.
- Closing lobby slots shouldn't take up a spot under the player list counter.
- Would be nice if we could override the in-game mouse sensitivity and use our windows sensitivity(so we don't need to adjust it). Assuming this is something that they willingly removed (and is not a bug).
- Please add a message whenever someone friend adds you. Make it so that we know we've been friend added by someone.
- Interface needs to be touched up, I'm not asking for an entire re-work but a better background image would be nice. Something that's warm and inviting as opposed to having a black and gloomy page.
- Blizzard UI suggestion by HaN (on TL). Looks amazing. + Show Spoiler +
- Building placement color indicators look very similar (green and red). Try to make the colors more distinguishable.
- Would be nice if we could tab to switch boxes when trying to create a passworded game (tabbing from game name to the password box).
- Hotkey re-bind page needs to be more organized, right now everything is mixed in together. We also don't know if we have overlapping hotkeys, there's no error message. At very least it would be nice to have them organized by race.
- Can't view the latency/connection between users in the lobby, so when hosting a game we don't know if someone has a 1 red bar connection.
- Add back the 0 next to people who have yet to download the map in game lobbies
- When choosing a race we're not able to drag our mouse anymore on different options to select them, ditto for closing slots.
- Add localized hotkey profiles. Been playing with german hotkeys ever since and cannot test the patch properly because I don't want to screw up my hotkey set-up nor do I want to spend hours to customize every hotkey to match the german hotkeys by my own.
- BW has always had an issue where the camera doesnt center on top of the main clump of units on a hotkey. If you have 4 units together in 1 spot and hotkey a rallying unit to the same control group the game should always take you to the 4 units when you double tap the control group hotkey (which it doesn't).
- Would like status messages to be a different colour (like /help) from regular messages.
- Add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences.
- Sort games by current number of players in it.
- Add observer chat so players don't read their messages all game long. Also allow observers to change ingame player colors (with Shift + Tab).
- Down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead.
- Would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game.
- Being able to see what's in a dropship/shuttle/overlord when obsing.
- Being able to see the energy of casters while obsing.
- The player counter as-is is not very useful. I can't tell how many players in a [9/8] game are observers or if a [3/4] 1:1 game is waiting for someone who actually wants to play. I'm going to observers come from the 4 "neutral" players in map triggers?
- Hotkey/commands to minimize observer pane.
- Being able to toggle how much or which information (maybe via cycling) to display in pane.
- In both replays and observer mode, it would be neat to have unit, structure and upgrade counts at a glance for the player that a selected unit belongs to. Toggleable, of course.
- Change auto-saved replay naming. Naming replays by their map isn't very useful, add player names (the ones who 1v1ed only).
- I love how obs can toggle individual player vision from the pane and would like an easy way to do that (hotkeys?) in replays as well.
- For the sake of parity, being able to display all resources/supply counts in replays as well.
- Maybe add a channel join/leave notification.
- I think that having a "Friends" tab that doesn't serve any function other than displaying your friends is a missed opportunity. Wouldn't it be better if you could double-click/right-click on a friend to send them a whisper? (Also, I haven't tried this yet, but can you see if your friends are in-game and what game they are playing?)
- I think campaign / single-player games / replays should be started with the last speed-setting or fastest
- Would be cool if we could follow friends into a game.
- Add a slight drop shadow effect to in-game text instead of a black box behind it, would look way better!
- Let us chat while there's a drop screen.
- I wish there was an easier way to differentiate whispers from normal messages on a chat channel when you scroll through your convo history. Everything's the same color so it's hard to differentiate private whispers from normal chat channel messages.
It get's a bit hard to follow whispers when you're on Fish and you're looking for a game (on the join screen), whenever i go back on the channel i always have a hard time figuring out if anyone msged me for a game.
Would it be possible to have past convo whispers highlighted in purp or a diff color (something that makes them stick out)? ______________________
On March 31 2017 04:03 Excalibur_Z wrote: Cross-posting from the chat channel Bnet thread:
I wanted to take some time to go over the old and new UI, detailing the characteristics and aims of each in an effort to optimize the layout based on modern demands. I say this as a Starcraft veteran of 19 years: I don't want nostalgia for nostalgia's sake. The UI that we use in SC:R needs to be functional, aesthetically pleasing with a cohesive theme, and logically designed.
Old UI:
Unnecessary banner (Bnet is no longer ad-supported)
Top 1/3 of the screen is effectively unused
Buttons on the left are equal in size despite different levels of importance
Focus is clearly on the main chat window
Channel userlist is compact with the channel name prominently displayed
New UI:
A lot of empty space in the margins. I'm sure this is mainly to support 4:3 resolutions, but it's not a good look. There needs to be a 16by9 version of the UI with the chat window widened (or something to fill that space). Maybe this is reserved for SC:R though?
It looks like the design here is to make the lobby UI more consistent with the chat UI. This does that... but something's off about it. The lobby UI is a lot more compact and has to cram a lot of information (players, races, chat, map info), but the chat UI doesn't, so they have different aims despite now having the same background and containers. Maybe fixing the first bullet will resolve this, too, but it's hard to say.
The channel name and headers are much harder to read against the background than in the old "plain" black interface. Maybe a darker background layer for the userlist/friends/channel container? Or a different font altogether for everything in that frame... the font itself is fairly stylized (especially compared to the old Arial) so it needs less noise behind it to be readable, and I can understand not using Arial, but something very crisp... Helvetica? Calibri? Verdana?
The userlist also has a lot of empty space between names. There's a max of 9 names per screen. The empty space is a result of the profile icons being larger than the name fields, but there's still quite a bit of space between icons, too. If that gap were to shrink to about 2px from 15px (counting based on 1080p so scale down the numbers accordingly for lower supported resolutions), you could fit about 11. Smaller profile icons would take this even further.
I think the main chat window is pretty good. Again I'm not a super huge fan of the font for general typing/reading (I'm aware it was used mainly in mission briefings, but those had VOs and scrolled slowly so they produce a more detached experience) and would prefer something a little more mainstream. The layout is solid, though.
______________________
On April 01 2017 01:41 LaLuSh wrote: I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
On March 30 2017 13:59 TT1 wrote: - Pixelation issue on certain GPU's when you have the game in window fullscreen.
I think this is more of OpenGL issue rather than GPU. If the resolution for fullscreen is not multiple of 480, then graphics do not smoothen out.
Yes I'm curious about this as well. It's interesting that Blizzard is using an OpenGL backend now instead of DirectDraw.
My primary concern is the stories about GPUs overheating if V-Sync isn't on. I suspect an uncapped framerate, and if that is indeed the case Blizzard needs to fix it ASAP. We don't need another uncapped issue like SC2 in 2010.
On March 30 2017 14:02 supernovamaniac wrote: I think this is more of OpenGL issue rather than GPU. If the resolution for fullscreen is not multiple of 480, then graphics do not smoothen out.
Yes I'm curious about this as well. It's interesting that Blizzard is using an OpenGL backend now instead of DirectDraw.:
In terms of my experience, everything looked like 2x windowed (still bit 'pixelated' but much better), which is more than fine for gameplay. if i downsized to smallest, it looked like regular bw.
Playing borderless windowed with 1920x1080 was not fun nor pleasing to look at (and that's when I asked around/found out why this was kinda happening)
The new backend looks to be stretching the image at 1920x1080 in windowed fullscreen, giving a pixellated aliased image. I'm wondering if forcing Anisotropic filtering through the drivers might fix it. Either that or try overriding the scaled image using your GPU.
In Windowed Fullscreen is the image compressed vertically as well?
On March 30 2017 13:02 Jealous wrote: I have a few problems so far:
1. Sound cuts out entirely too fast when you switch screens. What I mean by that is, when you quickjump from your Nexus to your scouting Probe, all the sounds that were coming from your Probes mining instantly disappear. In 1.16, the sound fades gradually. Much less jarring.
2. Dragoon froze while being micro'd! Didn't have to issue a "Stop" command but it refused to follow "Attack" command. Had to debug it with a "Move" command.
3. Apparently my opponent built a Pylon that didn't provide any power - a bug that was present in BW, if I remember correctly, or there was something similar.
4. When the game first started, I was insulted by how ugly it looked. I had to be told to change it to Full Screen mode from "Full Screen Window Mode." That fixed the issue for the most part, but 1.16 still looks a bit crisper, I think. Windowed Full Screen looked SUPER ugly, though; having it as the default setting (I think?) might be a bad move. I might have to check to see which graphics card 1.18 decided to use and see if changing it will help anything.
On March 30 2017 15:22 TT1 wrote: - Please add /f m and /f l again, being able to see what channel your friends are on has always been really useful in BW.. it's also nice to be able to /f l and /f m when your in a game lobby (as opposed to have to /w people).
Other suggestion. Would it be difficult for blizz to make the fog of war to be transparent enough to see the outline of the map similar to sc2? as opposed to a complete black screen on unexplored areas?
I feel it'd help players learn new maps easier, shouldn't really affect higher level play as players have already memorized the maps.
On March 30 2017 15:22 TT1 wrote: - Please add /f m and /f l again, being able to see what channel your friends are on has always been really useful in BW.. it's also nice to be able to /f l and /f m when your in a game lobby (as opposed to have to /w people).
Other suggestion. Would it be difficult for blizz to make the fog of war to be transparent enough to see the outline of the map similar to sc2? as opposed to a complete black screen on unexplored areas?
I feel it'd help players learn new maps easier, shouldn't really affect higher level play as players have already memorized the maps.
This can already be done through map editor SCMDraft.
When choosing race, I was used to click the listbox and drag the mouse to the race. Now it does not work anymore, I have to click first to expand the listbox and than click again on the race. Not a big deal though.
The game consumes more CPU though. With 1.16, my ASUS ROG was completely silent. With 1.18, I will have to listen to the CPU fan again
Ill be honest, I kinda expected issues to show up, just not so many. 2 bad they didnt just fix map limit and hosting issues and leave everything else the same.
On March 30 2017 17:00 iloveav wrote: So.... Its not good?
Ill be honest, I kinda expected issues to show up, just not so many. 2 bad they didnt just fix map limit and hosting issues and leave everything else the same.
Been playing with german hotkeys ever since and cannot test the patch properly because I don't want to screw up my hotkey set-up nor do I want to spend hours to customize every hotkey to match the german hotkeys by my own -_-
When I change my mouse speed in windows it doesn't change in BW. Seems to be purely going off the BW in game mouse speed. Even in full windows mode? Anyone else notice that or is it just me? Mouse feels bad.
On March 30 2017 12:29 TT1 wrote: Is the game super pixeled for anyone else when playing on windowed fullscreen? The pixelation is worse than the old BW graphics..
Yeah, it's so blurry for me
Guys, that's what I thought, too. but when I went into NVIDIA Control Panel and checked on "Override the scaling mode set by games and programs" and set my Video to Fullscreen, my BW is back to what it is. And mouse sensitivity is not messed up anymore.
The colour of the text in the chat really needs to be looked at, very hard to read it. I don't mind it other than that, just people really belnd into eachother I feel.
Would like status messages to be a different colour (like /help) from regular messages, and possibly account names being different colour from the text they write?
Also as has been pointed out, background image feels meh.
On March 30 2017 17:28 probelife66 wrote: When I change my mouse speed in windows it doesn't change in BW. Seems to be purely going off the BW in game mouse speed. Even in full windows mode? Anyone else notice that or is it just me? Mouse feels bad.
I'm not sure but i think this might be intended, they added a mouse sensitivity option in BW. But yea it would be nice if we could override the in-game mouse sensitivity and use our windows sensitivity.
Just thought I'd drop a list of some bugs, or quirky features if you wish, that at least I wouldn't mind Blizzard fixing.
In the event that they actually read this sub-forum for suggestions and if I happen to come across new and, in my opinion important suggestions then I will simply add them to this list and post the updated list further down the thread. Although it depends on just how many pages it will go on for (Just a heads up to avoid getting charged with spamming. I thought doing it this way would make things less fragmented and more easily accessable for consideration by fellow plebs and Blizzard folks alike).
Ok, so here goes Blizzard, please fix the following bugs:
1) Hallucinated Queens being able to infest command centers
3.a) Units with Defense Matrix sustaining 0.5 points of damage per attack received (when attack damage <= remaining matrix hit-points)
3.b) D-matrixed Protoss units with shield values greater than 0 will sustain 0.5 HP damage per attack received. Meaning, the leaked damage referenced in 3.a will be transfered to the HP of a Protoss unit with a D-matrix as opposed to its Shields.
4) A full-health Mutalisk cannot be killed in one "perfectly timed" salvo from 12 Ghosts (have tried this many times)
None of these issues are really that important, with the possible exception of #3, they just happen to bug me (no pun bla bla bla).
Edit: Just to be clear, these issue are also pre patch 1.18. Just thought they finally might adress them now while they're at it.
On March 30 2017 17:00 iloveav wrote: So.... Its not good?
Ill be honest, I kinda expected issues to show up, just not so many. 2 bad they didnt just fix map limit and hosting issues and leave everything else the same.
It feels pretty good to me overall, there are some definite issues but a lot of the complaints I think are a bit exaggerated.
On March 30 2017 13:59 TT1 wrote: List your suggestions so we can have an organized list of all the issues on 1.18. (ill also copy paste issues/suggestions i see from the blizzard forum)
I'll start us off:
Problems:
- The mouse speed in window fullscreen mode doesn't feel anything like window 6/11 speed, it feels like there's enhanced pointer precision or something. Feels sluggish.
- Pixelation issue when you have the game in window fullscreen. (some say this might be an OpenGL issue)
- Chat channel disconnect (already been report as being a bug tho).
- If you ignore someone it ends up ignoring everyone in the channel until you log out and log back in again.
- Fullscreen mode stretches instead of maintaining aspect ratio on a lot of GPU's.
- The password field when logging into Battle.net doesn't seem to have a character limit, but when creating an account, the fields for entering and confirming a password have a character limit.
- A lot of general lag issues. (not sure if this is a real issue because its on the PTR)
- Sound cuts out entirely too fast when you switch screens. What I mean by that is, when you quickjump from your Nexus to your scouting Probe, all the sounds that were coming from your Probes mining instantly disappear. In 1.16, the sound fades gradually. Much less jarring.
- Dragoon froze while being micro'd! Didn't have to issue a "Stop" command but it refused to follow "Attack" command. Had to debug it with a "Move" command.
- Apparently my opponent built a Pylon that didn't provide any power - a bug that was present in BW, if I remember correctly, or there was something similar.
- In the lobby for UMS games with teams you can't cycle through the team position by clicking the team name. It just keeps you in the first slot of that team. So you can't select different characters on the team.
- Alt-Tabbing from BW to your desktop is a bit buggy.
- Performance issues (overheating GPU, high CPU usage)
- My control groups 6 and 8 don't work, I've seen another person reporting it. Other cam keys/hotkeys randomly stop working.
Suggestions:
- Please add /f m and /f l again, being able to see what channel your friends are on has always been really useful in BW.. it's also nice to be able to /f l and /f m when your in a game lobby (as opposed to have to /w people).
- Please add a message whenever someone friend adds you. Make it so that we know we've been friend added by someone.
- Interface needs to be touched up, I'm not asking for an entire re-work but a better background image would be nice. Something that's warm and inviting as opposed to having a black and gloomy page.
- Account names being different colour from the text they write.
- Combining all map types into one long list of Open Lobbies isn't optimal and makes it hard to find games. It would be best if we're able to filter open lobbies by game type (e.g. Melee, Use Map Settings... etc.).
- Hotkey re-bind page needs to be more organized, right now everything is mixed in together. We also don't know if we have overlapping hotkeys, there's no error message.
- Can't view the latency/connection between users in the lobby, so when hosting a game we don't know if someone has a 1 red bar connection.
- Add back the 0 next to people who have yet to download the map in game lobbies
- When choosing a race we're not able to drag our mouse anymore on different options to select them, ditto for closing slots.
- Add localized hotkey profiles. Been playing with german hotkeys ever since and cannot test the patch properly because I don't want to screw up my hotkey set-up nor do I want to spend hours to customize every hotkey to match the german hotkeys by my own.
- Would be nice if we could override the in-game mouse sensitivity and use our windows sensitivity(so we don't need to adjust it). Assuming this is something that they willingly removed (and is not a bug).
- The colour of the text in the chat really needs to be looked at, very hard to read it.
- Would like status messages to be a different colour (like /help) from regular messages.
In-game unit bugs:
- Hallucinated Queens being able to infest command centers
- game join screen: move the lock to the right of the ping bars, so that the names/player numbers are lined up. maybe even move the player number between the game name and the bars, and align them. - how do people feel about more than 3 function keys? F2 F3 F4 and more (F5 F6 ...)?
- for some players it takes forever to download a map or gets stuck completely - sometimes game won't start because not everyone has the map, but you have no idea which person it is
instead of just changing the Valkyrie fire jam bug, go all the way and increase all hard-coded sprite caps to more reasonable levels, like projectile limit, absolute unit limit and map sprite limit. These changes would be negligible for competitive melee play, but a huge advance for team, ffa and ums play.
if there is any way to fix units getting stuck on terrain bugs (like the top 3rd ramp bug on FS), this should be done, because these bugs break games and whole maps (you could argue that this would alter unit pathing in some way, which would be an undesirable change, but we are talking about strictly altering unit pathing for fringe cases of overlap with unwalkable terrain, which is irrelevant for balance).
- double clicking on the gateway doesn't connect you to it - can you fix the music starting from the beginning when you mute/unmute? (this is present pre 1.18 too) ctrl+m. just save the song time position and continue from there - if the user list is going to be so big, move it to the left, and the chat to the right. people are used to looking to the right (or center), and most important things should be on the right, not left. - in the user list in the chat screen, the scrollbar hides when it's not needed, but when you open the channel list window, it's there even if not needed. make it one or the other way, so it's consistent. - when you add /f l, add /f o too. (F)riends (o)nline, which shows just the logged in friends, not all. - some maps don't show map preview. - down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead, change that. or at least make it tab for next, and shift+tab for previous game/map. - when you click anywhere else, the search game/map input area loses focus, game lobby chat loses focus, etc. inputs should never lose focus. this is not a browser. - the font should probably be a bit thicker in the menu buttons? - the font in chat should have more spacing between letters, you can't have letters sticking to each other and overlapping. - the green/yellow/red connection/ping bars are a bit too bright (or too much saturation?) - the game speed radio-slider graphics don't match to the actual clickable area. make the clickable area wider than the graphics. - imo, you could just remove the game speed option and just make fastest the default one. anything else doesn't make sense from today's perspective. (I hope fastest is set as default, at least) - when clicking on stuff, the map preview blinks. when changing menu screens, stuff can be seen for a few miliseconds. - the "Using UDP port 6112." msg is unneccessary. you can log that somewhere, or show it if the game is started from the console. - the font doesn't look as glossy. - if you leave the game, it doesn't select the same game when you go back to the join window. - add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences. - don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want. - the game list could maybe be expanded downwards, so we can see more games, but not sure if it would look good without actually seeing it. - maybe add an option to hide games with non-english characters? sometimes the koreans can overwhelm the game list with their games. - option to hide passworded games, either for the creator, or the people browsing for games. (I guess you can't hide it currently, because you removed the option to type in the game name manually) - bring back the ability to type in the game name manually, instead of having to search the 234234 games from the games list. or maybe a /game <name> <password> command from chat, which would directly put you in the game lobby of a game. - in the chat channel, your own name should always be first. - sort games by current number of players in it. - game lobby: the font has to have some space between letters. the red edges should have round corners. but I guess this is still work in progress. - log in window where you type the password has a gray bg, while other windows have black. - add option for the host to mute/unmute obs. sometimes you don't want the obs talking and spoiling what's going on in the game, but in relaxed friendly matches you want to chat with them. - ingame drop screen: allow us to exit the game instead of having to wait 50s for it to count down. - after I kick someone from the pre-game lobby, it still shows the map dl %. - why does the game go darker and then back to normal when I go into the video settings and cancel out? - auto saved replays don't show the preview
- make the game play the join sound when someone joins the game and you are alt tabbed. same for game starting, make us hear the countdown. - would be cool if the replay game creation lobby showed some more info about the replay, like the players/races (maybe even colors and/or starting positions), and if the replays could be filtered by player name/map name/races/matchups... - would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game. being able to check their control groups, as if they were yours (select a unit of the desired player, then just press 1 2 3 4... to see the control group). being able to see what's in a dropship/shuttle/overlord when obsing. being able to see the energy of casters while obsing. (not sure if it's implemented yet, but being able to toggle vision as obs). - increase sprite/unit limit (not just allowing valk missiles to bypass it). team, and especially ums games can suffer greatly because of those limits. - if you're fixing the dragoon stop shooting bug, fix it for all units. (make sure it stays for lurkers, because the easiest way to do the stop lurker trick is attacking a building in the fog of war). or better yet, don't touch it at all, for any unit.
- love the auto-refreshing on the games list. - love the fact that we can go back/forward in the replay. (would be cool if a tooltip showed the time when hovering over the replay progress bar, or even being able to type in the time manually) - love the fact that you don't have to mess with your ports anymore to be able to host.
are they using some kind of a browser engine to power this? like electron?
btw, I'm using win7 x64 and it's working for me...
I got some input issues related to spamming. On 1.16 if you holded key f.e. 3 (CC) and while holding that key if you clicked to minerals you could switch between CC and minerals. In this version if I click to minerals while holding my CC key and then release my click my screen doesn't go back to CC thus I need to push my 3 (CC) hotkey again. Hope I could explain. If not I will try to rec a video.
Tried not to duplicate things already brought up, but I compiled this over the last hour or so and missed newer posts.
* You need to rejoin one of the public lobbies everytime you leave the screen. * Icons and font of channel occpants and friends list is too large. I can only fit 9 into clear view on my screen. * You can only see the most recent map you hosted from the dropdown as opposed to the last 5 or so. * Map attributes on right pane are not (always?) vertically aligned (e.g., size, speed, tileset). * No option to close all observer slots at once. * Private games listed alongside public games leaks information. Why list them? * Left-pane in join-game view not making effective use of screen real estate. I can only see 8 games at a time. There's something to be said about dead space, but the large fonts of olde worked well. * Will there be room for banners? If nothing else, something animated breaks up the monotony of the client. * Clicking once on a game to highlight it should highlight entire row for easier recognition. * The player counter as-is is not very useful. I can't tell how many players in a [9/8] game are observers or if a [3/4] 1:1 game is waiting for someone who actually wants to play. I'm going to observers come from the 4 "neutral" players in map triggers? * Observer pane race icons have poor legibility, especially at native resolution. Why leave player names uncolored? * Alternating background colors in observer pane to distinguish rows at a glance without hovering. * Hotkey/commands to minimize observer pane. * Being able to toggle how much or which information (maybe via cycling) to display in pane. * In both replays and observer mode, it would be neat to have unit, structure and upgrade counts at a glance for the player that a selected unit belongs to. Toggleable, of course. * Letting us talk while we're waiting for a player to timeout would be a huge improvement. * In contrast to BisuDagger http://www.teamliquid.net/forum/viewpost.php?post_id=26419474 I really like the replay overlay. It takes up as much room as it needs to. * Let us configre how replays are auto-saved. Map name is not very helpful on its own. While I'm at it, does anyone know where these are actually saved? Too tired to run a search on Windows. * I love how obs can toggle individual player vision from the pane and would like an easy way to do that (hotkeys?) in replays as well. * For the sake of parity, being able to display all resources/supply counts in replays as well. * Re:Replay progress, a spoiler-free on/off where the observers would typically be situated sounds like a reasonable solution to me. To remedy the issue where you miss something, but don't want to traverse the whole replay, some hotkeys or buttons to go back some fixed amounts of time also seem reasonable.
I'd eventually like to see some of the finer points of Wdetector like numerical player IDs be implemented, but I don't think it's as big for the foreign scene. This reminds me though that while I was typing in a replay using the NumPad, I suppose I was triggering a hotkey to show my stats, however it came up as the other player saying my stats; I highly doubt that they would perfectly type them out the same way they display as /stats both times it happened and they definitely did not have the same win-loss-DC as me.
I'll admit as another who was still playing BW before 1.18 it was jarring logging into the PTR for the first time. After some thinking, the most important parts are still preserved and if a good deal of the issues presented in this topic get addressed then I can accept all the sudden changes thus far. I remain skeptic of Blizzard keeping a hand on the wheel, especially with what might be needed to accomodate the Remaster, but hopeful that their enthusiasm for this legacy title is genuine.
On March 30 2017 19:08 Highways wrote: Must annoying thing by far is map download:
- for some players it takes forever to download a map or gets stuck completely - sometimes game won't start because not everyone has the map, but you have no idea which person it is
My only problem. Haven't been able to play any game because of this. The "popular maps" folder doesn't seem to have any "popular" map
Some people have probably already noticed this, but V-Sync *really* messes up the mouse feel. It is like sluggish and slippery with V-Sync on. When I turn V-Sync off, it feels fine.
Please post as many User Interface suggestions / feedback as possible. It will help Blizzard find the right way to do it. I'm also going to give it a try and design a UI mockup.
Hi, today I was able to use some sort of a ctrl + alt + g options. That's how I realized that Blizzard also implemented a very useful recording feature. I'd like to change a few settings for recording using this tool, but I can't seem to find it anymore. It was actually my "xbox" application that poped a little message indicating that I could use these commands to open the recording menu and so on. Can anyone tell me why I can't open it anymore? Do you guys have access to the same menu? If yes, what are the hotkeys to reach it?
Also, I cannot use control 6 in game, which makes it very very painful to play on the temporary ladder. Does that happen to you too? I use a french layout keyboard.
Can you switch in between windowed / windowed screen / full screen using alt+enter? I can't.
Add this to the list of bugs: a morphing sunken colony has the unit portrait of a creep colony/side animation (whatever you call it, the thing that shows the outline of the structure in green, or yellow etc depending on life) when selected. Had it both in game and in replay. I thought the colony hadnt even finished but instead the sunken was 90% done, tripped me up big.
On March 30 2017 19:08 Highways wrote: Must annoying thing by far is map download:
- for some players it takes forever to download a map or gets stuck completely - sometimes game won't start because not everyone has the map, but you have no idea which person it is
My only problem. Haven't been able to play any game because of this. The "popular maps" folder doesn't seem to have any "popular" map
On March 30 2017 23:09 LittLeLives wrote: Tried not to duplicate things already brought up, but I compiled this over the last hour or so and missed newer posts.
* You need to rejoin one of the public lobbies everytime you leave the screen. * Icons and font of channel occpants and friends list is too large. I can only fit 9 into clear view on my screen. * You can only see the most recent map you hosted from the dropdown as opposed to the last 5 or so. * Map attributes on right pane are not (always?) vertically aligned (e.g., size, speed, tileset). * No option to close all observer slots at once. * Private games listed alongside public games leaks information. Why list them? * Left-pane in join-game view not making effective use of screen real estate. I can only see 8 games at a time. There's something to be said about dead space, but the large fonts of olde worked well. * Will there be room for banners? If nothing else, something animated breaks up the monotony of the client. * Clicking once on a game to highlight it should highlight entire row for easier recognition. * The player counter as-is is not very useful. I can't tell how many players in a [9/8] game are observers or if a [3/4] 1:1 game is waiting for someone who actually wants to play. I'm going to observers come from the 4 "neutral" players in map triggers? * Observer pane race icons have poor legibility, especially at native resolution. Why leave player names uncolored? * Alternating background colors in observer pane to distinguish rows at a glance without hovering. * Hotkey/commands to minimize observer pane. * Being able to toggle how much or which information (maybe via cycling) to display in pane. * In both replays and observer mode, it would be neat to have unit, structure and upgrade counts at a glance for the player that a selected unit belongs to. Toggleable, of course. * Letting us talk while we're waiting for a player to timeout would be a huge improvement. * In contrast to BisuDagger http://www.teamliquid.net/forum/viewpost.php?post_id=26419474 I really like the replay overlay. It takes up as much room as it needs to. * Let us configre how replays are auto-saved. Map name is not very helpful on its own. While I'm at it, does anyone know where these are actually saved? Too tired to run a search on Windows. * I love how obs can toggle individual player vision from the pane and would like an easy way to do that (hotkeys?) in replays as well. * For the sake of parity, being able to display all resources/supply counts in replays as well. * Re:Replay progress, a spoiler-free on/off where the observers would typically be situated sounds like a reasonable solution to me. To remedy the issue where you miss something, but don't want to traverse the whole replay, some hotkeys or buttons to go back some fixed amounts of time also seem reasonable.
