I remember we had a thread like that during PTR and I think it would be great for both Blizzard and players to consolidate the most critical missing features and bugs
Fixes:
- Replays but also live games can be desynced from observer perspective.
- Keeps on getting disconnected from Battle.Net and have to log in over and over again (I think BN kicks you out even if there is a split of a second missing connectivity)
- when logging to the server, the default account should be the one that was used last time, not the one with most games / most time played etc. Right now it's kind of random
- A way to turn on / off friends notifications through a command (/f on and /f off), as when it's only in the menus you cant switch it when on battle net. (it's naturall to switch it off during a game and turn it on when in chat)
- I think a lot of bugs still when using different commands on the server; messages to people on other servers are getting lost, /dnd acts weird (if it all) and there is no notification if it is on or off. Cannot add friends on other server;
- Naming of replays has to be changed, it's impossible to search for a game that happened in past. The game name should at minimum consist of player names, possibly races or map name (as long as the name is not too long for SC to read it). Current autosave naming convention makes collecting replays kinda worthless
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch.
- Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
- In observer mode, players gas sometimes drops down from several hundreds to exactly 0, just to go back up to the original value after a few seconds. Might affect minerals too, but I havent seen it. (probably the calculation of how much gas there is goes wrong when it is reduced from on certain value to another, and fixes itself when some more gas is mined)
- In observer mode, if you remove some of the panels, you sometimes cannot click on anything on the bottom of the screen, the cursor image doesnt even change. In general observer layout makes buildings at the bottom of the map not possibe to see or select
- Improve in game reconnection after a disconnect. It should be easier to verify the player identity now that you have a launcher controlling the game in the background. Vast majority of disconnects end up not reconnecting.
- 2x and 4x speed on replays seems to be same / close to the same (tested on 2 computers)
- F10 menu in game loads slowly; Preload the menu?
- Improve latency when opening user profiles (it takes a long time to load now)
- Whenever starting Battlenet launcher there is a little alert saying I have new messages when in fact it's just my friends messaging their friend list with the /f m command. It shouldn't work that way.
- The screen showing the MMR changes after a game still bugs sometimes and doesn't show anything. + Show Spoiler +
Blizzard asked for informations when reporting bugs so, perhocks vs HaN#2261 game ended at 8:00 AM CET tuesday april 24th
- Alt + Tab lags the game heavily (same in original BW, but worst now!)
- 3:14 Network error happening all the time
- Enable right Alt (It was enabled in original BW)
- Team melee replays doesn't work
Wishlist:
- Implement 2v2 matchmaking
- Possibly a clan feature. It is possible to create something with a tag via starlogg, but there are no commands like /c m (message clan members) or /c l (list clan members). A simple method to solve it: 1 person can have only one clan, so we only need a command like /c add <nick>. That means you create a clan list and you automatically become a "clan leader". You can /c add and /c remove people that share /c l(ist) and can use /c m(essage). If you use /c add once, you cannot be added to another team. You can use /c mod <nick> to give same permission of addind / removing other members. The only considaration left is how to avoid players being added to "team" without them wanting it.
- Combine Europe, US West and US Easy ?! [addressed by Blizzard] - currently only channels were combined
- For replays / obs: a. amount of controlled units bar (like SC2) b. amount of lost units bar (like SC2) c. researched upgrades bar d. first person replays (was developed in original SC)
- Gaming profile summary should include statistics like: a. winrate per matchup (and count of games) b. winrate per map (and count of games) c. other useful things, because what we have now (amount of gathered resources, points collected, average apm) is worthless
- Creep spawners need to be reimplemented. The current ASL map Sparkle highlights the possibilities neutral creep offers in map design/balancing and having a source for semi-permanent creep available is something invaluable (even though it was originally a glitch – so many other things are too!) This should be a quick and easy addition and is the only hard map incompatibility between 1.16 and 1.18++ melee game mode, and fully compatible (competitive) melee gaming is supposedly what SCR is all about.
- The back-side cliffs in ash terrain should have their darker shading back, not just because they look kind of structureless and flat in the new graphics but mainly because this corrupts lost of very useful (and necessary) terrain blends for advanced map making.
- Start from Replay option (like in SC2)
- Host can promote observers to referees. Referees can do everything that a player can, including talking to people, allying people, ping the minimap, etc. In addition to that, they would obviously still have the observer features. This is a very useful and simple community building feature, and it allows for easier group training. We should be able to talk to people we want.
- Working League system
- Ability to either set colors specifically, or have 1v1's directly change colors to red/blue in observer mode. Ability to swap player colors on command (i.e. red player is now blue, and vice versa)
- All-Chat/Referee chat to players when in observer slot
- Observer slot scalable to >4 if smaller map.
- Ability to set where center of screen is for following-units. This is because on some casting gigs, people fill the bottom with overlay stuff, making the "center" of the screen slightly higher than the exact middle of the monitor. Makes easier obs/casting experience.
- Top right player stats/info box to be set width
- Open API or ability to read player names/races/color directly from games actively observing. That would be dope for automated overlays. I know you can do it retro for replays, but live events are difficult.
- Option to disable/reassign F5 key (as a player I hit it quite often when trying to hit F5, same progamers!)
- Replay and observer intefaces to be exact same or similar window positions. (Why is the replay unit window so massive?)
- Text to display map name over/under player stats on top right.
- While in game pressing the "+" key opens the chat log window. It would be handy if pressing "+" key again would close the window.
- Ability to change colour to whatever you want to play as (instead of Teal) on the shift tab option
- To be able to browse the list of public games while at the same time queue for ladder games
- "Map reveal" option when watching replays (as in original BW)
For example: In chat room, if you want to make a game you press ALT+C, but if you are in the join game menu, ALT+C = cancel?!? wtf why? Cancel is already ESC
In game when you press " + " to see the previous chat messages, then press enter to close it, it doesn't close the window then bring you back into the game. Instead it brings you to the options menu. Again, consistency, cause this only happens the first time you do it. The next time you press " + " then enter, it actually closes the chat log and brings you back to the game.
- Pylons still sometimes don't give power anymore
Considerations:
- Race picking on ladder (ability to select specific match ups rather than race, e.g TvZ, ZvP, ZvT)
- Consider changing the fog of war from full black to grey (like in SC2) allowing to see the starting positions and the shape of the map. (could be turn on / off)
- Observers should be able to see units being produced when selecting a building, upgrades being researched or what is inside a shuttle/dropship/overlord. (should be possible to turn on / off)
- Rematch feature
- Antihack (understanding is there is no real antihack protection)
- Game lobby player join and full lobby sound notifications
- Select a random map from folder
- Allow to watch replays while searching for ladder games
- Add -dx9 command-line option to force the game to run in DirectX9 in the wishlist. Literally every other game out there that has both an OpenGL and Direct3D renderer lets you manually choose between them, either in game options or as command-line launch option (or both), for compatibility and performance reasons
- The brightness of a ball of corsairs with dynamic lightning is pretty ridiculous, should be toned down.
- Cannot view ladder game stats when using "View Profile" ? (it always seems to show 0-0 for other players, you can only see your own statistics) // UPDATE: /stats <nick> work better now, but doesn't display MMR.
- /whois <channel> command doesn't work FIXED: /who <channel> works
I'll keep on adding to OP as you guys throw ideas.
-racepicking option for ladder. Eriador wrote a few longer posts on the subject, so i'll leave details up tp him or some racepicker whi posts here. - improve the SD graphics. On low end pc's like mine, the game laggs on HD a lot. I don't mind Sd graphics, but the ones in Sc:r look worse than original.
The problem is not ideas for adding stuff. They can easily look at Warcraft 2/3 and Starcraft 2. The problem is that they have to make a 20 year old code work for global matchmaking while not changing anything while making everyone happy. This is what modern p2p connection in a modern game looks like. p2p sucks in every game. Unless you cherrypick your opponents. And fixing that takes alot of time. Therefore: Less time to implement other stuff
On March 08 2018 18:14 Cele wrote: -racepicking option for ladder. Eriador wrote a few longer posts on the subject, so i'll leave details up tp him or some racepicker whi posts here. - improve the SD graphics. On low end pc's like mine, the game laggs on HD a lot. I don't mind Sd graphics, but the ones in Sc:r look worse than original.
I picked Terran, you want to play Zerg, i pick Protoss, you want to play Terran and so on. How exactly is that supposed to work? How is practically race banning a good thing in matchmaking?
I think I'll make a category called "considerations" as I personally don't agree with race picking on ladder (matter of taste, let's not discuss that). I'll add your feedback at the bottom of post.
On matchmaking part, I don't know if there is a golden solution. As long as playerbase is not great, we'll always struggle between lag - availibity.. If we open up 100% for koreans, you end up with only korean games at most MMR and these games tend to go down to TR8. Still, I believe the algoryth should be more dynamic, e.g if game is not found in 60 seconds, the search should be extended to other regions, if it's not found in 120 seconds, it tr8-10 should be considered.
On March 08 2018 18:25 Shinokuki wrote: fix ladder queue and match depending on mmr no matter what region. Foreign scene is getting more dead
I've add this to make it more constructive: - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
Creep spawners need to be reimplemented. The current ASL map Sparkle highlights the possibilities neutral creep offers in map design/balancing and having a source for semi-permanent creep available is something invaluable (even though it was originally a glitch – so many other things are too!) This should be a quick and easy addition and is the only hard map incompatibility between 1.16 and 1.18++ melee game mode, and fully compatible (competitive) melee gaming is supposedly what SCR is all about.
Apart from that, the back-side cliffs in ash terrain really should have their darker shading back, not just because they look kind of structureless and flat in the new graphics but mainly because this corrupts lost of very useful (and necessary) terrain blends for advanced map making.
Observers should be able to see units being produced when selecting a building, upgrades being researched or what is inside a shuttle/dropship/overlord.
Suggestion: Consider changing the fog of war from full black to grey (like in SC2) allowing to see the starting positions and the shape of the map. I didn't care about this idea, I was almost against it but after playing on a map that implemented that feature I can say it's a big improvement.
On March 08 2018 19:44 HaN- wrote: Observers should be able to see units being produced when selecting a building, upgrades being researched or what is inside a shuttle/dropship/overlord.
Suggestion: Consider changing the fog of war from full black to grey (like in SC2) allowing to see the starting positions and the shape of the map. I didn't care about this idea, I was almost against it but after playing on a map that implemented that feature I can say it's a big improvement.
I think this should be toggleable. Sometimes it's more suspenseful not to see what's producing <3
if blizz wants more people laddering, they should really implement race picking (choosing what race you want to play against). it would make practicing and massing games on ladder so much more enjoyable. is this something they are considering?
if people care too much about mmr and whine about how race pickers will have inflated mmr, decrease the mmr points race pickers gain if they win and increase the mmr points they lose if they lose.
On March 08 2018 18:14 Cele wrote: -racepicking option for ladder. Eriador wrote a few longer posts on the subject, so i'll leave details up tp him or some racepicker whi posts here. - improve the SD graphics. On low end pc's like mine, the game laggs on HD a lot. I don't mind Sd graphics, but the ones in Sc:r look worse than original.
I picked Terran, you want to play Zerg, i pick Protoss, you want to play Terran and so on. How exactly is that supposed to work? How is practically race banning a good thing in matchmaking?
There's no race banning going on. You'd still have to be willing to play vs terran, vs zerg, vs protoss, with the same frequency.
The way you go about it is you just create a 'toggle race-picking' option, and if you do that, you get a drop-down menu where rather than simply choose terran zerg protoss random, you get to choose x vs terran x vs zerg x vs protoss x vs random. Then if the players both choose zvt zvp pvz, you pick one of the overlapping matchups and randomly give one player zvp and the other pvz. In the super-rare event where there are no overlapping matchups (having race-picked in a 5 digit number of games I think this literally happened once, and not against a good opponent), you assign both players with their 'vs random' option. or something. Every race-picker would vastly prefer playing a matchup they're unfamiliar with 1/10000 of the time rather than 1/3 anyway.
like, pretty much everybody who race picks is doing it to avoid the mirror matchup. Terran players who play zvt or pvt instead of tvt, protosses who play zvp or tvp instead of pvp, zergs who play tvz or pvz instead of zvz. It's one thing if it was never allowed in the past - but race picking was an option for 19 years before SC:R ladder was released. People are used to that and think it sucks that they no longer can.
Updated. I've added "Considerations" for things that could potentially provoke discussions. Those that won't infleuence a game but only make it better I'm adding to wishlist.
Is there a way to also get Blizzards attention to this thread? I know that they've been browsing TL forum a while ago, but not sure if they do it on regular basis.
1.) Matchmaker needs big improvements, ladder is so broken. 90% of time I am matched to somebody 100 or 200 mmr points above me, or below me, rarely anybody of the same rank, meaning that it's either too easy or too hard, and not many points won/lost. I know guys that are 2k + mmr getting matched with people who are below 1700, and they get like +3 points for a win and like -40 for a loss. It really is stupid. Likewise, how is somebody ranked 1500 who gets paired with players 1650 + a fair game? it's really broken and needs changing. I think, therefore, there should be a 50 point max limit either way, to try and balance this a bit. It would mean longer waiting for a game, but I know people would prefer to ladder vs people more closely matched to their skill than as it is now. Also - the map selections. I think you would get way more people laddering if the map pool increased, and instead of down voting maps, you just pick the 3 maps you would like to play on, and that's it, rather than the other way around.
Having horribly outdated shitty maps like Tau Cross and Desti as two of the maps is also silly. What about some sort of community poll to vote for the map pool used in the ladder system? Surely would be better?
2.) Definitely a 2v2 ladder system should be added as well, with the same parameters as I suggested for 1v1 ladder.
3.) Disagree with race picking, as several people have suggested in this thread. I'm of the opinion that your race is your race, match up doesn't matter. TvT, PvP, ZvZ. Whatever your match up, man-up and play. The pro's do it, why can't you?
4.) So many error codes all the time. 6:5 and 6 in particular. Stats sometimes don't update as well. These all need fixing.
5.) Latency is still a problem, surely there must be a way that lag can be reduced?
Need to be able to add players to your friends list from other servers. For instance, I can't add any of my European friends and they can't add me. You even have trouble whispering each other even when you're on the same server. I have no idea how this hasn't been fixed yet, seems like a very basic thing that should've been there from the start.
On March 08 2018 22:19 ProtossGG wrote: Need to be able to add players to your friends list from other servers. For instance, I can't add any of my European friends and they can't add me. You even have trouble whispering each other even when you're on the same server. I have no idea how this hasn't been fixed yet, seems like a very basic thing that should've been there from the start.
Yes, I have same issues (both adding people & whispering). Should we keep it off the list for a while as server consolidation seems to be on the way?
On March 08 2018 22:19 ProtossGG wrote: Need to be able to add players to your friends list from other servers. For instance, I can't add any of my European friends and they can't add me. You even have trouble whispering each other even when you're on the same server. I have no idea how this hasn't been fixed yet, seems like a very basic thing that should've been there from the start.
Yes, I have same issues (both adding people & whispering). Should we keep it off the list for a while as server consolidation seems to be on the way?
I would add it anyways. Server consolidation won't mean they could fix this. They might still align folks to their home server when adding people. Can't hurt to add it.
It's not like we would've ever thought this would be an issue to begin with, right?
On March 08 2018 22:06 sCriv wrote: 3.) Disagree with race picking, as several people have suggested in this thread. I'm of the opinion that your race is your race, match up doesn't matter. TvT, PvP, ZvZ. Whatever your match up, man-up and play. The pro's do it, why can't you?
Liquid`Drone was prolly the closest to what you can call a foreign "pro" in his prime. Same goes for Ret who was a racepicker too. I could name many more top foreigners through the history of the game who were pickers and i would need to think hard about big foreigner tours that didn't allow racepicking. Because it was so much the standard before SC:R. Many players still racepick in tours btw, it's just a technical difficulty that needs to be overcome, nothing more. There is no consideration behind it from Blizzard, they simply didn't know there was such a thing as racepicking.
In Korea, Kespa later on did forbid racepicking in OSL/MSL and Proleague, thats true. I know very little about the reasons honestly, but i would be interested in insight on that, if somebody happens to have it.
