Patch 1.21.3
Forum Index > BW General |
sM.Zik
Canada2542 Posts
| ||
Matt Sherman
14 Posts
We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback. This will be something we will continually be tweaking and improving. | ||
TOIHOIs
41 Posts
On February 14 2018 08:25 Matt Sherman wrote: Greetings, We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback. This will be something we will continually be tweaking and improving. Hello, i have a complain. I can no longer find games. Can you please revert? | ||
Sero
United States687 Posts
Anyway the latest change sounds great. Exactly what was needed. | ||
SchAmToo
United States1141 Posts
| ||
Harem
United States11390 Posts
On February 14 2018 08:50 Sero wrote: Why do people avoid rematches? We used to play the same people on iCCup over and over because there were so few higher rated players, but suddenly people have unrealistic expectations of a nonexistent player pool. Used to wait forever to find that one person too, and be happy to re them. Anyway the latest change sounds great. Exactly what was needed. Yeah, who doesnt want to keep playing the same terrans who ask from? and other questions while repeatedly doing the same bad builds and playing 500 games in a month. | ||
dark.matter
176 Posts
On February 14 2018 08:25 Matt Sherman wrote: Greetings, We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback. This will be something we will continually be tweaking and improving. Thank you for your continued efforts! This game and community means a whole lot to me | ||
ProMeTheus112
France2027 Posts
this has been exactly my experience with SC:R. Although I can't stand the slowness of all interfaces as well as the crapped SD display, the inability to play games one after the other on matchmaking is what makes me log off and not even log back in. Increased bugs on custom games with multiple players is one of the very worst things that can happen to the game, it needs exactly the opposite, increased ergonomy and efficiency. when will you add a simple draw option to get out of laggy ladder games? it has been 6 months, my expectations are so low, that I'm not sure if I'll ever be playing my favorite game again that much anymore. the interfaces need to be fast. i'm not gonna go like yay i love it thanks guys if you leave the game with such poor and innefficient interfaces as a "REMASTER" of Starcraft which always had really quick and efficient interfaces! Same goes for SD graphics. Make your moves or I'll keep saying blizzard sucks, sry. [so : log in bnet instant, options instant, profiles very fast as before, etc] (well, if you do it, I'll praise whoever worked on it, not the company ^^ i totally hate the company sorry^^) oh wait, my "goals are off alined", yeaaah PS: you still haven't fully given full functionality back to friends list, it won't show game names, I can see how this was the plan from the start, first break it completely and make it seem like it bugs out, then finally remove it and just call it "ranked" or "unranked" this stuff should have been working 99% from day 1 PS2: interface before, when you want to /W someone on a channel you are on, click them and ALT+W gg. now have to click stuff and then get stuck (must click some place else to switch back to chat...). It's way inefficient, not remastered. also you removed ALT+N which writes person name in chat line, always was handy including to /W. Also often if I make a game, type something in the game name, it will mistake my input for whatever such as leave the creation page for no reason, I'm not even hitting the "leave" hotkey when it does this.. did you test how easy and fast it was to make and join games before? the only improvement is when someone on your friend list is in lobby, that button, cool. (still slower than before : ALT+J type game name hit TAB type password, which you can't do anymore and instead have to click through slow interfaces). Even the game creation interface now takes seconds to load, and then would randomly bug out. PS3: the bottom lines of map are still hidden by the awkward and rather ugly new replay interface (option to use original replay interface wanted). Chat still is divided between groups of observers because you can't set the new observer type group to more than 4. It's debatable (?) whether its a good idea to disallow chat completely between observer group and rest I guess, but it would probably be better to have that ability. Or at least make it possible to set more than 4 observers.. PS4: problems with "SC:R" start when you click starcraft.exe. Everything is slower, clunky, often buggy and inefficient and not remastered. Make everything faster (as fast as before or faster), eliminate bugs so that there are fewer or none, more efficient and functional. Do this in august 2017. No game registering bugs, that was never a thing either and shouldn't be. The blizzard that made starcraft was known for putting games out "when they are done", that's why their games were great and loved, on top of amazing game design and etc. 99%+ polished. With so many problems and mistakes done from the start, as dev team in there you may be in a type of development hell, where you can hardly reach an overall polished goal. I dont like writing this stuff, I want to go away.^^ | ||