I'd eventually like to see some of the finer points of Wdetector like numerical player IDs be implemented, but I don't think it's as big for the foreign scene. This reminds me though that while I was typing in a replay using the NumPad, I suppose I was triggering a hotkey to show my stats, however it came up as the other player saying my stats; I highly doubt that they would perfectly type them out the same way they display as /stats both times it happened and they definitely did not have the same win-loss-DC as me.
I'll admit as another who was still playing BW before 1.18 it was jarring logging into the PTR for the first time. After some thinking, the most important parts are still preserved and if a good deal of the issues presented in this topic get addressed then I can accept all the sudden changes thus far. I remain skeptic of Blizzard keeping a hand on the wheel, especially with what might be needed to accomodate the Remaster, but hopeful that their enthusiasm for this legacy title is genuine.
I was only refering to the text quality being really really jagged. Its not crisp like the other ui text yet and i am sure that will be updated. I like the spot and overlay too.
On March 30 2017 12:29 TT1 wrote: Is the game super pixeled for anyone else when playing on windowed fullscreen? The pixelation is worse than the old BW graphics..
Yeah, it's so blurry for me
Guys, that's what I thought, too. but when I went into NVIDIA Control Panel and checked on "Override the scaling mode set by games and programs" and set my Video to Fullscreen, my BW is back to what it is. And mouse sensitivity is not messed up anymore.
The colour of the text in the chat really needs to be looked at, very hard to read it. I don't mind it other than that, just people really belnd into eachother I feel.
Would like status messages to be a different colour (like /help) from regular messages, and possibly account names being different colour from the text they write?
Also as has been pointed out, background image feels meh.
I messed with my GPU settings and was unable to fix the pixelation issue.
1. I was in a 6-player FFA (on BGH), when I encountered multiple instances of move-commanding a cloaked Terran Ghost, and then he suddenly stopped moving. Trying to issue a new move command in a different direction didn't fix the problem. I had to move command him in the opposite direction, to get him unstuck. This happened multiple times with different Terran Ghosts.
2. As stated by other users, I encountered the stuck-downloading issue, in the game lobby, more often than not. This was extremely frustrating, and I couldn't even play a game until my 4th attempt at a game lobby.
3. Lots of lag issues, even when playing with all local friends.
4. I think that having a "Friends" tab that doesn't serve any function other than displaying your friends is a missed opportunity. Wouldn't it be better if you could double-click/right-click on a friend to send them a whisper? (Also, I haven't tried this yet, but can you see if your friends are in-game and what game they are playing?)
5. Leaderboards in UMS games do not show player colors. This means you can't see who is who on the leaderboard.
6. Cannot edit hotkeys while playing a game. You can switch between Custom/BW hotkeys, but cannot make changes to specific keys, on-the-fly.
On March 31 2017 01:48 outscar wrote: This patch is a HUGE failure so far...
edit: In some regards I agree, if the official patch has this many issues. The PTR should have either come out 2 months ago or the patch date should be moved back.
On March 31 2017 01:48 outscar wrote: This patch is a HUGE failure so far...
edit: In some regards I agree, if the official patch has this many issues. The PTR should have either come out 2 months ago or the patch date should be moved back.
That leaked 1.17 looked so much better than this disaster. I can't micro my scvs. Lost a PvZ vs. a guy who just massed mutas with 10 APM because my movements are fucked up. If this is going to be what SC:R then I pray gods that iCCup and ShieldBattery won't migrate to that patch. 1.16 for the win!
I would like to have more control over pixel/scaling options:
#1 Add option to set nearest or linear filtering. The game seem to behave differently depending on whether you're in menus (linear) or in-game (nearest), it would be nice to set this yourself. Maybe even include some additional pixel art scaling algorithms.
#2 Add option to set bitmap or vector font. The new vector font doesn't mesh well with the low resolution 2D art when it's upscaled, it would be nice to set this yourself. Or so that the font scales from the same resolution (640x480) so that it visually looks the same.
#3 Add option to set pixel doubling and resolution. Fullscreen windowed automatically scales the game to your native resolution, it would be nice to be able to run it in native but with proper 2x scaling like it is in Windowed (example). In general, more control over window size would be nice.
One thing that I'd really like to see them add to the game is an improved map maker. So we don't have to do some crazy work arounds with SCM Draft to do ramps in certain directions and such. And also, things like fog of war blockers and fog-blocking terrain would be a sick addition. I'm sure map makers would find some interesting uses for it in BW, if not in the melee game, in UMS.
Some other things I'd like to see added to the game are:
- allowing colors to be added to your battle.net username would be a cool addition. Would offer just a little bit more personalization and flavor. Maybe it could be a reward for getting high enough on the ladder or something. - Support for more players in one match, more in depth trigger editing to allow the UMS scene to revitalize itself with new ideas - New tilesets would be great, maybe porting some of SC2's over would be a cool idea?
On a side note, I wonder if SCM Draft is going to work on the remastered version with everything so hi-res? Might break a lot of maps where square tiles are used instead of the standard isometrical ones you can do in the original editor.
On March 31 2017 03:21 l3rand0n wrote: One thing that I'd really like to see them add to the game is an improved map maker. So we don't have to do some crazy work arounds with SCM Draft to do ramps in certain directions and such.
Have you ever actually tried making a map? Pre-fabricated ramps may seem like a great step forward, until you realize that you traded a little bit of convenience for a massive loss is flexibility, creativity and control (see SC2 maps with their fixed map angles widths). Having native inverted ramps may seem like an obvious addition, but one that will not get you very far when making an actual map, because you would still have to manually extend and "rotate" and curve it and blend it into the surroundings. So all you would basically get is some new types of cliff edges to play around with...
And also, things like fog of war blockers and fog-blocking terrain would be a sick addition.
We already have that, at least in Jungle, Ash and Ice terrain.
I'm suremap makers would find some interesting uses for it in BW, if not in the melee game, in UMS.
You are late to the party. We already use this stuff a lot – in melee maps! Play Kiseyras, for example, or Mist, or Cross Game...
Some other things I'd like to see added to the game are:
- allowing colors to be added to your battle.net username would be a cool addition. Would offer just a little bit more personalization and flavor. Maybe it could be a reward for getting high enough on the ladder or something.
This already existed at some point (though not as an official feature). It got patched out (this is also why map descriptions are only displayed in monochrome nowadays...)
- Support for more players in one match, more in depth trigger editing to allow the UMS scene to revitalize itself with new ideas
In short: An editor is needed! A new trigger system that is as powerful as EUD triggers have been until now would be a good start.
- New tilesets would be great, maybe porting some of SC2's over would be a cool idea?
I don't think that would fit the style. People seem to like upbeat looking beach maps, though, maybe we need some beach terrain
On a side note, I wonder if SCM Draft is going to work on the remastered version with everything so hi-res? Might break a lot of maps where square tiles are used instead of the standard isometrical ones you can do in the original editor.
Since the new textures are to be very similar to the old ones, similar looking ones that blended well before should blend well in the future – details are to be seen when it comes out. This is another good reason (if not the most important one) to actually get a powerful map editor with it, though.
I wanted to take some time to go over the old and new UI, detailing the characteristics and aims of each in an effort to optimize the layout based on modern demands. I say this as a Starcraft veteran of 19 years: I don't want nostalgia for nostalgia's sake. The UI that we use in SC:R needs to be functional, aesthetically pleasing with a cohesive theme, and logically designed.
Old UI:
Unnecessary banner (Bnet is no longer ad-supported)
Top 1/3 of the screen is effectively unused
Buttons on the left are equal in size despite different levels of importance
Focus is clearly on the main chat window
Channel userlist is compact with the channel name prominently displayed
New UI:
A lot of empty space in the margins. I'm sure this is mainly to support 4:3 resolutions, but it's not a good look. There needs to be a 16 version of the UI with the chat window widened (or something to fill that space). Maybe this is reserved for SC:R though?
It looks like the design here is to make the lobby UI more consistent with the chat UI. This does that... but something's off about it. The lobby UI is a lot more compact and has to cram a lot of information (players, races, chat, map info), but the chat UI doesn't, so they have different aims despite now having the same background and containers. Maybe fixing the first bullet will resolve this, too, but it's hard to say.
The channel name and headers are much harder to read against the background than in the old "plain" black interface. Maybe a darker background layer for the userlist/friends/channel container? Or a different font altogether for everything in that frame... the font itself is fairly stylized (especially compared to the old Arial) so it needs less noise behind it to be readable, and I can understand not using Arial, but something very crisp... Helvetica? Calibri? Verdana?
The userlist also has a lot of empty space between names. There's a max of 9 names per screen. The empty space is a result of the profile icons being larger than the name fields, but there's still quite a bit of space between icons, too. If that gap were to shrink to about 2px from 15px (counting based on 1080p so scale down the numbers accordingly for lower supported resolutions), you could fit about 11. Smaller profile icons would take this even further.
I think the main chat window is pretty good. Again I'm not a super huge fan of the font for general typing/reading (I'm aware it was used mainly in mission briefings, but those had VOs and scrolled slowly so they produce a more detached experience) and would prefer something a little more mainstream. The layout is solid, though.
Just dled and tried the PTR but for me its unplayable right now. Mouse movement is laggy and the mouse speed is weird although i tried to change it in the options... can anyone help me here?
EDIT: Although mca64 is not perfect for me either it is much smoother than 1.18....
On March 30 2017 20:04 Kenny_mk wrote: My GPU (RX480 8g) is heating a LOT while on bnet.
Win10 64 bits
This also happened to me (GTX 780, Win 10 64bit) and while the issue is fixed by enabling V-sync / Framerate cap I would strongly urge that these both be enabled by default. I wouldn't have caught the problem if I didn't have OpenHardwareMonitor running and saw my GPU at abnormally high heat.
Also my control groups at times seem slightly unresponsive. I haven't played BW in awhile (SC2 even longer) but I don't remember there being an occasional lag between selecting groups. It may just be lag since I'm on the East Coast and the server is in Cali. The mouse seems a little funky at times as well, though that too may just be lag. Just to note I am currently in windowed fullscreen mode.
Lemme just squeeze in and say: can we just reset our mindset here? For any patch on ANY/EVERY game, there is always pull from the community to do/to not do things and it pulls the devs in all different directions. There are always complaints and suggestions. Just know that you can always express your concerns, but don't be disappointed or frustrated if they don't go in the direction that you want. Everyone has an opinion and wants certain things, but just enjoy what bw is given: a fresh pulse. Bug fixes will be fixed over time, I'm sure, as it has been made clear that Blizzard now has eyes on the BW scene again.
On March 31 2017 04:37 Demurity wrote: Lemme just squeeze in and say: can we just reset our mindset here? For any patch on ANY/EVERY game, there is always pull from the community to do/to not do things and it pulls the devs in all different directions. There are always complaints and suggestions. Just know that you can always express your concerns, but don't be disappointed or frustrated if they don't go in the direction that you want. Everyone has an opinion and wants certain things, but just enjoy what bw is given: a fresh pulse. Bug fixes will be fixed over time, I'm sure, as it has been made clear that Blizzard now has eyes on the BW scene again.
I don't think people are wrong to request that a new patch does not remove functionality or features from a game they have been playing for 20 years. Besides this is on PBR so they can find out issues and complaints with their client.
In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
of course valkyries aren't a good choice against battle cruisers. you don't need FBH to know that. But it counters mass wraith in super late game, where usually you couldn't make valkyries due to them not shooting as many missiles as they could and hence making wraiths a lot stronger. This is also valuable for FFA or Fastest Map Possible games.
In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
I kinda like the fact that the APM/Timer is sort of "integrated" into the command UI but it would be nice if they had just put them where various 3rd party tools put them, top of the screen for the timer and top right for the APM. They should at least consider giving different options for where they're placed; otherwise I predict a lot of people will be looking for 3rd party launchers/tools.
The valk change should really only impact lategame TvT where a mass wraith situation takes place. The only other place I could imagine it being relevant is in a TvZ Mech vs Hydra/Muta, and that assumes that there would be enough sprites to trigger the bug.
- a lot of cpu usage in the menus (also when minimized) - when the mouse is not bounded to the window and the window gets focus the mouse is set back in the window area (and sometimes the windows mouse pointer is not hidden)
In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
Thanks for posting the video. From the looks of it, if they increased the sprite limit, it is barely noticeable, you can clearly see a lot of valks are still not firing consistently. Makes me sad after knowing that it is possible to increase the overall sprite limit significantly and they apparently didn't put in too much effort for that.
Also his test with the marines showed, that the not moving bug still exists for them (one didn't move at the end even though it showed the move command was executing) maybe it occurs less now but this makes me also sad.
At least I also learned something new. I didn't know that the building exit can be blocked, if you produce air units.
Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
That APM counter and timer are bound to cause issues on older maps such as Neo Medusa where minerals can be placed directly below the spawn point. Those were a pain in the butt to click even in the current version!
- I think campaign / single-player games / replays should be started with the last speed-setting or fastest - when adjusting a slider in the settings by clicking to the left or right of the circle a few times the focus goes to the next ui element - there is screen flickering for me when I go from windowed to windowed-fullscreen on one of my two monitors. Going to fullscreen on the other one is fine
On March 31 2017 07:14 SchAmToo wrote: Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Maybe you could check what happens if you play the replay with 1.16.1?
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
How do us pleb AMD users fix that issue tho
Catalyst Control Center for your GPU?
That got changed, its called AMD Settings now. Can't find any "override scaling" options.
The worst : 1)I had to manually change addjust settings of starcraft.exe so it looks like BW and not like a bunch of pixels...Everything was OK on single after my intervention..Than on server again bunch of pixels...I again switched on same settings and now it's ok O_O. 2)Mouse sensivity as ppl mentioned. 3)Hotkeys not working if You do them too fast.Also if You hold hotkey it wont move screen to building/army placement.
More important: 1!)Anyone noticed difference in patrol micro ? I played 1 game of ZvZ and Patrol micro felt like Hold P. micro...Mutas attacking 2 targets at the same time ;o
And many more which people already mentioned. Anyway I wont play untill official release...It was horrible experience compared to 1.16 (and I was so hyped )
I was listening carefully, watching silently, while being positive or -may I- tried to be positive about the shipment of changes arriving. Coming out with a so called patch after 10+ years which does not solve the problems it supposed to solve, instead it introduces never seen bugs messing up everything is insolent, impudent, impertinent, graceless and shameless, in my eyes this an insult for all of us. I wouldn`t dare in their place. Not in this fashion. Like we were asking from them anything... This beloved game became more and more our property and less of theirs, as they built their dilapidated sloop unlearning and forgetting their luckily found diamond abandoning it for other fortunes.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
How do us pleb AMD users fix that issue tho
Catalyst Control Center for your GPU?
That got changed, its called AMD Settings now. Can't find any "override scaling" options.
I have AMD too and havent played BW in the past few years because screen is stretched. if you find a way to fix this on AMD please PM me...
- When using the exclusive full-screen mode with 640x480 resolution the text rendering in the menus looks pretty bad - the rounded corners of the player and computer selection in single player looks strange especially when highlighted - a lot of text seems to be placed just a bit off the mark - the hitboxes for choosing a campaign are oddly different for the three choices (but this has always been the case)
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
How do us pleb AMD users fix that issue tho
Catalyst Control Center for your GPU?
That got changed, its called AMD Settings now. Can't find any "override scaling" options.
I have AMD too and havent played BW in the past few years because screen is stretched. if you find a way to fix this on AMD please PM me...
- We need an ingame menu option to restart the game without having to create a new lobby and have everybody join again - Team colors on scoreboards in UMS maps currently do not display - The list of currently created games needs a refresh button - We cant change teams in the lobby anymore by clicking on another team name, very frustrating - Latency issues need to be fixed! - add a slight drop shadow effect to in-game text instead of a black box behind it, would look way better! - Change chat channel name color to a different color than the actual text, or allow people to change the color of their name in the chat channel - Make the hotkeys for finding a match the same as broodwar, so people dont need to adjust to the new scheme as much - Widen the in-game UI in the center instead of adding on to the sides for widescreen. Also, move the APM counter so that it doesnt take up more screen space. The UI could be improved a bit!
When you use one vs one mode on 1.18 you always start in the same map locations. It's always the red/blue dots; you might start on the red one, you might start on the blue one, the variance ends there! Fighting Spirit = always top left/top right good job blizzard 10/10
Comparing how people (Koreans) create games with passwords quickly using tab, there is no way to do this in 1.18 as you are required to actually click on "Private" to make the password field visible.
On March 31 2017 07:58 noname_ wrote: I was listening carefully, watching silently, while being positive or -may I- tried to be positive about the shipment of changes arriving. Coming out with a so called patch after 10+ years which does not solve the problems it supposed to solve, instead it introduces never seen bugs messing up everything is insolent, impudent, impertinent, graceless and shameless, in my eyes this an insult for all of us. I wouldn`t dare in their place. Not in this fashion. Like we were asking from them anything... This beloved game became more and more our property and less of theirs, as they built their dilapidated sloop unlearning and forgetting their luckily found diamond abandoning it for other fortunes.
Or, you know, it's a PTR, patch will probably be delayed until they fix all the bugs. They still have multiple months before the release of the remastered version, too. 1.18 doesn't mean there won't be a 1.19 real soon.
It's certainly a mess right now, but even in that messy state, huge improvement for me. Being able to launch the game easily and host/join a game without port forwarding is a big deal. Plus, not crashing on launch on 64bits system without mods helps.
The PTR has been a massive success, and that is not a sarcastic comment. From developers perspective, getting feedback before a release is crucial. Even if the list of complaints are long.
It's just like losing 200+ games of TvP. You still learn something after every game even though you lost. + Show Spoiler +
That Protoss is imbalanced.
If no changes occur to the final release of the patch, then you have reasons to complain.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
How do us pleb AMD users fix that issue tho
Catalyst Control Center for your GPU?
That got changed, its called AMD Settings now. Can't find any "override scaling" options.
I have AMD too and havent played BW in the past few years because screen is stretched. if you find a way to fix this on AMD please PM me...
Display > gpu scaling on > preserve aspect ratio
Thanks for the reply, I assume it's this option in the image below but somehow I can't use it (it's unselectable)
A big thank you to everyone helping with 1.18 on the test realm. We appreciate your candor.
As promised, this effort should not be disruptive to how you're already playing StarCraft. We want to ensure updates will either maintain or improve this gaming experience that you love. Playing and feedback on the test realm has been invaluable to that end.
We hope to have a new iteration out soon. Thank you for taking this first big step with us, and we look forward to continuing the journey with you by our side.
Create Game Updating latency controls to improve game responsiveness (was defaulted to L2)
Find Game Filtering by game type
Lobby Moving player position Locking Observer by default
System Reported input sluggishness Crash reports from 64-bit OS configurations Reported latency issues Maps not downloading to completion Setting FPS to 200
More to come, and we look forward to the next round of feedback with you.
A big thank you to everyone helping with 1.18 on the test realm. We appreciate your candor.
As promised, this effort should not be disruptive to how you're already playing StarCraft. We want to ensure updates will either maintain or improve this gaming experience that you love. Playing and feedback on the test realm has been invaluable to that end.
We hope to have a new iteration out soon. Thank you for taking this first big step with us, and we look forward to continuing the journey with you by our side.
Create Game Updating latency controls to improve game responsiveness (was defaulted to L2)
Find Game Filtering by game type
Lobby Moving player position Locking Observer by default
System Reported input sluggishness Crash reports from 64-bit OS configurations Reported latency issues Maps not downloading to completion Setting FPS to 200
More to come, and we look forward to the next round of feedback with you.
Cheers, Pete
I'll edit those changes out of the OP once the new patch goes live and we can confirm they all work as planned.
I wonder if they plan on fixing the double tapping on a unit control group camera issue. It's an ingame problem that's been around forever, when you double tap on a unit control group it usually doesn't center your camera on top of the control group in question, it takes you to an area outside of the hotkey group altogether.
A big thank you to everyone helping with 1.18 on the test realm. We appreciate your candor.
As promised, this effort should not be disruptive to how you're already playing StarCraft. We want to ensure updates will either maintain or improve this gaming experience that you love. Playing and feedback on the test realm has been invaluable to that end.
We hope to have a new iteration out soon. Thank you for taking this first big step with us, and we look forward to continuing the journey with you by our side.
Create Game Updating latency controls to improve game responsiveness (was defaulted to L2)
Find Game Filtering by game type
Lobby Moving player position Locking Observer by default
System Reported input sluggishness Crash reports from 64-bit OS configurations Reported latency issues Maps not downloading to completion Setting FPS to 200
More to come, and we look forward to the next round of feedback with you.
Cheers, Pete
I'll edit those changes out of the OP once the new patch goes live and we can confirm they all work as planned.
I wonder if they plan on fixing the double tapping on a unit group camera issue. It's an ingame problem that's been around forever, when you double tap on a unit control group it usually doesn't center your camera on top of the control group in question, it takes you to an area outside of the hotkey group altogether.
Double tapping brings you to the center of the group, but if multiple units are far away, of course this center will not be on top of any of the unit groups. That is not a bug. You can center on one specific unit with ctrl+c though, so maybe use that.
I've been having lots of issues with ranged units locking up, from all 3 races. Namely Dragoons (obv), hydras, and even marines. When I'm spam issuing move commands along with occasional attack-moves it seems to bug them out and they end up just standing there doing nothing until I either issue another command, which is delayed, or press S then issue something.
I don't have time to read through the whole list, but one issue I've encountered is that you cannot rebind location hotkeys. Adding units to a control group using shift and the number also did not work for me.
On March 31 2017 11:13 starithm wrote: TT1, has anybody mentioned from the Hotkeys menu, the commands should be categorized by races and sorted alphabetically?
yea its on the list
EDIT: New Update
Posted by Pete Stilwell Greetings Commanders,
We're looking for your help with final testing before this warpig goes live. Please use this thread to report any issues.
You will need to create a PTR account to play online.
Known Issues on PTR:
The PTR server is based in California, so you may experience lag depending on your geographic location. Having addons such as wLauncher, Chaos Plugin, or others running will cause a crash. We recommend uninstalling addons to play 1.18. Some players may experience a pause when selecting multiplayer. The issue is firewall related. If you do encounter a pause, please report how long the pause lasted, your system specs, and what firewall was triggered here. Some computers' firewalls will prompt to whitelist SC on every game launch when entering multiplayer. Players cannot create private games with a non English password. Vespene geyser has a graphical issue. UTF-8 not supported in chat channels.
1.18 Patch Notes
Added windowed fullscreen or windowed mode; use Alt+Enter to switch between. Added the option to customize keybindings. Added cursor clamping in-game while windowed; unclamped in menus. Added Popular Maps to streamline finding games or game types. Added options to display actions per minute. Added Observer mode. Added opponent information when joining a game lobby. Added autosaving for replays. Added an option to display the game timer. Added UPnP support. Updated to a new OpenGL backend. Improved gameplay responsiveness during multiplayer by increasing turn rate to match LAN speeds over Battle.net. Improved UI layout in Battle.net sections. Improved behavior of available lobbies within the ‘Join Game’ section. Improved compatibility with Windows 7, 8.1, and 10. Improved anticheat capabilities. Improved installation and patching performance.
Bug Fixes Fixed palette issues to correct rainbow water, 80s Kerrigan face in the loading screen, and other graphic glitches. Fixed problems with LAN game discovery. Fixed IME support and other menu text artifacts. LAN and Legacy Battle.net fixes.
Known Issues The profile section is currently unavailable. Maps using EUD memory buffer overflow will not work.
Is Blizzard open on getting feedback for chat channel aesthetics? Personally i want something bright, obviously not bright enough to make you blind but something similar to the colors used in Hearthstone's interface. Hearthstone's interface/ui is very warm and inviting~
On March 31 2017 11:13 starithm wrote: TT1, has anybody mentioned from the Hotkeys menu, the commands should be categorized by races and sorted alphabetically?
On March 31 2017 08:47 purakushi wrote: Comparing how people (Koreans) create games with passwords quickly using tab, there is no way to do this in 1.18 as you are required to actually click on "Private" to make the password field visible.
How is the mouse lag/acceleration and wacky stretched resolution issue not being looked at? That is the first thing they should look at. Aesthetics of channels is not as important as playing the actual game.
Why are people not concerned about the fact you are forced to use their horrible accelerated in game mouse speed setting?? What about the GPU scaling work around you need to employ yourself to fix the fact the image "stretches" in fullscreen mode.
The things I mentioned above have not been noted as things blizzard devs are looking.
On March 31 2017 08:47 purakushi wrote: Comparing how people (Koreans) create games with passwords quickly using tab, there is no way to do this in 1.18 as you are required to actually click on "Private" to make the password field visible.
Thoughts on this?
This is important. Also using keyboard shortcuts while navigating through folders etc.
Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
On March 31 2017 15:48 ShivaN wrote: Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
Not sure about fullscreen but they're most likely gonna fix the pixelated window fullscreen mode in the next update.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Blutpost in German forums said it will be similar to SC2.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Blutpost in German forums said it will be similar to SC2.
Awesome, is Blutpost a reputable person? Someone told me that they're gonna use SC2's algorithm but i haven't seen anything about a ranking system in writing.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Blutpost in German forums said it will be similar to SC2.
Did they ever include different ratings for different races on the same account or will I have to smurf?
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Blutpost in German forums said it will be similar to SC2.
Awesome, is Blutpost a reputable person? I had someone else say they're gonna use the SC2 algorithm but i haven't seen anything about a ranking system in writing.
I really hope it won't be like SC2... where your rank doesn't matter unless you're GM. I'd much rather they use a rating system. That way you truly know where you stand.
On March 31 2017 16:07 ShivaN wrote: I really hope it won't be like SC2... where your rank doesn't matter unless you're GM. I'd much rather they use a rating system. That way you truly know where you stand.
What kind of nonsense is that? Why wouldn't it matter?
On March 31 2017 16:07 ShivaN wrote: I really hope it won't be like SC2... where your rank doesn't matter unless you're GM. I'd much rather they use a rating system. That way you truly know where you stand.
What kind of nonsense is that? Why wouldn't it matter?
I think that was sort of hyperbole to an extent, but I don't think SC2's ladder system is a very good way to gauge your skill level. Also the disparity between ranks is really odd (ie. having a large amount of the player base at gold and above). It is in my personal opinion a mess, but I haven't played SC2 in a while so I'm not sure if it is the same as when I last checked it out.
Personally I'd like a more streamlined system such as Fish ladder ranking system. Every rank has a lot of sustenance to it. When you see someone with E, D, C, or B... each rank you can sort of paint a picture in your mind what exactly that person's skill is. You can't really do that with SC2 until you get to the higher ranks, so it feels like the lower ranks are almost meaningless.
I guess that was worded wrong. What I meant was you have no way to actually calculate your rank within the whole of league below GM. You're just thrust into a random group of 100 others, depending on when you finished your placement matches. I'd much rather, if they decide to go the league route, have all encompassing leagues.
Wasn't it done by % at some point? Like, 20% in each rank and then 10% in GM and Masters? If so, I think that's a pretty cool system, but doesn't allow people to feel like they are making progress because everyone who is active is likely progressing or at least not dropping precipitously to allow space for you to jump from one bracket to the other.
I don't see why we can't just use some modern version of Elo like Glicko2 that incorporates point decay and then assign letter grades to every 100/200 points of that.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Bluepost in German forums said it will be similar to SC2.