On March 08 2018 17:41 kogeT wrote: - Implement 2v2 matchmaking
- Possibly a clan feature. It is possible to create something with a tag via starlogg, but there are no commands like /c m (message clan members) or /c l (list clan members). A simple method to solve it: 1 person can have only one clan, so we only need a command like /c add <nick>. That means you create a clan list and you automatically become a "clan leader". You can /c add and /c remove people that share /c l(ist) and can use /c m(essage). If you use /c add once, you cannot be added to another team. You can use /c mod <nick> to give same permission of addind / removing other members. The only considaration left is how to avoid players being added to "team" without them wanting it.
- Combine Europe, US West and US Easy ?! [addressed by Blizzard]
- For replays / obs: a. amount of controlled units bar (like SC2) b. amount of lost units bar (like SC2) c. researched upgrades bar d. first person replays (was developed in original SC)
- Gaming profile summary should include statistics like: a. winrate per matchup (and count of games) b. winrate per map (and count of games) c. other useful things, because what we have now (amount of gathered resources, points collected, average apm) is worthless
I support all of these things especially. MCALauncher and Chaoslauncher had a lot of features that made the game better, and the 1.18 patch felt like a step backwards in terms of interface.
- Consider changing the fog of war from full black to grey (like in SC2) allowing to see the starting positions and the shape of the map. (could be turn on / off)
Not a big fan of this idea. Fog-of-war is just a part of the original game-play, and while it wouldn't affect the core of the game, what it does is removes an element of difficulty, which is map knowledge. Now, if this happens, I would accept it. It's not the most important thing in the world to me. It just bothers me.
On March 08 2018 17:41 kogeT wrote: - Implement 2v2 matchmaking
- Possibly a clan feature. It is possible to create something with a tag via starlogg, but there are no commands like /c m (message clan members) or /c l (list clan members). A simple method to solve it: 1 person can have only one clan, so we only need a command like /c add <nick>. That means you create a clan list and you automatically become a "clan leader". You can /c add and /c remove people that share /c l(ist) and can use /c m(essage). If you use /c add once, you cannot be added to another team. You can use /c mod <nick> to give same permission of addind / removing other members. The only considaration left is how to avoid players being added to "team" without them wanting it.
- Combine Europe, US West and US Easy ?! [addressed by Blizzard]
- For replays / obs: a. amount of controlled units bar (like SC2) b. amount of lost units bar (like SC2) c. researched upgrades bar d. first person replays (was developed in original SC)
- Gaming profile summary should include statistics like: a. winrate per matchup (and count of games) b. winrate per map (and count of games) c. other useful things, because what we have now (amount of gathered resources, points collected, average apm) is worthless
I support all of these things especially. MCALauncher and Chaoslauncher had a lot of features that made the game better, and the 1.18 patch felt like a step backwards in terms of interface.
- Consider changing the fog of war from full black to grey (like in SC2) allowing to see the starting positions and the shape of the map. (could be turn on / off)
Not a big fan of this idea. Fog-of-war is just a part of the original game-play, and while it wouldn't affect the core of the game, what it does is removes an element of difficulty, which is map knowledge. Now, if this happens, I would accept it. It's not the most important thing in the world to me. It just bothers me.
i feel initial sympathy for your post Nina. Map knowledge is a skill in Broodwar, such as Walling for example. But weighing the pro's and con's: would we give up much if it made the game more accessible to newer players? You still need map knowledge to play correct, the grey shade thing will allow you to
a) find the spawning positions w/o difficulty b) Not missing your opp's third base for 20 minutes because "oh you expand here too??"
Im not sure myself, but i think it might be a small loss for us and a big gain for newer players, And if so, im all for it.
€: as for the obs features: you can basically write: "we want the functionality that MCA Launcher provided for 1.1.6" because thats basically it. Let Blizzard dev's take a look at it! Then they'll get an idea of what kind of plugin's we found useful and how it was scripted.
€€: for Koget's List: Antihack! to my knowledge current bnet has no anti-hack protection atm, which is just not okay since the servers have been up since November. So number one Priority must be development and start of a AH Protection on all servers!
On March 08 2018 22:06 sCriv wrote: 3.) Disagree with race picking, as several people have suggested in this thread. I'm of the opinion that your race is your race, match up doesn't matter. TvT, PvP, ZvZ. Whatever your match up, man-up and play. The pro's do it, why can't you?
Liquid`Drone was prolly the closest to what you can call a foreign "pro" in his prime. Same goes for Ret who was a racepicker too. I could name many more top foreigners through the history of the game who were pickers and i would need to think hard about big foreigner tours that didn't allow racepicking. Because it was so much the standard before SC:R. Many players still racepick in tours btw, it's just a technical difficulty that needs to be overcome, nothing more. There is no consideration behind it from Blizzard, they simply didn't know there was such a thing as racepicking.
In Korea, Kespa later on did forbid racepicking in OSL/MSL and Starleague, thats true. I know very little about the reasons honestly, but i would be interested in insight on that, if somebody happens to have it.
That's overly generous. :D But the sentiment is very true. Outside Korea, race-picking has been quite common. During the last iccup season before SC:R was released, half the top 25 players were race-picking. That's not a perfect representation to be fair - I'd guess real figures are more like 10% - but it's just.. there's no real draw-back to allowing it? You just let more players play the matchups they enjoy playing the most. Sure, terran players who really like tvt will be a little dismayed because they have to play slightly more tvp instead - but the only reason why this will be the case is that more terran players who prefer pvt over tvt now get to play the one they enjoy the most.
It has virtually never posed a problem for a tournament, and it wasn't a problem for any ladder that ever existed.
I think Blizzard should go really old school and have a ladder channel where people hang out and spam "Anyone game? me 1900 go go" and stuff like that. I think players should be able to set up ladder games on their own if they want to. Then they wouldn't have to play the same people over and over again. On iccup, if you had the game mode set up to "One on One", it'd be a ladder game. You could publicly have your game open and play anyone AND be able to race-pick if you want to.
On March 08 2018 17:41 kogeT wrote: - Implement 2v2 matchmaking
- Possibly a clan feature. It is possible to create something with a tag via starlogg, but there are no commands like /c m (message clan members) or /c l (list clan members). A simple method to solve it: 1 person can have only one clan, so we only need a command like /c add <nick>. That means you create a clan list and you automatically become a "clan leader". You can /c add and /c remove people that share /c l(ist) and can use /c m(essage). If you use /c add once, you cannot be added to another team. You can use /c mod <nick> to give same permission of addind / removing other members. The only considaration left is how to avoid players being added to "team" without them wanting it.
- Combine Europe, US West and US Easy ?! [addressed by Blizzard]
- For replays / obs: a. amount of controlled units bar (like SC2) b. amount of lost units bar (like SC2) c. researched upgrades bar d. first person replays (was developed in original SC)
- Gaming profile summary should include statistics like: a. winrate per matchup (and count of games) b. winrate per map (and count of games) c. other useful things, because what we have now (amount of gathered resources, points collected, average apm) is worthless
I support all of these things especially. MCALauncher and Chaoslauncher had a lot of features that made the game better, and the 1.18 patch felt like a step backwards in terms of interface.
- Consider changing the fog of war from full black to grey (like in SC2) allowing to see the starting positions and the shape of the map. (could be turn on / off)
Not a big fan of this idea. Fog-of-war is just a part of the original game-play, and while it wouldn't affect the core of the game, what it does is removes an element of difficulty, which is map knowledge. Now, if this happens, I would accept it. It's not the most important thing in the world to me. It just bothers me.
i feel initial sympathy for your post Nina. Map knowledge is a skill in Broodwar, such as Walling for example. But weighing the pro's and con's: would we give up much if it made the game more accessible to newer players? You still need map knowledge to play correct, the grey shade thing will allow you to
a) find the spawning positions w/o difficulty b) Not missing your opp's third base for 20 minutes because "oh you expand here too??"
Im not sure myself, but i think it might be a small loss for us and a big gain for newer players, And if so, im all for it.
Yeah, I get the accessibility argument, which why I say it bothers me, but I wouldn't declare a holy war for fog-of-war to stay. As soon as someone says "automine" though...
i would like a rematch feature on the ladder and an option to leave the game for the first min without losing mmr in case the connection is just garbage
I've added antihack and rematch feature to considerations (as I don't know the current status on antihack and rematch feature I feel should be further discussed, as it changes the match making principle ideas)
On March 08 2018 22:19 ProtossGG wrote: Need to be able to add players to your friends list from other servers. For instance, I can't add any of my European friends and they can't add me. You even have trouble whispering each other even when you're on the same server. I have no idea how this hasn't been fixed yet, seems like a very basic thing that should've been there from the start.
Yes, I have same issues (both adding people & whispering). Should we keep it off the list for a while as server consolidation seems to be on the way?
the thing is that it doesnt have anything to do with servers. is the blizzard app region the thing and they are not mixing it i believe.if you from usa you have most likely region america as default so u cant add people from europe region or asia.but this not about mergin west and east.
And correct me if I'm wrong, but I'm fairly sure Koreans used to avoid mirrors too. While they wouldn't actually racepick as much, they simply wouldn't play a lot of mirrors.
If you look up an average Korean streamer's vods from the Fish days, far less than 1/3 would be mirrors.
Race picking, preferred match ups, are paramount. Let us practice.
Edit to clarify: Make it so that you can choose match ups rather than race just like said in the OP. This does NOT mean that you should play one match up more often than your other match ups.
I've been having a lot of issues logging-in to Battle.net recently. First I'm not automatically logged-in when Starcraft starts despite the Blizzard Bnet App showing me as logged-in. Then a log-in popup appears in Starcraft where I am able to login successfully, and later when selecting a gateway it says I'm not logged in T_T
preferred matchups I am negative towards. That is a way of inflating mmr score. I get it from a 'i want to practice' pov but having an accurate ladder is more important.
We need to expand the pool of largely lag free matches before we even consider the hope or possibility of race selection in match making. My available matches are already too over the place, and too tiny a population, if you add in the difficulty of race selection your just going to blow up an already unstable ladder.
In observer mode, players gas sometimes drops down from several hundreds to exactly 0, just to go back up to the original value after a few seconds. Might affect minerals too, but I havent seen it. (probably the calculation of how much gas there is goes wrong when it is reduced from on certain value to another, and fixes itself when some more gas is mined)
Again in observer mode, if you remove some of the panels, you sometimes cannot click on anything on the bottom of the screen, the cursor image doesnt even change.
On March 09 2018 03:19 Liquid`Drone wrote: preferred matchups I am negative towards. That is a way of inflating mmr score. I get it from a 'i want to practice' pov but having an accurate ladder is more important.
I think this is misunderstood. The way I meant it is that you select match ups rather than race. So instead of playing terran, I could choose TvZ TvP and PvT.
I didn't mean, and I don't think others do, that you can set for example that you prefer TvP and are more likely to get TvP than your other matchups.
Starcraft in my opinion is a very tournament suited game, so a great addition would be automated tournaments just like in wc3 or sc2. Such a feature would heighten the competitive drive in bnet and have more players participate. Both team matchmaking and automated tournaments would make the experience in battle.net much more fun and increase interest in playing.
I think being able to choose your match would actually bring in more players and Keep the player base stable since there is more enjoyment in game sessions. Yes, there is the problem of mmr not reflecting actual skill, but to fix this you can give less points for those who choose match ups. That way it is much harder for Match up choosers to go up in mmr. You could also make them lose extra points for losses as well. I think it could work and it's a simple fix.
Edit : and if people still don't like it Have Match Up choosers not able to earn mmr points. So it will be like unranked for them. People who also play match up choosers won't lose points either (but can gain if they win).
On March 08 2018 22:46 ninazerg wrote: I think Blizzard should go really old school and have a ladder channel where people hang out and spam "Anyone game? me 1900 go go" and stuff like that. I think players should be able to set up ladder games on their own if they want to. Then they wouldn't have to play the same people over and over again. On iccup, if you had the game mode set up to "One on One", it'd be a ladder game. You could publicly have your game open and play anyone AND be able to race-pick if you want to.
I want this as well. I don't understand why they split us in 10 different channels. Why can't we all start in the same channel? Barely anyone talks in the current channels.
On March 09 2018 03:19 Liquid`Drone wrote: preferred matchups I am negative towards. That is a way of inflating mmr score. I get it from a 'i want to practice' pov but having an accurate ladder is more important.
I think this is misunderstood. The way I meant it is that you select match ups rather than race. So instead of playing terran, I could choose TvZ TvP and PvT.
I didn't mean, and I don't think others do, that you can set for example that you prefer TvP and are more likely to get TvP than your other matchups.
To clarify...
I did misunderstand then the 'let us practice' bit made me think you wanted to use ladder to say, improve tvz then you could in addition to selecting matchups rather than race, also select which one of those matchups you would prefer.
On March 08 2018 18:25 Poixyois wrote: The problem is not ideas for adding stuff. They can easily look at Warcraft 2/3 and Starcraft 2. The problem is that they have to make a 20 year old code work for global matchmaking while not changing anything while making everyone happy. This is what modern p2p connection in a modern game looks like. p2p sucks in every game. Unless you cherrypick your opponents. And fixing that takes alot of time. Therefore: Less time to implement other stuff
On March 08 2018 18:14 Cele wrote: -racepicking option for ladder. Eriador wrote a few longer posts on the subject, so i'll leave details up tp him or some racepicker whi posts here. - improve the SD graphics. On low end pc's like mine, the game laggs on HD a lot. I don't mind Sd graphics, but the ones in Sc:r look worse than original.
I picked Terran, you want to play Zerg, i pick Protoss, you want to play Terran and so on. How exactly is that supposed to work? How is practically race banning a good thing in matchmaking?
ahhhh I love the typical 0.01% chance hypothetical used to make an argument against race picking as a whole. it makes me remember that those who want to ban race picking dont actually have an argument.
On March 09 2018 03:56 Splax wrote: Maybe not the most critical but:
In observer mode, players gas sometimes drops down from several hundreds to exactly 0, just to go back up to the original value after a few seconds. Might affect minerals too, but I havent seen it. (probably the calculation of how much gas there is goes wrong when it is reduced from on certain value to another, and fixes itself when some more gas is mined)
Again in observer mode, if you remove some of the panels, you sometimes cannot click on anything on the bottom of the screen, the cursor image doesnt even change.
race picking used to be my top priority, but now that I know I can alt f4 pvp, relog and switch to zvp and usually get the same person again, its not as big of an issue. Although it really should be implemented still at some point.
The only issue I care about atm is being able to get games, and VS KOREANS without having to wait in the queue for 10minutes. At the moment my ladder experience is playing the same one foreigner who is near my MMR again and again and again until one of us decides to quit, and then I'm matched against a player 600 points below me. It is completely unacceptable that the entire foreign community is currently unable to play with 90% of the playerbase (koreans) without having a massive MMR gap to find maybe that one person you can get TR16 or better with. Foreigners are saying the ladder is dead!!! Just a couple patches ago I could get a game within 2 minutes vs a large variety of both korean and foreign opponents, now I cant. This needs to change ASAP, the latency cutoff is too strict, TR14 and TR12 are fine!!
Yeah...speaking for myself ive more or less stopped laddering, I do occasionally but...aint worth my time anymore. 100 mmr difference is supposed to give the player with more mmr a 60/40 advantage. The fact that i can get matched beyond a 100 mmr difference is a total waste of my time.
On March 09 2018 03:19 Liquid`Drone wrote: preferred matchups I am negative towards. That is a way of inflating mmr score. I get it from a 'i want to practice' pov but having an accurate ladder is more important.
I think this is misunderstood. The way I meant it is that you select match ups rather than race. So instead of playing terran, I could choose TvZ TvP and PvT.
I didn't mean, and I don't think others do, that you can set for example that you prefer TvP and are more likely to get TvP than your other matchups.
To clarify...
I did misunderstand then the 'let us practice' bit made me think you wanted to use ladder to say, improve tvz then you could in addition to selecting matchups rather than race, also select which one of those matchups you would prefer.
I'm a huuge proponent of selecting matchups.
Yeah it was poor wording on my part.
Practicing a specific match up over and over is for custom games I think...
As far as I know, Blizzard needs to get to know it's player base better. All foreign tournaments allow race picking. I'm not sure any argument against race picking holds. The only one is about less preparation time for your opponent, which isn't an issue in ranked play. The rule is probably made due to either ignorance or difficulty in the coding.
