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In what way could StarCraft be made easier to play without taking away fun or skill?
For example, the possibilty to bind all buildings of the same kind to one hotkey made it way easier to play the game compared to BroodWar. (Of course it takes more skill to build units the BW way, but do you really want this to be the skill part in StarCraft?)
This is what I consider to be a simplification to help the players that does not remove a fun game mechanic.
Automatic splitting for Marines would not qualify for that as it is fun to do and is just that kind of gameplay mechanic we want to have in the game.
But what could be done? What are rather annoying or not fun gameplay mechanics that could be removed or simplified?
Just some ideas: - Automatic control groups you can set before the game, so that all Barracks will be assigned to a hotkey group when you place them, for example - Allow custom UI so everyone can build or use the UI he wants and can put the information where he wants it to be (put ressources above minimap to concentrate the information) - Extra hotkey for queens like for warpgates - Allow more zoom levels for better army controls in big fights .
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yea those last few points are pretty cool. if blizz wants to reduce mechanical complexity to focus on the brain aspect of the "game", then it seems that these are arguably in-line
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What comes to mind: Void Ray Prismatic Allignment, auto-trigger if the Void Ray targets a armoured unit. Chrono Boost is not intuitive at all, I'd prefer old Chrono Boost, but where you can stack them like Queen Inject.
Screen Hotkeys are saved for the specific map, so next time you load up the same map in that exact same spawn position, you have the Screen Hotkeys that you had at the end of the last game on that map.
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Building units/workers could be toggled. So once the unit is built, amother of the same unit would be started, given sufficient minerals.
This would also be optional, and you could still builds units manually.
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What makes a mechanic a fun mechanic? For me, that's a contradiction in itself. (mechanic as in mechanical execution)
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StarCraft 2 basics are already relatively easy to learn. It's the fun aspect which needs to be improved.
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I think we need to option to get a bigger minimap with bigger dots on it so you can rely more on your periphery to catch drops etc,, I know I wouldn't mind a twice or maybe even thirce the bigger minimap.
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Sometimes cuz im never in the shape one would need to i wish there was the feature where a sound alarm " enemy unit detected " like in c&c games for example. I hate coming back to a mineral line and theres was a widow drop, oracle or baneling drop that destroyed every worker just bcuz i did not stare at minimap at all times. I believe you could still manage these tactics with good multitasking where your opponent is not fast enough anyway and you out played him. I feel like i lose not bcuz bad micro, macro, multitasking, brain but simply because i forgot to look minimap. Which always have been trivial for me unfortunately. Split vision still is a skill though but if there was an easy mod i would wish for it. But then again sometimes i dont when im the one pulling it off ...
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On September 26 2016 05:01 Haukinger wrote: What makes a mechanic a fun mechanic? For me, that's a contradiction in itself. (mechanic as in mechanical execution)
executing a mechanic can be fun, then this mechanic is a fun one.
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I can get with moveable UI elements. The rest not so much.
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Game is fine nothing to change.. you need to find your joy in any game anyway...
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But part of the fun of Starcraft is that it's hard, it's dam hard and that's how it should be.
On the other hand the changes you suggest don't seem to make the game significantly easier so mabey your topic name is a bit off.
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If you want to get the biggest audience possible to enjoy your game you probably need to remove macro as much as possible from the mechanical requirements. You also need to make sure that a game cannot end in a way where the player feels like he couldn't really do much (even if theoretically scouting and reacting would have been an option) PvP interactions are the fun part in multiplayer games. While i personally think it is nice to have the option for players to macro better than someone else, in the end that's not fun for most people. My very own theory is that every game mechanic which introduces some form of multitasking is an inherently unfun game mechanic for the majority of people. (basically the need to split your attention on a lot of different things)
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The way unit themselves interact could be simpler. To often in the game unit A beats unit B and it's not clear why that happened. A new/casual players sees "I have a ton more units I'll go attack" then their entire army is destroyed because they didn't understand that like 2 immortals hardcounter their composition.
Game has a lot of rock paper scissor except to a new player it's like laser-bullet-cannon and not clear which one beats which all the time.
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On September 26 2016 06:43 washikie wrote: But part of the fun of Starcraft is that it's hard, it's dam hard and that's how it should be.
On the other hand the changes you suggest don't seem to make the game significantly easier so mabey your topic name is a bit off.
Yup, that's what I was about to write, the game sets itself apart from other games by being hard and having a really high (if not unreachable) skill ceiling. Over the course of SC2 many features have found their way into the game which make it easier already, think of worker rally, scan range border, worker saturation on main buildings and gas, worker counter etc.
Dumbing down games to make them more accessible for a broader audience should not be the way to go for every game there is and StarCraft certainly is a game I personally want to be hard.
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"- Automatic control groups you can set before the game, so that all Barracks will be assigned to a hotkey group when you place them, for example - Allow custom UI so everyone can build or use the UI he wants and can put the information where he wants it to be (put ressources above minimap to concentrate the information) - Extra hotkey for queens like for warpgates - Allow more zoom levels for better army controls in big fights"
Custom UI is a really good idea! I would love to adjust some size/placement of those informations. The other ideas are ok, but not that much compare to the second one.
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They already squandered the chance before LOTV release, why would they try to backtrack now?
Anyways, my suggestions. Mind you, this is not coming from a bronze league-er. I used to be GM in WOL and high master in HOTS, and I am proposing these not because I can't do those but because the game needs to be more beginner friendly.
1. Automatic mule, semi-automatic creep expansion, automatic larva inject <- must have
if 1 succeeds, then we can move towards...
2. slow down the game speed or increase overall HP.
3. less active skills or make them autocast, increased worker's survival rate from harass, reduce mineral field saturation requirement.
4. have AIs spread out more.
5. shift micro requirement from active skills to unit controls such as MM spread.
I personally think 1 must be done even now, as late as it seems.
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it is a good thing that even minor detail matters, that's the point of sc2, it is too complex simply to describe it in three words (rock-paper-scissors)
personally I think it would be better with limits for control groups, so u won't be able to put the whole army in there although it requiers additional attention to such things and eventually the game becomes harder
making autocast/autobuild for units makes the game much easier and lowers skills requirements enter for new players, it means u don't have to focus much on building unit cycles all the time, but it doesn't mean that bad player would become much better, if u can't deal with such "minor" detail - that's not a game for u
if u don't like the macro aspect of this game (where honestly macro/proper mechanics means too much) than u probably should check war3, abilities on hotkeys for almost every unit came down from there to sc2 btw
but maybe some map versions with all UI info is open to work with data straight from the game
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with just less spellcasting units
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Enemy units in your base are easier to detect on minimap.
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