What makes me sad is I know Blizzard will not give team games any love just like they did with SC2, that means no matchmaking for 2v2, and I don't even mention 3v3/4v4. (RIP Hunters matchmaking the dream)
On March 31 2017 16:07 ShivaN wrote: I really hope it won't be like SC2... where your rank doesn't matter unless you're GM. I'd much rather they use a rating system. That way you truly know where you stand.
What kind of nonsense is that? Why wouldn't it matter?
I think that was sort of hyperbole to an extent, but I don't think SC2's ladder system is a very good way to gauge your skill level. Also the disparity between ranks is really odd (ie. having a large amount of the player base at gold and above). It is in my personal opinion a mess, but I haven't played SC2 in a while so I'm not sure if it is the same as when I last checked it out.
Personally I'd like a more streamlined system such as Fish ladder ranking system. Every rank has a lot of sustenance to it. When you see someone with E, D, C, or B... each rank you can sort of paint a picture in your mind what exactly that person's skill is. You can't really do that with SC2 until you get to the higher ranks, so it feels like the lower ranks are almost meaningless.
It is still largely based out by percentages, it's just slightly thrown off because a lot of people log in, play their one game or season to maintain their MMR, then log back out and don't touch it again.
That's why there are a lot of inflated numbers, because it's made up of players why aren't really that active.
If you look in any division that's dia or up, you see the top ten to fifteen players being active, and the remaining 90 as having records of 8 and 7 or something.
I personally feel like the MMR approach would be awesome
first, I'd like to say thank you for not allowing obs to change latency! finally :D
Here we go: - Fix starting positions for "one on one" not being random. maybe it's like that in other game modes too. - Ally chat doesn't work. (apparently everyone can see it, or maybe only if it's from obs. haven't tested.) - Tab doesnt switch to other input elements. - Shift adding to control groups dosent work. (haven't tested myself) - I'm not sure if it's just me, but when I alt tab from BW to windows, my google chrome is not maximized, and becomes 640x480 in the top left corner. - Alt+n or alt+v doesn't work anymore in chat channels (or is that just an iccup server feature?) it used to be that if you clicked on a user and pressed it, it would paste the user's name in the chat input box.
- Turn on framerate cap by default. processors are overheating even in the menu... for no reason at all. 200 FPS is too much btw, cap it at like 60 at most. - Full screen by default (or even windowed). Not windowed full screen, because it laggs for most people and is pixelated, and we don't want people logging in and immediately having lag and seeing pixels. - Let us chat while there's a drop screen. Let us be able to quit too (in that case show a leave msg if a player leaves) - Improve reconnecting when the drop screen shows up. currently if you disconnect and reconnect to the internet, it almost never reconnects you back to the game (like 98% of the time).
- Add icons in the hotkey customize menu. people will complain a lot less if they could actually see the icon of the action, because pictures are easier to discern from each other than text. it'll also be a lot easier to find what you're looking for. (while you're at it, organize them into groups) - Hide replay progress bar option. Maybe a "[ ] Hide" checkbox next/under it. remember it between games/sessions. - replay rewind hotkeys: shift+← (rewind 5s) and/or ctrl+← (rewind 10s). then also keep last 5 & 10 s buffered for smooth rewind. - Close all obs slot: maybe just make it a dropdown next to the "Observers" label? Offer options "On/Open (all)", "Off/Close(d) (all)", "Close all (kick)/Forced close", "Always off/close(d)". if it's always closed, remember it between games/sessions. allow opening even if always off is selected. - if some slots are closed, when selecting Open, open all closed slots. if there's some open slots, if you select Close, close all open slots. when doing this, don't kick the obs if some slots are taken. when choosing Forced close, kick all obs, and close all slots. - Close all player slots: add a dropdown or something at the top. that closes all open/unused player slots. this is not very important and might clutter the pre-game lobby, but it could be useful to a few people.
- map/replay browser. show tileset as an icon in front of the map/replay name ( ), or 1 letter for the tileset (J) - jungle. after that, show the number of players as "(X)" or "[X]" or a number in a box. - Autosave replays: - 2 players (one on one, melee): show races (icon or 1 letter), and opponent name. map name is less important (you can use the terrain icon), if people want to see the map, they can click on the replay and see the preview. - 4 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - 6/8 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - otherwise: show map name (this is for hunters/ums/fastest/ffa/etc.), tileset, maybe list races. - maybe use table columns to better organize/align this - race icons that were used in bw liquipedia (no idea if using sc2 icons is better or not): http://wiki.teamliquid.net/starcraft/Template:RaceIconSmall
- Invite to game: in chat screen player list, select players whom to invite to the game with shift click to select multiple people. then in the create game window add a checkbox "[ ] Invite selected players". (or an input box to type the player name(s)) - please make game creator name more noticeable in the game list preview. we should be able to see it at a glance. either move it somewhere, or color it. - Whisper to a player by ctrl clicking user/friend name? I assume they're already doing something similar, maybe a dropdown menu when right clicking on a user, for various things to do.
now, for a few more controversial suggestions: - maybe change high ground 50% miss chance to -50% dmg instead instead? it's probably better for the competitive play, to reduce randomness. on the other hand, people are used to it and some viewers like the thrill of uncertainty. (also, maybe remove the 1/256 missile miss chance, and don't forget about 50% miss chance when under doodoads like trees). - allow queuing units even when no supply? (currently you can do this if you queue up a unit after another one has already been queued up, even if you don't have supply for it)
did you change the network code? is it no longer p2p, but trough a server? that's probably for the better. maybe check if p2p or trough the server is faster, and use the faster connection.
- game join screen: move the lock to the right of the ping bars, so that the names/player numbers are lined up. maybe even move the player number between the game name and the bars, and align them. - how do people feel about more than 3 function keys? F2 F3 F4 and more (F5 F6 ...)?
- double clicking on the gateway name doesn't connect you to it - can you fix the music starting from the beginning when you mute/unmute? (this is present pre 1.18 too) ctrl+m. just save the song time position and continue from there - if the user list is going to be so big, move it to the left, and the chat to the right. people are used to looking to the right (or center), and most important things should be on the right, not left. - in the user list in the chat screen, the scrollbar hides when it's not needed, but when you open the channel list window, it's there even if not needed. make it one or the other way, so it's consistent. - when you add /f l, add /f o too. (F)riends (o)nline, which shows just the logged in friends, not all. - some maps don't show map preview. - down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead, change that. or at least make it tab for next, and shift+tab for previous game/map. - when you click anywhere else, the search game/map input area loses focus, game lobby chat loses focus, etc. inputs should never lose focus. this is not a browser. - the font should probably be a bit thicker in the menu buttons? - the font in chat should have more spacing between letters, you can't have letters sticking to each other and overlapping. - the green/yellow/red connection/ping bars are a bit too bright (or too much saturation?) - the game speed radio-slider graphics don't match to the actual clickable area. make the clickable area wider than the graphics. - imo, you could just remove the game speed option and just make fastest the default one. anything else doesn't make sense from today's perspective. (I hope fastest is set as default, at least) - when clicking on stuff, the map preview blinks. when changing menu screens, stuff can be seen for a few miliseconds. - the "Using UDP port 6112." msg is unneccessary. you can log that somewhere, or show it if the game is started from the console. - the font doesn't look as glossy. - if you leave the game, it doesn't select the same game when you go back to the join window. - add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences. - don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want. - the game list could maybe be expanded downwards, so we can see more games, but not sure if it would look good without actually seeing it. - maybe add an option to hide games with non-english characters? sometimes the koreans can overwhelm the game list with their games. - option to hide passworded games, either for the creator, or the people browsing for games. (I guess you can't hide it currently, because you removed the option to type in the game name manually) - bring back the ability to type in the game name manually, instead of having to search the 234234 games from the games list. or maybe a /game <name> <password> command from chat, which would directly put you in the game lobby of a game. - in the chat channel, your own name should always be first. - sort games by current number of players in it. - game lobby: the font has to have some space between letters. the red edges should have round corners. but I guess this is still work in progress. - log in window where you type the password has a gray bg, while other windows have black. - add option for the host to mute/unmute obs. sometimes you don't want the obs talking and spoiling what's going on in the game, but in relaxed friendly matches you want to chat with them. - ingame drop screen: allow us to exit the game instead of having to wait 50s for it to count down. - after I kick someone from the pre-game lobby, it still shows the map dl %. - why does the game go darker and then back to normal when I go into the video settings and cancel out? - auto saved replays don't show the preview
- make the game play the join sound when someone joins the game and you are alt tabbed. same for game starting, make us hear the countdown. - would be cool if the replay game creation lobby showed some more info about the replay, like the players/races (maybe even colors and/or starting positions), and if the replays could be filtered by player name/map name/races/matchups... - would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game. being able to check their control groups, as if they were yours (select a unit of the desired player, then just press 1 2 3 4... to see the control group). being able to see what's in a dropship/shuttle/overlord when obsing. being able to see the energy of casters while obsing. (not sure if it's implemented yet, but being able to toggle vision as obs). - increase sprite/unit limit (not just allowing valk missiles to bypass it). team, and especially ums games can suffer greatly because of those limits. - if you're fixing the dragoon stop shooting bug, fix it for all units. (make sure it stays for lurkers, because the easiest way to do the stop lurker trick is attacking a building in the fog of war). or better yet, don't touch it at all, for any unit.
- love the auto-refreshing on the games list. - love the fact that we can go back/forward in the replay. (would be cool if a tooltip showed the time when hovering over the replay progress bar, or even being able to type in the time manually) - love the fact that you don't have to mess with your ports anymore to be able to host.
are they using some kind of a browser engine to power this? like electron?
btw, I'm using win7 x64 and it's working for me...
Gateways got updated, theres US/Europe/Asia/Fish now. Only US seems to be working tho, i assume this means they're implementing all the new changes soon?
On March 31 2017 20:51 TT1 wrote: Gateways got updated, theres US/Europe/Asia/Fish now. Only US seems to be working tho, i assume this means they're implementing all the new changes soon?
On March 31 2017 19:20 quirinus wrote: first, I'd like to say thank you for not allowing obs to change latency! finally :D
Here we go: - Fix starting positions for "one on one" not being random. maybe it's like that in other game modes too. - Ally chat doesn't work. (apparently everyone can see it, or maybe only if it's from obs. haven't tested.) - Tab doesnt switch to other input elements. - Shift adding to control groups dosent work. (haven't tested myself) - I'm not sure if it's just me, but when I alt tab from BW to windows, my google chrome is not maximized, and becomes 640x480 in the top left corner. - Alt+n or alt+v doesn't work anymore in chat channels (or is that just an iccup server feature?) it used to be that if you clicked on a user and pressed it, it would paste the user's name in the chat input box.
- Turn on framerate cap by default. processors are overheating even in the menu... for no reason at all. 200 FPS is too much btw, cap it at like 60 at most. - Full screen by default (or even windowed). Not windowed full screen, because it laggs for most people and is pixelated, and we don't want people logging in and immediately having lag and seeing pixels. - Let us chat while there's a drop screen. Let us be able to quit too (in that case show a leave msg if a player leaves) - Improve reconnecting when the drop screen shows up. currently if you disconnect and reconnect to the internet, it almost never reconnects you back to the game (like 98% of the time).
- Add icons in the hotkey customize menu. people will complain a lot less if they could actually see the icon of the action, because pictures are easier to discern from each other than text. it'll also be a lot easier to find what you're looking for. (while you're at it, organize them into groups) - Hide replay progress bar option. Maybe a "[ ] Hide" checkbox next/under it. remember it between games/sessions. - replay rewind hotkeys: shift+← (rewind 5s) and/or ctrl+← (rewind 10s). then also keep last 5 & 10 s buffered for smooth rewind. - Close all obs slot: maybe just make it a dropdown next to the "Observers" label? Offer options "On/Open (all)", "Off/Close(d) (all)", "Close all (kick)/Forced close", "Always off/close(d)". if it's always closed, remember it between games/sessions. allow opening even if always off is selected. - if some slots are closed, when selecting Open, open all closed slots. if there's some open slots, if you select Close, close all open slots. when doing this, don't kick the obs if some slots are taken. when choosing Forced close, kick all obs, and close all slots. - Close all player slots: add a dropdown or something at the top. that closes all open/unused player slots. this is not very important and might clutter the pre-game lobby, but it could be useful to a few people.
- map/replay browser. show tileset as an icon in front of the map/replay name ( ), or 1 letter for the tileset (J) - jungle. after that, show the number of players as "(X)" or "[X]" or a number in a box. - Autosave replays: - 2 players (one on one, melee): show races (icon or 1 letter), and opponent name. map name is less important (you can use the terrain icon), if people want to see the map, they can click on the replay and see the preview. - 4 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - 6/8 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - otherwise: show map name (this is for hunters/ums/fastest/ffa/etc.), tileset, maybe list races. - maybe use table columns to better organize/align this - race icons that were used in bw liquipedia (no idea if using sc2 icons is better or not): http://wiki.teamliquid.net/starcraft/Template:RaceIconSmall
- Invite to game: in chat screen player list, select players whom to invite to the game with shift click to select multiple people. then in the create game window add a checkbox "[ ] Invite selected players". (or an input box to type the player name(s)) - please make game creator name more noticeable in the game list preview. we should be able to see it at a glance. either move it somewhere, or color it. - Whisper to a player by ctrl clicking user/friend name? I assume they're already doing something similar, maybe a dropdown menu when right clicking on a user, for various things to do.
now, for a few more controversial suggestions: - maybe change high ground 50% miss chance to -50% dmg instead instead? it's probably better for the competitive play, to reduce randomness. on the other hand, people are used to it and some viewers like the thrill of uncertainty. (also, maybe remove the 1/256 missile miss chance, and don't forget about 50% miss chance when under doodoads like trees). - allow queuing units even when no supply? (currently you can do this if you queue up a unit after another one has already been queued up, even if you don't have supply for it)
did you change the network code? is it no longer p2p, but trough a server? that's probably for the better. maybe check if p2p or trough the server is faster, and use the faster connection.
- game join screen: move the lock to the right of the ping bars, so that the names/player numbers are lined up. maybe even move the player number between the game name and the bars, and align them. - how do people feel about more than 3 function keys? F2 F3 F4 and more (F5 F6 ...)?
- double clicking on the gateway name doesn't connect you to it - can you fix the music starting from the beginning when you mute/unmute? (this is present pre 1.18 too) ctrl+m. just save the song time position and continue from there - if the user list is going to be so big, move it to the left, and the chat to the right. people are used to looking to the right (or center), and most important things should be on the right, not left. - in the user list in the chat screen, the scrollbar hides when it's not needed, but when you open the channel list window, it's there even if not needed. make it one or the other way, so it's consistent. - when you add /f l, add /f o too. (F)riends (o)nline, which shows just the logged in friends, not all. - some maps don't show map preview. - down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead, change that. or at least make it tab for next, and shift+tab for previous game/map. - when you click anywhere else, the search game/map input area loses focus, game lobby chat loses focus, etc. inputs should never lose focus. this is not a browser. - the font should probably be a bit thicker in the menu buttons? - the font in chat should have more spacing between letters, you can't have letters sticking to each other and overlapping. - the green/yellow/red connection/ping bars are a bit too bright (or too much saturation?) - the game speed radio-slider graphics don't match to the actual clickable area. make the clickable area wider than the graphics. - imo, you could just remove the game speed option and just make fastest the default one. anything else doesn't make sense from today's perspective. (I hope fastest is set as default, at least) - when clicking on stuff, the map preview blinks. when changing menu screens, stuff can be seen for a few miliseconds. - the "Using UDP port 6112." msg is unneccessary. you can log that somewhere, or show it if the game is started from the console. - the font doesn't look as glossy. - if you leave the game, it doesn't select the same game when you go back to the join window. - add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences. - don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want. - the game list could maybe be expanded downwards, so we can see more games, but not sure if it would look good without actually seeing it. - maybe add an option to hide games with non-english characters? sometimes the koreans can overwhelm the game list with their games. - option to hide passworded games, either for the creator, or the people browsing for games. (I guess you can't hide it currently, because you removed the option to type in the game name manually) - bring back the ability to type in the game name manually, instead of having to search the 234234 games from the games list. or maybe a /game <name> <password> command from chat, which would directly put you in the game lobby of a game. - in the chat channel, your own name should always be first. - sort games by current number of players in it. - game lobby: the font has to have some space between letters. the red edges should have round corners. but I guess this is still work in progress. - log in window where you type the password has a gray bg, while other windows have black. - add option for the host to mute/unmute obs. sometimes you don't want the obs talking and spoiling what's going on in the game, but in relaxed friendly matches you want to chat with them. - ingame drop screen: allow us to exit the game instead of having to wait 50s for it to count down. - after I kick someone from the pre-game lobby, it still shows the map dl %. - why does the game go darker and then back to normal when I go into the video settings and cancel out? - auto saved replays don't show the preview
- make the game play the join sound when someone joins the game and you are alt tabbed. same for game starting, make us hear the countdown. - would be cool if the replay game creation lobby showed some more info about the replay, like the players/races (maybe even colors and/or starting positions), and if the replays could be filtered by player name/map name/races/matchups... - would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game. being able to check their control groups, as if they were yours (select a unit of the desired player, then just press 1 2 3 4... to see the control group). being able to see what's in a dropship/shuttle/overlord when obsing. being able to see the energy of casters while obsing. (not sure if it's implemented yet, but being able to toggle vision as obs). - increase sprite/unit limit (not just allowing valk missiles to bypass it). team, and especially ums games can suffer greatly because of those limits. - if you're fixing the dragoon stop shooting bug, fix it for all units. (make sure it stays for lurkers, because the easiest way to do the stop lurker trick is attacking a building in the fog of war). or better yet, don't touch it at all, for any unit.
- love the auto-refreshing on the games list. - love the fact that we can go back/forward in the replay. (would be cool if a tooltip showed the time when hovering over the replay progress bar, or even being able to type in the time manually) - love the fact that you don't have to mess with your ports anymore to be able to host.
are they using some kind of a browser engine to power this? like electron?
btw, I'm using win7 x64 and it's working for me...
I could go on...
As soon as I read you wanted to change the balance of the game I disregarded your whole post.
On March 31 2017 20:51 TT1 wrote: Gateways got updated, theres US/Europe/Asia/Fish now. Only US seems to be working tho, i assume this means they're implementing all the new changes soon?
I replied to your post on battle.net fyi
replied
On March 31 2017 22:58 oovv wrote: does any AMD GPU users having mouse lagg issues (choppy movement) in fullscreen mode? For me its like:
window mode: just fine fullscreen windowed - fine but a lot of pixels fullscreen - laggy mouse movement. Game lags overall
I asked few others. They have similiar problem.
Yes a lot of people do, not sure if its only an AMD problem tho, i doubt it is. Personally i have an AMD GPU and it feels like my mouse has acceleration/enhanced pointer precision on in window fullscreen.
i found another bug.. if you shift tab to teal as your primary color, then try to build a hatchery, the color of that hatchery in the "build box" will be your original primary color instead of teal if you weren't originally teal. it's not a huge issue but something to fix. not sure if it is the same on other races/zerg buildings
On March 31 2017 23:22 Endymion wrote: i found another bug.. if you shift tab to teal as your primary color, then try to build a hatchery, the color of that hatchery in the "build box" will be your original primary color instead of teal if you weren't originally teal. it's not a huge issue but something to fix. not sure if it is the same on other races/zerg buildings
edit shift tab, not alt tab
Noticed this as Protoss but couldn't remember if this was how it always was.
I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
On April 01 2017 01:41 LaLuSh wrote: I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
My opinion is that a player should be able to press a mouse button and click at the same time and still have all the inputs be registered.
Thoughts?
Huh. I never knew that, and yet it explains a lot about my problems moving many control groups at once (probably just clicking too soon). Yeah I'd say that warrants a fix.
On March 31 2017 23:22 Endymion wrote: i found another bug.. if you shift tab to teal as your primary color, then try to build a hatchery, the color of that hatchery in the "build box" will be your original primary color instead of teal if you weren't originally teal. it's not a huge issue but something to fix. not sure if it is the same on other races/zerg buildings
edit shift tab, not alt tab
Noticed this as Protoss but couldn't remember if this was how it always was.
This is how it always was, or at least in 1.16 recently I saw a purple Assimilator that I was trying to place despite being shift+tabbed. Don't remember if it was always purple or if just in that one instance, but this has always been a thing and probably of lowest priority to change if at all.
Shaders/textured_vert.glsl ERROR: 0:1: ": Version number not supported by OGL driver ERROR: 0:1: ":syntax error #version ERROR: 0:3: 'in': supported in GLSL 1.30 or later ERROR: 0:4: 'in': supported in GLSL 1.30 or later ERROR: 0:6: 'out': supported in GLSL 1.30 or later
- The mouse speed in window fullscreen mode doesn't feel anything like window 6/11 speed, it feels like there's enhanced pointer precision or something. Feels sluggish.
This 1000 times.
Mouse is so important in BroodWar. The slider does nothing. It does feel like it has some acceleration and it's unplayable for me right now.
I am still playing BW on the MCA launcher on ICCup, if anyone cares :p
GL with this interface Blizz, feels really clunky especially with the mouse.
On March 31 2017 19:20 quirinus wrote: first, I'd like to say thank you for not allowing obs to change latency! finally :D
Here we go: - Fix starting positions for "one on one" not being random. maybe it's like that in other game modes too. - Ally chat doesn't work. (apparently everyone can see it, or maybe only if it's from obs. haven't tested.) - Tab doesnt switch to other input elements. - Shift adding to control groups dosent work. (haven't tested myself) - I'm not sure if it's just me, but when I alt tab from BW to windows, my google chrome is not maximized, and becomes 640x480 in the top left corner. - Alt+n or alt+v doesn't work anymore in chat channels (or is that just an iccup server feature?) it used to be that if you clicked on a user and pressed it, it would paste the user's name in the chat input box.
- Turn on framerate cap by default. processors are overheating even in the menu... for no reason at all. 200 FPS is too much btw, cap it at like 60 at most. - Full screen by default (or even windowed). Not windowed full screen, because it laggs for most people and is pixelated, and we don't want people logging in and immediately having lag and seeing pixels. - Let us chat while there's a drop screen. Let us be able to quit too (in that case show a leave msg if a player leaves) - Improve reconnecting when the drop screen shows up. currently if you disconnect and reconnect to the internet, it almost never reconnects you back to the game (like 98% of the time).
- Add icons in the hotkey customize menu. people will complain a lot less if they could actually see the icon of the action, because pictures are easier to discern from each other than text. it'll also be a lot easier to find what you're looking for. (while you're at it, organize them into groups) - Hide replay progress bar option. Maybe a "[ ] Hide" checkbox next/under it. remember it between games/sessions. - replay rewind hotkeys: shift+← (rewind 5s) and/or ctrl+← (rewind 10s). then also keep last 5 & 10 s buffered for smooth rewind. - Close all obs slot: maybe just make it a dropdown next to the "Observers" label? Offer options "On/Open (all)", "Off/Close(d) (all)", "Close all (kick)/Forced close", "Always off/close(d)". if it's always closed, remember it between games/sessions. allow opening even if always off is selected. - if some slots are closed, when selecting Open, open all closed slots. if there's some open slots, if you select Close, close all open slots. when doing this, don't kick the obs if some slots are taken. when choosing Forced close, kick all obs, and close all slots. - Close all player slots: add a dropdown or something at the top. that closes all open/unused player slots. this is not very important and might clutter the pre-game lobby, but it could be useful to a few people.
- map/replay browser. show tileset as an icon in front of the map/replay name ( ), or 1 letter for the tileset (J) - jungle. after that, show the number of players as "(X)" or "[X]" or a number in a box. - Autosave replays: - 2 players (one on one, melee): show races (icon or 1 letter), and opponent name. map name is less important (you can use the terrain icon), if people want to see the map, they can click on the replay and see the preview. - 4 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - 6/8 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - otherwise: show map name (this is for hunters/ums/fastest/ffa/etc.), tileset, maybe list races. - maybe use table columns to better organize/align this - race icons that were used in bw liquipedia (no idea if using sc2 icons is better or not): http://wiki.teamliquid.net/starcraft/Template:RaceIconSmall
- Invite to game: in chat screen player list, select players whom to invite to the game with shift click to select multiple people. then in the create game window add a checkbox "[ ] Invite selected players". (or an input box to type the player name(s)) - please make game creator name more noticeable in the game list preview. we should be able to see it at a glance. either move it somewhere, or color it. - Whisper to a player by ctrl clicking user/friend name? I assume they're already doing something similar, maybe a dropdown menu when right clicking on a user, for various things to do.
now, for a few more controversial suggestions: - maybe change high ground 50% miss chance to -50% dmg instead instead? it's probably better for the competitive play, to reduce randomness. on the other hand, people are used to it and some viewers like the thrill of uncertainty. (also, maybe remove the 1/256 missile miss chance, and don't forget about 50% miss chance when under doodoads like trees). - allow queuing units even when no supply? (currently you can do this if you queue up a unit after another one has already been queued up, even if you don't have supply for it)
did you change the network code? is it no longer p2p, but trough a server? that's probably for the better. maybe check if p2p or trough the server is faster, and use the faster connection.
- game join screen: move the lock to the right of the ping bars, so that the names/player numbers are lined up. maybe even move the player number between the game name and the bars, and align them. - how do people feel about more than 3 function keys? F2 F3 F4 and more (F5 F6 ...)?
- double clicking on the gateway name doesn't connect you to it - can you fix the music starting from the beginning when you mute/unmute? (this is present pre 1.18 too) ctrl+m. just save the song time position and continue from there - if the user list is going to be so big, move it to the left, and the chat to the right. people are used to looking to the right (or center), and most important things should be on the right, not left. - in the user list in the chat screen, the scrollbar hides when it's not needed, but when you open the channel list window, it's there even if not needed. make it one or the other way, so it's consistent. - when you add /f l, add /f o too. (F)riends (o)nline, which shows just the logged in friends, not all. - some maps don't show map preview. - down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead, change that. or at least make it tab for next, and shift+tab for previous game/map. - when you click anywhere else, the search game/map input area loses focus, game lobby chat loses focus, etc. inputs should never lose focus. this is not a browser. - the font should probably be a bit thicker in the menu buttons? - the font in chat should have more spacing between letters, you can't have letters sticking to each other and overlapping. - the green/yellow/red connection/ping bars are a bit too bright (or too much saturation?) - the game speed radio-slider graphics don't match to the actual clickable area. make the clickable area wider than the graphics. - imo, you could just remove the game speed option and just make fastest the default one. anything else doesn't make sense from today's perspective. (I hope fastest is set as default, at least) - when clicking on stuff, the map preview blinks. when changing menu screens, stuff can be seen for a few miliseconds. - the "Using UDP port 6112." msg is unneccessary. you can log that somewhere, or show it if the game is started from the console. - the font doesn't look as glossy. - if you leave the game, it doesn't select the same game when you go back to the join window. - add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences. - don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want. - the game list could maybe be expanded downwards, so we can see more games, but not sure if it would look good without actually seeing it. - maybe add an option to hide games with non-english characters? sometimes the koreans can overwhelm the game list with their games. - option to hide passworded games, either for the creator, or the people browsing for games. (I guess you can't hide it currently, because you removed the option to type in the game name manually) - bring back the ability to type in the game name manually, instead of having to search the 234234 games from the games list. or maybe a /game <name> <password> command from chat, which would directly put you in the game lobby of a game. - in the chat channel, your own name should always be first. - sort games by current number of players in it. - game lobby: the font has to have some space between letters. the red edges should have round corners. but I guess this is still work in progress. - log in window where you type the password has a gray bg, while other windows have black. - add option for the host to mute/unmute obs. sometimes you don't want the obs talking and spoiling what's going on in the game, but in relaxed friendly matches you want to chat with them. - ingame drop screen: allow us to exit the game instead of having to wait 50s for it to count down. - after I kick someone from the pre-game lobby, it still shows the map dl %. - why does the game go darker and then back to normal when I go into the video settings and cancel out? - auto saved replays don't show the preview
- make the game play the join sound when someone joins the game and you are alt tabbed. same for game starting, make us hear the countdown. - would be cool if the replay game creation lobby showed some more info about the replay, like the players/races (maybe even colors and/or starting positions), and if the replays could be filtered by player name/map name/races/matchups... - would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game. being able to check their control groups, as if they were yours (select a unit of the desired player, then just press 1 2 3 4... to see the control group). being able to see what's in a dropship/shuttle/overlord when obsing. being able to see the energy of casters while obsing. (not sure if it's implemented yet, but being able to toggle vision as obs). - increase sprite/unit limit (not just allowing valk missiles to bypass it). team, and especially ums games can suffer greatly because of those limits. - if you're fixing the dragoon stop shooting bug, fix it for all units. (make sure it stays for lurkers, because the easiest way to do the stop lurker trick is attacking a building in the fog of war). or better yet, don't touch it at all, for any unit.