- Obviously the ladder divisions - Option to see the menu while you're in the server - The Wallpaper !!! Yea, pls add it oo; - At the second image, right click to add friend (yea pls add it)
The saddest part, Profiles:
The profiles never worked so good, missing ranked stats. Wrong apm statics No minimap preview in previous games (Recently played)
Still missing: "Replays" - "Seasons" - "Profile Settings" -
I added "Replays" because we have it under "History" BUT we dont have "View Match Status" and again the Minimap preview is broken.
Ok, i ended with the pending stuff, now bugs:
Stats: Yep the stats is so fucked up, i really dont care about it, but some ppl do.
My "overall record" is 472-260 but then when i type /stats i get this statics: ranked 131-123 custom: 250-185 and if i add custom + ranked is 381-308 im missing like 100 games O_O!?
** About this i think that the best choice for blizzard devs its just do a major reset in ladder, normal games, and all the accounts (if they merge the servers which is so needed)
In history you cant select ladder match history, its just broked up (no games)
like fyre dragon said it's kinda ridiculous. the koreans complain on paper about TR12 and TR14, and yet during the fish era i could play vs anyone on ladder and they would never leave the game even though they could do so without pointloss, so the lat was obviously playable. likewise, i can still 1v1 on the korean server through custom games without issue. i want them to go back to a channel based ladder like fish, personally. it just makes it so much easier to manage games given our small community. the language barrier really isn't a huge issue, most koreans speak a bit of english and most foreigners can read/write a bit of korean
The biggest issue for que times amongst foreigners in ladder games is the limited player base. There simply isn't enough foreigners for us to find a matchmaking game against each other in a timely basis. We all play at different times, from different parts of the world. They're going to have to make matchmaking global again, as it seems to be somewhat local at the moment. Foreigners only match against foreigners. Koreans only match against Koreans.
On March 09 2018 07:09 EndingLife wrote: The biggest issue for que times amongst foreigners in ladder games is the limited player base. There simply isn't enough foreigners for us to find a matchmaking game against each other in a timely basis. We all play at different times, from different parts of the world. They're going to have to make matchmaking global again, as it seems to be somewhat local at the moment. Foreigners only match against foreigners. Koreans only match against Koreans.
I match vs mainly Koreans and I think some other foreigners do as well.....
I made a thread on the B.net forums about the match making issue, it was deleted within two minutes. Good shit. I'm feeling the love from blizzard. LOL
edit: hey basic functionality doesnt work and blizzard suppresses discussion openly but at least they released a fucking ugly ass new console ui, am i right? Fucking love green!!! GREEEN!!!!
On March 08 2018 22:06 sCriv wrote: 3.) Disagree with race picking, as several people have suggested in this thread. I'm of the opinion that your race is your race, match up doesn't matter. TvT, PvP, ZvZ. Whatever your match up, man-up and play. The pro's do it, why can't you?
In Korea, Kespa later on did forbid racepicking in OSL/MSL and Proleague, thats true. I know very little about the reasons honestly, but i would be interested in insight on that, if somebody happens to have it.
this is a myth. you were allowed to race pick as long as you informed both kespa and the responsible league at least a weeks notice (savior vs gorush). however, because teams realized that it was a waste of time to learn/prepare with multiple races, any race picker who was stubborn to change would never be taken in by a pro team .
the last 'successful' race picker in korea was probably ggon, and he retired in 2005-2006.
It's so dumb all the people who leave the game at the count down because they don't want to play a certain matchup / player, it happens to me almost every day and wastes so much time...Blizzard needs to fix this, even in their old original ladder, you couldn't abuse this function... -_-
On March 09 2018 15:45 GGzerG wrote: It's so dumb all the people who leave the game at the count down because they don't want to play a certain matchup / player, it happens to me almost every day and wastes so much time...Blizzard needs to fix this, even in their old original ladder, you couldn't abuse this function... -_-
all of this could be fixed by just making racepicking a thing once again..
Would you rather have people leave before 2mins after the game is already started? Ive had many games on Iccup where people proxy center gates/rax or some shit, get scouted and leave before they get a loss. Being able to alt f4 is way better than that, and currently allows racepickers to actually ladder. I agree it should stay, at the very least until racepicking is implemented, and preferably after that too. People should be able to decide not to play if its a re vs some laggy as fuck opponent or something too
If we're extending to long term features, taking a look at what SC2 did and in the effort of bringing new players I'd suggest implementing Co-op mode and Tutorials.
On March 09 2018 06:32 FyRe_DragOn wrote: race picking used to be my top priority, but now that I know I can alt f4 pvp, relog and switch to zvp and usually get the same person again, its not as big of an issue.
That is a relatively convoluted workaround that the majority of new players won't a) be aware of or b) bother with. If we want broader appeal we can't rely on cumbersome tricks like exiting the client, relog and hope you get the same opponent again.
It would be much, much better if the client allowed racepicking natively.
On March 09 2018 17:28 HaN- wrote: If we're extending to long term features, taking a look at what SC2 did and in the effort of bringing new players I'd suggest implementing Co-op mode and Tutorials.
On March 09 2018 07:36 HaN- wrote: Not sure if it's possible but it would be nice to have F1 working as another camera hotkey.
No thanks, that's directly changing the game.
Mmh, okay. It's funny cause to me this would have such a minor effect compared to the implementation of custom hotkeys.
Dont get irritated, its not a direct change to the game. Its just something artificial to make the game harder to play. Changing something you can interact on the field is a direct change. Just like the Mouse/Keyboard lock. In which some people are still in favor for keeping it in
- Game lobby player join and full lobby sound notifications.
- Improve in game reconnection after a disconnect. It should be easier to verify the player identity now that you have a launcher controlling the game in the background. It's ridiculous that a vast majority of disconnects end up not reconnecting, in this day and age.
- Host can promote observers to referees. Referees can do everything that a player can, including talking to people, allying people, ping the minimap, etc. In addition to that, they would obviously still have the observer features. This is a very useful and simple community building feature, and it allows for easier group training. We should be able to talk to people we want.
The reason I don't change my hotkeys is because I know at some point (5, 10 years from now) we will all have to go back to 16.1, and I don't want to unlearn these new tricks. That's also why adding F location keys shouldn't be done, why the mouse keyboard lock shouldnt be fixed.
At some point blizzard will quasi abandon SC:R and the official servers will be filled with hackers. Proper DRM will make sure no one else can make a SC:R server and we'll al forced back onto iccup. Please forgive us, iccup. We're like an old man in a 20 year mariage that got swayed by the beauty of high-res and the promises of MMR. iccup is our faithful spouse who sees us loose ourselves in this escapade, again, helpless to our own desires. iccup remembers sc2, but also then iccup took us back in.
On March 09 2018 19:12 quirinus wrote: - Host can promote observers to referees. Referees can do everything that a player can, including talking to people, allying people, ping the minimap, etc. In addition to that, they would obviously still have the observer features. This is a very useful and simple community building feature, and it allows for easier group training. We should be able to talk to people we want.
Particularly because you can still wisp to the players while you are obzing. So the sense of not allowing obzes to speak to players is nullified.
Honestly?? thank you so much for this thread... you are one of the few people that actually care about Remastered in my humble opinion. By no mean i am saying people don't love this game, but you and me share the same "interest" for the game, and we really want to see it working and having the standards that this game deserves.
I share with your a thread i made several months ago when i was really hyped about this, today i cant rally play that much and i think they won, meaning i am 100% sure non of the things posted above will be addressed...maybe some like login or internet stability:
I want you to know that i have like a MILLION threads on the official forums, and even official answers on this regards, i wish i could compile some of them... for example i asked for a way to remember the "login" in the annoying window that appears every time we get disconnected as you said above, Grant answered "you already have that option in the Blizzard APP"...so as you can see they are trying to "dodge" responsibilities if you will on things that are sincerely very simple... so don't expect much from them im afraid.
So keep up with the good attitude, sometimes i fell like making a professional YouTube video about what Remastered was, and what it should have, but i just don't have the time or energy. Do you?, i fell we could share some ideas about it and we can do it step by step.
faster interfaces too (as fast as 1.16 or better) (profile, options, custom games list, login menus, everything that doesn't respond instantly as it should or within server response time when required meaning a bunch of milliseconds depending on ping..) option to use classic style replay interface and better observer stuff (more slots, unlocked chat) lot of bug fixing to avoid extra aborted games no chat bugs, /F L must show name of games users are in add back ALT+N for name and quicker whisper no lock for more efficient chat, RQ: double click for profile is better cause you can't do /P user but you can do /W user or also normally /W ALT+N or also ALT+W etc custom games enabled ladder with default channels for it (should at least see custom ladder games from other gateways or merge + chat..) autoMM tuned to give results reliably under 120sec or ability to use custom games pretty much needed ^ if even grant dodges a simple/trivial-to-do-but-good-for-users remember login thing like this, I think there isn't much to expect for SC:R overall from blizzard ^ if they are deleting topics on blizz forums about stuff like ladder wait time it indicates they may not be thinking of a plan to make it good and would point to e.g. population as the cause. ive seen this topic deleting business happen on D3 forums back in the day, bad practices sustaining bad business plans and "image fixing"
God i want this so badly. The new interface is garbage. Hell, even the UI for it is too big and blocks certain parts of the map from being visible...when you make a 1998 interface worse, your incompetent.
On March 10 2018 01:50 hyfrehyfre wrote: Honestly?? thank you so much for this thread... you are one of the few people that actually care about Remastered in my humble opinion. By no mean i am saying people don't love this game, but you and me share the same "interest" for the game, and we really want to see it working and having the standards that this game deserves.
I share with your a thread i made several months ago when i was really hyped about this, today i cant rally play that much and i think they won, meaning i am 100% sure non of the things posted above will be addressed...maybe some like login or internet stability:
I want you to know that i have like a MILLION threads on the official forums, and even official answers on this regards, i wish i could compile some of them... for example i asked for a way to remember the "login" in the annoying window that appears every time we get disconnected as you said above, Grant answered "you already have that option in the Blizzard APP"...so as you can see they are trying to "dodge" responsibilities if you will on things that are sincerely very simple... so don't expect much from them im afraid.
So keep up with the good attitude, sometimes i fell like making a professional YouTube video about what Remastered was, and what it should have, but i just don't have the time or energy. Do you?, i fell we could share some ideas about it and we can do it step by step.
Most of them has either been already addressed by blizz or were mentioned in other posts, but I really like this one and added to op:
- Working League system, similar to ICCUP, with badges nice colors etc.
So ive made two threads now on battle.net bringing up match making. Both times i was polite, didnt swear, simply brought up established facts on how the match maker worked. Both times they were deleted by blizzard within five minutes of posting.
On March 10 2018 05:22 Dazed. wrote: So ive made two threads now on battle.net bringing up match making. Both times i was polite, didnt swear, simply brought up established facts on how the match maker worked. Both times they were deleted by blizzard within five minutes of posting.
Anyone else try?
There is a bug on the Bnet forums if you edit too many times your thread gets deleted, maybe that's it?
On March 10 2018 05:22 Dazed. wrote: So ive made two threads now on battle.net bringing up match making. Both times i was polite, didnt swear, simply brought up established facts on how the match maker worked. Both times they were deleted by blizzard within five minutes of posting.
Anyone else try?
There is a bug on the Bnet forums if you edit too many times your thread gets deleted, maybe that's it?
I didnt know that! Strange. Probably what happened, I did edit it a few times for typographical errors...
BUG: - is it just me, or are 2x and 4x speeds the same in replays? If so, that should be a major bug that needs fixing, as the most used replay speeds are those two.
Does anyone else have problems kicking/banning people from games? Often it takes over a minute before it works.. probably lag related but very annoying.
I would love a button "watch replay" after a game on the score screen. Just a little QOL feature that would make me watch more replays after my loses lol
On March 12 2018 01:49 angrypofke wrote: I would love a button "watch replay" after a game on the score screen. Just a little QOL feature that would make me watch more replays after my loses lol
these are such little small things that would add so much
On March 12 2018 01:49 angrypofke wrote: I would love a button "watch replay" after a game on the score screen. Just a little QOL feature that would make me watch more replays after my loses lol
Fastest way I found is click your profile, recent matches, click that match and theres a "watch replay" button.
Not saying your idea isn't best, but i didn't know about this feature and kept hosting games and clicking around like mad. I'd love an instant "watch replay" button during score screen.
Biggest problem for the last month is the matchmaking algorithm... By region locking Korea from the rest of the world, queue times are way too long and rematches way too frequent. Ladder was working great before their changes.
Can you mute someone in game? I dunno if any of you matched against "40yrsoldvirgin" (I'm on the east coast), but every time I make a smurf I match up against him a couple of times and he literally spams nonsense all game.
I have a serious question, I feel like it is almost impossible to get the same mouse accuracy I had before Remastered...
-Does Verticle Sync effect your mouse accuracy / speed? -Does HD Graphics affect mouse speed? ( In FULL Screen) -Does RealTime lighting OR Environmental effects, effect mouse speed or potentially the game speed if your computer isn't running it fast enough? -Shadow Stacking? -Enable Color cycling does seem like it effects my mouse speed, not sure though...
I am perplexed by all of these settings, I am not even really sure what they all do really, as they are not all well explained, and how they effect the performance of the game.
On March 13 2018 08:43 GGzerG wrote: I have a serious question, I feel like it is almost impossible to get the same mouse accuracy I had before Remastered...
-Does Verticle Sync effect your mouse accuracy / speed? -Does HD Graphics affect mouse speed? ( In FULL Screen) -Does RealTime lighting OR Environmental effects, effect mouse speed or potentially the game speed if your computer isn't running it fast enough? -Shadow Stacking? -Enable Color cycling does seem like it effects my mouse speed, not sure though...
I am perplexed by all of these settings, I am not even really sure what they all do really, as they are not all well explained, and how they effect the performance of the game.
Anyone have any input on this?
I am not an SC:R Dev, but:
VSync should be purely graphical. It stops frames from being counted such that they hit only 60fps. If your mouse was in a spot between frames that would happen vsync or not. If anything, having tearing (where your monitor renders frames between frames and causes two pictures to load in contest) would probably cause more inaccuracy.
The rest of these should purely be after calculation graphical. Meaning, your mouse movements should be prioritized/paralleled to the processing of your graphics. Everything can be slowed down if the whole entire computer's systems are 100% utilized, and less strain on processing will always allow for more cycles to process other things. I'm curious about how often a mouse is calculated in processor, given a refresh rate of x and connection y, how often does a mouse's position/vel/accel get calculated.
My best guess here is that SC:R is finally being counted at 16 : 9 & higher resolution even if pillarbox is there or not, which should create a different interaction of mouse -> location. Even iCCUP i think created a "magnified" hitbox situation where if you played windowed + magnification, a pixel in BW would be like 4x4 pixels on your monitor. In SC:R I think it's more directly 1 to 1 now.
Personally the lack of unit count and first person replays have been the most annoying part about SC:R. We had these in 1.16 (mcalauncher for unit count, canrep for first person view) and they were instrumental in analyzing your own games. The production tab is cool but I'd easily trade it for either of these older features.
Vsync normally induces input lag, this is because Vsync causes your graphics card to wait before your screen has completed drawing the previous frame before sending it the next https://www.reddit.com/r/Games/comments/1doh5l/vsync_and_input_lag/ basically the tearing is because the screen will start drawing the next frame while it is drawing a full frame, instead of continue drawing 1 frame and wait to start drawing next game frame until it is done drawing the display frame so you have that input lag should depend on your screen refresh rate, idk how accurate the game is at doing this but I would turn it off always
regarding performance, if your FPS is above 60fps constantly you should have good mouse accuracy, however there may be something with SC:R where you'd prefer to have higher fps or it would miss inputs (?)
On March 13 2018 08:43 GGzerG wrote: I have a serious question, I feel like it is almost impossible to get the same mouse accuracy I had before Remastered...
-Does Verticle Sync effect your mouse accuracy / speed? -Does HD Graphics affect mouse speed? ( In FULL Screen) -Does RealTime lighting OR Environmental effects, effect mouse speed or potentially the game speed if your computer isn't running it fast enough? -Shadow Stacking? -Enable Color cycling does seem like it effects my mouse speed, not sure though...
