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On August 12 2018 23:51 billynasty wrote: if you guys care that much about the space, just uninstall & reinstall & you should save 10gb's or more in the process I care because it's on SSD. I made a topic on bnet. Blues didn't respond but a mvp. reinstalling won't solve this (delete a language pack), it has something with agent.exe or internal server.
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Yeah I can't stand the yearly redesign patches. The saddest thing about them is before the first one they were actually very close to perfect balance imo, some of the smaller changes they did since then would be all that's needed. Like at the time tempests were too little supply, Terran needed a ghost buff for fighting ultras, hydras were still 1 shot by liberators etc. Small tweaks.
I firmly believe that blizzard does these massive patches just to get people talking about the game more. To shake up the meta. Because SC2 is blizzards baby, and they like to vigorously shake it every year.
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On August 13 2018 00:14 Dingodile wrote:Show nested quote +On August 12 2018 23:51 billynasty wrote: if you guys care that much about the space, just uninstall & reinstall & you should save 10gb's or more in the process I care because it's on SSD. I made a topic on bnet. Blues didn't respond but a mvp. reinstalling won't solve this (delete a language pack), it has something with agent.exe or internal server. All i did was reinstall the game in June & this is my SC2 folder. Perhaps try it before saying it doesn't save space, because it obviously saved space on my SSD. If there are any language packs that you don't need, then simply delete the unused locales to save space. Your launcher shouldn't load the locales again after deleting them unless they're required.
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On August 13 2018 02:02 TheZergishOne wrote: Yeah I can't stand the yearly redesign patches. The saddest thing about them is before the first one they were actually very close to perfect balance imo, some of the smaller changes they did since then would be all that's needed. Like at the time tempests were too little supply, Terran needed a ghost buff for fighting ultras, hydras were still 1 shot by liberators etc. Small tweaks.
I firmly believe that blizzard does these massive patches just to get people talking about the game more. To shake up the meta. Because SC2 is blizzards baby, and they like to vigorously shake it every year. The yearly patches are to improve game design not balance. And I think most people would agree they did a pretty good job both times. The game is better with tankivacs and mothership cores.
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China6282 Posts
Is there any other explanation? This is exactly how "live games" are supposed to be run nowadays.
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On August 13 2018 02:51 billynasty wrote:Show nested quote +On August 13 2018 00:14 Dingodile wrote:On August 12 2018 23:51 billynasty wrote: if you guys care that much about the space, just uninstall & reinstall & you should save 10gb's or more in the process I care because it's on SSD. I made a topic on bnet. Blues didn't respond but a mvp. reinstalling won't solve this (delete a language pack), it has something with agent.exe or internal server. All i did was reinstall the game in June & this is my SC2 folder. Perhaps try it before saying it doesn't save space, because it obviously saved space on my SSD. If there are any language packs that you don't need, then simply delete the unused locales to save space. you can delete the language pack but you will have to download it again when the next patch arrives. Same story with Diablo3, each D3 language pack is about 6GB.
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On August 13 2018 02:54 digmouse wrote: Is there any other explanation? This is exactly how "live games" are supposed to be run nowadays.
In terms of eSports wasn't SC2 the one that pioneered this style of frequent numeric and mechanical changes on top of map rotation changes? Unless you count WoW eSports which was also Blizzard.
I know League adds champions and whatnot, but that game didn't really take off until after SC2. DotA 2 as far as I know from my friends has only really had one significant patch in 6 years, and even that was relatively recent. CS:GO has had some but most of them were considered very bad and promptly reverted if I recall correctly. Obviously Quake has stayed much the same up until QC last year. And I'm so ignorant of the FGC that I don't even know if the meme of SF4 having 69 billion different versions of the game is even relevant here.