- love the auto-refreshing on the games list. - love the fact that we can go back/forward in the replay. (would be cool if a tooltip showed the time when hovering over the replay progress bar, or even being able to type in the time manually) - love the fact that you don't have to mess with your ports anymore to be able to host.
are they using some kind of a browser engine to power this? like electron?
btw, I'm using win7 x64 and it's working for me...
I could go on...
As soon as I read you wanted to change the balance of the game I disregarded your whole post.
Don't worry, I disregarded your 20-postcount-no-content-no-brain post just as easily.
Now is the only right time to discuss possible changes, if we don't discuss various things, no matter how small or big they are, they will stay like this forever. Only idiots like you discourage discussion when it is constructive, and inject desctructive no-content insult comments that don't benefit anyone, which is actually detrimental to a free discussion. Go away, and next time don't post posts that don't contribute anything, or you won't be here on TL for long.
If you were talking about the miss chance, that doesn't have anything to with blance (directly), so you're wrong in calling it a balance change. A -50% damage is better than 50% miss chance. Miss chance can ruin a player's tournament - there's no room for randomness in competitive play, as it is detrimental to equality and planning. The problem is that people are used to the miss chance and won't want to change it, there would be problems with backwards compatibility, and it's less exciting. So I assume it won't be changed, but I wanted to hear people's opinion on it.
On April 01 2017 02:14 byj wrote: Annoyed with hosting atm: One guy kept pestering me to start even tho he hasn't finished downloading the map yet, so I tried to start and got the error message that it hasn't finished. However that made the % counter get stuck. Even after he left the lobby it stayed, even when another guy filled in, making me unable to start the game. Thus I restart BW and host again, but similar issue: download gets stuck at some % and stays after they leave lobby: Now a few hours later it is even worse: it never gets past the "Creating Game" box, no matter how long I wait all I get is: ...
On April 01 2017 02:12 Relieve wrote: I can't even run the game, I get a weird error
Shaders/textured_vert.glsl ERROR: 0:1: ": Version number not supported by OGL driver ERROR: 0:1: ":syntax error #version ERROR: 0:3: 'in': supported in GLSL 1.30 or later ERROR: 0:4: 'in': supported in GLSL 1.30 or later ERROR: 0:6: 'out': supported in GLSL 1.30 or later
On March 31 2017 15:48 ShivaN wrote: Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
I got this problem too. Tried changing scaling, aspect ratio nothing helps. Weird since on 1.16.1 I could get fullscreen without problem (even stretched out if I changed aspect ratio to strech it and tiny one if If to choose other option as well).
On March 31 2017 19:20 quirinus wrote: first, I'd like to say thank you for not allowing obs to change latency! finally :D
Here we go: - Fix starting positions for "one on one" not being random. maybe it's like that in other game modes too. - Ally chat doesn't work. (apparently everyone can see it, or maybe only if it's from obs. haven't tested.) - Tab doesnt switch to other input elements. - Shift adding to control groups dosent work. (haven't tested myself) - I'm not sure if it's just me, but when I alt tab from BW to windows, my google chrome is not maximized, and becomes 640x480 in the top left corner. - Alt+n or alt+v doesn't work anymore in chat channels (or is that just an iccup server feature?) it used to be that if you clicked on a user and pressed it, it would paste the user's name in the chat input box.
- Turn on framerate cap by default. processors are overheating even in the menu... for no reason at all. 200 FPS is too much btw, cap it at like 60 at most. - Full screen by default (or even windowed). Not windowed full screen, because it laggs for most people and is pixelated, and we don't want people logging in and immediately having lag and seeing pixels. - Let us chat while there's a drop screen. Let us be able to quit too (in that case show a leave msg if a player leaves) - Improve reconnecting when the drop screen shows up. currently if you disconnect and reconnect to the internet, it almost never reconnects you back to the game (like 98% of the time).
- Add icons in the hotkey customize menu. people will complain a lot less if they could actually see the icon of the action, because pictures are easier to discern from each other than text. it'll also be a lot easier to find what you're looking for. (while you're at it, organize them into groups) - Hide replay progress bar option. Maybe a "[ ] Hide" checkbox next/under it. remember it between games/sessions. - replay rewind hotkeys: shift+← (rewind 5s) and/or ctrl+← (rewind 10s). then also keep last 5 & 10 s buffered for smooth rewind. - Close all obs slot: maybe just make it a dropdown next to the "Observers" label? Offer options "On/Open (all)", "Off/Close(d) (all)", "Close all (kick)/Forced close", "Always off/close(d)". if it's always closed, remember it between games/sessions. allow opening even if always off is selected. - if some slots are closed, when selecting Open, open all closed slots. if there's some open slots, if you select Close, close all open slots. when doing this, don't kick the obs if some slots are taken. when choosing Forced close, kick all obs, and close all slots. - Close all player slots: add a dropdown or something at the top. that closes all open/unused player slots. this is not very important and might clutter the pre-game lobby, but it could be useful to a few people.
- map/replay browser. show tileset as an icon in front of the map/replay name ( ), or 1 letter for the tileset (J) - jungle. after that, show the number of players as "(X)" or "[X]" or a number in a box. - Autosave replays: - 2 players (one on one, melee): show races (icon or 1 letter), and opponent name. map name is less important (you can use the terrain icon), if people want to see the map, they can click on the replay and see the preview. - 4 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - 6/8 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - otherwise: show map name (this is for hunters/ums/fastest/ffa/etc.), tileset, maybe list races. - maybe use table columns to better organize/align this - race icons that were used in bw liquipedia (no idea if using sc2 icons is better or not): http://wiki.teamliquid.net/starcraft/Template:RaceIconSmall
- Invite to game: in chat screen player list, select players whom to invite to the game with shift click to select multiple people. then in the create game window add a checkbox "[ ] Invite selected players". (or an input box to type the player name(s)) - please make game creator name more noticeable in the game list preview. we should be able to see it at a glance. either move it somewhere, or color it. - Whisper to a player by ctrl clicking user/friend name? I assume they're already doing something similar, maybe a dropdown menu when right clicking on a user, for various things to do.
now, for a few more controversial suggestions: - maybe change high ground 50% miss chance to -50% dmg instead instead? it's probably better for the competitive play, to reduce randomness. on the other hand, people are used to it and some viewers like the thrill of uncertainty. (also, maybe remove the 1/256 missile miss chance, and don't forget about 50% miss chance when under doodoads like trees). - allow queuing units even when no supply? (currently you can do this if you queue up a unit after another one has already been queued up, even if you don't have supply for it)
did you change the network code? is it no longer p2p, but trough a server? that's probably for the better. maybe check if p2p or trough the server is faster, and use the faster connection.
- game join screen: move the lock to the right of the ping bars, so that the names/player numbers are lined up. maybe even move the player number between the game name and the bars, and align them. - how do people feel about more than 3 function keys? F2 F3 F4 and more (F5 F6 ...)?
- double clicking on the gateway name doesn't connect you to it - can you fix the music starting from the beginning when you mute/unmute? (this is present pre 1.18 too) ctrl+m. just save the song time position and continue from there - if the user list is going to be so big, move it to the left, and the chat to the right. people are used to looking to the right (or center), and most important things should be on the right, not left. - in the user list in the chat screen, the scrollbar hides when it's not needed, but when you open the channel list window, it's there even if not needed. make it one or the other way, so it's consistent. - when you add /f l, add /f o too. (F)riends (o)nline, which shows just the logged in friends, not all. - some maps don't show map preview. - down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead, change that. or at least make it tab for next, and shift+tab for previous game/map. - when you click anywhere else, the search game/map input area loses focus, game lobby chat loses focus, etc. inputs should never lose focus. this is not a browser. - the font should probably be a bit thicker in the menu buttons? - the font in chat should have more spacing between letters, you can't have letters sticking to each other and overlapping. - the green/yellow/red connection/ping bars are a bit too bright (or too much saturation?) - the game speed radio-slider graphics don't match to the actual clickable area. make the clickable area wider than the graphics. - imo, you could just remove the game speed option and just make fastest the default one. anything else doesn't make sense from today's perspective. (I hope fastest is set as default, at least) - when clicking on stuff, the map preview blinks. when changing menu screens, stuff can be seen for a few miliseconds. - the "Using UDP port 6112." msg is unneccessary. you can log that somewhere, or show it if the game is started from the console. - the font doesn't look as glossy. - if you leave the game, it doesn't select the same game when you go back to the join window. - add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences. - don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want. - the game list could maybe be expanded downwards, so we can see more games, but not sure if it would look good without actually seeing it. - maybe add an option to hide games with non-english characters? sometimes the koreans can overwhelm the game list with their games. - option to hide passworded games, either for the creator, or the people browsing for games. (I guess you can't hide it currently, because you removed the option to type in the game name manually) - bring back the ability to type in the game name manually, instead of having to search the 234234 games from the games list. or maybe a /game <name> <password> command from chat, which would directly put you in the game lobby of a game. - in the chat channel, your own name should always be first. - sort games by current number of players in it. - game lobby: the font has to have some space between letters. the red edges should have round corners. but I guess this is still work in progress. - log in window where you type the password has a gray bg, while other windows have black. - add option for the host to mute/unmute obs. sometimes you don't want the obs talking and spoiling what's going on in the game, but in relaxed friendly matches you want to chat with them. - ingame drop screen: allow us to exit the game instead of having to wait 50s for it to count down. - after I kick someone from the pre-game lobby, it still shows the map dl %. - why does the game go darker and then back to normal when I go into the video settings and cancel out? - auto saved replays don't show the preview
- make the game play the join sound when someone joins the game and you are alt tabbed. same for game starting, make us hear the countdown. - would be cool if the replay game creation lobby showed some more info about the replay, like the players/races (maybe even colors and/or starting positions), and if the replays could be filtered by player name/map name/races/matchups... - would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game. being able to check their control groups, as if they were yours (select a unit of the desired player, then just press 1 2 3 4... to see the control group). being able to see what's in a dropship/shuttle/overlord when obsing. being able to see the energy of casters while obsing. (not sure if it's implemented yet, but being able to toggle vision as obs). - increase sprite/unit limit (not just allowing valk missiles to bypass it). team, and especially ums games can suffer greatly because of those limits. - if you're fixing the dragoon stop shooting bug, fix it for all units. (make sure it stays for lurkers, because the easiest way to do the stop lurker trick is attacking a building in the fog of war). or better yet, don't touch it at all, for any unit.
- love the auto-refreshing on the games list. - love the fact that we can go back/forward in the replay. (would be cool if a tooltip showed the time when hovering over the replay progress bar, or even being able to type in the time manually) - love the fact that you don't have to mess with your ports anymore to be able to host.
are they using some kind of a browser engine to power this? like electron?
btw, I'm using win7 x64 and it's working for me...
I could go on...
As soon as I read you wanted to change the balance of the game I disregarded your whole post.
Don't worry, I disregarded your 20-postcount-no-content-no-brain post just as easily.
Now is the only right time to discuss possible changes, if we don't discuss various things, no matter how small or big they are, they will stay like this forever. Only idiots like you discourage discussion when it is constructive, and inject desctructive no-content insult comments that don't benefit anyone, which is actually detrimental to a free discussion. Go away, and next time don't post posts that don't contribute anything, or you won't be here on TL for long.
If you were talking about the miss chance, that doesn't have anything to with blance (directly), so you're wrong in calling it a balance change. A -50% damage is better than 50% miss chance. Miss chance can ruin a player's tournament - there's no room for randomness in competitive play, as it is detrimental to equality and planning. The problem is that people are used to the miss chance and won't want to change it, there would be problems with backwards compatibility, and it's less exciting. So I assume it won't be changed, but I wanted to hear people's opinion on it.
There has never been a big tournament win decided by the hitrate.
This is a much different type of RNG than stuff a lot of people complain about in Hearthstone. In Starcraft, you have many many instances of the rng happening so the overall impact is much lower. The only time it can be a bit swingy is in the early game and honestly, that's not really a problem.
Plus, 50% hitrate is not the same mathematically as 50% damage reduction. I would definitely leave that.
The fixed starting locations is also something I don't agree with. Having 3 locations to scout makes a big difference for something like ZvP where if the Protoss can scout the Zerg 100% every time, Zerg doesn't have the option of trying to sneak in a 12 hatch anymore. I much prefer having all of the possibilities open.
I haven't played the ptr yet but is ctrl/alt + x for closing the game re-mappable? Its slightly annoying when you're trying to press ctrl/alt + c to center over ur units (mainly useful for stacked corsairs/mutas) but accidentally rage quitting instead. Honestly they could remove that shortcut altogether.
I don't want to make a super long post since it's off topic, but siege tanks shooting up a hill at lurkers comes up all the time in pro and amateur games and can decide the battle and sometimes the game. But 1 this isn't a thread for balance changes and 2 it doesn't need to be changed, players learn that 1-3 siege tanks shooting up a hill is risky to rely on. Yeah you feel sad when it swings the game and you gambled it would work, but that's gambling.
On April 01 2017 09:01 hunter3 wrote: Another bug that no one has reported:
-UPnP is not working. Ports are not opened and forwarded.
My other UPnP applications are working normally. Ports are opened and forwarded automatically.
Mark posted about the new networking structure. First it checks to see if you can host/join normally with default ports. If that fails, it enables UPnP to see if that will work. Then if that fails, it will have a Blizzard server host. I don't know which of these steps aren't working (if any) or where it gets stuck.
This is something super super minor I guess, might only be bugging me but when going from room searching and back to channel to chat if you don't join/play it clears it, rather than keeping what was there and then some.
iirc older bnet didn't do that? Could be wrong though..
I got some input issues related to spamming. On 1.16 if you holded key f.e. 3 (CC) and while holding that key if you clicked to minerals you could switch between CC and minerals. In this version if I click to minerals while holding my CC key and then release my click my screen doesn't go back to CC thus I need to push my 3 (CC) hotkey again. Hope I could explain. If not I will try to rec a video.
Nice that someone finally noted this out. This thing should be fixed immediately! I mean just give back before input. Please post this on Battle.net forum as well.
On March 30 2017 23:03 outscar wrote: I got some input issues related to spamming. On 1.16 if you holded key f.e. 3 (CC) and while holding that key if you clicked to minerals you could switch between CC and minerals. In this version if I click to minerals while holding my CC key and then release my click my screen doesn't go back to CC thus I need to push my 3 (CC) hotkey again. Hope I could explain. If not I will try to rec a video.
Nice that someone finally noted this out. This thing should be fixed immediately! I mean just give back before input. Please post this on Battle.net forum as well.
I don't think this is the same problem this guy is talking about. The mouse always prevented keyboard inputs, but the keyboard doesn't prevent mouse inputs. If it's changed from the original then it needs to be addressed for sure
On March 30 2017 23:03 outscar wrote: I got some input issues related to spamming. On 1.16 if you holded key f.e. 3 (CC) and while holding that key if you clicked to minerals you could switch between CC and minerals. In this version if I click to minerals while holding my CC key and then release my click my screen doesn't go back to CC thus I need to push my 3 (CC) hotkey again. Hope I could explain. If not I will try to rec a video.
Nice that someone finally noted this out. This thing should be fixed immediately! I mean just give back before input. Please post this on Battle.net forum as well.
I don't think this is the same problem this guy is talking about. The mouse always prevented keyboard inputs, but the keyboard doesn't prevent mouse inputs. If it's changed from the original then it needs to be addressed for sure
I got same issue it's backwards opposite issue of what OP said. Now while pressing keyboard button I can't cycle through hotkey pressing, holding and mouse clicking. If I click mouse button while holding down hotkey I can't get back to my hotkey.
On March 30 2017 23:03 outscar wrote: I got some input issues related to spamming. On 1.16 if you holded key f.e. 3 (CC) and while holding that key if you clicked to minerals you could switch between CC and minerals. In this version if I click to minerals while holding my CC key and then release my click my screen doesn't go back to CC thus I need to push my 3 (CC) hotkey again. Hope I could explain. If not I will try to rec a video.
Nice that someone finally noted this out. This thing should be fixed immediately! I mean just give back before input. Please post this on Battle.net forum as well.
I believe this issue is due to the difference between L1 and L2. My guess is that when Blizz switches to L2, this will go back to the behavior in 1.16
I already tried it on single player and it has nothing to do with latency. What Randomprecision is saying right. Hope it will get added to TT1's issue list as different input behavior.
On April 01 2017 11:57 rand0MPrecisi0n wrote: Can someone else test this? I tested on 1.16 and what happens is that the game accepts key repetition (like when you're using word or notepad), so if you hold down a key it starts repeating. I can't run PTR here to see what is going on.
Someone kind enough please test if you can't hold a key down and it keeps repeating (for example, group a unit to 1, tell the unit to go somewhere and hold down 1, if the screen keeps centering it's repeating, if not it isn't)
Yeah it's not working if you hold that key, only works if you press it quickly two times. That sucks...
On April 01 2017 11:57 rand0MPrecisi0n wrote: Second test would be try to press the mouse when you have a key pressed down, see if the mouse click is registered
Mouse click is registered but like I said above post after you relese mouse button you should go back to your pressed down key which is not happening in this new patch.
On April 01 2017 11:57 rand0MPrecisi0n wrote: Third would be to group something to any number, box somewhere empty, hold down the number you grouped, wait a second and then release the mouse button. See if the screen jumps to your grouped unit
Same answer like to your 1st question. Screen is not jumping to those grouped units. It only works now if you press it quickly 2 times.
EDIT: Reread 3rd question and didn't understand it well. You mean hotkey f.e. 4 scvs, hold that hotkey then left click and drag somewhere on ground and then release mouse button? So I should jump to my scvs? Hmm that doesn't work on 1.16.1 too if I get your question right.
EDIT 2: If you click somehwere on minimap while holding your hotkey and then release mouse button then yeah it goes back to your hotkeyed units on 1.16.1. Lemme check this on new patch. Yeah of course this one also is not working on new patch.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
SCVs aren't very good at taking down upgraded Ultras either. ie, Valks aren't meant to go up against BC.
Valks are anti muta. Might also be useful for anti interceptor /carrier (shield at least) as well. So it will change the game.
On March 31 2017 15:48 ShivaN wrote: Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
I got this problem too. Tried changing scaling, aspect ratio nothing helps. Weird since on 1.16.1 I could get fullscreen without problem (even stretched out if I changed aspect ratio to strech it and tiny one if If to choose other option as well).
I had it too, you have to change nvidia settings to GPU aspect ratio, if i recall, try different settings for sure it is one of them.
On March 31 2017 15:48 ShivaN wrote: Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
I got this problem too. Tried changing scaling, aspect ratio nothing helps. Weird since on 1.16.1 I could get fullscreen without problem (even stretched out if I changed aspect ratio to strech it and tiny one if If to choose other option as well).
I had it too, you have to change nvidia settings to GPU aspect ratio, if i recall, try different settings for sure it is one of them.
I got 2 video adapters on my laptop. One is Intel, other one is Nvidia. I used to go to Intel's panel to change aspect ratio, there are 3 of them: 1) Keep aspect ratio 2)Stretch 3) Center Image. I still can change to any of them and my 1.16.1 BW works fine with any scaling. But 1.18 refuses to change at all, it shows BW like "Center Image" which drives me crazy. About Nvidia: I don't have such options on my control panel, only some 3D options. If devs won't fix it it's unplayable for me.
I ran into a bug. If you change which device receives audio (like changing from speakers to headphones) while BW is running, BW does not register the change and play out of the newly configured device but all of my other programs do just fine.
I had a problem with mouse choppiness. I updated to the newest nVidia drivers (378.92) and the problem is gone. BW 1.18 is now playable for me.
On March 31 2017 19:20 quirinus wrote: If you were talking about the miss chance, that doesn't have anything to with blance (directly), so you're wrong in calling it a balance change. A -50% damage is better than 50% miss chance. Miss chance can ruin a player's tournament - there's no room for randomness in competitive play, as it is detrimental to equality and planning. The problem is that people are used to the miss chance and won't want to change it, there would be problems with backwards compatibility, and it's less exciting. So I assume it won't be changed, but I wanted to hear people's opinion on it.
There has never been a big tournament win decided by the hitrate.
This is a much different type of RNG than stuff a lot of people complain about in Hearthstone. In Starcraft, you have many many instances of the rng happening so the overall impact is much lower. The only time it can be a bit swingy is in the early game and honestly, that's not really a problem.
Plus, 50% hitrate is not the same mathematically as 50% damage reduction. I would definitely leave that.
The fixed starting locations is also something I don't agree with. Having 3 locations to scout makes a big difference for something like ZvP where if the Protoss can scout the Zerg 100% every time, Zerg doesn't have the option of trying to sneak in a 12 hatch anymore. I much prefer having all of the possibilities open.
I'm pretty sure there were games like that. Especially involving goons and tanks early game, but yeah, it's not often, since players learned to avoid those situations.
I agree the impact is less, especially if there's many fast-firing units. The problem is that, unlike reaver shots that take skill to hit and dodge them, this doesn't. It's just random and sometimes unfair..
How is -50% dmg not the same as 50% miss chance, except the randomness?
Anyway, I know it's not gonna change...
As for positions, I think you missunderstood. People reported that spawning positions are bugged now and there are currently only 2 spawning spots, red and blue. On FS that's top left and right (in one on one game type). I'm saying they should fix that. Maybe I could have worded it better.
On April 01 2017 10:40 FinalGame wrote: This is something super super minor I guess, might only be bugging me but when going from room searching and back to channel to chat if you don't join/play it clears it, rather than keeping what was there and then some.
iirc older bnet didn't do that? Could be wrong though..
Yes, but you don't need to do that anymore. The game list is auto-updated. I know, I too have the reflex to opne/close the game list, but we gotta un-learn that. :D
On March 31 2017 15:48 ShivaN wrote: Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
I got this problem too. Tried changing scaling, aspect ratio nothing helps. Weird since on 1.16.1 I could get fullscreen without problem (even stretched out if I changed aspect ratio to strech it and tiny one if If to choose other option as well).
I had it too, you have to change nvidia settings to GPU aspect ratio, if i recall, try different settings for sure it is one of them.
I got 2 video adapters on my laptop. One is Intel, other one is Nvidia. I used to go to Intel's panel to change aspect ratio, there are 3 of them: 1) Keep aspect ratio 2)Stretch 3) Center Image. I still can change to any of them and my 1.16.1 BW works fine with any scaling. But 1.18 refuses to change at all, it shows BW like "Center Image" which drives me crazy. About Nvidia: I don't have such options on my control panel, only some 3D options. If devs won't fix it it's unplayable for me.
I can only advice for nvidia since it is what i have, first make sure you are using the nvidia graphic card video output and then make sure you have the nvidia drivers, you will have the same options as intel, also try the "Override aspect ratio for all programs" or something like that.
morphing sunken colonies from creep colonies, it shows the building as a "creep colony" such that you can't tell what it's morphing into or even if it's just a creep colony building from a drone..
On April 01 2017 21:41 Endymion wrote: morphing sunken colonies from creep colonies, it shows the building as a "creep colony" such that you can't tell what it's morphing into or even if it's just a creep colony building from a drone..
Is the connection P2P or are the games hosted on Bnet? I'm confused.
First of all, I'm behind ISP block (the mofos are blocking port 6112, I've port fowarded all that I could, the ISP is the one to blame!), so I am unable to host games on iCCup. However, on the PTR I can host games just fine. The catch is that on the PTR most games have to be set to "extra high latency". Because of that, I thought the games are actually hosted on Bnet.
You might say "well, fuck, you are from Brazil and ISPs there are shit", and you will be completely right. However, on iCCup I can play most of the games vs north americans with low latency, and even west europeans.
But then I played a match vs a fellow brazilian on the PTR and the game felt LAN-like.
There is a bug that prevents the Battle.net server list from showing in the Multiplayer menu. I haven't seen this bug mentioned elsewhere on TL or on reddit or Blizzard forum.
I'm hoping they keep the observer mode relatively the same as 1.16. I'm okay with being able to select multiple units at once but don't want production tabs/economy info, etc.
Even stuff like a unit's current mana or being able to see what's inside of a dropship I could do without.
Understandable that people want this stuff but here's to it not being changed much.
On April 01 2017 01:41 LaLuSh wrote: I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
On April 01 2017 21:41 Endymion wrote: morphing sunken colonies from creep colonies, it shows the building as a "creep colony" such that you can't tell what it's morphing into or even if it's just a creep colony building from a drone..
Yeah, I noticed that a couple days ago.
That ones frustrating when you think the creep colonies are late but its actually a bunch of sunkens. -_-.
Other than that the sluggish mouse is kind of annoying too
In the video in the OP, FBH also exposes another bug.
If you have a starport surrounded by other starports, it will refuse to create any air units from the central starport claiming that the exit is blocked. This can't be correct. At 37:30 he exposes the bug.
On April 02 2017 05:54 mechpaul wrote: In the video in the OP, FBH also exposes another bug.
If you have a starport surrounded by other starports, it will refuse to create any air units from the central starport claiming that the exit is blocked. This can't be correct. At 37:30 he exposes the bug.
Nah that's not a bug. Air units still have collision, that collision is just ignored for them as they move. If it can't spawn a new unit within a certain radius because it would collide with other units, it will give that message.
am i the only one that gets an ringing/ buzzing in the menus? this is only if all other sound is off, I can notice it. Pretty quiet but definitely there.
this buzzing changes pitch when things change on the screen. its pretty wild. knowing my luck, I am the only one who has this. sound/headphones are fine otherwise, and this sound comes and goes with 1.18 menu screens.
edit: my GTX 970 running at 90% while I am sitting idle in the menus? I mean seriously what the fuck. Did they put effort into making it cycle the shit out of GPU's for absolutely no reason? Then we are going to throw 4k on top of this shit? What the fuck Blizzard goddamnit.
On April 02 2017 10:25 CursOr wrote: am i the only one that gets an ringing/ buzzing in the menus? this is only if all other sound is off, I can notice it. Pretty quiet but definitely there.
this buzzing changes pitch when things change on the screen. its pretty wild. knowing my luck, I am the only one who has this. sound/headphones are fine otherwise, and this sound comes and goes with 1.18 menu screens.
edit: my GTX 970 running at 90% while I am sitting idle in the menus? I mean seriously what the fuck. Did they put effort into making it cycle the shit out of GPU's for absolutely no reason? Then we are going to throw 4k on top of this shit? What the fuck Blizzard goddamnit.
You need to go in game and turn on your fps cap. With it off your gpu just renders 1k+ fps. It is causing the whine too probably.
Thanks dude. Not something I expected to see there. Fixed both. Is there any way of telling what on that unmarked slider is actually capping for fps? I love 60.
(I also noticed Witcher3 made my audio buzz because the video card is so close to my audio jack, I should have realized that is what it was. Thanks dude.)
Thanks for the compilation. Here's a copy of my feedback/issues from the Battle.net forums:
I put my game in fullscreen mode so that it runs at the original 640x480 for a better comparison (I don't like the pixelated look with Windowed Fullscreen anyway). I instantly noticed something was off, so I took screenshots of my 1.16 installation and compared them to the 1.18 version.
Unit portraits are noticeably blurrier in 1.18.
The scanlines for the briefing are much lighter (and transparent?). I don't know if this was intentional.
Text is very pixelated in 1.18, and sometimes it doesn't align properly.