I am perplexed by all of these settings, I am not even really sure what they all do really, as they are not all well explained, and how they effect the performance of the game.
Anyone have any input on this?
I'm having the exact same problem, I've tried playing around with all the settings and can't get it right, I presume it's due to the limitations of my computer. I
On March 13 2018 08:43 GGzerG wrote: I have a serious question, I feel like it is almost impossible to get the same mouse accuracy I had before Remastered...
-Does Verticle Sync effect your mouse accuracy / speed? -Does HD Graphics affect mouse speed? ( In FULL Screen) -Does RealTime lighting OR Environmental effects, effect mouse speed or potentially the game speed if your computer isn't running it fast enough? -Shadow Stacking? -Enable Color cycling does seem like it effects my mouse speed, not sure though...
I am perplexed by all of these settings, I am not even really sure what they all do really, as they are not all well explained, and how they effect the performance of the game.
Anyone have any input on this?
I'm having the exact same problem, I've tried playing around with all the settings and can't get it right, I presume it's due to the limitations of my computer. I
Yea, I feel I am going to have to get a new computer, keyboard and mouse to be safe lol
A feature that would be awesome is the ability to select some of your replays and make them public, they would appear on your profile with a little description that you wrote and people could click directly to watch them.
On March 14 2018 17:39 HaN- wrote: A feature that would be awesome is the ability to select some of your replays and make them public, they would appear on your profile with a little description that you wrote and people could click directly to watch them.
Ability to either set colors specifically, or have 1v1's directly change colors to red/blue in observer mode. Ability to swap player colors on command (i.e. red player is now blue, and vice versa)
All-Chat/Referee chat to players when in observer slot
Observer slot scalable to >4 if smaller map.
Observers to have best-efforts networking, meaning the two players dont have to worry about how many obs exist. This would be hard AS FUCK for the engineers to do, but GOOD GOD it would be awesome for live events.
Ability to set where center of screen is for following-units. This is because on some casting gigs, people fill the bottom with overlay stuff, making the "center" of the screen slightly higher than the exact middle of the monitor. Makes easier obs/casting experience.
Top right player stats/info box to be set width
Open API or ability to read player names/races/color directly from games actively observing. That would be dope for automated overlays. I know you can do it retro for replays, but live events are difficult.
Disable F5 key.
Replay and observer intefaces to be exact same or similar window positions. (Why is the replay unit window so massive?)
Text to display map name over/under player stats on top right.
I don't care if my opponent race picks, but Blizz better not do something dumb like implementing matchup-specific ladder queries. Every little bottleneck in the match-making can throttle the whole thing with how few players we have left outside Korea.
Instead, they could adopt a system where each player specifies preferences that have no bearing on the match-seeking process but comes into play after the match is made.
What would the inputs be?
John would enter TvZ > TvP > PvT > PvZ > PvP > TvT > ZvP > ZvT > ZvZ. John is a Terran player who would like to play as Protoss to avoid TvT but not as Zerg.
Bob would enter ZvP > ZvT > TvZ > TvP > PvZ > ZvZ > PvT > PvP > TvT. Bob is a Zerg player who off-races as Terran to avoid ZvZ and also enjoys PvZ more than ZvZ.
If the match up lists Bob's race second, then Bob would enter PvZ > TvZ > ZvT > PvT > ZvP > ZvZ > TvP > PvP > TvT.
Based on these inputs, an algorithm can produce the list of match ups from which no person can be made happier without making someone else less happy. From this list, the algorithm would then choose the match-up that reduces the rank difference in the following sense: In the case of John and Bob, that would PvZ and TvZ. Of these, John ranks PvZ 4th and Bob ranks it 1st with a difference of 4-1=3. In the case of TvZ, John ranks it 1st and Bob ranks it 2nd with a difference of 2-1=1. The algorithm would select TvZ, where John is T and Bob is Z.
What if John is matched against his Twin?
If the Twin's race is listed second, then the Twin would enter ZvT > PvT > TvP > ZvP > PvP > TvT > PvZ > TvZ > ZvZ
In this case, TvZ, ZvT, TvP and PvT would be the match-ups that survive the first pass. TvP and PvT survive the second pass since both minimize rank difference. However, who gets to play their main race? Randomize.
The downside to this system is that there will be occasional mismatches when someone doesn't get to play his main race and god damn it starcraft fans will be whiny again like they always are. Wawawawawa boohoo. But hey, you would like this more than TvT, right? Oh wait, I am sure that the TvT fanboys will start complaining then. "I never get to play this beautiful and most complex matchup that is like go boohoo wawawawa woe is me." Some group ALWAYS complains, and complains loudly.
--
That was a joke. I don't mind if you implement this, but all joking aside, I just want you to fix the bare basics Blizzard. You know...adding friends across servers? Reducing the unnecessary part of lag (the part that is due to your software rather than due to latency). Stop logging me out every five minutes on some days. 2v2 ladder. How about making the SD graphics reasonable for people priced out of the video card market by cryptocurrency mining? Even cartoon graphics would be preferable to the weirdness that is SCR SD graphics.
- 2x and 4x speed on replays seems to be same / close to the same (tested on 2 computers) - Random map selection from a folder - F10 menu in game loads slowly; Preload the menu? - Improve latency when opening user profiles (it takes a long time to load now) - Ability to either set colors specifically, or have 1v1's directly change colors to red/blue in observer mode. Ability to swap player colors on command (i.e. red player is now blue, and vice versa) - All-Chat/Referee chat to players when in observer slot - Observer slot scalable to >4 if smaller map. - Observers to have best-efforts networking, meaning the two players dont have to worry about how many obs exist. This would be hard AS FUCK for the engineers to do, but GOOD GOD it would be awesome for live events. - Ability to set where center of screen is for following-units. This is because on some casting gigs, people fill the bottom with overlay stuff, making the "center" of the screen slightly higher than the exact middle of the monitor. Makes easier obs/casting experience. - Top right player stats/info box to be set width - Open API or ability to read player names/races/color directly from games actively observing. That would be dope for automated overlays. I know you can do it retro for replays, but live events are difficult. - Option to disable/reassign F5 key (as a player I hit it quite often when trying to hit F5, same progamers!) - Replay and observer intefaces to be exact same or similar window positions. (Why is the replay unit window so massive?) - Text to display map name over/under player stats on top right. - /whois <channel> command doesn't work
Rest of stuff I found too fluffly / not relevant / covered by other points (meaning Blizzard should first focus on some of the other great points we came up with)
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
On March 16 2018 23:04 ProtossGG wrote: I just posted this on your blizzard forum, Koget.
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
we DONT NEED 24 TR to play. Neither do the pros. Are you there official speaksmen of koreans/pros? "We dont need perfect latency!". This has to be a first. What about all the muta micro people? You are trying to worsen it for the majority, just to make a minority happy
On March 16 2018 23:04 ProtossGG wrote: I just posted this on your blizzard forum, Koget.
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
we DONT NEED 24 TR to play. Neither do the pros. Are you there official speaksmen of koreans/pros? "We dont need perfect latency!". This has to be a first. What about all the muta micro people?
Since original bw was with L3 L2 L1 and 2 years ago a program called low'latency hack started to be really popular that emulate the muta micro from single player,and TR8 10 =l1 TR12 14=L2 and TR16 =L1 we are in new waters already with tr 20 tr 24,why? I JUST WANNA KNOW WHY! Why they are adding more trs like this.
On March 16 2018 23:04 ProtossGG wrote: I just posted this on your blizzard forum, Koget.
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
Im more for a fixed one tr12 to 16,fix your problem via low high extra,game lags well that sux go find other oponent,as a zerg player is just terrible to play in tr8 and most of cases is just the TR acting stupid,one game tr16 high,next game same oponent tr8 just like that.
On March 16 2018 23:04 ProtossGG wrote: I just posted this on your blizzard forum, Koget.
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
we DONT NEED 24 TR to play. Neither do the pros. Are you there official speaksmen of koreans/pros? "We dont need perfect latency!". This has to be a first. What about all the muta micro people? You are trying to worsen it for the majority, just to make a minority happy
What are you talking about? You're probably some 1700 MMR player who is allured by the best TR ever. You probably can't even discern TR 24 vs TR 16.
Do you even know how Fish was played? It was played PRIMARILY on #L2 which is basically TR14/TR16. No one ever complained on Fish and it worked well enough ... "well enough"
There is no reason to have TR 24 and base the algorithm on that. You're missing the point that I am trying to make. I'm not trying to be a spokesman, but simply voicing the ladder concerns that many 2100-2500 foreigners face. You're probably not in this pool, so you don't get it. Try to understand other perspectives.
Pros didn't sit there and say "WOW #L2 SUCKS." They played happily on it. Sometimes, yes, they'd go to #L1. But either way, basing the algorithm on TR12/14/16 makes a lot more sense than trying to pair players based on TR 24 and keep it "local." And this suggestion isn't helping a small minority -- it would be trying to help everyone because everyone can play happily on reasonable TRs. It's not fun knowing I will wait 1000 seconds to get a match only to play someone in Peru because that's considered "local" and is -200 pts my MMR.
On March 16 2018 23:04 ProtossGG wrote: I just posted this on your blizzard forum, Koget.
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
we DONT NEED 24 TR to play. Neither do the pros. Are you there official speaksmen of koreans/pros? "We dont need perfect latency!". This has to be a first. What about all the muta micro people?
Since original bw was with L3 L2 L1 and 2 years ago a program called low'latency hack started to be really popular that emulate the muta micro from single player,and TR8 10 =l1 TR12 14=L2 and TR16 =L1 we are in new waters already with tr 20 tr 24,why? I JUST WANNA KNOW WHY! Why they are adding more trs like this.
Exactly the point I'm trying to make. L2 was good enough even by pro standards, so why be fancy and add new TRs and make people wait 1000+ seconds to queue a match. Eon gets it.
The rare occasion i get a korean I can play them on tr14--- and they leave, and call me a lagger. tr 24 is caviar. I give up. Moving on to another rts. Blizzard wont fix this, they dont care about our community. Move on. Stop wasting your time.
On March 17 2018 02:11 Dazed. wrote: The rare occasion i get a korean I can play them on tr14--- and they leave, and call me a lagger. tr 24 is caviar. I give up. Moving on to another rts. Blizzard wont fix this, they dont care about our community. Move on. Stop wasting your time.
Or play iccup. It worked well in the past, no reason it's not good enough anymore :D
On March 17 2018 02:11 Dazed. wrote: The rare occasion i get a korean I can play them on tr14--- and they leave, and call me a lagger. tr 24 is caviar. I give up. Moving on to another rts. Blizzard wont fix this, they dont care about our community. Move on. Stop wasting your time.
Or play iccup. It worked well in the past, no reason it's not good enough anymore :D
On March 16 2018 22:47 kogeT wrote: I updated OP with following points:
- 2x and 4x speed on replays seems to be same / close to the same (tested on 2 computers) - Random map selection from a folder - F10 menu in game loads slowly; Preload the menu? - Improve latency when opening user profiles (it takes a long time to load now) - Ability to either set colors specifically, or have 1v1's directly change colors to red/blue in observer mode. Ability to swap player colors on command (i.e. red player is now blue, and vice versa) - All-Chat/Referee chat to players when in observer slot - Observer slot scalable to >4 if smaller map. - Observers to have best-efforts networking, meaning the two players dont have to worry about how many obs exist. This would be hard AS FUCK for the engineers to do, but GOOD GOD it would be awesome for live events. - Ability to set where center of screen is for following-units. This is because on some casting gigs, people fill the bottom with overlay stuff, making the "center" of the screen slightly higher than the exact middle of the monitor. Makes easier obs/casting experience. - Top right player stats/info box to be set width - Open API or ability to read player names/races/color directly from games actively observing. That would be dope for automated overlays. I know you can do it retro for replays, but live events are difficult. - Option to disable/reassign F5 key (as a player I hit it quite often when trying to hit F5, same progamers!) - Replay and observer intefaces to be exact same or similar window positions. (Why is the replay unit window so massive?) - Text to display map name over/under player stats on top right. - /whois <channel> command doesn't work
Rest of stuff I found too fluffly / not relevant / covered by other points (meaning Blizzard should first focus on some of the other great points we came up with)
Really nice work! This thread is absolutely wonderful! :D
On March 16 2018 23:04 ProtossGG wrote: I just posted this on your blizzard forum, Koget.
Right now, foreigners can't play ANY koreans it seems. You wait 1000+ seconds only to get paired against someone "local" to you, with 300 pts lower MMR. What kind of ladder is this? Sure, no lag, but we need blizzard to realize, we DONT NEED 24 TR to play. Neither do the pros.
If Blizzard is aware of the old Fish server during 1.16 patch, the pros played on "#L2" which is basically TR14 or so. We should optimize around that TR, not try to optimize around some TR24.
(in response to one of your list items)....... - Keep on working on 1v1 matchmaking algorythm. IDEA, a step model: initial 30 seconds look for players with close MMR/good latency, 30-60 second - extend latency range (TR10-12), 60+ second extend MMR range and regions, 120+ 300~ MMR range + latency up to TR10.
we DONT NEED 24 TR to play. Neither do the pros. Are you there official speaksmen of koreans/pros? "We dont need perfect latency!". This has to be a first. What about all the muta micro people?
Since original bw was with L3 L2 L1 and 2 years ago a program called low'latency hack started to be really popular that emulate the muta micro from single player,and TR8 10 =l1 TR12 14=L2 and TR16 =L1 we are in new waters already with tr 20 tr 24,why? I JUST WANNA KNOW WHY! Why they are adding more trs like this.
Exactly the point I'm trying to make. L2 was good enough even by pro standards, so why be fancy and add new TRs and make people wait 1000+ seconds to queue a match. Eon gets it.
On March 17 2018 02:11 Dazed. wrote: The rare occasion i get a korean I can play them on tr14--- and they leave, and call me a lagger. tr 24 is caviar. I give up. Moving on to another rts. Blizzard wont fix this, they dont care about our community. Move on. Stop wasting your time.
Or play iccup. It worked well in the past, no reason it's not good enough anymore :D
Divide the playerbase. Great idea
Players will go where a functional service is beeing delivered. You can blame blizzard, if people turn away.from official servers.
On March 17 2018 02:11 Dazed. wrote: The rare occasion i get a korean I can play them on tr14--- and they leave, and call me a lagger. tr 24 is caviar. I give up. Moving on to another rts. Blizzard wont fix this, they dont care about our community. Move on. Stop wasting your time.
Or play iccup. It worked well in the past, no reason it's not good enough anymore :D
Divide the playerbase. Great idea
Players will go where a functional service is beeing delivered. You can blame blizzard, if people turn away.from official servers.
Don't mind this guy. "Joined March 2018" -- I gave him a long lengthy response earlier to later realize. He hasn't even provided anything constructive to say =\
On March 17 2018 02:11 Dazed. wrote: The rare occasion i get a korean I can play them on tr14--- and they leave, and call me a lagger. tr 24 is caviar. I give up. Moving on to another rts. Blizzard wont fix this, they dont care about our community. Move on. Stop wasting your time.
Or play iccup. It worked well in the past, no reason it's not good enough anymore :D
Divide the playerbase. Great idea
Players will go where a functional service is beeing delivered. You can blame blizzard, if people turn away.from official servers.
Don't mind this guy. "Joined March 2018" -- I gave him a long lengthy response earlier to later realize. He hasn't even provided anything constructive to say =\
Well it's obviously that one troll that got banned a week or so ago...
While in game pressing the "+" key opens the chat log window which is nice but to close you have to click OK or press O, it would be handy if pressing "+" key again would close the window.
On March 18 2018 01:00 HaN- wrote: While in game pressing the "+" key opens the chat log window which is nice but to close you have to click OK or press O, it would be handy if pressing "+" key again would close the window.
Didn't know about that, cool! I've also added the suggestion to OP.