[sc1f]eonzerg
Belgium6322 Posts
On February 14 2018 08:25 Matt Sherman wrote: Greetings, We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback. This will be something we will continually be tweaking and improving. Testing it a bit,it feels now like 2 patches ago,so all good,this is the good direction i believe,thanks for letting me play my favorite game again the way i truly enjoy it ,im also sorry for my hot blood, i asked for this several times about a different way to the autosave replays name,cuz is a bit difficult to find an specific replay ,something like player player map will be much better. | ||
Randos
Germany48 Posts
Thank you for all your hard work! Long live Brood War! | ||
iopq
United States740 Posts
On February 14 2018 07:18 HaN- wrote: I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players. So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others. Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking. Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other 2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that) | ||
MarcoJ
Germany146 Posts
On February 15 2018 23:51 iopq wrote: Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other 2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that) ofc bc you have a normal distribution in mmr /e: see here https://starlog.gg/en/leaderboard/graph | ||
Golgotha
Korea (South)8418 Posts
| ||
Jae Zedong
407 Posts
On February 16 2018 00:29 MarcoJ wrote: ofc bc you have a normal distribution in mmr With Elo ratings that isn't the case, not sure what formula Blizzard uses though. In Chess which uses Elo, the gap between a 1500 and 2000 rated player is equal to a 2000 vs 2500 player in terms of expected win/loss ratio. | ||
orvinreyes
577 Posts
Thanks Blizz for your continuous work. | ||
iopq
United States740 Posts
On February 16 2018 02:13 Jae Zedong wrote: With Elo ratings that isn't the case, not sure what formula Blizzard uses though. In Chess which uses Elo, the gap between a 1500 and 2000 rated player is equal to a 2000 vs 2500 player in terms of expected win/loss ratio. Only if the game didn't launch a few months ago and has the ability to have multiple accounts with different ELOs. In actuality, 1500 rated accounts could be really bad or really good. A 1500 rated chess player is probably 1500, since they have just one "account" all their life. A 1500 account in SC can be anything. This is why at around 1500, the skill spread is the widest. | ||
Jae Zedong
407 Posts
| ||
saalih905
8 Posts
| ||
TOIHOIs
41 Posts
On February 17 2018 03:42 saalih905 wrote: It almost seems as if the dev team for SC:R lacked a lot of insight and have just been fixing issues by waiting for people to complain about them. Insight of what? Peoples brain? Do you actually believe people know what they want? | ||
iwanabana
26 Posts
Higher resolution =/= better in-game visual definition, especially when it comes to team colour. In the past, I can clearly differentiate a red zergling from a brown zergling, or a yellow dragoon from a white one. Hydralisks and Vultures have much better definition pre-remastered. Now, yes, I can see little zergling legs gracefully tracing through the air, but cannot easily know in a ZvZ whose zergling's whose - all there is left is a sleek, very beautifully-drawn mess. I hope in future modifications there will be more surface area of units (and buildings too) dedicated to really showing the team colour, focusing on having greater contrast between team-colour band/patch and its surrounding "fluff". Command centers do not necessarily need a big yellow chunk for all teams, nor do carriers absolutely need that beautiful, striking green stripe depicting its inner lining. They're all good details, but it isn't always a visual aid to players and spectators. Kind of how Comic Sans was devised for easier readability in lower resolution, I wish the art team can take in-game readability / distinguish-ablity in mind: now with the luxury of HD, the temptation of detail is too great, but detail isn't...really the priority | ||
| ||