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China6282 Posts
On August 13 2018 03:32 207aicila wrote:Show nested quote +On August 13 2018 02:54 digmouse wrote: Is there any other explanation? This is exactly how "live games" are supposed to be run nowadays. In terms of eSports wasn't SC2 the one that pioneered this style of frequent numeric and mechanical changes on top of map rotation changes? Unless you count WoW eSports which was also Blizzard. I know League adds champions and whatnot, but that game didn't really take off until after SC2. DotA 2 as far as I know from my friends has only really had one significant patch in 6 years, and even that was relatively recent. CS:GO has had some but most of them were considered very bad and promptly reverted if I recall correctly. Obviously Quake has stayed much the same up until QC last year. And I'm so ignorant of the FGC that I don't even know if the meme of SF4 having 69 billion different versions of the game is even relevant here. SC2 was actually really slow in the early years when it comes to balance changes. Other major esports titles often shake up their mechanics and meta every few months, while back in WoL and HotS era balance changes were often very far in between, hence the dreaded Broodlord-Infestor era and the Swarm Host era.
Dota 2 actually had fairly frequent balance changes up until 2017 but they stopped pushing rapid major patches since the game is stable now. Major balance patches every year isn't really that frequent in today's landscape. And most patches we had in the past year or two are about features and coop updates which is the main money maker for SC2.
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On August 13 2018 03:32 207aicila wrote:Show nested quote +On August 13 2018 02:54 digmouse wrote: Is there any other explanation? This is exactly how "live games" are supposed to be run nowadays. In terms of eSports wasn't SC2 the one that pioneered this style of frequent numeric and mechanical changes on top of map rotation changes? Unless you count WoW eSports which was also Blizzard. I know League adds champions and whatnot, but that game didn't really take off until after SC2. DotA 2 as far as I know from my friends has only really had one significant patch in 6 years, and even that was relatively recent. CS:GO has had some but most of them were considered very bad and promptly reverted if I recall correctly. Obviously Quake has stayed much the same up until QC last year. And I'm so ignorant of the FGC that I don't even know if the meme of SF4 having 69 billion different versions of the game is even relevant here. What mechanical changes are you talking about? Everything in the game pretty much works the same since release. Changing/adding units doesnt change the game mechanically. High Ground, Unit Pathing and all the other core mechanics are pretty much the same. Besides target prio and inject stacking. They havent added coop like mechanics to the game.
Also odd that you completely ignore that Starcraft 1 was patched and changed Patches 1.01-1.07. Or that DotA has patchnotes every couple of month that go across several screens. And saying that changing Heroes and other units in DotA is not the same as changing units in Starcraft is just funny. Your friends dont actually believe that their game isnt being changed, do they? They probably want to believe that they are playing a perfect game
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I am all for patches when it's game breaking. Changing things for the sake of changing things is pretty dumb.
Goes back to good game design. Lots of people look at it as if no one plays the game anymore so they stop supporting said game - not talking about SC2 when the reality is if things are running good there is no reason for it.
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On August 13 2018 04:32 Tappo wrote:Show nested quote +On August 13 2018 03:32 207aicila wrote:On August 13 2018 02:54 digmouse wrote: Is there any other explanation? This is exactly how "live games" are supposed to be run nowadays. In terms of eSports wasn't SC2 the one that pioneered this style of frequent numeric and mechanical changes on top of map rotation changes? Unless you count WoW eSports which was also Blizzard. I know League adds champions and whatnot, but that game didn't really take off until after SC2. DotA 2 as far as I know from my friends has only really had one significant patch in 6 years, and even that was relatively recent. CS:GO has had some but most of them were considered very bad and promptly reverted if I recall correctly. Obviously Quake has stayed much the same up until QC last year. And I'm so ignorant of the FGC that I don't even know if the meme of SF4 having 69 billion different versions of the game is even relevant here. What mechanical changes are you talking about? Everything in the game pretty much works the same since release. Changing/adding units doesnt change the game mechanically. High Ground, Unit Pathing and all the other core mechanics are pretty much the same. Besides target prio and inject stacking. They havent added coop like mechanics to the game. Also odd that you completely ignore that Starcraft 1 was patched and changed Patches 1.01-1.07. Or that DotA has patchnotes every couple of month that go across several screens. And saying that changing Heroes and other units in DotA is not the same as changing units in Starcraft is just funny. Your friends dont actually believe that their game isnt being changed, do they? They probably want to believe that they are playing a perfect game
MOBA's are a bad example because of the ever changing heroes/new heros to the fold, so they have to revamp said heroes before they get stuck in the abyss.