Let iCCup get SC Remastered, with the player base of now, and iccup as a server, with dinamic turn rate, ladder would be awesome lol and Classic Admins will get out a bigger problem (the ladder and global mm) hahaha
On March 24 2018 08:27 dM-White wrote: Let iCCup get SC Remastered, with the player base of now, and iccup as a server, with dinamic turn rate, ladder would be awesome lol and Classic Admins will get out a bigger problem (the ladder and global mm) hahaha
Don't know if it's been mentioned, but the chat history autoscrolls everytime someone says something. You can't read the history unless everyone's silent!
i played 1000 games on ladder per season on iccup.
but im racepicker... TvZ, TvP, ZvT....I just dont play TvT
For me is very hard to play SCR ladder, because when i pick T and got TvT, im immiadetely leaiving... and playing ladder Z, with having 1/3 chance to get ZvT is boring...
if there will be choice to pick mu before game starts, that will be awesome and i will start play ladder...
On March 24 2018 18:57 krocan.cz wrote: i played 1000 games on ladder per season on iccup.
but im racepicker... TvZ, TvP, ZvT....I just dont play TvT
For me is very hard to play SCR ladder, because when i pick T and got TvT, im immiadetely leaiving... and playing ladder Z, with having 1/3 chance to get ZvT is boring...
if there will be choice to pick mu before game starts, that will be awesome and i will start play ladder...
That would be a nice feature. I have the same problem. I'm always dodging TvT.
On March 24 2018 08:27 dM-White wrote: Let iCCup get SC Remastered, with the player base of now, and iccup as a server, with dinamic turn rate, ladder would be awesome lol and Classic Admins will get out a bigger problem (the ladder and global mm) hahaha
That would be great of course. I'm not sure if blizzard would be interested at all in an arrangement like that.
On March 24 2018 20:33 [sc1f]eonzerg wrote: im not that positive ,but you have to admit that iccup has a functional ladder,a system report and a forum to report,a place to download replays etc.
did the new algorithm help you match with koreans?
yeah, in many ways SC:R moved forward (MM, HD, and hotkeys were huge), but it still has a ways to go in other aspects.
On March 24 2018 18:57 krocan.cz wrote: i played 1000 games on ladder per season on iccup.
but im racepicker... TvZ, TvP, ZvT....I just dont play TvT
For me is very hard to play SCR ladder, because when i pick T and got TvT, im immiadetely leaiving... and playing ladder Z, with having 1/3 chance to get ZvT is boring...
if there will be choice to pick mu before game starts, that will be awesome and i will start play ladder...
yeah this is something many of us want. I hope blizzard sees that this can immensely improve the ladder experience and bring in a lot of players. More people would be willing to practice and learn if they could learn one matchup at a time.
New ASL maps such as Sparkle, are showing how these new crazy maps can revitalize the game.
So I'm thinking there is potential here to explore new ideas for features to be implemented allowing new mechanisms for map makers.
Just to give you an idea of what I'm talking about in SC2 they have destructible rocks, xel'naga towers, gold minerals, .. I'm not saying copy SC2 but it's worth to experiment with similar concepts.
On March 25 2018 19:40 HaN- wrote: New ASL maps such as Sparkle, are showing how these new crazy maps can revitalize the game.
So I'm thinking there is potential here to explore new ideas for features to be implemented allowing new mechanisms for map makers.
Just to give you an idea of what I'm talking about in SC2 they have destructible rocks, xel'naga towers, gold minerals, .. I'm not saying copy SC2 but it's worth to experiment with similar concepts.
Destructible rocks is just a fancy name for what we have in BW already. Place a neutral building, boom there's your destructible area. Literally no difference.
And the other two things actually make an RTS worse. Why? Because they are "win more" and/or increase the volatility.
If you're ahead, you're more likely to control a Xel'Naga tower. Now you're even more ahead. This is bad game design. The last thing a game should do is artificially help the winning player win more. The core mechanics of the game such as gaining extra bases is more than enough reward for being ahead.
Same thing with gold bases, with added volatility which means more randomness at the expense of skill. High volatility is one of the biggest weaknesses of SC2 and the reason you never see any one player dominate for too long.
Powerups, red shells and banana peels belong in Mario Kart, not in a competitive RTS.
On March 25 2018 19:40 HaN- wrote: New ASL maps such as Sparkle, are showing how these new crazy maps can revitalize the game.
So I'm thinking there is potential here to explore new ideas for features to be implemented allowing new mechanisms for map makers.
Just to give you an idea of what I'm talking about in SC2 they have destructible rocks, xel'naga towers, gold minerals, .. I'm not saying copy SC2 but it's worth to experiment with similar concepts.
Destructible rocks is just a fancy name for what we have in BW already. Place a neutral building, boom there's your destructible area. Literally no difference.
And the other two things actually make an RTS worse. Why? Because they are "win more" and/or increase the volatility.
If you're ahead, you're more likely to control a Xel'Naga tower. Now you're even more ahead. This is bad game design. The last thing a game should do is artificially help the winning player win more. The core mechanics of the game such as gaining extra bases is more than enough reward for being ahead.
Same thing with gold bases, with added volatility which means more randomness at the expense of skill. High volatility is one of the biggest weaknesses of SC2 and the reason you never see any one player dominate for too long.
Powerups, red shells and banana peels belong in Mario Kart, not in a competitive RTS.
Yeah, you are right. Games are won by Xel'Naga tower. Basically a 10% damage buff. Its much better to have maps like Sparkles. What did Artosis say? 100% winrate for the favored race? Thats the way to go! Real compeition
man, this region-limited matchmaking really isn't working out for foreign base.
Its really too hard to get games for people in less populated locations or in odd hours. Then you only run into same 1-2 people for games to end if you do get games.
Lowering TR range to 12-14 would be better at this rate for foreign players.
Just installed SC:R on my desktop on which I used to play 1.16. It's got a screen resolution of 1280x1024 -- and the first thing I noticed is that SC:R cuts off a sliver of the lower part of the screen. I believe this was reported on the official forums a looong time ago, but looks like they never got around to fixing it. That's pretty silly.
Second, I went into single player to test out stuff, and saw a popular maps folder. Cool, I thought! And started a melee game on CB. Now, the the opponent apparently placed in the middle in an observer spot (but actually there wasn't an option to set the map to UMS mode only melee and free for all). That's pretty silly as well. Imagine a first time newbie trying to play a melee 1v1 or something, and this happens to his pour soul
Third, I noticed that the game is still on 'fast' speed by default. Again, a first timer might not realize they should set this to 'fastest', so I think this should potentially be changed for user friendliness.
Fourth, I noticed that now you have to click on the slots once to open the action menu in the game lobby, and second to actually do something (change race, etc). I guess this change was done for user-friendliness and convergence with regular dropdown behavior, however, it is a step backwards in terms of usability. Most people would figure this out after the first awkward try, and then it actually works faster-better. Change it back! [edit Okay, I realized the click-and-drag still works, but it's missing one thing: it used to be that the higlighted item would be selected, even if you released whilst not actually hovering over the text label. Makes it more user friendly in the old version, but I guess it's a pretty small thing. Should strive for maximalism though!
I also dislike the fact that the user data and stuff gets dumped into C:/Users/Starcraft/[...]. Not sure if this can be changed or not. But I used to have Starcraft installed on my D:/ drive (installed 1.21 on C:\ though to keep 'em seperate, again, not sure if this configurable or not).
Not a bug, but it's a little bit unintuitive and annoying -- clicking the show / hide icons bar on the right in the replay interface sometimes only shows stuff and doesn't hide them, like the diplomacy tab, as well as the settings tab.
Also, it feels like the replay inteface is a bit... fat? Couldn't we make it narrower or sleeker on non wide-screen monitors? I've seen many people request having the old interface back as an option -- would be nice to have that as possibility / throw-back if it's not too much trouble.
Also, there is no 'current units' display counter in the replay viewer. That was a given with mca -- and very nice to know the amount of workers especially, but also amount of army units (like sometimes you'd find out you have 5 tanks and all he has 1 goon and you should have attacked or something).
One cool new feature is showing the fpview boxes moving when obsing a map -- why doesn't the replay watching mode have that?
Also, the APM counter doesn't seem to ignore the first 2 minutes or whatever was standard before? Should probably add that back in.
Moving on to the multiplayer, I suddenly had the BW music playing, even though I had it muted in the single player. Also no way for me to open options there and mute it... F10 should probably open that as well. Or at least have some sound settings available., it's annoying to have BW start playing music when I'm already listening to some other music.
Also, it looks like there are no public channels, only the pre-defined one? On iccup if someone opened a channel, you could see it. This way it feels kind of dead and empty, would be nice to see the channels list sorted by most active channel.
Also, the multiple colours on text and stuff make it look kind of... Not as sexy as I rember 1.16 battle.net? I dunno, battlenet overall feels kind of... cheap and not very fancily designed?
Also, is there a hotkey for joining private games? Alt + j used to give you a quick way to type game name hit tab, type password, hit enter, and you'd be in game already. Do you really have to manually use the filter and then join and stuff now?
Also, you cannot create a public replay. You were not able to do so in 1.16 either, but it let you know in a more graceful way, whilst currently battle net tries and then gives you an undescript error. Not the nicest way to handle it.
On March 28 2018 05:59 fazek42 wrote: Moving on to the multiplayer, I suddenly had the BW music playing, even though I had it muted in the single player. Also no way for me to open options there and mute it... F10 should probably open that as well. Or at least have some sound settings available., it's annoying to have BW start playing music when I'm already listening to some other music.
Also, it looks like there are no public channels, only the pre-defined one? On iccup if someone opened a channel, you could see it. This way it feels kind of dead and empty, would be nice to see the channels list sorted by most active channel.
Also, the multiple colours on text and stuff make it look kind of... Not as sexy as I rember 1.16 battle.net? I dunno, battlenet overall feels kind of... cheap and not very fancily designed?
Also, is there a hotkey for joining private games? Alt + j used to give you a quick way to type game name hit tab, type password, hit enter, and you'd be in game already. Do you really have to manually use the filter and then join and stuff now?
I created a 1v1 game on US West, but nobody is joining. Would there be a notification sound whilst I'm tabbed? Also, wanted to see how many people are online, but /motd is not working. /help commands gives only a limited number of commands, would be nice to see current ladder maps, number of people online with a motd / motw command.
Seems like the text description label for Europe server is cut off... (1280*1024:
When buying the game from the battle.net banner, the blue window keeps flickering between a blank blue state, and actually displaying stuff. Windows 7 Prof 64-bit, i3-3225 (and its integrated graphic).
Fazek, please use the edit button and add content to your posts that way. We action for double and triple posting and you've already quadruple posted! lol.
On March 28 2018 06:29 niteReloaded wrote: I'm thinking now , for the first time, that they'll never actually implement 2v2 matchmaking. blizzard pulled off a scam
they said is happening this year.
Mar 20 03/17/2018 01:28 PMPosted by Odin 03/16/2018 10:07 AMPosted by Matt Sherman Group matchmaking is also on the docket but farther out. Could you please be more specific and at least tell us if it's gonna be in 2018 or not?
On March 28 2018 06:05 BigFan wrote: Fazek, please use the edit button and add content to your posts that way. We action for double and triple posting and you've already quadruple posted! lol.
Oh shit, my bad... I've been doing some edits as well, but put single player / replay / multiplayer into different posts. Did not realize I've been quadruple posting, haha. Apologies.
Yeah, that fourth one was supposed to be an edit... :D
How is this still happening? For the 4th time in a month all my fucking settings have been reset. It even opened the goddamn game in smaller-than-my-resolution window. What the fuck. So annoying.
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. ///////// sori did i say it two times extra?
On April 02 2018 13:52 -visnu- wrote: - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. ///////// sori did i say it two times extra?
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch.
I will say it three times too
Why does it look worse? Maybe because they want to incline people to buy remastered... i don't know. No idea.
On April 02 2018 13:52 -visnu- wrote: - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. ///////// sori did i say it two times extra?
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch.
I will say it three times too
Why does it look worse? Maybe because they want to incline people to buy remastered... i don't know. No idea.
Can you guys give some good printscreens on how SC looked / should look like vs current situation?
I have provided feedback based on these three snapshots:
– that is optimal, how it was on old OS.. – that is how it was on on new OS with chaos luncher etc. – this is how it looks now.
im not sure what a flying drone bug is but i can tell u that drone cant fly,it was a weird bug on 1.16 aswell but is only about the shadow.
It's a rare bug where you can move a drone over cliffs and obstacle. I dunno from the top of my head how it works, but its not the same as drone bug, where the drone has no shadow.
On April 02 2018 13:52 -visnu- wrote: - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. ///////// sori did i say it two times extra?
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch.
I will say it three times too
Why does it look worse? Maybe because they want to incline people to buy remastered... i don't know. No idea.
Can you guys give some good printscreens on how SC looked / should look like vs current situation?
I have provided feedback based on these three snapshots:
Doesnt really work like that, 1080p makes it look better again. Every "Picture" has to be posted in the same quali. You would have to search with a magnifying glass anyway to find the difference
if you click on these and then download the source image, open it and zoom in on it, you can see the illustration of the lowered quality in RM SD display because of pixel interpolation (since it won't display the original graphics at the correct resolution, 1 pixel for 1 pixel or maybe 4 pixels for 1 pixel etc) if you look at health bars too you can see it clear, in health bars each square of life is not of equal width to the others in RM SD on sharpest setting (no filters) the improper position of pixel is directly visible, then on less sharp (2/4 filetered) it is closest to ogirinal with this amount of error as above (everything is slightly messed and blurred by interpolation), and then on 3/4 filtered more interpolation is added so that it is blurry and then 4/4 very blurry basically to display it clean you'd need original resolution or x2 resolution etc, so the settings in the game to make this possible are missing note that the text on RM bnet chat for example also is not displayed on the correct resolution apparently resulting in blurred text/uneven letters
PS: I got 1.16 back from Iccup for this. Amazing how slick software it is, it launches very fast and the menus respond instant! Then I launched Remastered, it took me over 5 minutes to start it xD blizz launcher force launched itself and wanted to update itself, stuck on loading of main menu and etc. And then when its fully loaded its still much slower in so many places.
Observers shouldn't lag games. If observing was actually a buffered replay viewer of the live game it would not lag for players, allow replay of previous highlights (using the existing fast forward/rewind capability), and expand beyond 4 additional slots to any number of slots. Add option to allow obs to chat with players. Solo obs is isolating Kill counter for buildings Kill counts for nukes to the nuking ghost Map editor improvements to allow any number of stackable cliffs and other features limited by old framework. Fixed location maps for team play similar to sc2 A complete overhaul of the map editor
On April 02 2018 13:52 -visnu- wrote: - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. ///////// sori did i say it two times extra?
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch.
I will say it three times too
Why does it look worse? Maybe because they want to incline people to buy remastered... i don't know. No idea.
Can you guys give some good printscreens on how SC looked / should look like vs current situation?
I have provided feedback based on these three snapshots:
You can already see right of the bat how pixely the scvs are compared to 1.16 scvs and if you turn up thr SD filter it removes the pixely look but then it becomes way blurrier than it was in 1.16. So it's either more pixely or more blurry than 1.16, and none of those looks in anyway better.
On April 02 2018 13:52 -visnu- wrote: - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. ///////// sori did i say it two times extra?
- SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch. - SD graphics look WAY WORST than original SC graphics. The blur effect doesn't improvie it by an inch.
I will say it three times too
Why does it look worse? Maybe because they want to incline people to buy remastered... i don't know. No idea.
Can you guys give some good printscreens on how SC looked / should look like vs current situation?
I have provided feedback based on these three snapshots:
You can already see right of the bat how pixely the scvs are compared to 1.16 scvs and if you turn up thr SD filter it removes the pixely look but then it becomes way blurrier than it was in 1.16. So it's either more pixely or more blurry than 1.16, and none of those looks in anyway better.
This very annoying bug where people you added in 1.18 before remastered came out continually come up as being on BW when you are in game.Can i remove them with /f r and they will still be in my bnet app? Seriously this bug is annoying.
Edit: I'm not even sure those screenshots (especially the last one) are exactly what old BW looked like. Ideally we would have someone give us screenshots from Iccup + replay so we can make perfect comparison in SCR.
SCR classic graphics look diff/worse than the old BW graphics because the resolution of the game changed. Remember how we needed to screen capture BW in order to stream the game with XSplit (because classic BW was 4:3)? Now you can just stream SCR by running OBS because the game is 16: 9, i'm pretty sure the reason why the game is more pixelated is due to the res change.. i doubt there's much they can do about it.