Upgrade icons are darker in 1.18 than 1.16.
Some unit mesh icons aren't aligned properly. I haven't tested every unit, but the SCV and Marine are prime examples.
Not a big deal but the command card buttons sit differently. Looks a little odd for Protoss.
Also I'm sure this was reported but I cannot select any gateways for Battle.net (and by extension can't play on Battle.net) in 1.18. I received a message asking me to whitelist it in my firewall. I tested it with the OK and Cancel responses (it triggers after every restart), but there wasn't any difference.
On March 30 2017 13:59 TT1 wrote: List your suggestions so we can have an organized list of all the issues on 1.18. (ill also copy paste issues/suggestions i see from the blizzard forum)
I'll start us off:
Problems:
- The mouse speed in window fullscreen mode doesn't feel anything like window 6/11 speed, it feels like there's enhanced pointer precision or something. Feels sluggish.
- Pixelation issue when you have the game in window fullscreen. (some say this might be an OpenGL issue)
- Chat channel disconnect (already been report as being a bug tho).
- If you ignore someone it ends up ignoring everyone in the channel until you log out and log back in again.
- Fullscreen mode stretches instead of maintaining aspect ratio on a lot of GPU's.
- "You can't whisper that user" bug (when someone is looking for a game etc.).
- Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well. + Show Spoiler +
- Performance issues (overheating GPU, high CPU usage).
- Can't set mouse sensitivity option properly. Usually default's to another mouse sensitivity.
- Can't friend add people inside a lobby/game.
- When you use one vs one mode on 1.18 you always start in the same map locations. It's always the red/blue dots; you might start on the red one, you might start on the blue one, the variance ends there! Fighting Spirit = always top left/top right
- Enabling v-sync completely messes up my mouse speed (playing on window fullscreen).
- The password field when logging into Battle.net doesn't seem to have a character limit, but when creating an account, the fields for entering and confirming a password have a character limit.
- A lot of general lag issues. (not sure if this is a real issue because its on the PTR)
- Sound cuts out entirely too fast when you switch screens. What I mean by that is, when you quickjump from your Nexus to your scouting Probe, all the sounds that were coming from your Probes mining instantly disappear. In 1.16, the sound fades gradually. Much less jarring.
- Apparently my opponent built a Pylon that didn't provide any power - a bug that was present in BW, if I remember correctly, or there was something similar.
- In the lobby for UMS games with teams you can't cycle through the team position by clicking the team bar. It just keeps you in the first slot of that team. Messes up UMS games.
- Alt-Tabbing from BW to your desktop is a bit buggy.
- My control groups 6 and 8 don't work, I've seen another person reporting it. Other cam keys/hotkeys randomly stop working.
- After kicking someone from the pre-game lobby, it still shows the map dl %. Can't see the map download % sometimes. There is also no way to see who in the lobby already has the map.
- Auto saved replays don't show the preview.
- Failed to join channel: Error 4:102 (not being able to join a channel bug).
- Stuck DL issue.
- Leaderboards in UMS games do not show player colors. This means you can't see who is who on the leaderboard.
- Friend message text is localized (i.e: if you have a polish friend who joins a game it'll announce it in polish to you, even tho your bw is in eglish).
- When using the exclusive full-screen mode with 640x480 resolution the text rendering in the menus looks pretty bad.
- Can't chat in the game lobby/on chat channels unless you select the chat box with your mouse.
- Some people experiencing mouse choppy-ness in fullscreen.
- Creating or Joining a game wipes your channel chat window and prevents whispers from being sent to you.
- Clicking "join" or "create" changes your chat channel.
Suggestions:
- Please add /f o (friend online), /f m and /f l again, being able to see what channel your friends are on has always been really useful in BW.. it's also nice to be able to /f l and /f m when your in a game lobby (as opposed to have to /w people).
- Please add a message whenever someone friend adds you. Make it so that we know we've been friend added by someone.
- Interface needs to be touched up, I'm not asking for an entire re-work but a better background image would be nice. Something that's warm and inviting as opposed to having a black and gloomy page.
- Blizzard UI suggestion by HaN (on TL). Looks amazing. + Show Spoiler +
- Account names being different colour from the text they write.
- Building placement color indicators look very similar (green and red). Try to make the colors more distinguishable.
- Would be nice if we could tab to switch boxes when trying to create a passworded game (so tabbing from game name to the password box).
- Combining all map types into one long list of Open Lobbies isn't optimal and makes it hard to find games. It would be best if we're able to filter open lobbies by game type (e.g. Melee, Use Map Settings... etc.).
- Hotkey re-bind page needs to be more organized, right now everything is mixed in together. We also don't know if we have overlapping hotkeys, there's no error message. At very least it would be nice to have them organized by race.
- Can't view the latency/connection between users in the lobby, so when hosting a game we don't know if someone has a 1 red bar connection.
- Add back the 0 next to people who have yet to download the map in game lobbies
- When choosing a race we're not able to drag our mouse anymore on different options to select them, ditto for closing slots.
- Add localized hotkey profiles. Been playing with german hotkeys ever since and cannot test the patch properly because I don't want to screw up my hotkey set-up nor do I want to spend hours to customize every hotkey to match the german hotkeys by my own.
- Would be nice if we could override the in-game mouse sensitivity and use our windows sensitivity(so we don't need to adjust it). Assuming this is something that they willingly removed (and is not a bug).
- BW has always had an issue where the camera doesnt center on top of the main clump of units on a hotkey. If you have 4 units together in 1 spot and hotkey a rallying unit to the same control group the game should always take you to the 4 units when you double tap the control group hotkey (which it doesn't).
- The colour of the text in the chat really needs to be looked at, very hard to read it.
- Would like status messages to be a different colour (like /help) from regular messages.
- Add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences.
- Don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want.
- Hide passworded games. This would require being able to type the entire game name AND password (which we currently cant).
- Sort games by current number of players in it.
- Add observer chat so players don't read their messages all game long. Also allow observers to change ingame player colors.
- Down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead.
- Would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game.
- Being able to see what's in a dropship/shuttle/overlord when obsing.
- Being able to see the energy of casters while obsing.
- Left-pane in join-game view not making effective use of screen real estate. I can only see 8 games at a time. There's something to be said about dead space.
- The player counter as-is is not very useful. I can't tell how many players in a [9/8] game are observers or if a [3/4] 1:1 game is waiting for someone who actually wants to play. I'm going to observers come from the 4 "neutral" players in map triggers?
- Hotkey/commands to minimize observer pane.
- Being able to toggle how much or which information (maybe via cycling) to display in pane.
- In both replays and observer mode, it would be neat to have unit, structure and upgrade counts at a glance for the player that a selected unit belongs to. Toggleable, of course.
- Change auto-saved replay naming. Naming replays by their map isn't very useful, add player names (the ones who 1v1ed only).
- I love how obs can toggle individual player vision from the pane and would like an easy way to do that (hotkeys?) in replays as well.
- For the sake of parity, being able to display all resources/supply counts in replays as well.
- Maybe add a channel join/leave notification.
- I think that having a "Friends" tab that doesn't serve any function other than displaying your friends is a missed opportunity. Wouldn't it be better if you could double-click/right-click on a friend to send them a whisper? (Also, I haven't tried this yet, but can you see if your friends are in-game and what game they are playing?)
- I think campaign / single-player games / replays should be started with the last speed-setting or fastest
- Observer slots should be closed when you host a game.
- Would be cool if we could follow friends into a game.
- Add a slight drop shadow effect to in-game text instead of a black box behind it, would look way better!
- Change Alt-E (create game) to Alt-C (now exit from bnet). Change Alt-C (exit) to Alt-Q. Same shortcuts as before.
- Units with Defense Matrix sustaining 0.5 points of damage per attack received (even if attack damage <= remaining matrix hit-points)
- A full-health Mutalisk cannot be killed in one "perfectly timed" salvo from 12 Ghosts (have tried this many times).
- I found another bug.. if you shift tab to teal as your primary color, then try to build a hatchery, the color of that hatchery in the "build box" will be your original primary color instead of teal if you weren't originally teal. it's not a huge issue but something to fix. not sure if it is the same on other races/zerg buildings
- Morphing sunken colonies from creep colonies, it shows the building as a "creep colony" such that you can't tell what it's morphing into or even if it's just a creep colony building from a drone..
On March 31 2017 04:03 Excalibur_Z wrote: Cross-posting from the chat channel Bnet thread:
I wanted to take some time to go over the old and new UI, detailing the characteristics and aims of each in an effort to optimize the layout based on modern demands. I say this as a Starcraft veteran of 19 years: I don't want nostalgia for nostalgia's sake. The UI that we use in SC:R needs to be functional, aesthetically pleasing with a cohesive theme, and logically designed.
Old UI:
Unnecessary banner (Bnet is no longer ad-supported)
Top 1/3 of the screen is effectively unused
Buttons on the left are equal in size despite different levels of importance
Focus is clearly on the main chat window
Channel userlist is compact with the channel name prominently displayed
New UI:
A lot of empty space in the margins. I'm sure this is mainly to support 4:3 resolutions, but it's not a good look. There needs to be a 16by9 version of the UI with the chat window widened (or something to fill that space). Maybe this is reserved for SC:R though?
It looks like the design here is to make the lobby UI more consistent with the chat UI. This does that... but something's off about it. The lobby UI is a lot more compact and has to cram a lot of information (players, races, chat, map info), but the chat UI doesn't, so they have different aims despite now having the same background and containers. Maybe fixing the first bullet will resolve this, too, but it's hard to say.
The channel name and headers are much harder to read against the background than in the old "plain" black interface. Maybe a darker background layer for the userlist/friends/channel container? Or a different font altogether for everything in that frame... the font itself is fairly stylized (especially compared to the old Arial) so it needs less noise behind it to be readable, and I can understand not using Arial, but something very crisp... Helvetica? Calibri? Verdana?
The userlist also has a lot of empty space between names. There's a max of 9 names per screen. The empty space is a result of the profile icons being larger than the name fields, but there's still quite a bit of space between icons, too. If that gap were to shrink to about 2px from 15px (counting based on 1080p so scale down the numbers accordingly for lower supported resolutions), you could fit about 11. Smaller profile icons would take this even further.
I think the main chat window is pretty good. Again I'm not a super huge fan of the font for general typing/reading (I'm aware it was used mainly in mission briefings, but those had VOs and scrolled slowly so they produce a more detached experience) and would prefer something a little more mainstream. The layout is solid, though.
On March 31 2017 05:01 f10eqq wrote: https://www.youtube.com/watch?v=TZvDgmXA0QM In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
On April 01 2017 01:41 LaLuSh wrote: I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
Btw, has anyone noticed that they changed pathing? (I think)
They increased the speed of pathing calculation rate maybe? Or the game simulation rate? (Or maybe its just me playing on good latency finally)
Attack move works differently, as if they increased the hostile unit detection range? (or the own closeby unit under attack auto-attack detection range). It'll take some getting used to, since units respond differently than before.
Pathing itself changed, you can see it causing units to derp sometimes when you send them far away over a cliff, where they have to go in the opposite direction to get there. Some people reported more bizzare things. I mean, pathing before wasnt awesome either, so i guess this is fine once we get used to it.
If you can, make the obs only recieve data and don't wait for their network response, so that they don't cause lag. This would help a great deal to both the obs and players. Previously people either banned obs, or they caused lag.
Make starting positions larger on map preview, at the moment you can barely see them.
Fix the lag hack, where people lag enough that it's unplayable and the drop screen doesn't show up. The lag hack works by lagging the max amount possible, but not enough to show the drop screen. The effect is that units don't move, but the drop screen doesn't show up. Also, where the drop screen shows up for 0.1s, but not enough to actually start the drop countdown. I guess making the drop screen and the game count actual seconds instead of the laggy in-game seconds that stretch forever will help a great deal.
(optional) Let us quit during the drop screen. Let us quit if, when the game is starting, the countdown is stuck for like 5-10 seconds.
On April 02 2017 20:59 TT1 wrote: I haven't felt a difference tbh.
It seems the reason portraits and stuff look different is because they have converted them to webm format, seems like they're doing a lot of changes to modernize the backend. This is very nice, but I'm concerned that with BW's finicky engine it will have some unintended changes to gameplay.
are there 2 fish servers active right now??? because it's fucking impossible to get a game on fish as an american right now (on the PTR), not sure if it's because my connection shows as "red" now or what, but i literally can't host a melee game and get people in it... it's bullshit because playing on "high" latency on 1.18 is smoother than fish was at "low" on 1.16.1 (which was already very smooth). i wish they wouldn't show in the join lobby screen..
On April 02 2017 22:32 Endymion wrote: are there 2 fish servers active right now??? because it's fucking impossible to get a game on fish as an american right now (on the PTR), not sure if it's because my connection shows as "red" now or what, but i literally can't host a melee game and get people in it... it's bullshit because playing on "high" latency on 1.18 is smoother than fish was at "low" on 1.16.1 (which was already very smooth). i wish they wouldn't show in the join lobby screen..
On the join screen every game i see is 1 red so there's definitely connection issues. Don't think were meant to be playing on Fish's PTR tho :D, the server is based in Cali.
On April 02 2017 21:06 quirinus wrote: If you can, make the obs only recieve data and don't wait for their network response, so that they don't cause lag. This would help a great deal to both the obs and players. Previously people either banned obs, or they caused lag.
+1 yes please! Finally playing with spectators without the usual drama
On April 02 2017 22:32 Endymion wrote: are there 2 fish servers active right now??? because it's fucking impossible to get a game on fish as an american right now (on the PTR), not sure if it's because my connection shows as "red" now or what, but i literally can't host a melee game and get people in it... it's bullshit because playing on "high" latency on 1.18 is smoother than fish was at "low" on 1.16.1 (which was already very smooth). i wish they wouldn't show in the join lobby screen..
On the join screen every game i see is 1 red so there's definitely connection issues. Don't think were meant to be playing on Fish's PTR tho :D, the server is based in Cali.
well i mean it was the same on 1.16.1 though, but they didn't care back then?? idk, i would log into normal fish to check but the last version of wlauncher gave me a hefty dose of adload
On April 02 2017 22:06 BossPurple wrote: It seems the reason portraits and stuff look different is because they have converted them to webm format, seems like they're doing a lot of changes to modernize the backend. This is very nice, but I'm concerned that with BW's finicky engine it will have some unintended changes to gameplay.
I just looked in my 1.18 install folder and found all of those webm files. They are all the correct size, so whatever they did in their conversion process must have (unintentionally?) smoothed the pixels. Either way it doesn't look very good.
On April 03 2017 01:54 fabiano wrote: I've noticed that 100% of the time when I host a game on FS the players will spawn on top left and top right of the map.
Don't use one on one mode, use melee. There's a known glitch with one on one mode where players will always get the same positions
Idk if it's on your big list, but while browsing the open lobbies the chat channel isn't persistent so you don't see what people wrote. In 1.16 you could see everything you missed if you returned from the lobby list.
On April 02 2017 17:59 quirinus wrote: Btw, has anyone noticed that they changed pathing? (I think)
They increased the speed of pathing calculation rate maybe? Or the game simulation rate? (Or maybe its just me playing on good latency finally)
Attack move works differently, as if they increased the hostile unit detection range? (or the own closeby unit under attack auto-attack detection range). It'll take some getting used to, since units respond differently than before.
Pathing itself changed, you can see it causing units to derp sometimes when you send them far away over a cliff, where they have to go in the opposite direction to get there. Some people reported more bizzare things. I mean, pathing before wasnt awesome either, so i guess this is fine once we get used to it.
Yes. Something is definitely a little different. I've had a couple times where it just felt like my dragoons weren't moving "right". Pathing might be wierd in BW, but you still get used to what it is supposed to be.
I also swear something is a little different in terms of either pathing/timing with things like muta micro. It's like I can't quite get the timing right.
my inputs keep getting fucking eaten, what is this... is this the "mouse and keyboard can't input at the same time" glitch? absolutely ridiculous, i have never noticed it on wlauncher or mca64 launcher
Really would like to see the replays saved in a neater/more nonsensical way. Right now it just shows like 482930482394.rep. If it was formatted "Joseki(P) vs Otherplayer(Z) Circuit Breaker" or something it would make my life a lot easier. =(
On April 03 2017 06:33 Joseki wrote: Really would like to see the replays saved in a neater/more nonsensical way. Right now it just shows like 482930482394.rep. If it was formatted "Joseki(P) vs Otherplayer(Z) Circuit Breaker" or something it would make my life a lot easier. =(
how about the way that mca saves it? like endymion(z)Joseki(t)1
Maybe I'm just missing an obvious solution, but my game is incredibly pixelated in-game. I've tried windowed, windowed-fullscreen, but that hasn't had any effect. Is there some place to check the resoluion that I'm missing?
- Autosave saves replays with the name 1 character too long. When trying to play said replays, it doesn't work, and I have to manually remove 1 char from the replay file name to make it work.
- Today like 10 times when I was grouping mutas together and with an overlord it would forget control groups multiple times (or not assign them in the first place)... it's far worse than before. Before this patch this never happened. I guess it's the mouse/keyboard blocking input that people were mentioning. It happened to me before in this patch, here and there, but never so blatantly and repetitively.
- Observer names aren't shown in replays. They're also not shown when they chat in the replay. I think you can see the chat only from allied obs in the replay, but in game you can see from both allied and not.
- Korean casters are gonna be pissed that you disallowed obs from allying people. If the player color is similar to the map color on the minimap, they used to ally the player and then toggle team colors to change his color to one that's more visible on the map. You can't do that anymore. So either change that back in some capacity, or allow obs to change player colors.
On April 03 2017 06:28 Endymion wrote: my inputs keep getting fucking eaten, what is this... is this the "mouse and keyboard can't input at the same time" glitch? absolutely ridiculous, i have never noticed it on wlauncher or mca64 launcher
I've noticed a lot of sending something to build and then .. nothing happening its quite frustrating when you've already got other stuff to do
On April 03 2017 06:36 chrisolo wrote: Problems - Cannot type "@" in the account creation UI prompt with my german keyboard layout (we have to press CTRL + Alt + Q to get a @). Had to always copy paste it. Even tried the english keyboard combination for @ but didnt work either.
I am just stupid. You can delete that. You just need to Alt Gr + Q in BW for an @....
On April 03 2017 06:28 Endymion wrote: my inputs keep getting fucking eaten, what is this... is this the "mouse and keyboard can't input at the same time" glitch? absolutely ridiculous, i have never noticed it on wlauncher or mca64 launcher
I've noticed a lot of sending something to build and then .. nothing happening its quite frustrating when you've already got other stuff to do
i mostly noticed it when moving large amount of units while rebinding them to hotkeys, 2 of 6 control groups just wouldn't get bound and i would end up getting absolutely fucked over by it when only half of my army ended up attacking
On April 03 2017 06:28 Endymion wrote: my inputs keep getting fucking eaten, what is this... is this the "mouse and keyboard can't input at the same time" glitch? absolutely ridiculous, i have never noticed it on wlauncher or mca64 launcher
I've noticed a lot of sending something to build and then .. nothing happening its quite frustrating when you've already got other stuff to do
i mostly noticed it when moving large amount of units while rebinding them to hotkeys, 2 of 6 control groups just wouldn't get bound and i would end up getting absolutely fucked over by it when only half of my army ended up attacking
Had the same problem when I tried playing. Glad to know it's not on my end.
I find it annoying in game lobby, when you click on the slot (e.g. to close the slot) or on your race (e.g. to set the race), the cursor automatically is removed from the typing field. So to type something you need to first click on the chat box, which was never the case and is annoying.
On March 31 2017 19:20 quirinus wrote: first, I'd like to say thank you for not allowing obs to change latency! finally :D
Here we go: - Fix starting positions for "one on one" not being random. maybe it's like that in other game modes too. - Ally chat doesn't work. (apparently everyone can see it, or maybe only if it's from obs. haven't tested.) - Tab doesnt switch to other input elements. - Shift adding to control groups dosent work. (haven't tested myself) - I'm not sure if it's just me, but when I alt tab from BW to windows, my google chrome is not maximized, and becomes 640x480 in the top left corner. - Alt+n or alt+v doesn't work anymore in chat channels (or is that just an iccup server feature?) it used to be that if you clicked on a user and pressed it, it would paste the user's name in the chat input box.
- Turn on framerate cap by default. processors are overheating even in the menu... for no reason at all. 200 FPS is too much btw, cap it at like 60 at most. - Full screen by default (or even windowed). Not windowed full screen, because it laggs for most people and is pixelated, and we don't want people logging in and immediately having lag and seeing pixels. - Let us chat while there's a drop screen. Let us be able to quit too (in that case show a leave msg if a player leaves) - Improve reconnecting when the drop screen shows up. currently if you disconnect and reconnect to the internet, it almost never reconnects you back to the game (like 98% of the time).
- Add icons in the hotkey customize menu. people will complain a lot less if they could actually see the icon of the action, because pictures are easier to discern from each other than text. it'll also be a lot easier to find what you're looking for. (while you're at it, organize them into groups) - Hide replay progress bar option. Maybe a "[ ] Hide" checkbox next/under it. remember it between games/sessions. - replay rewind hotkeys: shift+← (rewind 5s) and/or ctrl+← (rewind 10s). then also keep last 5 & 10 s buffered for smooth rewind. - Close all obs slot: maybe just make it a dropdown next to the "Observers" label? Offer options "On/Open (all)", "Off/Close(d) (all)", "Close all (kick)/Forced close", "Always off/close(d)". if it's always closed, remember it between games/sessions. allow opening even if always off is selected. - if some slots are closed, when selecting Open, open all closed slots. if there's some open slots, if you select Close, close all open slots. when doing this, don't kick the obs if some slots are taken. when choosing Forced close, kick all obs, and close all slots. - Close all player slots: add a dropdown or something at the top. that closes all open/unused player slots. this is not very important and might clutter the pre-game lobby, but it could be useful to a few people.
- map/replay browser. show tileset as an icon in front of the map/replay name ( ), or 1 letter for the tileset (J) - jungle. after that, show the number of players as "(X)" or "[X]" or a number in a box. - Autosave replays: - 2 players (one on one, melee): show races (icon or 1 letter), and opponent name. map name is less important (you can use the terrain icon), if people want to see the map, they can click on the replay and see the preview. - 4 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - 6/8 players (top vs bot, team melee): show race teams (ZTvsZP), and a few letters of each name, not own name (or show longer file names) - otherwise: show map name (this is for hunters/ums/fastest/ffa/etc.), tileset, maybe list races. - maybe use table columns to better organize/align this - race icons that were used in bw liquipedia (no idea if using sc2 icons is better or not): http://wiki.teamliquid.net/starcraft/Template:RaceIconSmall
- Invite to game: in chat screen player list, select players whom to invite to the game with shift click to select multiple people. then in the create game window add a checkbox "[ ] Invite selected players". (or an input box to type the player name(s)) - please make game creator name more noticeable in the game list preview. we should be able to see it at a glance. either move it somewhere, or color it. - Whisper to a player by ctrl clicking user/friend name? I assume they're already doing something similar, maybe a dropdown menu when right clicking on a user, for various things to do.
now, for a few more controversial suggestions: - maybe change high ground 50% miss chance to -50% dmg instead instead? it's probably better for the competitive play, to reduce randomness. on the other hand, people are used to it and some viewers like the thrill of uncertainty. (also, maybe remove the 1/256 missile miss chance, and don't forget about 50% miss chance when under doodoads like trees). - allow queuing units even when no supply? (currently you can do this if you queue up a unit after another one has already been queued up, even if you don't have supply for it)
did you change the network code? is it no longer p2p, but trough a server? that's probably for the better. maybe check if p2p or trough the server is faster, and use the faster connection.
- game join screen: move the lock to the right of the ping bars, so that the names/player numbers are lined up. maybe even move the player number between the game name and the bars, and align them. - how do people feel about more than 3 function keys? F2 F3 F4 and more (F5 F6 ...)?
- double clicking on the gateway name doesn't connect you to it - can you fix the music starting from the beginning when you mute/unmute? (this is present pre 1.18 too) ctrl+m. just save the song time position and continue from there - if the user list is going to be so big, move it to the left, and the chat to the right. people are used to looking to the right (or center), and most important things should be on the right, not left. - in the user list in the chat screen, the scrollbar hides when it's not needed, but when you open the channel list window, it's there even if not needed. make it one or the other way, so it's consistent. - when you add /f l, add /f o too. (F)riends (o)nline, which shows just the logged in friends, not all. - some maps don't show map preview. - down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead, change that. or at least make it tab for next, and shift+tab for previous game/map. - when you click anywhere else, the search game/map input area loses focus, game lobby chat loses focus, etc. inputs should never lose focus. this is not a browser. - the font should probably be a bit thicker in the menu buttons? - the font in chat should have more spacing between letters, you can't have letters sticking to each other and overlapping. - the green/yellow/red connection/ping bars are a bit too bright (or too much saturation?) - the game speed radio-slider graphics don't match to the actual clickable area. make the clickable area wider than the graphics. - imo, you could just remove the game speed option and just make fastest the default one. anything else doesn't make sense from today's perspective. (I hope fastest is set as default, at least) - when clicking on stuff, the map preview blinks. when changing menu screens, stuff can be seen for a few miliseconds. - the "Using UDP port 6112." msg is unneccessary. you can log that somewhere, or show it if the game is started from the console. - the font doesn't look as glossy. - if you leave the game, it doesn't select the same game when you go back to the join window. - add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences. - don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want. - the game list could maybe be expanded downwards, so we can see more games, but not sure if it would look good without actually seeing it. - maybe add an option to hide games with non-english characters? sometimes the koreans can overwhelm the game list with their games. - option to hide passworded games, either for the creator, or the people browsing for games. (I guess you can't hide it currently, because you removed the option to type in the game name manually) - bring back the ability to type in the game name manually, instead of having to search the 234234 games from the games list. or maybe a /game <name> <password> command from chat, which would directly put you in the game lobby of a game. - in the chat channel, your own name should always be first. - sort games by current number of players in it. - game lobby: the font has to have some space between letters. the red edges should have round corners. but I guess this is still work in progress. - log in window where you type the password has a gray bg, while other windows have black. - add option for the host to mute/unmute obs. sometimes you don't want the obs talking and spoiling what's going on in the game, but in relaxed friendly matches you want to chat with them. - ingame drop screen: allow us to exit the game instead of having to wait 50s for it to count down. - after I kick someone from the pre-game lobby, it still shows the map dl %. - why does the game go darker and then back to normal when I go into the video settings and cancel out? - auto saved replays don't show the preview
- make the game play the join sound when someone joins the game and you are alt tabbed. same for game starting, make us hear the countdown. - would be cool if the replay game creation lobby showed some more info about the replay, like the players/races (maybe even colors and/or starting positions), and if the replays could be filtered by player name/map name/races/matchups... - would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game. being able to check their control groups, as if they were yours (select a unit of the desired player, then just press 1 2 3 4... to see the control group). being able to see what's in a dropship/shuttle/overlord when obsing. being able to see the energy of casters while obsing. (not sure if it's implemented yet, but being able to toggle vision as obs). - increase sprite/unit limit (not just allowing valk missiles to bypass it). team, and especially ums games can suffer greatly because of those limits. - if you're fixing the dragoon stop shooting bug, fix it for all units. (make sure it stays for lurkers, because the easiest way to do the stop lurker trick is attacking a building in the fog of war). or better yet, don't touch it at all, for any unit.
- love the auto-refreshing on the games list. - love the fact that we can go back/forward in the replay. (would be cool if a tooltip showed the time when hovering over the replay progress bar, or even being able to type in the time manually) - love the fact that you don't have to mess with your ports anymore to be able to host.
are they using some kind of a browser engine to power this? like electron?
btw, I'm using win7 x64 and it's working for me...
I could go on...
As soon as I read you wanted to change the balance of the game I disregarded your whole post.
Don't worry, I disregarded your 20-postcount-no-content-no-brain post just as easily.