I think "SD graphics in RM suck" has become a trite meme at this point. I don't see a big difference.
lol, theres obviously a difference. if there wasnt blizzard wouldn't have implemented the SD filter option.
just compare scan's old 1.16 vods with routa's (foreigner who plays SCR on the classic graphics), you can clearly see the difference.. game has way more jagged edges/is way more pixelated:
I had to slightly compress one image to make a side-by-side comparison since the screenshot in SC:R is larger than 1.16. Max gamma on both, SD filter set to 1 (where 0 is left-most).
On April 05 2018 17:58 TT1 wrote: SCR classic graphics look diff/worse than the old BW graphics because the resolution of the game changed. Remember how we needed to screen capture BW in order to stream the game with XSplit (because classic BW was 4:3)? Now you can just stream SCR by running OBS because the game is 16: 9, i'm pretty sure the reason why the game is more pixelated is due to the res change.. i doubt there's much they can do about it.
yeah they can because, you just have to set the resolution when displaying SD to something that renders pixels 1:1 like, 640x480 + whatever you need to fill the rest of the 16 : 9 on the sides, so thats 8xx*480 then the graphics would be displayed properly, no misplaced pixels and no filters.. [or 640x480 for 4:3 screen users..]. or, x2 if your screen can't do low res..
On April 05 2018 17:58 TT1 wrote: SCR classic graphics look diff/worse than the old BW graphics because the resolution of the game changed. Remember how we needed to screen capture BW in order to stream the game with XSplit (because classic BW was 4:3)? Now you can just stream SCR by running OBS because the game is 16: 9, i'm pretty sure the reason why the game is more pixelated is due to the res change.. i doubt there's much they can do about it.
yes there is "much" they can do about it if you understand how it works. they are taking 640x480 game assets and upscaling it with their opengl renderer. the key is to figure out a better upscaling algorithm to provide as an option so they can replicate the appearance of the original 640x480 game when upscaled via GPU or monitor scaling as closely as they can, instead of just relying on a cheap nearest neighbor interpolation which results in a pixelated output.
I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
On April 06 2018 16:53 kogeT wrote: I think we should have a carrier building interceptors animation to avoid being deceived by hallucinated carriers.
I think HT should flash bright red 5 seconds before storm is cast, so that zerg has enough time to dodge it. Also the spot for storm should be marked like the spot for a nuke. Only bigger and better visible. It's fair for balance becoz it's the same as nuke then, amirite?
As compensation, all zealots will have 3 scarabs for free they can plant. They burrow, unburrow when an enemy unit is near and do 125 dmg.
@ Golgotha: i have honestly no idea. I would speculate that the creator's never ever imagined it could be relevant for balance, thus a simple oversight. We are talking 1998 here, where competetive RTS, not to mention e-sports, was no thing yet.
But as you already said, it would affect balance, which is assymetrical in bw by game design. I dislike the idea of trying to achieve symmetry here, because it implies we either just ignore the overall assymetrical design or you would need to aim for total symmetry. And while i liked wc2, symmetrical unit design was pretty boring (;
That's the point i wanted to adress with my slightly ironic post above (;
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it.
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it.
That's a good point. I guess it kinda hides your intentions a bit
On April 06 2018 08:01 ProMeTheus112 wrote: i think you can only upscale real clean if you use a multiple of original resolution so for example 1280x960 should work (4:3)
That actually only affects the smoothness of scrolling. What you refer to is integer scaling. It keeps all pixels square. The issue at hand is that Blizzard uses a very simple scaling method in RM, I'm pretty sure it justs draws n pixels for each original pixel. That's why it looks so choppy. Whereas before, either your graphics card or your monitor would scale BW from 480p to whatever your monitor's native resolution is. And depending on your graphics card/monitor it may look better. They implemented their filter, which basically just blurs the picture, as it's a way easier fix than to look at various upscale methods and pick the best one.
Since RM doesn't even have a resolution option, there is nothing one can do atm. It's all up to Blizz. If they would merely add an option to render the game at 480p, SD graphics would look like 1.16 again.
And your ability to add a game to OBS has nothing to do with its resolution or its format. Issues with OBS/XSplit usually come from the game using an old rendering framework that OBS/Xsplit can't properly capture.
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it.
So seeing that Zerg and Terran are producing is OK. Seeing that Protoss is producing is not OK. Makes perfect sense
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it.
So seeing that Zerg and Terran are producing is OK. Seeing that Protoss is producing is not OK. Makes perfect sense
you can see that P upgrades but you can't see that Z upgrades, its different things like that, you must have noticed the game is assymetrical design^^ for example interestingly, it costs more resources for Z to upgrade ground units
some relevant information Grant Davies Senior Software Engineer 90 posts 1 day ago I reached out to the OP a few days ago, we're in contact about the issues.
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it.
So seeing that Zerg and Terran are producing is OK. Seeing that Protoss is producing is not OK. Makes perfect sense
you can see that P upgrades but you can't see that Z upgrades, its different things like that, you must have noticed the game is assymetrical design^^ for example interestingly, it costs more resources for Z to upgrade ground units
So you simply compare things that are not visible with things that are visible^^while ignoring that Terran upgrades are visible ;D and calling it assymetrical design XD. Life is so easy that way
On April 06 2018 16:15 Golgotha wrote: I have a suggestion that might turn brood war balance upside down: make gateways light up when producing units like the Stargate and barracks. It always bothered me that gates don't have an animation when warping in units.
Am I missing something? Why didn't the creators of bw add this?
imo deliberate choice by the original devs, you cannot tell whether P is making something out of a gate, just like for some other buildings. So, you can hide whether you are producing or not. If a T is sieging into your base and you are making DTs, there is no tell. If at the start of a game you have gates but skip some cycle to make something else, there is no tell. A balance/design choice. If a Z is making stuff out of larvas, it won't tell you what it is, all eggs are the same. Etc. It matters, you can use it.
So seeing that Zerg and Terran are producing is OK. Seeing that Protoss is producing is not OK. Makes perfect sense
you can see that P upgrades but you can't see that Z upgrades, its different things like that, you must have noticed the game is assymetrical design^^ for example interestingly, it costs more resources for Z to upgrade ground units
So you simply compare things that are not visible with things that are visible^^while ignoring that Terran upgrades are visible ;D and calling it assymetrical design XD. Life is so easy that way
Mr. kogeT please add -dx9 command-line option to force the game to run in DirectX9 in the wishlist. Literally every other game out there that has both an OpenGL and Direct3D renderer lets you manually choose between them, either in game options or as command-line launch option (or both), for compatibility and performance reasons.
- Cannot view ladder game stats when using "View Profile" ? (it always seems to show 0-0 for other players, you can only see your own statistics) // UPDATE: /stats <nick> work better now, but doesn't display MMR.
This is fixed, only missing /stats nick to show MMR
Every time I start the Battlenet launcher I get that little alert saying I have new messages when in fact it's just my friends messaging their friend list with the /f m command. It shouldn't work that way.
On April 07 2018 06:03 [sc1f]eonzerg wrote: some relevant information Grant Davies Senior Software Engineer 90 posts 1 day ago I reached out to the OP a few days ago, we're in contact about the issues.
On April 05 2018 17:58 TT1 wrote: SCR classic graphics look diff/worse than the old BW graphics because the resolution of the game changed. Remember how we needed to screen capture BW in order to stream the game with XSplit (because classic BW was 4:3)? Now you can just stream SCR by running OBS because the game is 16: 9, i'm pretty sure the reason why the game is more pixelated is due to the res change.. i doubt there's much they can do about it.
I don't believe this can be the issue.
Why should the old way of having my 1920 * 1200 pixel monitor interpolate a 640 * 480 input to its native resolution (at least vertically) look much better than the new way of having the game do more or less the same thing?
Edit: But the new way of things really doesn't look bad at all. When you turn off the SD graphics filter.
On April 07 2018 06:03 [sc1f]eonzerg wrote: some relevant information Grant Davies Senior Software Engineer 90 posts 1 day ago I reached out to the OP a few days ago, we're in contact about the issues.
Racepicking on ladder is a terrible idea, it would make it worse for someone who wants to play mirror matchups on ladder. The waiting time for a mirror game would increase and the total amount of mirror games would decrease in comparison to not being able to racepick.
mirror matchups would only decrease significantly if a lot of people want to racepick.. to me that sounds like an argument for racepicking - a lot of people want it - not one against.
On April 24 2018 16:30 ICanFlyLow wrote: Racepicking on ladder is a terrible idea, it would make it worse for someone who wants to play mirror matchups on ladder. The waiting time for a mirror game would increase and the total amount of mirror games would decrease in comparison to not being able to racepick.
Yeah, but who is the majority in this question? Would most users be happy about this and the ability to practice any specific matchup, or would they be sad? I presume quite the overwhelming majority of people would support racepicking. Sometimes the que gives you like 7 tvps in a row. What if I wanna play a tvz next? Or a tvt? Nothing you can do now.
also, this:
On April 24 2018 17:30 Liquid`Drone wrote: mirror matchups would only decrease significantly if a lot of people want to racepick.. to me that sounds like an argument for racepicking - a lot of people want it - not one against.
I'd like open game lobbies to be timed out and closed after a while.
And a sound alert when a game starts and your are tabbed out - as an option.
If you could set the game to run in another resolution than your maximum screen resolution that would be useful as well.
And they should fix the second mission in the zerg campaign for brood war, the one where the mission ends if you use both your drones for hatcheries :p
We can't use "." in nicknames at the moment. When some clan mates tried making a nick with the ".ReV"-tag, they were unable to make the nick and got the error; "Invalid profile name [bad word]. [Error 3:31]". I tried as well, and got the same message. I had enough room to make a new nick, so it wasn't that. And it wasn't a "bad" word (I tried Incomplet.ReV, without the "e" at the end).
ReD.W4rr10r also mentioned that members of ReD have been having trouble with it too.
Basically it all depends what race you're matched against and if both players are racepicking the algorythm randomly select the races for each players respecting the racepicks of each player.
On May 03 2018 01:45 Incomplete..ReV wrote: We can't use "." in nicknames at the moment. When some clan mates tried making a nick with the ".ReV"-tag, they were unable to make the nick and got the error; "Invalid profile name [bad word]. [Error 3:31]". I tried as well, and got the same message. I had enough room to make a new nick, so it wasn't that. And it wasn't a "bad" word (I tried Incomplet.ReV, without the "e" at the end).
ReD.W4rr10r also mentioned that members of ReD have been having trouble with it too.
Is this just since the updates to bnet classic a few days ago?
Basically it all depends what race you're matched against and if both players are racepicking the algorythm randomly select the races for each players respecting the racepicks of each player.
Minor suggestion: I believe it would make more sense to have a "back" button from the profile view, taking you back to the leaderboard - when that's where you are coming from. Rather than like now a "quit" button that brings you to the main battle.net interface.
Edit: And for me, hitting f5 repeatedly, with intervals of around a second, in the battle net client - and maybe other places as well who knows - will eventually clear the screen of all content except for the background. Guess I'm too lazy to report this somewhere else, and expecting Blizzard to check in here sometimes.
Go racepicking and very few people are gonna be playing ZvZ's how is it going to be for someone who relies on ladder for practicing all of his 3 matchups.
On May 15 2018 19:20 KameZerg wrote: Go racepicking and very few people are gonna be playing ZvZ's how is it going to be for someone who relies on ladder for practicing all of his 3 matchups.
I'd play 2 mirrrors (PvP, ZvZ, PvT). You have to remember the other side of the coin.
What about a new game mode for shared bases 2v2 just to try something new for fun? Or 1 map in 2v2 pool is shared bases. I know shared bases of SC2 is inferior to 2v2 broodwar. But I remember having fun back in the day with 2v2v2v2 shared bases where you would ally whoever randomly spawned next to you.
On March 09 2018 17:28 HaN- wrote: If we're extending to long term features, taking a look at what SC2 did and in the effort of bringing new players I'd suggest implementing Co-op mode and Tutorials.
On March 09 2018 09:19 BigFan wrote:
On March 09 2018 07:36 HaN- wrote: Not sure if it's possible but it would be nice to have F1 working as another camera hotkey.
No thanks, that's directly changing the game.
Mmh, okay. It's funny cause to me this would have such a minor effect compared to the implementation of custom hotkeys.
Dont get irritated, its not a direct change to the game. Its just something artificial to make the game harder to play. Changing something you can interact on the field is a direct change. Just like the Mouse/Keyboard lock. In which some people are still in favor for keeping it in
Yea, but the keyboard/mouse lock varies depending on your equipment. It is actually super annoying. It should be an option people can toggle to choose the feel that suits them best.
I really like melee match-up (example: 1v1v1v1... on the Hunter map). It's fun and playing game freely, anyone can quit game anytime that bother other players. Because, only player wins every game.
Uninstalled "bnet" launcher. Reinstalled 1.16. Here's what I want fixed : - No requirement for bnet launcher, updates through game interface. - game interfaces as fast as 1.16 or faster. - friend list shows game name as 1.16. - custom games for ladder. - etc. Good bye^^
Was messing around switching from old to new graphics while playing a game and this caused some of my hotkeys to be reseted to the default ones. Weird thing is that after the game I checked my hotkeys settings and they were the good ones that I use.
On March 26 2018 03:11 asel wrote: Hotkey profiles would be so nice. So people with different hotkey settings can play on one pc and they can easily set um their hotkeys on another pc.
Still would like to see this feature added to the list. It's really annoying if you play with someone who has a different hotkey setting on the same pc.
Is it just me, or when you select a building to build, the building's center is not centered on the mouse sprite point (SD, no idea on HD)?
I might be imagining things, but from my memory of 1.16, it worked/felt differently there. Now it feels like im fighting it every time i try to place a building, and I waste time. When I watch Flash, it seems he has the same problem.
On June 24 2018 04:48 quirinus wrote: Is it just me, or when you select a building to build, the building's center is not centered on the mouse sprite point (SD, no idea on HD)?
I might be imagining things, but from my memory of 1.16, it worked/felt differently there. Now it feels like im fighting it every time i try to place a building, and I waste time. When I watch Flash, it seems he has the same problem.
Don't know if it's been mentioned (I haven't flipped through all the pages), but a 1 or 2 minute grace period to withdraw from a ladder match like on iCCup. Useful if, for example, you end up matched with someone with terrible lag.
On June 24 2018 04:48 quirinus wrote: Is it just me, or when you select a building to build, the building's center is not centered on the mouse sprite point (SD, no idea on HD)?
I might be imagining things, but from my memory of 1.16, it worked/felt differently there. Now it feels like im fighting it every time i try to place a building, and I waste time. When I watch Flash, it seems he has the same problem.
I have the same feeling too
Can we get more people to confirm this?
It's a pretty annoying bug, but should be trivial for the devs to fix it, so it probably has a high chance of getting fixed if we draw their attention to it.
Anyone played games yet where pylons don't power gateways? I've played two games so far, no action occurring in game, pylons clearly powering the gates... so, Gates did have power.
And then after some time, 1 or 2 gates get un-powered. I should've separated these replays but I was too lazy to report it. But very apparent bug that I'm now reporting here lol
I have a weird thing happening to me, a few months ago (probably around the time SCR got released) I placed a bunch of replays folder in my starcraft replay folder. And today I wanted to send someone one of this replay folder, so I went and look on my computer in the starcraft replay folder, but the folders have disapeared! only a few replays are there but no folders. And the weirdest thing is that when I go look in game, the folders and replays are there, in the starcraft replay folder where I put them.
This is not related to "show hidden folders" in Windows as I already checked for it. I've also tried to do a search on my computer but it finds nothing.
So I'm guessing something happened with a patch and somehow deleted them and instead they are available from the cloud while in the game? I don't know..
On June 26 2018 02:18 ProtossGG wrote: Anyone played games yet where pylons don't power gateways? I've played two games so far, no action occurring in game, pylons clearly powering the gates... so, Gates did have power.
And then after some time, 1 or 2 gates get un-powered. I should've separated these replays but I was too lazy to report it. But very apparent bug that I'm now reporting here lol
There used to be a bug like that in some old versions (pre SC:R), but it was super rare. Dont remember if it was ever fixed, so it might be the same old bug.
On June 26 2018 02:18 ProtossGG wrote: Anyone played games yet where pylons don't power gateways? I've played two games so far, no action occurring in game, pylons clearly powering the gates... so, Gates did have power.
And then after some time, 1 or 2 gates get un-powered. I should've separated these replays but I was too lazy to report it. But very apparent bug that I'm now reporting here lol
There used to be a bug like that in some old versions (pre SC:R), but it was super rare. Dont remember if it was ever fixed, so it might be the same old bug.
Yup, this happened to me twice, recently. A game vs TerrOr and a game vs DragOn.
I can probably dig it up, but I'm hoping I can remain lazy and just mentioning it will give Blizzard something to look at.
I think it would be good to have Unranked matchmaking just like in SC2 as it can help players with ladder anxiety to play 1v1 games. In SC2 Unranked and Ranked players can be matched against each other, it's of course important to not divide the players population. It's I believe also very easy to implement. What do you think, any cons?
On June 30 2018 05:39 HaN- wrote: I think it would be good to have Unranked matchmaking just like in SC2 as it can help players with ladder anxiety to play 1v1 games. In SC2 Unranked and Ranked players can be matched against each other, it's of course important to not divide the players population. It's I believe also very easy to implement. What do you think, any cons?
The issue that was raised for sc2 when they 1st made it was that it skews the ladder as people in unranked could just throw games or do weird stuff thus handing "free points" more often than not to the player in ranked mode.
But in bw since you can make multiple accounts i dont think it is such a big issue and if it helps people play then that s great. More people mean less waiting for everyone.
Another more technical issue is what MMR to use as reference for unranked. I think sc2 takes whatever your mmr is in ranked for your 1st game of unranked and then it splits (i may be wrong about this, it may have changed) so you end up with 2 MMRs
I was on kr server and this error was because the default "general" channel the game was trying to connect to was full, or at least that's what the error says in english.
I would love to see simple consistency with the menu hotkeys, it's a simple fix!
For example: In chat room, if you want to make a game you press ALT+C, but if you are in the join game menu, ALT+C = cancel?!? wtf why? Cancel is already ESC
In game when you press " + " to see the previous chat messages, then press enter to close it, it doesn't close the window then bring you back into the game. Instead it brings you to the options menu. Again, consistency, cause this only happens the first time you do it. The next time you press " + " then enter, it actually closes the chat log and brings you back to the game.
And if possible, enable the right ALT button in menus? Don't know why this was disabled in the first place.
On March 08 2018 18:14 Cele wrote: -racepicking option for ladder. Eriador wrote a few longer posts on the subject, so i'll leave details up tp him or some racepicker whi posts here. - improve the SD graphics. On low end pc's like mine, the game laggs on HD a lot. I don't mind Sd graphics, but the ones in Sc:r look worse than original.
I picked Terran, you want to play Zerg, i pick Protoss, you want to play Terran and so on. How exactly is that supposed to work? How is practically race banning a good thing in matchmaking?
There's no race banning going on. You'd still have to be willing to play vs terran, vs zerg, vs protoss, with the same frequency.
The way you go about it is you just create a 'toggle race-picking' option, and if you do that, you get a drop-down menu where rather than simply choose terran zerg protoss random, you get to choose x vs terran x vs zerg x vs protoss x vs random. Then if the players both choose zvt zvp pvz, you pick one of the overlapping matchups and randomly give one player zvp and the other pvz. In the super-rare event where there are no overlapping matchups (having race-picked in a 5 digit number of games I think this literally happened once, and not against a good opponent), you assign both players with their 'vs random' option. or something. Every race-picker would vastly prefer playing a matchup they're unfamiliar with 1/10000 of the time rather than 1/3 anyway.
like, pretty much everybody who race picks is doing it to avoid the mirror matchup. Terran players who play zvt or pvt instead of tvt, protosses who play zvp or tvp instead of pvp, zergs who play tvz or pvz instead of zvz. It's one thing if it was never allowed in the past - but race picking was an option for 19 years before SC:R ladder was released. People are used to that and think it sucks that they no longer can.
If we're going to allow stupid shit like anonymous random because "It's the way it's always been", then why not allow for this?
On July 12 2018 02:47 )aguar wrote: I really want back old bnet UI style and that great "dong" sounds And /ping
Damn those dong sounds... They were sweet AF. New UI doesn't even come close to providing the same sense of solid satisfaction, sadly. No new kind of satisfaction either. It's just cheaply done.
I want useful /stats also. Country and MMR and stats.
What I'm talking about I'm not sure that bw-only players even spot this anymore, but mouse is not 100% smooth — it reacts with a small lag comparing to SC2. The same if you compare, let's say, any Quake and Skyrim. In Skyrim it's not really important, but in StarCraft it is.
Why fix it if it's always been like this The thing is that you can become used to it (and it also presented in Brood War), but it makes switching between SC:Remastered and SC2 harder. Which isn't really a good thing for Remastered obviously. We can make tournaments and cool broadcasts to force people try the game, and we can explain why dump units' behaivour makes this game unique, but dump cursor movement isn't make anything unique, it's just a technical issue.
What if it will be worse for old players I guess, they can make a switcher for the mouse to act in a new or old fashion?
P.S. Also it's been a keyboad input lag back in BW (when you do 5sh6sh7sh8sh9sh and then only 2 of your hatches are making hydras actually), but I guess it's been fixed now? At least I do not notice it happening anymore.
Edit: Actually I found that that marking 'hardware cursor' makes it better. Gotta test more to decide if it's 100% 'my mouse', however, it's getting much more smooth.
When I set fullscreen for my 22" 1680x1050 monitor, it's forced to some 16 : 9 resolution (1368x768 or 1280x720, i'm not sure). So the only way to play for me is using Windowed Fullscreen, however, it obviously does not accept a gamma correction. So I have to use a global gamma correction which is not really comfortable thing to do every time.
you'd be better off posting that on their bug report forum with a dxdiag report like this
i'm not sure how am i supposed to do that, because it says: You exceeded the maximum character limit of 5,000 updated: well, just posted as a link to google drive
- new Replays still desync. Not sure if the old bug is fixed: if you issue orders to selected units while the game is paused (maybe even while in disconnect countdown?), the replay breaks.
it s a bit old but I ran into it again today with the new ladder. People disconnecting on purpose (or in general, it s rarely an accident nowadays) should get an automatic loss. I have 2 games pending by the same player.he also accuses me of maphack but there s nothing i can do about it I cant report those to blizzard TT
So i guess autoloss for disco and a report function for bad conduct would be good
Clean up the naming convention of maps on the ladder, for example "ICCup | Fighting Spirit" should just be "Fighting Spirit".. also fix the bugs noted by Freakling at the same time.
- Put own name at the top of the channel user list. - Watch Replay button after games. - Scroll trough matches in match history with the up and down buttons; currently it moves the scrollbar instead of moving the selected game to the next one.
The new profile page is buggy as well, showing old season stats, not showing old season mmr, saying 'your wins' when checking out somebody else's profile; it also has bad race selection for maps (shows zerg for me and I main terran). Also wtf is 'zerg has 51% winrate on this map'? How is this relevant? What mu? So in short the profile section is a bugfest as per usual.
On July 31 2018 02:32 fazek42 wrote: The new profile page is buggy as well, showing old season stats, not showing old season mmr, saying 'your wins' when checking out somebody else's profile; it also has bad race selection for maps (shows zerg for me and I main terran). Also wtf is 'zerg has 51% winrate on this map'? How is this relevant? What mu? So in short the profile section is a bugfest as per usual.
It's perplexing how strange the interface is.
When you open up someone's profile, you arrive at the summary tab. What's immediately noticeable is that 20+ percentage of the screen is wasted on chat, that shouldn't be there permanently. It should be a slideable overlay menu that you could quickly call up when you would really want to, or it shouldn't be there at all.
Next up you see that the win rates for the 3 races are always shown in the same order, with an emphasis on terran, since it is the center one that's much bigger than the other 2. The most placed race should be in the center with a bigger icon so people can immediately see the main race of someone, instead of getting confused about why terran is bigger and in the center even though this person never plays that race.
I don't like the absence of "games lost" information. It's hiding information for the sake of feelings.
The add friend option is there regardless of whether the person is already your friend.
Meanwhile in the statistics tab, we get 2 overblown "progress circles" that take up the entire screen (also due to chat taking up a large portion of the screen, see first item in this list). It also has too much text that should be presented in a different way.
Then we go the most useless statistics ever, of seeing how much has been mined, how many units you've killed,... there's no context for this so your brain has no idea what these numbers mean. How the hell should I interpret the information that I've gathered 424240 vespene gas over my entire career ?? Or that I've razed 400 buildings while only having lost 200. Is this good? Is this bad? The numbers MASON WHAT DO THEY MEAN??*
* Suggestions: Start with listing simple statistics that someone would like to know when they think about a player's stats.
Total games played. Total games won. Total games lost. Total win percentage.
Then maybe a filter so you can look at your win percentage for the different match ups.
Finally, a way to look up your win rates per map.
To increase clarity, use more dropdown menus instead of presenting all this information at once. I don't need to have 3 all these stats presented for each race AT ONCE. It's information overload. You want to be able to for example select a race, and then go into more detail. And if you really want to compare information, this could actually be presented to through an INTERACTIVE interface, where if you click on a win rate for a specific map, a new menu opens that presents win rates for the other races, or goes more in depth, showing you which games you lost on this map.
And you can keep going with this, one of the more frustrating aspects of the interface is that nothing really does anything! I can't even click on a person's name when going through a history to jump to their account, or when going through my own history, click on a game in the history to instantly load the replay. They actually added this, great!
Sorry for the rant. I think I might do a more detailed and structured analysis of this interface and what I think is wrong with it.
Whishes: - I play with Pillarbox mode on but when I watch replay I'd like the screen to automatically switch to wide screen. - I'd like the ability to disable the zoom when watching replay.
On July 31 2018 06:54 HaN- wrote: Whishes: - I play with Pillarbox mode on but when I watch replay I'd like the screen to automatically switch to wide screen. - I'd like the ability to disable the zoom when watching replay.
Or a way to easily set the zoom to default, maybe like clicking down on the mouse wheel or a 2 key combination or something. Or is there one already?
Chat is still completely broken. I’ve said this multiple times in a few posts and I’m not sure if it’s something isolated to me and a few others but I can’t figure out why the message success rate is around ~70%. Many times using /f m messages appear to be sent but are not. When messaging people using /r and /w you might get an error message which means your message cannot be delivered. But you may be chatting in the channel or using /f m and messages appear to be sent but actually are not, creating a lot of confusion. I’ve seen multiple complaints about this but no response from blizzard, I don’t understand how this has been an issue for this long :/
On July 31 2018 06:54 HaN- wrote: Whishes: - I play with Pillarbox mode on but when I watch replay I'd like the screen to automatically switch to wide screen. - I'd like the ability to disable the zoom when watching replay.
Or a way to easily set the zoom to default, maybe like clicking down on the mouse wheel or a 2 key combination or something. Or is there one already?
According to some, F6 or another F hotkey should work.
There seems to be an issue as well with multiple people on the same channel on the same server not being able to see each other. The "fix" I found is that we all should be logged in in the same region on the bnet app too (which is odd). The issue is particularly bad with korea/asia I need to log out of the app entirely and relog again after changing to asia and then i only see my friends from asia but not the others... Whereas my friend lists from europe and na seem to be together. (again may be more of a bnet app issur than a scrm issue) /f a still broken too as others have said
sounds hopeless, i'm not reinstalling it... really sad how the best RTS in existence is being treated, deserves so much better. blizz don't deserve starcraft at all anymore :/ Diablo 2 wasn't remastered, works a lot better than SC:R :D
On July 31 2018 23:40 ProMeTheus112 wrote: sounds hopeless, i'm not reinstalling it... really sad how the best RTS in existence is being treated, deserves so much better. blizz don't deserve starcraft at all anymore :/ Diablo 2 wasn't remastered, works a lot better than SC:R :D
The game is still perfectly playable. Does Diablo 2 have new graphics, battle.net 2.0 support, legacy client support? Mixed 20 years code with modern code. Why do you want to derail the thread?
^ Nah he's pretty on topic about RM issues. It's sad to anyone who plays the game how there are issues almost a year after release. The fact that you can't even message other players in the channel is a big problem and that's not the only issue. The devs might be doing their best, but some of this stuff should've been fixed ages ago too.
And yes, Diablo 2 still works well without the remastered.
On August 01 2018 04:40 BigFan wrote: ^ Nah he's pretty on topic about RM issues. It's sad to anyone who plays the game how there are issues almost a year after release. The fact that you can't even message other players in the channel is a big problem and that's not the only issue. The devs might be doing their best, but some of this stuff should've been fixed ages ago too.
And yes, Diablo 2 still works well without the remastered.
So you believe that new released games usually dont have problems? Even when they have up to date code. Why do other Blizzard games dont have those chat problems?
On August 01 2018 04:40 BigFan wrote: ^ Nah he's pretty on topic about RM issues. It's sad to anyone who plays the game how there are issues almost a year after release. The fact that you can't even message other players in the channel is a big problem and that's not the only issue. The devs might be doing their best, but some of this stuff should've been fixed ages ago too.
And yes, Diablo 2 still works well without the remastered.
So you believe that new released games usually dont have problems? Even when they have up to date code
The fact that this is acceptable in the industry is ridiculous. Somehow in the last decade, buyers have started to accept this idea that releases are ok with a ton of bugs and the industry has rolled with it since. A year later, bugs are still there in some of the basic communication features.
On August 01 2018 04:40 BigFan wrote: ^ Nah he's pretty on topic about RM issues. It's sad to anyone who plays the game how there are issues almost a year after release. The fact that you can't even message other players in the channel is a big problem and that's not the only issue. The devs might be doing their best, but some of this stuff should've been fixed ages ago too.
And yes, Diablo 2 still works well without the remastered.
So you believe that new released games usually dont have problems? Even when they have up to date code
The fact that this is acceptable in the industry is ridiculous. Somehow in the last decade, buyers have started to accept this idea that releases are ok with a ton of bugs and the industry has rolled with it since. A year later, bugs are still there in some of the basic communication features.
On August 01 2018 04:40 BigFan wrote: ^ Nah he's pretty on topic about RM issues. It's sad to anyone who plays the game how there are issues almost a year after release. The fact that you can't even message other players in the channel is a big problem and that's not the only issue. The devs might be doing their best, but some of this stuff should've been fixed ages ago too.
And yes, Diablo 2 still works well without the remastered.
So you believe that new released games usually dont have problems? Even when they have up to date code
The fact that this is acceptable in the industry is ridiculous. Somehow in the last decade, buyers have started to accept this idea that releases are ok with a ton of bugs and the industry has rolled with it since. A year later, bugs are still there in some of the basic communication features.
Its about the circumstances. They could have easily gone for non legacy client support. Or cut all that peer to peer bullshit. Imagine how smooth it would have been. But just think about the uproar in the community!
Blizzard wouldn't change the code considering their history with the BW community and this is a remastered, not a complete rewrite of the game. It was the right call to use the same code and make adjustments here and there, however, it's also on them to make sure that they can fix the issues that are brought up and make things fit while updating graphics. The fact that we still have issues after almost a year is just terrible, no way around it despite whatever excuses one makes.
On August 01 2018 04:40 BigFan wrote: ^ Nah he's pretty on topic about RM issues. It's sad to anyone who plays the game how there are issues almost a year after release. The fact that you can't even message other players in the channel is a big problem and that's not the only issue. The devs might be doing their best, but some of this stuff should've been fixed ages ago too.
And yes, Diablo 2 still works well without the remastered.
So you believe that new released games usually dont have problems? Even when they have up to date code
The fact that this is acceptable in the industry is ridiculous. Somehow in the last decade, buyers have started to accept this idea that releases are ok with a ton of bugs and the industry has rolled with it since. A year later, bugs are still there in some of the basic communication features.
Its about the circumstances. They could have easily gone for non legacy client support. Or cut all that peer to peer bullshit. Imagine how smooth it would have been. But just think about the uproar in the community!
Blizzard wouldn't change the code considering their history with the BW community and this is a remastered, not a complete rewrite of the game. It was the right call to use the same code and make adjustments here and there, however, it's also on them to make sure that they can fix the issues that are brought up and make things fit while updating graphics. The fact that we still have issues after almost a year is just terrible, no way around it despite whatever excuses one makes.