Now is the only right time to discuss possible changes, if we don't discuss various things, no matter how small or big they are, they will stay like this forever. Only idiots like you discourage discussion when it is constructive, and inject desctructive no-content insult comments that don't benefit anyone, which is actually detrimental to a free discussion. Go away, and next time don't post posts that don't contribute anything, or you won't be here on TL for long.
If you were talking about the miss chance, that doesn't have anything to with blance (directly), so you're wrong in calling it a balance change. A -50% damage is better than 50% miss chance. Miss chance can ruin a player's tournament - there's no room for randomness in competitive play, as it is detrimental to equality and planning. The problem is that people are used to the miss chance and won't want to change it, there would be problems with backwards compatibility, and it's less exciting. So I assume it won't be changed, but I wanted to hear people's opinion on it.
Your welcome to go play SC2 if you want a new game. What your suggesting is the equivalent of asking to change the rules of chess. BW is very well balanced, I'm certain we can go on another 10 years without your input.
It seems the replays from 1.18 ptr do not work with bwchart. I don't know when the last time bwchart was updated, but I know it was working with 1.16. Anybody know of any fixes and / or alternatives?
Jesus, how can they have so many bugs in this... I mean did they even change so many things? It looks like they just messed everything up. And all they did was have the single player menu as battle net, add an apm counter, fix the sprite bug, and the freeze-when-out-of-range bug, and suddenly everything is messed up? Okay, okay, they are probably changing quite a few things... Still mutalisk not being shot down, sunken name not shown when morphing, etc... How do those bugs even happen...
On April 03 2017 07:44 Headshot wrote: Maybe I'm just missing an obvious solution, but my game is incredibly pixelated in-game. I've tried windowed, windowed-fullscreen, but that hasn't had any effect. Is there some place to check the resoluion that I'm missing?
Edit2 Just read through more of this thread and realize that it's a very widespread problem.
switch from windowed fullscreen to fullscreen.
With fullscreen, your desktop resolution is set to 640*480 (BWs resolution), BW draws to the desktop 1 to 1, and your graphics card scales it up to your monitors actual resolution. With windowed fullscreen, your desktop resolution stays the same, and BW itself scales everything up from 640*480 to your desktop resolution, and apparently it uses nearest neighbor scaling instead of linear or whatever your gfx card would do.
Windowed fullscreen is also why the mouse feels slower. If you have to move your mouse 2 inches to move 640 pixels, in fullscreen, that's the whole desktop (all the way from one side to the other in BW). In windowed fullscreen, that 640 pixels is just a fraction of your desktop width, so moving the mouse the same distance means the cursor doesn't go as far.
Really it'd be nice if your mouse sensitivity (how far it moves in BW pixels) were unaffected by how many desktop pixels there were, but intil then everything goes back to how it was before by switching back to regular old fullscreen mode. Alt-tab isn't as nice, but given the complaining about pixels (really that's just how BW in all its 640*480 glory used to look) it's probably preferable. For the mouse sensitivity at any rate. Hope they get the sensitivity worked out before the HD sprites hit so I can play it in desktop resolution without a slow mouse. I mean I an at least crank up the sensitivity on my mouse to match, but that's probably not a possibility for everyone.
On April 04 2017 00:04 fazek42 wrote: Jesus, how can they have so many bugs in this... I mean did they even change so many things? It looks like they just messed everything up. And all they did was have the single player menu as battle net, add an apm counter, fix the sprite bug, and the freeze-when-out-of-range bug, and suddenly everything is messed up? Okay, okay, they are probably changing quite a few things... Still mutalisk not being shot down, sunken name not shown when morphing, etc... How do those bugs even happen...
They have rebuilt the UI to not use directDraw and changed many other things. Changing things in the back can get unforseen consequences, and I bet many of the bugs have a common root, which just manifests itself in differen ways...
On April 03 2017 01:54 fabiano wrote: I've noticed that 100% of the time when I host a game on FS the players will spawn on top left and top right of the map.
Don't use one on one mode, use melee. There's a known glitch with one on one mode where players will always get the same positions
Well this explains a lot..... I can't believe no one told me
On April 03 2017 20:05 fLyiNgDroNe wrote: I find it annoying in game lobby, when you click on the slot (e.g. to close the slot) or on your race (e.g. to set the race), the cursor automatically is removed from the typing field. So to type something you need to first click on the chat box, which was never the case and is annoying.
This might be the singular thing I find most annoying about the new 1.18 interface.
On April 03 2017 01:54 fabiano wrote: I've noticed that 100% of the time when I host a game on FS the players will spawn on top left and top right of the map.
Don't use one on one mode, use melee. There's a known glitch with one on one mode where players will always get the same positions
Well this explains a lot..... I can't believe no one told me
Dont feel bad it took me like 3 games to figure it out i thought it was just coincidence
Problems I have encountered just recently (don't know if they have been reported yet): - Sometimes I cannot hotkey unit groups properly with CTRL + number. It will just ignore it and give me some old group instead, but I noticed by accident that I can use Shift + number instead (wanted to hotkey location and noticed I can hotkey unit groups with Shift??? Also no Capslock, I know about that bug) - When using V-Sync in the video options the mouse feels laggy even in Fullscreen mode - Can't stream 1.18 PTR with OBS, always get Error Code: 9932B927-06E8-4CD4-93E8-D0824659C9EB
Not sure if this is actually correct since I only played one 2v2: After you get eliminated in a 2v2 it send you to the end screen, would be nice to let you continue watching (and see your teammate suffer )
I would like to suggest that they could include the option to change the speed of the middle-mouse button screen dragging because at the moment you could hold your middle mouse button to drag the screen but the speed is lighting fast so it's not of much use.
I think this is the best way to move the screen instead of moving the mouse to the edges.
When using the trigger action 'mute all non-trigger unit sounds for current player', unit responses (what, yes, pissed lines) are muted, but combat sounds (projectiles, attacks, spellcasts) are played at full volume. This is problematic for in-game cutscenes in campaigns. In previous patches, this trigger action muted all sounds not played by triggers, such as dialogue, custom music, and sound effects.
Yesterday I ran into strange problem. I am playing in fullscreen mode on Win10.
So I finnished one game and I needed to AltTab, but it didn't work. So I just Ctrl+Alt+Deleted from the game, got to desktop and noticed that Start menu was not responsive, so was the search icon. Windows key didn't work as well. When I got back to BW I could see the bottom desktop menu, had to exit the game and restart computer. Oh and even when I quit the game Start and search icons were still not working... same with AltTab. Only PC restart fixed those things. I got it recorded. + Show Spoiler +
On April 04 2017 00:04 ReachTheSky wrote: Am i the only one who thinks they made the interface worse? There is less functionality now than before...
no, 1.18 is definitively a worse game than 1.16.1 at the moment, not even just the UI. the bugs in game make in unplayable.. i'm hoping that blizzard will actually fix it but.... do you really want chat channels?
there are so many bugs that i doubt it'll ever be as stable as 1.16.1, i dont think they'll have the patience to iron it all out
Odd. My own experience has been so different. I've played like 15-20 games, some melee some just ums on 1.18, and the only glitch I've experienced was the creep colony/sunken graphical glitch. I haven't even had a unit freeze, once, let alone more often. Certainly haven't experienced any microable differences like people are reporting here. Intense lag virtually every match above two players, though, but that usually at least clears up to a level of playability that surpasses ICCUP under similar conditions (being a Canadian, I default lag with more than one player in a game, basically).
On April 04 2017 07:01 byj wrote: Not sure if this is actually correct since I only played one 2v2: After you get eliminated in a 2v2 it send you to the end screen, would be nice to let you continue watching (and see your teammate suffer )
It s always been this way in BW though. But I agree it d be nice to be able to stay
On April 04 2017 07:01 byj wrote: Not sure if this is actually correct since I only played one 2v2: After you get eliminated in a 2v2 it send you to the end screen, would be nice to let you continue watching (and see your teammate suffer )
It s always been this way in BW though. But I agree it d be nice to be able to stay
On April 04 2017 07:01 byj wrote: Not sure if this is actually correct since I only played one 2v2: After you get eliminated in a 2v2 it send you to the end screen, would be nice to let you continue watching (and see your teammate suffer )
It s always been this way in BW though. But I agree it d be nice to be able to stay
Only trouble with is potentially that your dead teammate can help you spot stuff or give advice, which might be considered unfair.
Even if you disabled in game chat, people could be talking over another service.
I personally agree that it would be nice to be able to stay and watch, but I understand why some may not like the idea.
On April 04 2017 21:46 ROOTFayth wrote: I wouldn't say it's unplayable given I played several 1v1s just fine at extra high latency but yeah it's pretty terrible so far
the latency is wonderful, it's the input eating that makes it unplayable compared to 1.16
On April 04 2017 14:16 Jealous wrote: I swear Dragoons bug out at least twice as often now. It's mad frustrating.
This doesn't give me much confidence.. it feels like an amateur team just threw together a bunch of bandaid changes. Also the fact that they decided to do a public test realm 1 day before release still boggles my mind.
On April 04 2017 14:16 Jealous wrote: I swear Dragoons bug out at least twice as often now. It's mad frustrating.
This doesn't give me much confidence.. it feels like an amateur team just threw together a bunch of bandaid changes. Also the fact that they decided to do a public test realm 1 day before release still boggles my mind.
How are they supposed to fix something that is broken by default? What if they accidently fix the pathfinding?
On April 04 2017 14:16 Jealous wrote: I swear Dragoons bug out at least twice as often now. It's mad frustrating.
This doesn't give me much confidence.. it feels like an amateur team just threw together a bunch of bandaid changes. Also the fact that they decided to do a public test realm 1 day before release still boggles my mind.
How are they supposed to fix something that is broken by default? What if they accidently fix the pathfinding?
Well instead of fixing those bugs they created a whole lot of regressions, go see the first page in the thread. If they can't fix it without making invasive changes then I suggest they leave it alone.
I understand most people here distrust Blizzard given their track record. So I kind of see how people can imagine things changed when they in fact are still the same. Every time things now bug out, you think about how the AI may or may not be changed. But I highly doubt Blizzard touched the AI.
Suggestion: Add Patrol command to workers and hold position. No adverse game effect for this one. These are just basic commands blizzard never added IDK WHY.
To those new guys around that dont know much about it let me tell you that you can make workers HOLD and Patrol if you issue the command while having selected both units, a worker and a fighting unit for example a zealot.
On April 05 2017 06:20 Philoctetes wrote: I understand most people here distrust Blizzard given their track record. So I kind of see how people can imagine things changed when they in fact are still the same. Every time things now bug out, you think about how the AI may or may not be changed. But I highly doubt Blizzard touched the AI.
well most people commenting on ai/new bugs have likely played broodwar for 10+ years so when something acts out of place it's pretty easy to point it out
On April 05 2017 08:23 Frolossus wrote: i have issues launching the game in windows 7. the launcher fails and starcraft.exe loads the menu but if i try to click stuff
On April 04 2017 14:16 Jealous wrote: I swear Dragoons bug out at least twice as often now. It's mad frustrating.
This doesn't give me much confidence.. it feels like an amateur team just threw together a bunch of bandaid changes. Also the fact that they decided to do a public test realm 1 day before release still boggles my mind.
Agreed, I unironically like the pathing in BW, if they change it in any way I'll regard it as being detrimental to the gameplay.
On April 05 2017 06:35 snakethebest9405 wrote: Suggestion: Add Patrol command to workers and hold position. No adverse game effect for this one. These are just basic commands blizzard never added IDK WHY.
To those new guys around that dont know much about it let me tell you that you can make workers HOLD and Patrol if you issue the command while having selected both units, a worker and a fighting unit for example a zealot.
it was made so that it's not too easy to block your ramp before you get scouted
On April 04 2017 07:01 byj wrote: Not sure if this is actually correct since I only played one 2v2: After you get eliminated in a 2v2 it send you to the end screen, would be nice to let you continue watching (and see your teammate suffer )
It s always been this way in BW though. But I agree it d be nice to be able to stay
I 3rd that.
It could be a nice feature, but only if you can only observe your partner and not your ennemies. Also communication should be restricted to avoid spamming
I just tried to enter and watch a replay around 6-7 times and each time the DL would stop at somewhere between 10-60% and never go back up. Connection between player and I was good, as we had played a 1v1 earlier that day without issue and saw full green bars to the side of his game.
EDIT: After manually downloading the rep and putting it in my folder, he was able to join and watch the rep from my host. However, I noticed that when you are typing numbers in the "Message: " bar during a replay, the numbers correspond to the hotkeys of the player you are obsing (so if he had Zealots at #1, I say "You should take 1 o'clock," the screen moves to his Zealots).
Seems like there's a lot of bugs in this PTR. Thankfully, I'm sure they can make it work with all the feedback that they got already. Hopefully, playing BW on this latest patch will be as good as 1.16!
I usually wait a bit before adding those type of issues to the OP, they tend to get resolved by server updates. For example i couldn't watch any replays yesterday (said the replays wern't from the expansion when they clearly were) and now i can.
I don't see why people complain so much when it's supposed to be Public Test Realm. It's an old game, lots of stuff is outdated. Modernising it is hard from programmer's point of view and I don't even have to be a game developer to tell you that.
On April 05 2017 22:27 Shield wrote: I don't see why people complain so much when it's supposed to be Public Test Realm. It's an old game, lots of stuff is outdated. Modernising it is hard from programmer's point of view and I don't even have to be a game developer to tell you that.
I think it's because Blizzard released PTR and said they would release the complete patch the next day. With PTR the way it was at launch, that was absurd, so people are worried that Blizzard might not be realistic about its performance thus far.
Also, since this is indeed a "beta" of sorts, people should be encouraged to complain and point out flaws. That's how they get fixed for the final product, supposedly.
New patch just came out. Dling it right now, i'll update the OP later. Apparently the mouse issue on window fullscreen mode got fixed, new background image too.
Nice to see that Blizzard is working on improving PTR in line with the main complaints. Can anyone post screenshots of the battle.net chat interface? I'm curious to see how different it looks in regards to fonts and background.
On April 06 2017 11:04 BigFan wrote: Nice to see that Blizzard is working on improving PTR in line with the main complaints. Can anyone post screenshots of the battle.net chat interface? I'm curious to see how different it looks in regards to fonts and background.
On April 06 2017 11:04 BigFan wrote: Nice to see that Blizzard is working on improving PTR in line with the main complaints. Can anyone post screenshots of the battle.net chat interface? I'm curious to see how different it looks in regards to fonts and background.
thanks! Font definitely looks better, not sure on background but that's nitpicking on my end.
I think the background image could also be improved upon but it's way better than the previous one imo, i could live with it.
I feel like the top part of the interface (Join/Create) needs better spacing, eventually i'd like to see them add "Matchmaking" and "Ladder ranking" options there.
On April 06 2017 12:06 LordOfDabu wrote: Hotkeys seem to stop working for me when caps lock is on.
If they are case sensitive now it might be intentional but I doubt it.
The numbered hotkeys still work.
Nah, definitely not intentional. This is also why people are claiming shift-queuing doesn't work (it does), because shift+a produces a capital A which does nothing, haha.
On April 02 2017 01:29 sjon03 wrote: There is a bug that prevents the Battle.net server list from showing in the Multiplayer menu. I haven't seen this bug mentioned elsewhere on TL or on reddit or Blizzard forum.
I can login thanks to Matthew Cederquist, Blizzard Quality Assurance, and DeathTBO.
Command + Shift command in Fog of war overrides the previous command (I.e. if I place down a command center in a discovered expansion but it's in the fog of war and quickly shift click SCV onto minerals it won't build the command center).
ever since the 1.18 update, when exiting out of broodwar, all my monitors screens are black. It's like stuck. It seems like it's trying to revert back to the original resolution. The 1.18 before the update worked perfectly. I'm using windows 10, I'm using a crt monitor 640x480. I have two regular led monitors next to the crt monitor on both sides. Im' using refreshlock. It might be the cause of that...unsure.
On April 06 2017 11:04 BigFan wrote: Nice to see that Blizzard is working on improving PTR in line with the main complaints. Can anyone post screenshots of the battle.net chat interface? I'm curious to see how different it looks in regards to fonts and background.
thanks! Font definitely looks better, not sure on background but that's nitpicking on my end.
C is back on create?! i feel like i made a difference! YES!
I can't create a game in battlenet. its stuck on "Creating a game...", I've reentered broodwar, still the same. Does it at all the servers. My main server is US server though. I tried creating python 1.3, fighting spirit, ...and others, still stuck on "Creating a game..."
On April 06 2017 11:04 BigFan wrote: Nice to see that Blizzard is working on improving PTR in line with the main complaints. Can anyone post screenshots of the battle.net chat interface? I'm curious to see how different it looks in regards to fonts and background.
thanks! Font definitely looks better, not sure on background but that's nitpicking on my end.
C is back on create?! i feel like i made a difference! YES!
Here's a few bugs/optimizations that'd be nice if blizzard fixed: - It's possible to get a drone permanently stuck next to an extractor by making extractor and issuing another command before the extractor starts. It's a very narrow window but, I think many have seen this happen least once. - It's possible to burn money by telling a larva to make something such as a drone then immediately after issuing stop command (very easy to reproduce in laggy game). This leads to no drone and -50 minerals. Most people that use the larva stop trick to move larva have had this happen to them at least once in the start of the game. Similarly if you cast a recall then immediately move your arbiter you can burn 150 energy (this one is not hard to test at all). Many games have been unfairly (?) lost due to this. - Un-set (vs scale / fit to size) the mini-map sizes for 96/96 and 192/192.192 maps aren't even viable for melee because of this. I don't see a problem with non-square maps here but these two square maps, there's no excuse. - Upgrade the blizz map editor to include up-ramps and other modern map features.
So, I'm having problems trying to create games with maps I've downloaded.
I've tried putting these new maps where the "Maps" folder was, or even pasted them in the BroodWar subsection of the folder, and I still haven't been able to find the maps when trying to create a new game for them.
Does anyone know the solution, if there is any, for this? I read in the Battle.Net forums something about placing the folders for the maps in the "Documents" section now for PTR, but I haven't had any luck.
hmm can i suggest a rematch button? I mean for people who hang around just so that we dont go through the whole process of creating the same game. if its too hard then nvm
The (relative) mouse speed in a smaller Window and fullscreen is still quite different, isn't it? I think this should be consistent
Also: - Text rendering in the main menus is still very bad when the resolution is 640x480 - Text rendering ingame is still bad when bilinear filtering is turned off - menu text and ressource symbols ingame are still wrong by 1 pixel
for a 20 years old game working fine on a 56k modem sure as hell sucks I still lag on a 16mb connection cant blizzard fix what's doing these issues I have here?
- Please let us use the term "test" within game names. Can't even write Fastest, because it contains "Test" (I've read on the Bnet forums that you can't create games with test as game name, but should allow something like Fastest)
On April 06 2017 11:04 BigFan wrote: Nice to see that Blizzard is working on improving PTR in line with the main complaints. Can anyone post screenshots of the battle.net chat interface? I'm curious to see how different it looks in regards to fonts and background.
thanks! Font definitely looks better, not sure on background but that's nitpicking on my end.
C is back on create?! i feel like i made a difference! YES!
Grats, must feel like a super star!
you have no idea how many times i raged on the ptr exiting bnet instead of hosting a game, so yes i do!
edit... okay.... channels is on ctrl n?? are you fking kidding me blizz.. just COPY the commands from 1.16.1, like HONESTLY.. of all the places to innovate and leave your mark, this is the hill your chose?
I wonder. Do Blizzard need someone to write down specifications for chat commands? - how they used to work as initial base of what needs to be implemented. Maybe some1 from their team try to enter iccup and at least take a look at what do the community really needs to keep active network of interconnected members. I really hope they don't mess the things as the status of bnet 2.0 is since the release of WoL.
Overall they seem to work in the proper direction in the tests.
Team Melee replays still don't work, and are actually worse now - crash when you load the replay and click on the eyeball, and they don't even load the bases properly xP
For whatever reason, sometimes units don't group as they should (lost input ?) which caused me to not group even though I did. Never had the problem on iccup
Do you drop ingame or when you join a game from the lobby? I think theres a bug that causes bw to crash if there's too many weird characters (@$%^# etc.) in a game name, or something like that.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Bluepost in German forums said it will be similar to SC2.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Bluepost in German forums said it will be similar to SC2.
Can you link the blue post please, thx.
Best i found is this (in english). I'm pretty sure that there's gonna be a matchmaking/ladder system (for 1v1) based on these posts.. but im really hoping for a 2v2 mm/ladder ranking system aswell.
"Posted by Rob Cherry You're correct in assuming that matchmaking will not be included as part of 1.18. It is currently slated to be available to everyone once we release SC:R."
"We're not quite ready to go deep into the details on matchmaking right now. With that being said, you're correct, it will not be restricted to the remastered upgrade."
More importantly, I remember seeing a blue post saying that they couldn't get into the specifics of the matchmaking system but that they're well aware of all the features needed in a modern day matchmaking system, can't find that post tho.
EDIT: i know im not gonna get anywhere with this post (info-wise) but i wanted to let them know what the community is expecting from the matchmaking system
I do not know if it already is suggested, but I would like being able to change my control group hotkeys. Since I would like to use 3 and 4 as hotkeys for other things; such as making interceptors, among other things.
On March 31 2017 15:57 TT1 wrote: Does anyone know if the matchmaking system is gonna have a rating system aswell (with view-able ladder ranks and stuff)?
Bluepost in German forums said it will be similar to SC2.
Installed the new patch but mouse movement is still weird compared to bw with mca64 launcher (fullscreen with ratio aspect settings in nvidia drivers)...
On April 08 2017 07:17 StarscreamG1 wrote: The mouse movement feelds wierd as f***. Is there a way to fix it? I'm playing fullscreen
fullscreen will probably always have that issue, try window fullscreen
I feel the opposite? Fullscreen with low sensitivity has felt best for me. But I didn't play much bw the years before this patch so maybe that's why.
Is your screen stretched? Most players cant get bw to work on fullscreen w/ black bars on the side, the game either stretches out or it's super tiny. Personally my mouse speed is all weird on fullscreen because it's stretched, used to be bad in window fullscreen (mouse accel was on by default) but it's back to normal after the update.
On April 08 2017 07:17 StarscreamG1 wrote: The mouse movement feelds wierd as f***. Is there a way to fix it? I'm playing fullscreen
fullscreen will probably always have that issue, try window fullscreen
I feel the opposite? Fullscreen with low sensitivity has felt best for me. But I didn't play much bw the years before this patch so maybe that's why.
Is your screen stretched? Most players cant get bw to work on fullscreen w/ black bars on the side, the game either stretches out or it's super tiny. Personally my mouse speed is all weird on fullscreen because it's stretched, used to be bad in window fullscreen (mouse accel was on by default) but it's back to normal after the update.
Yeah had that problem in the past too. One reason why i did not touch bw for a long time. But with this nvidia option i have black bars now and it works much better than the PTR version (even after the patch).
On April 08 2017 13:02 duke91 wrote: For whatever reason, sometimes units don't group as they should (lost input ?) which caused me to not group even though I did. Never had the problem on iccup
This is happening to me constantly on the PTR. It makes the game nearly unplayable. I try to bind my control groups and the inputs are simply lost and nothing happens. This is unrelated to the caps-lock hotkey bug as far as I can tell.
Nah, its no in-game option to set game streched in windowed-fulscreen mode????? I like to play without black bars i was (i am) able to do it on classic fullscreen mode cus i was just setting it in graphic card options menu. Now becouse its not real fullscreen but windowed-fullscreen graphic card dont react for it and dont streching it. Normally in games its in-game option to set resolution (with ratio) +_+;;;; PLZ ADD IT. Dont want to play in old resolution where bnet looks broken.
On April 08 2017 13:02 duke91 wrote: For whatever reason, sometimes units don't group as they should (lost input ?) which caused me to not group even though I did. Never had the problem on iccup
This is happening to me constantly on the PTR. It makes the game nearly unplayable. I try to bind my control groups and the inputs are simply lost and nothing happens. This is unrelated to the caps-lock hotkey bug as far as I can tell.
when you make tvb the game cant recognize whether or not its a 2v2/3v3/4v4 (unless they sort it by name but i dunno if they can do that), looks good tho.
Game looks like it is getting brighter colors, the team colors look brighter. Maybe I'm just crazy.
I will again encourage Blizzard to try to change as little as possible. I know that is actually a lot to ask. While you are in there messing with things it is easy to think lets just tweek this or change this, this is better. But, better is subjective. You have the best RTS ever here. Please just stop changing things. Replicate it as best you can.
The control group issue remains. Seems like now assigning control groups is case sensitive? It sucks because caps lock key cant be removed like the windows key, unless you have a dedicated keyboard to play BW :/
On April 09 2017 09:14 fabiano wrote: The control group issue remains. Seems like now assigning control groups is case sensitive? It sucks because caps lock key cant be removed like the windows key, unless you have a dedicated keyboard to play BW :/
Does Blizzard listen to suggestions which aren't related to 1.18? I think it'll be nice to show races even after game starts just like in StarCraft 2. Sometimes you're just tired or forget enemies' races. I think it's a minor change that it affects no one.
Hello, I've noticed something in the 1.18 patch : a problem on the move/attack micro trick. For those don't know the move : it's doing move command on an unit/building (not right click) then attack. It's pretty useful to snipe an unit, like when drone harassing or obviously doing some muta control (sniping a scv when there are offensive units around, or sniping a high templar...).
On 1.16, it works perfectly : move on unit, attack unit. On the 1.18, 80% of the time, after the move order, the attack order will SELECT the target, which is a terrible thing, it will unselect your muta. Which makes this micro way totally unreliable.
On April 09 2017 22:33 Glioburd wrote: Hello, I've noticed something in the 1.18 patch : a problem on the move/attack micro trick. For those don't know the move : it's doing move command on an unit/building (not right click) then attack. It's pretty useful to snipe an unit, like when drone harassing or obviously doing some muta control (sniping a scv when there are offensive units around, or sniping a high templar...).
On 1.16, it works perfectly : move on unit, attack unit. On the 1.18, 80% of the time, after the move order, the attack order will SELECT the target, which is a terrible thing, it will unselect your muta. Which makes this micro way totally unreliable.
Yes, I noticed this. Even on the campaign the issue is the same.
Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
On April 10 2017 18:55 TT1 wrote: Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
On April 10 2017 18:55 TT1 wrote: Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
is Qoo)Max a korean ?
Yup, can't wait until PTR is fully released, it's gonna be amazing.
On April 10 2017 18:55 TT1 wrote: Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
but THATS my problem, how can fish server have a better ping ? why are the blizzard servers so fucked up ? why can i play on iccup vs a korean player from europe without any lag and on blizzard servers (no matter which one) we get 1 billion lags ...
the netcode of blizzards servers must be the worst ever
On April 10 2017 18:55 TT1 wrote: Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
but THATS my problem, how can fish server have a better ping ? why are the blizzard servers so fucked up ? why can i play on iccup vs a korean player from europe without any lag and on blizzard servers (no matter which one) we get 1 billion lags ...
the netcode of blizzards servers must be the worst ever
Idk how u do to play a korean without any lag on iccup.
On April 10 2017 18:55 TT1 wrote: Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
but THATS my problem, how can fish server have a better ping ? why are the blizzard servers so fucked up ? why can i play on iccup vs a korean player from europe without any lag and on blizzard servers (no matter which one) we get 1 billion lags ...
the netcode of blizzards servers must be the worst ever
PTR server =/= 1.16 ping-wise. Everyone is playing on a server located in Cali right now (1.16 had p2p connection), of course there's gonna a lot of issue w/ lag.
merz is streaming on PTR fish right now and the game speed looks good, usually he lags a lot whenever i play him :D
I had to stop playing. I haven't been able to hotkey units since the beginning of PTR. Tired of losing my mind, while no on else reports this. Going to go crazy. Many games... I sit there trying to hotkey something 10 times... yet still can't. Just holding control and trying to push a number, while saying a lot of expletives.
Game is in a really state now for me at least. Almost zero lag vs koreans on fish, cursor sluggishness is gone. The only thing missing is not having the game crash 24/7 on Fish but other than that, this is sweet!