"Dont change things!" and "Hey, why do things not work properly!?". Its baffeling why things dont work properly
basic things aren't working properly like chat, adding friends and whispering friends. basically the essentials of any multiplayer game ever made, its frustrating because its been almost a year since release and these types of problems never occurred prior to remastered. pretty unacceptable for the social engine of the game to work fine from 1998-2017, then you pay $15 for an "upgrade" and its completely wonky now...
A complete rewrite would be theoretically possible but would most likely take several years, just for the same functionality that BW had before. You must understand that BW probably had 0% test coverage, little to no documentation, programming standards were at a complete difference place. Let alone the gaming industry to supply enough budget and time to fullfil those. So just to write test for the most crucial parts and write documentation would consume a huge amount of time. You wouldnt change any functionality during that time. Tops then you maybe need to reengineer a lot to give it a good structure so you increase maintainability and thus new features can be implemented faster and more secure. This are dimensions of a full price 50$ game. Now how big is the potential target audience? We have ~33k accounts atm. lets just assume those are uniques (they arent btw). Thats about 1.65M$ budget, with very optimistic numbers. Now even if we take marketing out of the equation, and we roll with 70k$ salary on avg for one dev. Thats about 10 devs working for two years. So even with very optimistic numbers its right on the edge. Thus the only way to deliver a Remaster to the community is through working with the actual codebase with no reengineering and probably a minimum of test writing, to cut budget.
On July 31 2018 07:07 castleeMg wrote: Chat is still completely broken. I’ve said this multiple times in a few posts and I’m not sure if it’s something isolated to me and a few others but I can’t figure out why the message success rate is around ~70%. Many times using /f m messages appear to be sent but are not. When messaging people using /r and /w you might get an error message which means your message cannot be delivered. But you may be chatting in the channel or using /f m and messages appear to be sent but actually are not, creating a lot of confusion. I’ve seen multiple complaints about this but no response from blizzard, I don’t understand how this has been an issue for this long :/
So as i am reading this i realised i never had ANY of those bugs happen to me. i can write in the chat perfectly. / f m always works. never had a game crash. can always see all my friends in the list. no bad pixelation. can always whisper anyone.
im pretty confused about all those bugs and why i never even once had any bug happen to me .. i am just lucky i guess? :D
Anyone else notice a weird, random alert sound while playing? I was playing last night with nothing else loaded on my PC and heard a weird alert sound. It was about twice as loud as my game sounds and only happened once.
Ladder statistic panel : This thing is so useless, they give us the information how many minerals have we gathered in all games in total and that's some number like 108949842938, like wtf why would i need that, maybe change that to some usefull statistics like win ration on map , wins vs t/z/p on certain map. If u want to give us information like that end game box builsing constructed , resources gathered etc. at least do it for every game separetely so we can confront them.
All the bugs and wishes listed here have nothing to do with the core bw game, it's all about the battlenet. Old-man-navane refers to shieldbattery; it was the only solution with the right approach. Ditch battlenet entirely and make a modern experience around the core bw game.
I reckon they should just make the profile rank borders be always on, what's the reason for making it toggleable and especially making the default being off?
- Minimap of non-square maps is missing the gray separator at the bottom, so the black from the map blends in with the black from the non-map part of the UI, making it hard to see where the edge is. This makes it hard/annoying to quickly and accurately send a unit somewhere near the edge, because you might click outside and not notice. It's also harder to move/click the minimap to where you need it to be. https://i.imgur.com/U1MGRoV.jpg
Replay desync issues still going strong TT Check this cast from Vincent4TV of BWCL - https://www.twitch.tv/videos/293857921 happened around 2h15 and 2h40
On August 02 2018 19:00 quirinus wrote: - Minimap of non-square maps is missing the gray separator at the bottom, so the black from the map blends in with the black from the non-map part of the UI, making it hard to see where the edge is. This makes it hard/annoying to quickly and accurately move the minimap to where you need it to be. https://i.imgur.com/U1MGRoV.jpg
YES THIS! Lost a game on Heartbreak Ridge cause it took me forever to realize my drone never went to the bottom expo to take my 3rd. I was so confused lol.
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
This would drastically change the game, so much so that it wouldn’t be BW anymore.
Yeah I’ve heard that argument before and I’m not convinced. I mean units pathfinding so the units don’t get stuck on ramps or in weird routes of terrain. It would make old classic maps more playable.
It's hard to predict, but there'd definitelly be smaller balance issues that might result in bigger balance issues.
My guess would be that it would slithly alter innumerable little situations that all together shape the current balance of the game. It might not break the game completely in every matchup, but bend the game in favor of certain races in different matchups.
If for example this change cuts on certain travel-distances for scouting, rushes, pushes etc., it would make certain threats, around which balance circles in certain phases of a matchup, be more/less of a threat.
An easy example would be early pool builds. Of course, a good Zerg will already do anything to make the lings move as efficiently as possible, but if he/she (or any player of any caliber...) could just reliably squeeze out 3-4 more seconds with better pathing it would mean that the lings arrive before the rush can be scouted, the SCVs can be pulled, the bunker can be build, the maraine be brought into safety.
Now this might be overcome by map-design (but that'd be a lot of work and cause a lot of uncertainty for a while... in a game that currently, luckily, is being played professionally for money), and you could also think of other stuff like big lategame engagements in TvP. My guess would be that either Terran suffers immensely from this because Protoss can create possible flanks much faster because the units move in much orderly fashion, or it would make certain Terran timings much stronger because the whole tank-vulture-stuff can move through chokes or across the map quicker, or tanks/mines would be much stronger alltogether because Protoss' army will clump up due to "better pathing" (greetings to SC2. Tanks suck there though, but for other reasons).
edit: Thinking again about the last point, I think i read a thread somewhere + Show Spoiler +
here at some time that had strong arguments against any "improvement" of BW pathing because that would give it exactly this "perfect", uniform, unrealistic look of unit-slobber flowing around the map like molecules, not like individual units, which makes all modern strategy games look the same. A dumb dragoon or a movement-blocked marine might be annoying at some points but changing the pathing would change the whole look/feel of the game.
edit2: maybe I got a little off the rails there as you mentioned specific things like stuck on ramp-bug (that happens like, every 10.000th game?) or "weird pathes", but I assumed the latter are linked to the way units move as a whole...
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathing (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mechanic)? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many things that link together here. Some of it is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here?
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathfinding (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mecanic? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many thinks that link together here. Some of is is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here?
Quality post.
People don't realize there are many pieces that make pathfinding what it is.
But I guess this is not the thread to discuss such things.
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
This would drastically change the game, so much so that it wouldn’t be BW anymore.
Yeah I’ve heard that argument before and I’m not convinced. I mean units pathfinding so the units don’t get stuck on ramps or in weird routes of terrain. It would make old classic maps more playable.
Getting stuck on ramps and taking wierd routes of terrain are faults on the maps, afaik. There's no need to alter anything in the bw code if you can fix it with proper mapping.
With proper mapping I mean, using the more advanced tools to make sure that the underlying mechanics of the map are smoothed out, and not just draw a map in the default map maker and be done with it.
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
This would drastically change the game, so much so that it wouldn’t be BW anymore.
Yeah I’ve heard that argument before and I’m not convinced. I mean units pathfinding so the units don’t get stuck on ramps or in weird routes of terrain. It would make old classic maps more playable.
Getting stuck on ramps and taking wierd routes of terrain are faults on the maps, afaik. There's no need to alter anything in the bw code if you can fix it with proper mapping.
With proper mapping I mean, using the more advanced tools to make sure that the underlying mechanics of the map are smoothed out, and not just draw a map in the default map maker and be done with it.
Yes a decent amount of the stupid unit behavior we see can be mitigated or circumvented through good map design and debugging at the map editing level. But people are used to glitchy shit because they are used to low map quality standards, something Freakling has been pointing out for a while now, and then we get some people that think Freakling acts like an elitist that only criticizes (btw, which is part of map maker culture to point out flaws that can be fixed to make maps better, carrying over from our earlier BWMN days) and dismiss everything he’s said instead of engaging in discussion. Thing is the map editor provides us with more tools now than ever before, so they definitely should be used. Yes the BW engine isn’t perfect but it doesn’t need to be. And Freak’s earlier post encapsulates why it is difficult to change one thing without affecting others in ways hard to imagine. If you would like to make a suggestion of a change I suggest you learn C++ and go to Open BW to look at the game code, then make some suggestions. There are many parts that go into what we call “pathfinding” or “movement” or w/e and how the game calculates these. I don’t suppose to know enough to suggest anything unless I educate myself first on the subject.
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathing (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mechanic)? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many thinks that link together here. Some of it is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here?
Meaning like if you play a classic map like Blade Storm, your units won’t get confused or stuck when you order them to transverse the map.
- When you enter a game, and return to the channel, the game doesn't remember if you had the Friends or the Channel tab open. Make it remember what was last open.
It's annoying having to click it every time after playing a game with friends. We want to be able to quickly follow a friend through the Friends tab after each game.
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
This would drastically change the game, so much so that it wouldn’t be BW anymore.
Yeah I’ve heard that argument before and I’m not convinced. I mean units pathfinding so the units don’t get stuck on ramps or in weird routes of terrain. It would make old classic maps more playable.
Getting stuck on ramps and taking wierd routes of terrain are faults on the maps, afaik. There's no need to alter anything in the bw code if you can fix it with proper mapping.
With proper mapping I mean, using the more advanced tools to make sure that the underlying mechanics of the map are smoothed out, and not just draw a map in the default map maker and be done with it.
Well, vortices are bugs caused by the game engine's handling of region nodes and terrain collision that manifest in specific spots in maps. That does not mean that map makers did anything wrong when it occurs. Simply adding a few lines of code that move region nodes away from unwalkable ground would actually not be a big deal, although in extreme cases (like Demon's Forest) that solution wouldn't work. The "weird routes" (whatever you perceive as "weird") are a direct result of pathfiding taking place on a hidden grid of pre-calculated regions. Changing this would fundamentally change the game. But it's also something that a map maker cannot do too much about.
On August 08 2018 04:58 Alpha-NP- wrote: Why don’t they try to improve the pathfinding?
What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathing (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mechanic)? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many thinks that link together here. Some of it is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here?
Meaning like if you play a classic map like Blade Storm, your units won’t get confused or stuck when you order them to transverse the map.
I don't know what issues Blade Storm in particular would cause. Maybe it's the many unwalkable doodads in the middle that units bump into.
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
* Windowed mode - please prevent mouse out of bounds from scrolling the screen (eg. if we Alt+Tab out). * Windowed mode - add a Always on Top option for the window.
These two changes make it easier to obs/rep while doing something in the background (eg. writing comments/tips for a player in the game so he can read it after the game and improve).
Edit: For all the others, a temporary workaround is to lock the screen on something (like a building), by right clicking on it.
* Add some hotkey combination that rewinds the game like 10s back. (Maybe keep that point in memory so it doesn't have to start from the beginning to load it.) * AltGr+F = [ on Croatian keyboards. Please move the FPS on/off button to some other place or hotkey combination. I can't write [ because of it.
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
I don't want this at all. Also, there are many more pressing things they should FIX first.
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
I don't want this at all. Also, there are many more pressing things they should FIX first.
Why not? Have you tried it out, some maps have this (played in ums mode), I think it's pretty good and doesn't hurt anything.
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
I don't want this at all. Also, there are many more pressing things they should FIX first.
Great response. You dont want what? You dont want change? You dont want slow change? You dont want minimap to be changed? What is supposed to be fixed? Why does changing prevent them from fixing something?
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
I don't want this at all. Also, there are many more pressing things they should FIX first.
Great response. You dont want what? You dont want change? You dont want slow change? You dont want minimap to be changed? What is supposed to be fixed? Why does changing prevent them from fixing something?
No need to be combative. His point was that there are other things that they should fix, that should take higher priority before such a fix is implemented. I tend to agree, I want my SD gfx to look like 1.16.1 instead of the jagginess that comes with RM.
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
I don't want this at all. Also, there are many more pressing things they should FIX first.
Great response. You dont want what? You dont want change? You dont want slow change? You dont want minimap to be changed? What is supposed to be fixed? Why does changing prevent them from fixing something?
No need to be combative. His point was that there are other things that they should fix, that should take higher priority before such a fix is implemented. I tend to agree, I want my SD gfx to look like 1.16.1 instead of the jagginess that comes with RM.
I don't want this at all. Also, there are many more pressing things they should FIX first.
consider changing the fog of war from full black to grey
Has there been any official response from Blizzard on why this hasn't been implemented? This seems like something that would really help new players.
Official response regarding changes: "Yes there is. But we need to ensure everyone would be on board such a change. I'd like to get a build on our ptr when we have some free time and get some feedback."
I don't want this at all. Also, there are many more pressing things they should FIX first.
Great response. You dont want what? You dont want change? You dont want slow change? You dont want minimap to be changed? What is supposed to be fixed? Why does changing prevent them from fixing something?
Haha, looks like someone *is* having a shitty day. Yep, I don't want change, brother, I think it's a good feature of the game, that it punishes everyone who doesn't know the map by heart. I suppose I'm one of those guys who likes comparing Brood War to playing classical music and I'm pretty sure many others feel the same. And I'm pretty sure many others feel that it'd be a nice change actually, the very reason I felt like voicing my opinion (how terrible of me indeed! Damn us all ignorant fools with differing opinions!).
Now, since you asked me, ever so politely, to mention some of the things the developer's obviously limited time should be focused on instead (yes I do as a matter of fact think, that if they are *coding* one feature, they will not be *coding* a bugfix (to give you the very difficult and hard to figure out answer to your "Why does changing prevent them from fixing something?"), and that there is such a thing as priorities: if there is a feature request for something the community is divided on, and there are obvious bugs people all agree should be fixed they should get on fixing those things first. Pardon me for assuming that all TL visiting people know about these much reported bugs.
BigFan already mentioned a few things, funny enough, there is a nice LIST on the very first page of this thread, not to mention the countless posts on battle.net as well as TL. In any case, I'll mention a few things myself: make dynamic turnrate less dumb, so that it always gives you 100% game speed (I was playing a game with Cadenzie, TR 12 low made units a bit slower, switching to high made the units a bit slow again, becaus TR went to 14), make it so that people with good connecion to each other can actually play using the matchmaking algorithm, fix the bloody mess that is the stats and profile page, finally merge the foreigner servers at least, so that I don't actually have to be constantly changing between regions to message friends, give me the bottom bar for my minimap on not FS sized maps in SD, so that I can accurately click on the minimap, have a reasonable replay naming algorithm again,fix the stat recording thingie so that it doesn't display the "recorded, will show later message", etc., etc..
Not even mentioning features everyone agrees should be there (team MM, clans, all the things the launchers were able to do, but we still cannot now).
Well I hope I have sufficiently explained my obviously too curt previous-post to you, and I hope that I have managed to cheer your day up by showing you the brilliant fact that many diverse people with diverse opinions play this game that you too love so very much!
edit1: I was thinking about replying to HaN as to why I think it would be a bad change, but I think it's something that has been discussed to death in many threads. Maybe I'm assuming too much again, and some people really don't know what the against arguments are, but my initial comment's purpose wasn't to start a discussion either, it was just to show that I personally am in the the other camp, if there are some devs reading this thread.
Lately I noticed that my in-game sounds were too low, even on maximum. I have everything on maximum on my windows sound mixed as well.
So I checked Loudness Equalization option on windows, it has definitely raised the sound on my PC. But in the game only some menu beeps seems to have been affected, sounds like when I'm selecting an overlord are still very low. To compare I have in-game sound on max and youtube music at 1%.
In case you missed it Grant Davies recently posted the SC:R roadmap for 2019 on the Blizzard forums so I'd like to encourage you to interact with the devs there, give your feedback, etc
Damn. I'm really excited with many of these changes.
The match making one I don't know enough about though. It sounds good, but if it affects top level foreign players from getting good games that would be a bummer.
I'd like to be able to view the profile of earlier opponents from the match history screen.
I'd like the ability to start replays faster. What about when you press "ok" to start a replay, another button appears: "Engage hyperdrive". With a cool sound effect plus it starts the replay instantly. For this I'd gladly pay 5 USD