On April 11 2017 01:24 dignitas.merz wrote: Game is in a really state now for me at least. Almost zero lag vs koreans on fish, cursor sluggishness is gone. The only thing missing is not having the game crash 24/7 on Fish but other than that, this is sweet!
Unfortunately still having delayed/laggy mouse movement. It is much better than before though...
I'm suspicious about the APM/EAPM counter and the inconsistency within it.
In-game it said I never dipped below 190 EAPM (I had EAPM-only on), whereas I am normally a 180-220 APM, 100-140 EAPM player. In the score screen it said I had 330 apm. I watch the replay and it says I ended the game at 250 APM, 230 EAPM (ridiculous), but in the post-replay score screen it said that I had 480 APM and my opponent had 330 lol. The replay was played sped up, could this have anything to do with it? Would be nice to get some numerical consistency and accuracy throughout the game, at least.
On April 11 2017 01:24 dignitas.merz wrote: Game is in a really state now for me at least. Almost zero lag vs koreans on fish, cursor sluggishness is gone. The only thing missing is not having the game crash 24/7 on Fish but other than that, this is sweet!
Unfortunately still having delayed/laggy mouse movement. It is much better than before though...
do you have a nvidia or amd gpu? if its nivida try this:
On April 11 2017 01:24 dignitas.merz wrote: Game is in a really state now for me at least. Almost zero lag vs koreans on fish, cursor sluggishness is gone. The only thing missing is not having the game crash 24/7 on Fish but other than that, this is sweet!
Unfortunately still having delayed/laggy mouse movement. It is much better than before though...
do you have a nvidia or amd gpu? if its nivida try this:
Already changed this and this fixed my problems with mca64 and current bw. But it does not fix my problems with 1.18
On April 11 2017 05:07 404AlphaSquad wrote: I suggest that Blizzard also fixes the pylon stopping power bug. I know its super rare, but it should be fixed.
Isn't there also a bug where drone gets permanently stuck building extractor? I thought it happened to JD in a zvz and he had to kill the drone
On April 11 2017 05:07 404AlphaSquad wrote: I suggest that Blizzard also fixes the pylon stopping power bug. I know its super rare, but it should be fixed.
Isn't there also a bug where drone gets permanently stuck building extractor? I thought it happened to JD in a zvz and he had to kill the drone
On April 11 2017 05:07 404AlphaSquad wrote: I suggest that Blizzard also fixes the pylon stopping power bug. I know its super rare, but it should be fixed.
Isn't there also a bug where drone gets permanently stuck building extractor? I thought it happened to JD in a zvz and he had to kill the drone
I remember that game. Amazingly, he still won, if I remember it correctly. I think he later said that it was one of the games he was really proud of winning.
I'd like it to be a special lair painting there. You know, when you upgrade your hatchery to lair, the picture below is that of hive, not lair... Anyone else noticed this?
1. observer mode for those eliminated in team games 2. teammate control when they leave/disconnected 3. hold position bug fix (after hold position units that get shot outside their attack range just bug out and sit there without shooting, dunno if fixed but was in 1.16)
4. build order listings and charts similar to sc2 for post game analysis 5. unscouted fog of war not pitch black 6. see what race opponent selected once game starts
We're proud to role out our fourth iteration of the PTR. We continue to spend countless hours pouring over your feedback; it has been invaluable. We salute your efforts.
Specific Changes & Improvements Creating a new game will reuse the last created game’s name Old chat logs will be removed when switching user accounts Join Games screen will now remember the last selected game type filter
Bug Fixes Fixed game crash when attempting to create units with invalid owners in custom maps Fixed crashes caused by prior OpenGL 2.1 implementation Fixed crash when navigating between Game Search, Chat, and Create screens
Please use this thread for bug reports and feedback.
On March 31 2017 15:48 ShivaN wrote: Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well
I got this problem too. Tried changing scaling, aspect ratio nothing helps. Weird since on 1.16.1 I could get fullscreen without problem (even stretched out if I changed aspect ratio to strech it and tiny one if If to choose other option as well).
I got solution for this finally:
Check "Override Application Settings". If you don't have this option then update your drivers.
I was wondering how the map selection process is going to be decided in the upcoming matchmaking system. Are people (who Q up via matchmaking) just gonna get random maps from a map pool? The issue here is that a lot of players (especially pros) practice on certain maps and BW has a lot of maps that players don't like to play on (due to imbalances).
Or alternatively will we be able to select options and search for a specific game, i.e: 1 vs 1 (assuming there are multiple matchmaking modes such as 1v1/2v2/3v3/4v4) and a specific map such as Fighting Spirit/Circuit Breaker etc.
I know the classics team has a lot on their plate (and you've been doing a great job thus far!) right now and MM is probably not a priority on your list but feedback on this topic would be greatly appreciated. I feel like the matchmaking system is going to be a core component of SC:BW so maximizing it's potential would be beneficial for all of us.
On April 10 2017 18:55 TT1 wrote: Wow i just played 5 games on PTR Fish vs Qoo)Max, the ping was AMAZING. Felt like i was playing at a lan, couldn't believe it.. it was better than most of the games i get on USA :D.
I had to install a new patch today? I was not able to find the changelog though... my mouse problem is still the same. Mouse movement feels still strange... like its with acceleration.
On April 12 2017 22:12 TaShadan wrote: I had to install a new patch today? I was not able to find the changelog though... my mouse problem is still the same. Mouse movement feels still strange... like its with acceleration.
Yeah same. It has to do with how the game is forcing widescreen into 4:3 ratio. If you tell your video card to force aspect ratio and then run the game in fullscreen mode, the mouse movement will feel natural, but obviously running in 640x480 means your other windows/monitors get screwed up and your mouse will be crazy fast.
I've been able to fix this on iccup by running fullscreen with aspect ratio forced, but because the new PTR client already tries to do this, it unbalances the left-right mouse movement compared to up-down so it feels "off" when playing in windowed or fullscreen windowed.
Not sure how to fix it yet. I'm hoping blizzard lets us tweak mouse ranges by release.
We're proud to role out our fourth iteration of the PTR. We continue to spend countless hours pouring over your feedback; it has been invaluable. We salute your efforts.
Specific Changes & Improvements Creating a new game will reuse the last created game’s name Old chat logs will be removed when switching user accounts Join Games screen will now remember the last selected game type filter
Bug Fixes Fixed game crash when attempting to create units with invalid owners in custom maps Fixed crashes caused by prior OpenGL 2.1 implementation Fixed crash when navigating between Game Search, Chat, and Create screens
Please use this thread for bug reports and feedback.
Cheers, Pete
Unlisted change: - You can finally change the player slot you are in by clicking on the group name in the pre-game lobby. (Someone reported it in the official sc forum, didnt test if it is true.)
is there a way to carry over hotkeys from one computer to another? I have a patch_rt.mpq I want to use but whenever I put it into the starcraft public test directory, the custom hotkeys don't change and I have to change everything again. Any idea on how to do this? Or do I Have to go through it all once more?
We're proud to role out our fourth iteration of the PTR. We continue to spend countless hours pouring over your feedback; it has been invaluable. We salute your efforts.
Specific Changes & Improvements Creating a new game will reuse the last created game’s name Old chat logs will be removed when switching user accounts Join Games screen will now remember the last selected game type filter
Bug Fixes Fixed game crash when attempting to create units with invalid owners in custom maps Fixed crashes caused by prior OpenGL 2.1 implementation Fixed crash when navigating between Game Search, Chat, and Create screens
Please use this thread for bug reports and feedback.
Cheers, Pete
Unlisted change: - You can finally change the player slot you are in by clicking on the group name in the pre-game lobby. (Someone reported it in the official sc forum, didnt test if it is true.)
Nah that was fixed in the previous build on Apr 5. It's kind of annoying that they keep deleting old PTR update threads, otherwise I would link it.
Blizzard would like to thank our dedicated Commanders, Cerebrates, and Executors who have participated in the PTR.
For being vocal on these and other forums; for adding to the data we used to analyze and fix problems; for pioneering to discover if our myriad changes would change gameplay; we salute your efforts to ensure an epic product for the wider community.
Your input has introduced ideas that we will discuss and implement in the coming months, and helped resolve a few we were on the fence about.
One, in particular, was the rebinding of hotkeys. We released the work-in-progress version you used to gauge sentiment, and garner feedback on what should or should not be included in such a feature. We're reviewing all the input - and will come to a resolution in the future - but will not release hotkey rebinding with 1.18.
Though we're bringing down the PTR, the dialogue does not end. We look forward to our continued collaboration on this game that we all hold so dear.
Cheers, Classic Games
So the F in the "PTR F" update was for Final, after all. I'm not home, but I assume PTR is not working anymore? They could have at least given a day's notice.
Did Blizzard ever comment on the mouse acceleration/slingshot thing that is going on? One of the more recent updates mostly fixed it for me but I have had it happen to me in late game situations and one of my friends is battling it all the time. Would be nice to know they are at least aware of it.
I wouldn't say that its getting removed. People loved it, but wanted some changes. Simply put, they received feedback and going back to drawing board on what to do with rebinding based on the feedback that people gave. Or that's at least how I see things, and given the timeframe that they were given they decided that they won't have everything figured out till release of 1.18.
I wouldn't say that its getting removed. People loved it, but wanted some changes. Simply put, they received feedback and going back to drawing board on what to do with rebinding based on the feedback that people gave. Or that's at least how I see things, and given the timeframe that they were given they decided that they won't have everything figured out till release of 1.18.
Or they're removing it (please don't).
I touched on the feedback part, what negative feedback did they get from the foreign community which prompted them to question implementing key rebinds?
I've been browsing their forum throughout the PTR and i've never seen anyone complain about the current PTR hotkey rebinds, only thing i've seen is people wanting to re-bind control groups/fkeys (which i think is a bad idea).
I wouldn't say that its getting removed. People loved it, but wanted some changes. Simply put, they received feedback and going back to drawing board on what to do with rebinding based on the feedback that people gave. Or that's at least how I see things, and given the timeframe that they were given they decided that they won't have everything figured out till release of 1.18.
Or they're removing it (please don't).
I touched on the feedback part, what negative feedback did they get from the foreign community which prompted them to question implementing key rebinds?
I've been browsing their forum throughout the PTR and i've never seen anyone complain about the current PTR hotkey rebinds, only thing i've seen is people wanting to re-bind control groups/fkeys (which i think is a bad idea).
I think it has to do more with diving into the code to see what they can do to accommodate some other changes such as camera hotkey rebind and control groups, if they already have decided that they're including these. Also, that itself might be an extra challenge to implement.
On April 13 2017 06:18 Endymion wrote: well fish ladder considers keybinding hacking... so.... it probably has something to do with that.
Maybe. But I'm sure this is something that'll get resolved easy if both sit down and have a meaningful discussion. I didn't see many Koreans being opposed to this idea (rebinding) on firebathero's stream.
On April 13 2017 06:46 LordOfDabu wrote: Teasing players with hotkey rebindings and then removing them is worse than never implementing them at all. A very strange decision, indeed.
They are not removing them, they just wont come with 1.18
I think the plan is to put the keyboard binds later on if they can get it working without being so janky. My worry is I cannot run the game full screen because it does not scale. I have tried to change every gpu scaling option possible and it just stays as the tiny 640x480 box. And Fullscreen window runs terrible for me. Feels very laggy only being made somewhat better by disabling framerate cap, bilinear filtering, and unit portraits. Also the hotkeys still feel wrong when adding with shift or if you hold mouse 1 down when creating a new camera hotkey it does not work. I hope they do not release this patch on fish or iccup because it is a big downgrade right now especially if they havent fixed the massive lag cause by cross server play. The old form of lan latency is far superior.
Why not just leave what they have for now for the hotkey rebindings and then change it later though? It's disorganized... but it works!
The only reasons I can think of why they wouldn't is if they are (a) considering not having the option at all or (b) making it remastered exclusive. Both would be bad decisions IMO.
I would like them to communicate what happens now that the ptr is down? I mean i don't really understand why they would take it down anyway. There were still quite a few problems, it isn't finished? Like they wanna work on everything and do another ptr after that? That would mean the full release is still far away. They wanna full release soon even in the current state? That would be weird
I am really sad that they are not going to implement the hotkey customization after all.
I have really small hands, and its really hard and annoying having to go to press the "O" "U" "L" "I" "P" keys.
Being able to have the hotkeys to your liking change the gameplay or give you an advantage, if anything, it removes any "self-disadvantage" you already had. It just makes you more comfortable playing the game and not frustrated cuz your lurkers didnt burrow cuz u missed a key the other side of the keyboard once, which believe me happened to me a lot back in the day and you actually lose the game after losing 6-7 lurkers without burrowing them.
Hotkeys are like mouse and keyboard, they are just tools to play the game, they dont play the game for you. Customizing your hotkeys doesnt make you more skillful all of the sudden, it just makes you able to perform at the best of your capabilities. Same with mouse/keyboard, doesnt matter how expensive or cheap they are they just help you play the game more comfortable, they don play it for you.
I remember in Bnet Attack show, when Bisu was a guest, they asked him something like "Why didnt you bring your equipment? are you that cocky?" and he responded that mouse and keyboard didnt matter to him, that if you claim you lost a game because of them, then you are just making excuses.
Hotkeys customization is just a tool that lets you play the game more comfortably, nothing else, and there is no reason to not have it if "we have the technology".
On April 13 2017 13:30 MadJack wrote: I am really sad that they are not going to implement the hotkey customization after all.
I have really small hands, and its really hard and annoying having to go to press the "O" "U" "L" "I" "P" keys.
Violinists have small hands too, you think it isn't annoying or difficult to shift into high positions?
On April 13 2017 13:30 MadJack wrote: Being able to have the hotkeys to your liking change the gameplay or give you an advantage, if anything, it removes any "self-disadvantage" you already had. It just makes you more comfortable playing the game and not frustrated cuz your lurkers didnt burrow cuz u missed a key the other side of the keyboard once, which believe me happened to me a lot back in the day and you actually lose the game after losing 6-7 lurkers without burrowing them.
Fat fingering a hotkey is like missing a note. Practice harder.
On April 13 2017 13:30 MadJack wrote: Hotkeys are like mouse and keyboard, they are just tools to play the game, they dont play the game for you. Customizing your hotkeys doesnt make you more skillful all of the sudden, it just makes you able to perform at the best of your capabilities. Same with mouse/keyboard, doesnt matter how expensive or cheap they are they just help you play the game more comfortable, they don play it for you.
Have you tried playing 1.18 at all? The custom hotkeys makes the game significantly easier, especially in a physical sense. Playing Brood War with the original hotkeys is like playing a musical instrument. You think we should change musical instruments that have been played for hundreds of years to be easier just because we have the technology or know how to do so?
On April 13 2017 13:30 MadJack wrote: I remember in Bnet Attack show, when Bisu was a guest, they asked him something like "Why didnt you bring your equipment? are you that cocky?" and he responded that mouse and keyboard didnt matter to him, that if you claim you lost a game because of them, then you are just making excuses.
Yet Flash uses a ruler and many other progamers including him are very particular regarding their mouse/keyboard choices and position.
What he says about complainers though kind of sounds like those complaining about not having custom hotkeys. I'm sure he'd agree. "If you claim you lost a game because of custom hotkeys, then you are just making excuses."
On April 13 2017 13:30 MadJack wrote: Hotkeys customization is just a tool that lets you play the game more comfortably, nothing else, and there is no reason to not have it if "we have the technology".
It's part of the game and professional competition and has been for 19 years. Brood War's greatness is the sum of all of it's parts, whether you regard it so or not.
On April 13 2017 13:30 MadJack wrote: Being able to have the hotkeys to your liking change the gameplay or give you an advantage, if anything, it removes any "self-disadvantage" you already had. It just makes you more comfortable playing the game and not frustrated cuz your lurkers didnt burrow cuz u missed a key the other side of the keyboard once, which believe me happened to me a lot back in the day and you actually lose the game after losing 6-7 lurkers without burrowing them.
Fat fingering a hotkey is like missing a note. Practice harder.
On April 13 2017 13:30 MadJack wrote: Hotkeys are like mouse and keyboard, they are just tools to play the game, they dont play the game for you. Customizing your hotkeys doesnt make you more skillful all of the sudden, it just makes you able to perform at the best of your capabilities. Same with mouse/keyboard, doesnt matter how expensive or cheap they are they just help you play the game more comfortable, they don play it for you.
Have you tried playing 1.18 at all? The custom hotkeys makes the game significantly easier, especially in a physical sense. Playing Brood War with the original hotkeys is like playing a musical instrument. You think we should change musical instruments that have been played for hundreds of years to be easier just because we have the technology or know how to do so?
On April 13 2017 13:30 MadJack wrote: I remember in Bnet Attack show, when Bisu was a guest, they asked him something like "Why didnt you bring your equipment? are you that cocky?" and he responded that mouse and keyboard didnt matter to him, that if you claim you lost a game because of them, then you are just making excuses.
Yet Flash uses a ruler and many other progamers including him are very particular regarding their mouse/keyboard choices and position.
What he says about complainers though kind of sounds like those complaining about not having custom hotkeys. I'm sure he'd agree. "If you claim you lost a game because of custom hotkeys, then you are just making excuses."
On April 13 2017 13:30 MadJack wrote: Hotkeys customization is just a tool that lets you play the game more comfortably, nothing else, and there is no reason to not have it if "we have the technology".
It's part of the game and professional competition and has been for 19 years. Brood War's greatness is the sum of all of it's parts, whether you regard it so or not.
You should not do musical examples anymore. Higher positions on violin are much easier to play (up until VIII+, but that's another issue). Musical instruments are also indeed being constantly updated and streamlined for better performance. (Also, pros fatfinger sometimes too, which is why it was common practice in pro BW to remove all the keys except the ones you needed.)
On the subject of hotkeys, I'm disappointed that in-game custom keybinds are off the table for now. Creations like The Core and other "Advanced keybinding" systems are pretty much proven to have little to no effect on the upper end of skill levels; pros will continue to be better and faster than everyone else.
The only real danger is raising the skill floor, which naturally decreases the range skill. However, custom keybinds have little to no effect on the actual gameplay; being able to move more quickly around the keyboard increases APM slightly on the low end, but does not actually lower the actions required to play. In contrast, something like auto-mining or selection groups larger than 12 would significantly lower the actions required of the player.
And don't ignore the fact that custom keybinds are 100% possible outside the game, and many players use them already. That hasn't broken anything. Making custom keybinds usable within the game makes no difference, it just saves people the headache of having to write a hotkey file.
On April 13 2017 14:34 EsportsJohn wrote: You should not do musical examples anymore. Higher positions on violin are much easier to play (up until VIII+, but that's another issue). Musical instruments are also indeed being constantly updated and streamlined for better performance.
I've played for nearly 20 years, I think I can do musical examples just fine, thank you!
And...uhhh what? Have you ever even played a musical instrument? I was talking about the process of shifting your hand position from low positions to high positions at a breakneck speed; particularly, without flubbing a note (or a hotkey), which is exactly what makes BW default hotkeys way more difficult and impressive.
If you think that's "easy," you're just flat out wrong. Shifting is the same skill people whine about not being able to perform when they have to reach for "P" or "O" hotkeys. They want to play Brood War in the violin equivalent of first position always and not have to use any physical ability or skill. I'm sorry, but that's not Brood War. Having to shift is part of what makes the game a fantastic, and even physical, eSport.
Again, Brood War's greatness is the sum of all of it's parts.
On April 13 2017 14:34 EsportsJohn wrote: (Also, pros fatfinger sometimes too, which is why it was common practice in pro BW to remove all the keys except the ones you needed.)
There are still "difficult to reach hotkeys" next to each other that you need. Siege Mode and laying Spider Mines immediately comes to mind. So, this doesn't remotely trivialize it.
On April 13 2017 14:34 EsportsJohn wrote: Musical instruments are also indeed being constantly updated and streamlined for better performance.
Maybe "modern instruments", but we're talking about classical instruments here as a metaphor for a classic game that's been played this way for 19 years.
it doesn't quite matter if you know the instrument or how to play it well when the analogy is fine, though you're antagonizing other people through it. a holier than thou tone is scarcely going to work to get your point across, I think that's the point of what john is saying. the unironic thing is that you will probably think of snapping back at this post too. they're merely opinions. that's all that they are.
I'm a huge proponent for original hotkeys in games and learning them regardless of if they're optimized or not for higher level gameplay (I guarantee that was not an issue on the table when the game was created more than a decade before now). that is because these classic hotkeys are universal and you can go anywhere with the same keyboard and setup, or even play on somebody else's setup.
however, there are cloud-saves or text-configs that are allowed and used in almost all games now. you can now do different setups to your heart's content and anywhere you go, they can come with you.
I've called it anachronistic or pretty oldschool and unnecessary to keep custom keybinds off the table. old players will be fine, and new players can find additional ways to catch up. maybe that changes the way the game is seen (by these newer players) or played, slightly, but that is what is going to happen anyway. the golden days of turning on the TV and watching starcraft ever night, maybe seeing a 2-gate opening in PvZ as the standard, is pretty much gone and dusted. very few new players will have the same appreciation for what it took for us to get to this point (for many of the current foreign base, all it took was waiting and believing). the current level of play will always be easy to catch up to compared to what it took to get there. I don't think hotkeys make a damn difference regardless of your mentality surrounding that aspect of the game.
Being able to put every single hotkey in the game (spells, buildings, units, orders etc) on QWERASDF, does that really sound attractive to you guys? I think there's a reason why FIsh server wont allow for customizations.
On April 13 2017 13:30 MadJack wrote: Being able to have the hotkeys to your liking change the gameplay or give you an advantage, if anything, it removes any "self-disadvantage" you already had. It just makes you more comfortable playing the game and not frustrated cuz your lurkers didnt burrow cuz u missed a key the other side of the keyboard once, which believe me happened to me a lot back in the day and you actually lose the game after losing 6-7 lurkers without burrowing them.
Fat fingering a hotkey is like missing a note. Practice harder.
On April 13 2017 13:30 MadJack wrote: Hotkeys are like mouse and keyboard, they are just tools to play the game, they dont play the game for you. Customizing your hotkeys doesnt make you more skillful all of the sudden, it just makes you able to perform at the best of your capabilities. Same with mouse/keyboard, doesnt matter how expensive or cheap they are they just help you play the game more comfortable, they don play it for you.
Have you tried playing 1.18 at all? The custom hotkeys makes the game significantly easier, especially in a physical sense. Playing Brood War with the original hotkeys is like playing a musical instrument. You think we should change musical instruments that have been played for hundreds of years to be easier just because we have the technology or know how to do so?
On April 13 2017 13:30 MadJack wrote: I remember in Bnet Attack show, when Bisu was a guest, they asked him something like "Why didnt you bring your equipment? are you that cocky?" and he responded that mouse and keyboard didnt matter to him, that if you claim you lost a game because of them, then you are just making excuses.
Yet Flash uses a ruler and many other progamers including him are very particular regarding their mouse/keyboard choices and position.
What he says about complainers though kind of sounds like those complaining about not having custom hotkeys. I'm sure he'd agree. "If you claim you lost a game because of custom hotkeys, then you are just making excuses."
On April 13 2017 13:30 MadJack wrote: Hotkeys customization is just a tool that lets you play the game more comfortably, nothing else, and there is no reason to not have it if "we have the technology".
It's part of the game and professional competition and has been for 19 years. Brood War's greatness is the sum of all of it's parts, whether you regard it so or not.
On April 13 2017 15:45 ICanFlyLow wrote: Being able to put every single hotkey in the game (spells, buildings, units, orders etc) on QWERASDF, does that really sound attractive to you guys? I think there's a reason why FIsh server wont allow for customizations.
If it were up to you, we would go back to Warcraft 2 settings. (9 unit select and no rally points). We probably should make it so that if you select a building you have to type the name of the unit you want to build too. so you select a cc and type in "build Terran SCV". Wouldnt that be fun. Doesnt that sound more attractive than just ez-mode pressing a button and be done with it?
On a serious note though. Keeping this arbitrary limitations will just scare new players away and really isnt a huge, if any, part of the gameplay mechanic. I for one played 5 years BW before sc2 got out and I was fine with BW hotkeys. But I wont come back if they dont allow for me to enjoy the game via custom hotkeys. I am getting old enough so that my hands start hurting if I play for too long and dont get me started on relearning my old habits.
BW was great for many things, the hotkeys wasnt one of them. Oh and btw, you can feel free to disagree with this, even though I think its safe to say that the majority of BW and new players want custom hotkeys. You have your opinion I have mine.
Also, what if there would be an option for colorblind people. Would your reply also be:
"Broodwar is supposed to be insanely hard and frustrating to the point of madness. We can't water down the game which encapsulates the epitome challenging difficulty. "
On April 13 2017 15:45 ICanFlyLow wrote: Being able to put every single hotkey in the game (spells, buildings, units, orders etc) on QWERASDF, does that really sound attractive to you guys? I think there's a reason why FIsh server wont allow for customizations.
then let me ask you guys, are keybinds an important part of the skill floor to the game?
If in LoL you were not allowed to smartcast, would that add to the game, or be an pretty unnecessary arbitration/rule to the skill that all players must learn in order to start playing well? (which is for some, playing with extra delay between actions) and if in LoL/DotA you were not allowed to keybind (this was the case for a while), does that mean that QWER (or Dota1's settings) is good enough of a setup for everyone? if it were that big of a deal, people would develop special keyboards to suit their needs right? like dvorak? at the start of mobas when smartcast was being added in, it became so common that people who did not use smartcast were seen at disadvantage. for better or worse, the smartcast feature is effective, and I myself am able to outplay players who pride themselves on faster reactions and faster keypresses with smartcast. for the general pop. of gamers, better plays were made because of the addition of smartcasting. is that not what you generally want? better play? I will say that I think current hotkey format generates or requires good habits for longtime players, but can still be improved.
if the answer to the first question is yes, then I agree. but I don't think it needs to be this way. which is why I think this is such a topic. I think that a lot of players want to bring other players to their playing field where they already have comfort and will continue to have comfort. whereas making the game easier for themselves, some of these players will follow this line of convenience and it'll show in their play because they are still stumbling with hotkeys and making lazy plays.
The analogy playing a musical instrument is a really, really bad comparison, as you can produce the same notes on different instruments using totally different input - as long as the key is the same, of course. Imagine there would be an orchestra where only violins are allowed since flutes and trumpets are technically different in how they are played. Or imagine someone would force guitar players to stop using tabs as it's far too easy to play compared to classic notation?
In the end, wether you like it or not, only the results count, which in your analogy would be the sound the audience hears when sitting at a concert.
BW custom hotkeys aren't even a quality of life change for me, they are much needed nowadays. Remember it is a game, which means people should have fun while playing it. Having to deal with this atrocious hotkey layout is an uneccessary hurdle, especially for people that play both games.
I still don't quite see why pressing p instead of any other key for building a probe is "better" in the eyes of custom hotkey enemies. You still need the same amount of actions to play the game on the lvl you wanna play it. The only difference is that it's marginably easier to press a key on the left side of the keyboard. That's it. Like there are already different hotkeys depending on the game version, like different language versions have different hotkeys. That surely is a problem in your eyes then? I mean yes, the effect is > 0 for sure. But that's simply saying that there is a change. It says nothing about how big it really is. Hotkeys surely are on the smaller effect side though, like as i said you still need the same amount of actions to play the game. Do we really think these hotkeys make it so that players increase their apm by a lot? Which players would that even be? Is it bad if someone can play with a few apm more, say going from 100 to 120 because of it? I really don't see any reasonable argument against custom hotkeys tbh.
@NickHotS Thats your opinion, but saying that is like saying having a more expensive mouse than your oponent gives you an unfair advantage and modifies gameplay which is ridicolous.
"Violinists have small hands too, you think it isn't annoying or difficult to shift into high positions?" There are different sized violins, guitars, pianos, etc. Just because a different violin would fit better for you than a "standard" violin, doesnt mean that you are automatically a better musician, and thats what you are implying.
A soccer player doesnt become a better player than he could be, just because he has better shoes. The same with hotkeys, they DO NOT HAVE DIRECT IMPACT ON GAMEPLAY, they only make you play to the best of your ability, instead of being hold down by not being able. A map like Outsider considerably directly changes gameplay, 4ex makes PvZ much different, on the edge of being almost impossible, yet we dont have a problem with it, and when they kept coming with new maps every season during the prime of BW.
"Yet Flash uses a ruler and many other progamers including him are very particular regarding their mouse/keyboard choices and position." You seem to think that statement contradicts what im trying to say with the Bisu example, but it only makes it stronger. Flash regulates the distance between the edge of the table and the mouse pad, etc. because he has the choice to do it, other people take their shoes off, or put their keyboard on their lap, some other are left handed. It just makes him more comfortable, but it doesnt make him better at the game. Im pretty sure (and everyone here) that Flash would still play great games in some "standard" set up, he just would be more annoyed/uncomfortable to play the game and wouldnt play at his 100%. These set up preferences doesnt making better than he is/could be.
Again, hotkeys dont make you better at the game, period. You need to get out of that stubborn purist mindset. There are some things that can improve the game and make it more atractive for the comunity and newer players that have 0 impact in gameplay. One of them is hotkeys.
I wouldn't count on Blizzard going the way of user-created ranked lobbies (and by the way, we're not going that direction with ShieldBattery, either). The first reply to your thread had it correct: win-trading just becomes too easy. It's way more difficult to win-trade when your opponent is automatically chosen, and the matches tend to be more even as well. In a truly competitive environment, you can't have things like dodging and collusion cloud the results.
What's there to stop 2 players from Q'ing up at the same time (at say dead hours) in order to hit each other on the ladder? People can win trade like that too.
We can set a game limit vs same players (2 or 3?) and a ladder restriction like they have on Fish (you need 72 hours and 30 wins in order to ladder).
On April 14 2017 11:46 TT1 wrote: What's there to stop 2 players from Q'ing up at the same time (at say dead hours) in order to hit each other on the ladder? People can win trade like that too.
We can set a game limit vs same players (2 or 3?) and a ladder restriction like they have on Fish (you need 72 hours and 30 wins in order to ladder).
Oh even automatic matchmakers can be exploited, it's just much harder and requires a lot more preparation. Like you said, matching together at super off-peak hours and friending all the other similarly-skilled players to make sure you don't run into them. In Overwatch, there was a group of 6 pretty decent (but not super high-level) players in Brazil who would queue up at 3AM. There just weren't other same-skill 6-stacks online at that time, so often they would get matched against Gold/Platinum stacks and wreck them. Even though they only earned a tiny amount of rating, it was still enough for them to eventually climb into Grandmaster... +2 rating at a time.
I'm on the fence about "unlocking" ranked play upon reaching a certain amount of games played or time invested. A lot of times that's a formality anyway and players just grind that out mindlessly, and it just becomes a source of frustration and annoyance when you just want to hop into some competitive games. It would definitely be more necessary for a manual ladder though.
Server is still up for now. This is something i picked up today, not sure if it's intentional. Youtube video on the left is from 5 years ago, replay on the right is from today on 1.18. Morphing sunken colonies no longer show sunken wireframe.
Suggestion: make the open games list navigable with arrow keys. As it is rightnow, I can only single click a game to select it, since the arrow keys just roll down the roll bar.
On April 03 2017 23:35 faustian wrote: It seems the replays from 1.18 ptr do not work with bwchart. I don't know when the last time bwchart was updated, but I know it was working with 1.16. Anybody know of any fixes and / or alternatives?
On March 30 2017 13:59 TT1 wrote: List your suggestions so we can have an organized list of all the issues in 1.18. (ill also copy paste issues/suggestions i see from the blizzard forum)
Problems:
- Some people are still experiencing mouse lag even after the fix
- Hotkey (control group) input seems to be different in 1.18 than in 1.16, feels less smooth and responsive.
- /f l info isnt always accurate, doesn't update once in a while.
- /f l doesnt work inside a lobby. /f l and /f m dont work inside a game.
- /f m "error: error 6:8". /f m doesn't work properly once in a while (in chat channels).
- /stats doesnt work ingame
- Can't say for certain but i believe that hosting games on the Fish server (as a foreigner) causes lag for everyone. That being said if a Korean hosts a game and foreigners join it the game runs smoothly without any lag, which is a bit odd.
- Dragoon freeze bug still happens once in a while.
- If you ignore someone it ends up ignoring everyone in the channel until you log out and log back in again.
- Command + Shift command in Fog of war overrides the previous command (I.e. if I place down a command center in a discovered expansion but it's in the fog of war and quickly shift click SCV onto minerals it won't build the command center).
- Fullscreen mode stretches instead of maintaining aspect ratio on a lot of GPU's.
- Border-less window mode has mouse speed issues.
- I sincerely hope they get to fixing the way sound effects from one area of the map mutes instantly after one changes view to another area at least one screen away through clicking on the minimap.
- "You can't whisper that user" bug (when someone is looking for a game etc.). Also chat messages don't save when you're looking for a game (browsing games on join).
- Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. + Show Spoiler +
- No scan sound (at the initial scan location).
- Performance issues (overheating GPU, high CPU usage).
- Can't set mouse sensitivity option properly. Usually default's to another mouse sensitivity.
- Can't friend add people inside a lobby/game.
- When you use one vs one mode on 1.18 you always start in the same map locations. It's always the red/blue dots; you might start on the red one, you might start on the blue one, the variance ends there! Fighting Spirit = always top left/top right
- Enabling v-sync completely messes up my mouse speed (playing on window fullscreen).
- In the lobby for UMS games with teams you can't cycle through the team position by clicking the team bar. It just keeps you in the first slot of that team. Messes up UMS games.
- Alt-Tabbing from BW (in window fullscreen) to your desktop is a bit buggy.
- My control groups 6 and 8 don't work, I've seen another person reporting it. Other cam keys/hotkeys randomly stop working.
- Auto saved replays don't show the preview. Filenames are also not labeled very well (should be player ids instead of the map).
- Friend message text is localized (i.e: if you have a polish friend who joins a game it'll announce it in polish to you, even tho your bw is in eglish).
- Can't chat in the game lobby/on chat channels unless you select the chat box with your mouse.
- Creating or Joining a game prevents whispers from being sent to you. . - Sometimes you can't see a player on a chat channel even tho he's there, you need to relog to fix the issue.
- I got some input issues related to spamming. In 1.16 if you held key i.e: 3 (CC) and while holding that key if you clicked to minerals you could switch between CC and minerals. In this version if I click to minerals while holding my CC key and then release my click my screen doesn't go back to CC thus I need to push my 3 (CC) hotkey again.
Suggestions:
- Closing lobby slots shouldn't take up a spot under the player list counter.
- Would be nice if we could override the in-game mouse sensitivity and use our windows sensitivity(so we don't need to adjust it). Assuming this is something that they willingly removed (and is not a bug).
- Please add a message whenever someone friend adds you. Make it so that we know we've been friend added by someone.
- Interface needs to be touched up, I'm not asking for an entire re-work but a better background image would be nice. Something that's warm and inviting as opposed to having a black and gloomy page.
- Blizzard UI suggestion by HaN (on TL). Looks amazing. + Show Spoiler +
- Building placement color indicators look very similar (green and red). Try to make the colors more distinguishable.
- Would be nice if we could tab to switch boxes when trying to create a passworded game (tabbing from game name to the password box).
- Hotkey re-bind page needs to be more organized, right now everything is mixed in together. We also don't know if we have overlapping hotkeys, there's no error message. At very least it would be nice to have them organized by race.
- Can't view the latency/connection between users in the lobby, so when hosting a game we don't know if someone has a 1 red bar connection.
- Observer slots should be closed when you host a game.
- Add back the 0 next to people who have yet to download the map in game lobbies
- When choosing a race we're not able to drag our mouse anymore on different options to select them, ditto for closing slots.
- Add localized hotkey profiles. Been playing with german hotkeys ever since and cannot test the patch properly because I don't want to screw up my hotkey set-up nor do I want to spend hours to customize every hotkey to match the german hotkeys by my own.
- BW has always had an issue where the camera doesnt center on top of the main clump of units on a hotkey. If you have 4 units together in 1 spot and hotkey a rallying unit to the same control group the game should always take you to the 4 units when you double tap the control group hotkey (which it doesn't).
- Would like status messages to be a different colour (like /help) from regular messages.
- Add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences.
- Sort games by current number of players in it.
- Add observer chat so players don't read their messages all game long. Also allow observers to change ingame player colors (with Shift + Tab).
- Down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead.
- Would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game.
- Being able to see what's in a dropship/shuttle/overlord when obsing.
- Being able to see the energy of casters while obsing.
- The player counter as-is is not very useful. I can't tell how many players in a [9/8] game are observers or if a [3/4] 1:1 game is waiting for someone who actually wants to play. I'm going to observers come from the 4 "neutral" players in map triggers?
- Hotkey/commands to minimize observer pane.
- Being able to toggle how much or which information (maybe via cycling) to display in pane.
- In both replays and observer mode, it would be neat to have unit, structure and upgrade counts at a glance for the player that a selected unit belongs to. Toggleable, of course.
- Change auto-saved replay naming. Naming replays by their map isn't very useful, add player names (the ones who 1v1ed only).
- I love how obs can toggle individual player vision from the pane and would like an easy way to do that (hotkeys?) in replays as well.
- For the sake of parity, being able to display all resources/supply counts in replays as well.
- Maybe add a channel join/leave notification.
- I think that having a "Friends" tab that doesn't serve any function other than displaying your friends is a missed opportunity. Wouldn't it be better if you could double-click/right-click on a friend to send them a whisper? (Also, I haven't tried this yet, but can you see if your friends are in-game and what game they are playing?)
- I think campaign / single-player games / replays should be started with the last speed-setting or fastest
- Would be cool if we could follow friends into a game.
- Add a slight drop shadow effect to in-game text instead of a black box behind it, would look way better!
- Let us chat while there's a drop screen.
In-game unit bugs:
- Units with Defense Matrix sustaining 0.5 points of damage per attack received (even if attack damage <= remaining matrix hit-points)
- I found another bug.. if you shift tab to teal as your primary color, then try to build a hatchery, the color of that hatchery in the "build box" will be your original primary color instead of teal if you weren't originally teal. it's not a huge issue but something to fix. not sure if it is the same on other races/zerg buildings ______________________
On March 31 2017 04:03 Excalibur_Z wrote: Cross-posting from the chat channel Bnet thread:
I wanted to take some time to go over the old and new UI, detailing the characteristics and aims of each in an effort to optimize the layout based on modern demands. I say this as a Starcraft veteran of 19 years: I don't want nostalgia for nostalgia's sake. The UI that we use in SC:R needs to be functional, aesthetically pleasing with a cohesive theme, and logically designed.
Old UI:
Unnecessary banner (Bnet is no longer ad-supported)
Top 1/3 of the screen is effectively unused
Buttons on the left are equal in size despite different levels of importance
Focus is clearly on the main chat window
Channel userlist is compact with the channel name prominently displayed
New UI:
A lot of empty space in the margins. I'm sure this is mainly to support 4:3 resolutions, but it's not a good look. There needs to be a 16by9 version of the UI with the chat window widened (or something to fill that space). Maybe this is reserved for SC:R though?
It looks like the design here is to make the lobby UI more consistent with the chat UI. This does that... but something's off about it. The lobby UI is a lot more compact and has to cram a lot of information (players, races, chat, map info), but the chat UI doesn't, so they have different aims despite now having the same background and containers. Maybe fixing the first bullet will resolve this, too, but it's hard to say.
The channel name and headers are much harder to read against the background than in the old "plain" black interface. Maybe a darker background layer for the userlist/friends/channel container? Or a different font altogether for everything in that frame... the font itself is fairly stylized (especially compared to the old Arial) so it needs less noise behind it to be readable, and I can understand not using Arial, but something very crisp... Helvetica? Calibri? Verdana?
The userlist also has a lot of empty space between names. There's a max of 9 names per screen. The empty space is a result of the profile icons being larger than the name fields, but there's still quite a bit of space between icons, too. If that gap were to shrink to about 2px from 15px (counting based on 1080p so scale down the numbers accordingly for lower supported resolutions), you could fit about 11. Smaller profile icons would take this even further.
I think the main chat window is pretty good. Again I'm not a super huge fan of the font for general typing/reading (I'm aware it was used mainly in mission briefings, but those had VOs and scrolled slowly so they produce a more detached experience) and would prefer something a little more mainstream. The layout is solid, though.
On April 01 2017 01:41 LaLuSh wrote: I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
My opinion is that a player should be able to press a mouse button and click at the same time and still have all the inputs be registered.
Thoughts?
updated
I can't say for certain but i believe that hosting games on the Fish server (as a foreigner) causes lag for everyone. That being said if a Korean hosts a game and foreigners join it the game runs smoothly without any lag, which is a bit odd.
How come no-one mentions the weird protoss building warp-in animations, the different coloured green-building-hover-preview over the cursor when building a structure, the different colour of the minerals in the fog of war? I thought this is not remastered where they arbitrarily change the colour scheme? Could they just not get in to be the same in opengl? Was it intentional?
Off topic, I played my first game in like 6 or 8 years yesterday on this new patch. It was weird nostalgia but very fun. My opponent on bnet east had 320 apm which shocked the hell out of me and I was just struggling to remember how to play. I put up a fight and survived for like 15 minutes but it was still pretty fun.
On topic, no major issues like you all are talking about. Game defaulted to Windowed fullscreen with FPS cap at 300. It looked and felt fine. Inputs felt responsive. I have a pretty decent rig though. I7, 32GB mem, GTX 1070. Were all old bnet accounts wacked? I couldn't access my old account and had to recreate it. It did let me use the name I used to have though (including the "illegal" characters it had).
I know this is really minor and the vast majority of people don't care but they broke team melee with 1.18.
I'm hosting a small and unorganized league called Rookie Team League that uses team melee in the format because it is a unique and fun game mode that emphasizes the "team" part. With 1.18 you can no longer select all the races on your team. Prior to this you could play with 1-4 players on your team and all slots had a race option, so you could have two players and play Terran. Now when you do not have a full 4 players in each slot for your team it assigns you random workers in the slots you did not fill. This is problematic because most people who play team melee want to work together and micro/macro, they don't want to mix random workers into their race. It makes for convoluted game play and strategy rather than emphasizes on it because there are clearly OP decisions that everyone would take if given the freedom to use all 3 race workers (such as 50 mineral extractor, 300 mineral expansion hatchery for early game edges). I mean if people have fun with that, that is cool, but removing the option to stay to one race completely when you have less than 4 people breaks the game mode because the majority of the minority of people who play team melee do not want that.
1.18 should be adding or improving features, but it seems like it is removing them instead.
The completion of protoss buildings animation now seems longer. Did that affect the build time? It took longer than normal before I could press S to start researching goon range, or does that have to do with input lag?
On April 19 2017 22:26 Peeano wrote: The completion of protoss buildings animation now seems longer. Did that affect the build time? It took longer than normal before I could press S to start researching goon range, or does that have to do with input lag?
I was watching NaDa's stream earlier, he went into a single player game and he randomly started making buildings just to show P's building animation. Dunno what he said (could be that he just disliked the new animation) but you could be onto something.
Random stuff I want, • not having to click on the chat bar to type in chat lobby • being able to display chat log while in-game • advanced ping (similar to SC2) • /latency command
I tried it and it feels better but why does full screen makes graphics fucked up... also could we have a more detailed slider than this one + Show Spoiler +
we can set the speed either on one slot or between two slots and the difference is big
Yea BW becomes a tiny box when i switch to fullscreen .. i mean i dont really mind this because i dont plan on playing on fullscreen anyways. Windows fullscreen all the way for me.
I always used to play Starcraft with German hotkeys.. since 1.18 everything is english.. even when i select "german" at the download section the gamespeech is set to english and so are all the hotkeys :/ any ideas how to fix/change this?
yo tt1 can you post in your threads on blizzard and TL asking them to add a random map selector to sc remastered please? I'd really love to have it pick a map from a directory, for example, if I put 20 maps in the folder.
sorry for posting same msg. But I want to reach out my question blizzard programming team.
can they fix this issue? dragging (make a box) or holding a left click button on the ground and then switching screen with f2 f3 f4 part? since i'm doing f2 main buildings f4 rally point screen to change rally points for all, sometimes i drag units when i don't want to.
A lot of Koreans users do this way to change rally points fast without hotkeying instead of 1 right click 2RC 3RC 4RC 5RC 6RC 7RC, etc
In addition, default F2 F3 F4 are not matching to 1.16.1 and any other older version.
1.18.1 F2 F3 F4 default screen are same screen as double pressing the hotkey of the main base.
1.16 and others of F2 F3 F4 default screen are ctrl+c(alt+c also works) of the main base.
This is a super minor issue, but it's a bit annoying that I have to fix it. I realized this because I always do ctrl+c of my 2nd base and then set "f3."
On May 03 2017 17:36 DateMyMom wrote: I always used to play Starcraft with German hotkeys.. since 1.18 everything is english.. even when i select "german" at the download section the gamespeech is set to english and so are all the hotkeys :/ any ideas how to fix/change this?
thanks!
Fixed it following these instructions
1) Uninstall the game 2) Delete the \HKEY_CURRENT_USER\SOFTWARE\Blizzard Entertainment\Classic Launcher\s1t registry key 3) Reinstall. The installer should prompt for your desired language.
We'll be updating to 1.18.4 today at 2 PM PDT. Expected maintenance window is 2 hours.
Specific Changes & Improvements Chat Channel name will now remain visible while scrolling participant list Selected map will no longer move in Join Game menu list Latency bars appear next to players in game lobbies Players are organized by time joined in Chat Channels Players will return to their Chat Channel when leaving Join and Create
Bug Fixes Players can no longer switch player slots to Computer for Team maps Alt+V toggles join and leave channel notification Alt+N pastes the selected profile name Alt+W whispers the selected profile name Typing in Chat Menu will focus to chat entry box Typing in Game Lobby will focus to the chat entry box Stats are no longer case sensitive for your username during login
On April 28 2017 08:04 HaN- wrote: Random stuff I want, • not having to click on the chat bar to type in chat lobby • being able to display chat log while in-game • advanced ping (similar to SC2) • /latency command
• ability to see if there are observers in the game • ALT+key only work with the left ALT on my keyboard for some reason (Azerty)
On April 28 2017 08:04 HaN- wrote: Random stuff I want, • not having to click on the chat bar to type in chat lobby • being able to display chat log while in-game • advanced ping (similar to SC2) • /latency command
• ability to see if there are observers in the game • ALT+key only work with the left ALT on my keyboard for some reason (Azerty)
Although your first point is easily dealt with if you just pay attention to the game lobby before the game starts, it would be cool to have them show up further down the list on the diplomacy tab.
Spamming B-C, to put down a creep colony, has huge delay... It's now even more impossible to build it next to mining drones or spawned larva... Muta micro feels terrible too...
Chat channel defaults to friends and doesn't 'save' your setting of wanting to view the chat channel instead.
may be it s just me but for the new patch i find the click+shortcut issue became worse.
By that I mean that if you click somewhere while using a shortcut (such as producing a unit) the shortcut input seems not to be processed.
I realised while having a lot of gateways in late game where you click each and type z (for zealot, it s an example) in each one. Several gates didnt produce anything and I am sure I clicked on every single one of them.
On April 28 2017 08:04 HaN- wrote: Random stuff I want, • not having to click on the chat bar to type in chat lobby • being able to display chat log while in-game • advanced ping (similar to SC2) • /latency command
• ability to see if there are observers in the game • ALT+key only work with the left ALT on my keyboard for some reason (Azerty)
• make the menus transitions faster
What I mean is that when I click on Join for example there will be a transition with an animation until the actual list of games is displayed. This transition feels longer than it should be. I recorded it, from the moment I click on Join and the moment the list is displayed it takes 1:14 second. If I had to guess I'd say something around 0:40 second would feel correct.
I would love to have an ingame (or in the official website) full acess to my stats (per race / against each race / per map / for each particular season). And maybe have access to the other players infos.
Blizzard should pay some $ to iccup and make main ladder there. Forcing laddering for all on fish is a joke. Iccup has much better system than fish for ladder. I mean website, stats etc. Without that 1.18 will be failure.
On May 13 2017 19:46 mca64Launcher_ wrote: Blizzard should pay some $ to iccup and make main ladder there. Forcing laddering for all on fish is a joke. Iccup has much better system than fish for ladder. I mean website, stats etc. Without that 1.18 will be failure.
ShielBattery will be another alternative for foreigners. Everything about it is amazing, just needs matchmaking.
On May 13 2017 20:20 mca64Launcher_ wrote: its not amazing for me right now. I just wanna play some ladder games, but not on Fish.
Gameplay-wise it feels really good, lat is good and mouse speed is perfect. Just needs ladder, i think that'll happen this month or next month at the latest (just speculation on my part, i dont actually know).
One of my friend is still on XP (yes I know...) so he can't install / play on 1.18, but i'd still like to play with him on iccup but I can't play iccup cause it says i'm on 1.18, what the fuck do I do now? I have to uninstall/install bw every time I want to switch from b.net servers to iccup!?...
On May 14 2017 07:51 sM.Zik wrote: One of my friend is still on XP (yes I know...) so he can't install / play on 1.18, but i'd still like to play with him on iccup but I can't play iccup cause it says i'm on 1.18, what the fuck do I do now? I have to uninstall/install bw every time I want to switch from b.net servers to iccup!?...
I wonder how much of the input lag / mouse feel / muta control stuff is due to the transition from DirectX to OpenGL.
On that note, since DirectX was always a Windows proprietary API, what did the original Starcraft for Mac software use for graphics rendering? Was the responsiveness different then compared to the Windows version? Those are things I'd be curious about if I were in QA.
On May 14 2017 08:37 thedeadhaji wrote: I wonder how much of the input lag / mouse feel / muta control stuff is due to the transition from DirectX to OpenGL.
On that note, since DirectX was always a Windows proprietary API, what did the original Starcraft for Mac software use for graphics rendering? Was the responsiveness different then compared to the Windows version? Those are things I'd be curious about if I were in QA.
That's probably impossible to compare given that Macs have such different handling of mouse input (and don't e.g. let you turn off their acceleration).
I have the numbers for input latency (measured using keyboard input, but mouse input is very likely similar) on 1.16 using W-Mode, ShieldBattery DirectX, and ShieldBattery OpenGL. GL tends to be about a frame slower than DirectX, but W-Mode is consistently slower than both. So if people didn't complain about that, I'm not sure why they'd complain about something purely from a rendering backend change. (Note that latencies are basically identical for either mode, and nearly instant, if you flip to Classic mode instead of Aero, but I don't believe that's something you can do in Windows 10+ [I measured in Windows 7]). It seems far more likely that Blizzard changed the interaction of input polling with rendering with their changes, and didn't properly account for something, leading both to the lost input bug and increased input latency.
On May 14 2017 07:51 sM.Zik wrote: One of my friend is still on XP (yes I know...) so he can't install / play on 1.18, but i'd still like to play with him on iccup but I can't play iccup cause it says i'm on 1.18, what the fuck do I do now? I have to uninstall/install bw every time I want to switch from b.net servers to iccup!?...
Install 1.16.1 in a separate folder
Yea and this is not very hard to do. I suggest downloading the monikon version of scbw from mca's website, then when it asks to create a file destination, name it something different like "...program_files(x86)/desktop/ICCupBW" or something like that. Then whenever you play ICCup through mcalauncher it will use this version of BW, which is 1.16, as opposed to blizzard's 1.18 version which has its files updated every time bnet has Ann update.
I've already helped somebody set this up, and I've done it myself. You should therefore have 2 versions of BW on your computer so you can play on both.
Control group of zeals/goons and a morphing archon when given commands will be with the voice and portrait of the archon.But he has not even morphed yet.Was this in 1.16?
On May 14 2017 08:37 thedeadhaji wrote: I wonder how much of the input lag / mouse feel / muta control stuff is due to the transition from DirectX to OpenGL.
On that note, since DirectX was always a Windows proprietary API, what did the original Starcraft for Mac software use for graphics rendering? Was the responsiveness different then compared to the Windows version? Those are things I'd be curious about if I were in QA.
The mac port was rather poorly done from a performance perspective. Meaning: Not totally smooth running on a PowerMac 8600/250 (a fairly high end computer back in the day), and still somewhat sluggish on an 867 MHz G4. Although the latter was running OSX, so maybe there was some kind of emulation going on.
It seems that the 1.18.6 PTR is going well and lots of promising news even in the Korean community.
With that being said, I still haven't seen any fixes for when FullScreen will work... are they waiting until SCR? I mean, right now, people with an nVidia card can make it work (e.g. Flash does that). People with Radeon's cant.
And since I have a Radeon, I do Window Full Screen -- which to be honest, is fine. I like it. But I just hate that it's "Dark" ... it doesn't feel anywhere nearly as bright as 1.16.1. or even full screen mode. And you can't adjust the brightness setting either, it's greyed out. Does anyone know if they're fixing this or it's in the pipeline?
It seems that the 1.18.6 PTR is going well and lots of promising news even in the Korean community.
With that being said, I still haven't seen any fixes for when FullScreen will work... are they waiting until SCR? I mean, right now, people with an nVidia card can make it work (e.g. Flash does that). People with Radeon's cant.
And since I have a Radeon, I do Window Full Screen -- which to be honest, is fine. I like it. But I just hate that it's "Dark" ... it doesn't feel anywhere nearly as bright as 1.16.1. or even full screen mode. And you can't adjust the brightness setting either, it's greyed out. Does anyone know if they're fixing this or it's in the pipeline?
Is the PTR up for all upcoming patches beforehand? And what are the changes for 1.18.6?
i seem to have a slight lag vs koreans now.. (1v1 ladder ofc) I seem to have 4 bars as my opponent always has 4 bars.. This is becoming an issue for me..
I didn't see this in the Suggestions or fixes, but I would like them to incorporate some sort of Lan Latency for battle.net. Maybe something like a updated version of a application like Chaos Launcher. I would love to be able to play in battle.net in Lan latency. The server delay is pretty anti-fun for me, especially since I've been spoiled with lan latency.
Even surrounding a zealot with zerglings or Muta Micro feels really sluggish and I don't have nearly as much control over my units as in lan latency.
Anyway, these are my 2 cents, as a hardcore brood war fan.
On May 18 2017 20:46 Chosi wrote: Has anyone heard any news about the mouse blocking keyboard input? Sometimes I read the Blizzard updates and can't tell what they actually changed..
Has anyone actually reported this on their forums and topics?!
On May 18 2017 22:18 shenlong wrote: I didn't see this in the Suggestions or fixes, but I would like them to incorporate some sort of Lan Latency for battle.net. Maybe something like a updated version of a application like Chaos Launcher. I would love to be able to play in battle.net in Lan latency. The server delay is pretty anti-fun for me, especially since I've been spoiled with lan latency.
Even surrounding a zealot with zerglings or Muta Micro feels really sluggish and I don't have nearly as much control over my units as in lan latency.
Anyway, these are my 2 cents, as a hardcore brood war fan.
they have done this already no? feels like lan latency on bnet now
On May 18 2017 22:18 shenlong wrote: I didn't see this in the Suggestions or fixes, but I would like them to incorporate some sort of Lan Latency for battle.net. Maybe something like a updated version of a application like Chaos Launcher. I would love to be able to play in battle.net in Lan latency. The server delay is pretty anti-fun for me, especially since I've been spoiled with lan latency.
Even surrounding a zealot with zerglings or Muta Micro feels really sluggish and I don't have nearly as much control over my units as in lan latency.
Anyway, these are my 2 cents, as a hardcore brood war fan.
they have done this already no? feels like lan latency on bnet now
It isn't exactly Lan latency in my opinion. Though, it's a lot better than it was before, but it still feels too sluggish to be Lan Latency.