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On August 13 2018 04:10 digmouse wrote:
SC2 was actually really slow in the early years when it comes to balance changes. Other major esports titles often shake up their mechanics and meta every few months, while back in WoL and HotS era balance changes were often very far in between, hence the dreaded Broodlord-Infestor era and the Swarm Host era.
Interesting. Yeah there were some terrible periods without patches that pretty much tanked the viewership irreparably, but there were also Thor build time changes, Thor ability changes, Ghost energy changes, Stalker vs armor damage changes maybe? and all kinds of little things like that almost every month or two. Build time on buildings (not just bunkers), Warp Gate research time, other upgrades etc. Oh yeah lots of tweaks to roaches and hydras as well, anyone remember when Roaches were 2 supply? LOL. Queen range that's another one that's been changed like 3 or 4 times total IIRC.
It may have been a long time ago but I followed WoL quite closely.
On August 13 2018 04:32 Tappo wrote:
What mechanical changes are you talking about? Everything in the game pretty much works the same since release. Changing/adding units doesnt change the game mechanically. High Ground, Unit Pathing and all the other core mechanics are pretty much the same. Besides target prio and inject stacking. They havent added coop like mechanics to the game.
So to you mechanical change = changing the genre or something? Lol okay mister pedant, I meant things like changing how unit abilities work, adding and removing units, obviously a lot of HotS and LotV's economy rebalances. Stuff like that, not just skins and little numeric things like that.
On August 13 2018 04:32 Tappo wrote:Also odd that you completely ignore that Starcraft 1 was patched and changed Patches 1.01-1.07. Or that DotA has patchnotes every couple of month that go across several screens. And saying that changing Heroes and other units in DotA is not the same as changing units in Starcraft is just funny. Your friends dont actually believe that their game isnt being changed, do they? They probably want to believe that they are playing a perfect game
You want to know why I ignored it? Because they were very early in its lifespan. SC1 remained unchanged from 2001 all the way to present day, when it was still being changed it had not yet become the juggernaut of eSports that it would peak at in 2008-2009. Also, again, SC1 is virtually unchanged aside from maps from 2001 to now. You think that's anywhere comparable to Blizzard's many balance patches per year for 8 years in a row? Come on man...
For DotA I can't speak other than what my friends told me. Don't know what you mean about "changing Heroes in DotA is not the same as changing units in Starcraft" I never said anything like that, all I said is that League got big after SC2.
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On August 13 2018 04:50 207aicila wrote:Show nested quote +On August 13 2018 04:10 digmouse wrote:
SC2 was actually really slow in the early years when it comes to balance changes. Other major esports titles often shake up their mechanics and meta every few months, while back in WoL and HotS era balance changes were often very far in between, hence the dreaded Broodlord-Infestor era and the Swarm Host era.
Interesting. Yeah there were some terrible periods without patches that pretty much tanked the viewership irreparably, but there were also Thor build time changes, Thor ability changes, Ghost energy changes, Stalker vs armor damage changes maybe? and all kinds of little things like that almost every month or two. Build time on buildings (not just bunkers), Warp Gate research time, other upgrades etc. Oh yeah lots of tweaks to roaches and hydras as well, anyone remember when Roaches were 2 supply? LOL. Queen range that's another one that's been changed like 3 or 4 times total IIRC. It may have been a long time ago but I followed WoL quite closely. Show nested quote +On August 13 2018 04:32 Tappo wrote:
What mechanical changes are you talking about? Everything in the game pretty much works the same since release. Changing/adding units doesnt change the game mechanically. High Ground, Unit Pathing and all the other core mechanics are pretty much the same. Besides target prio and inject stacking. They havent added coop like mechanics to the game.
So to you mechanical change = changing the genre or something? Lol okay mister pedant, I meant things like changing how unit abilities work, adding and removing units, obviously a lot of HotS and LotV's economy rebalances. Stuff like that, not just skins and little numeric things like that. Show nested quote +On August 13 2018 04:32 Tappo wrote:Also odd that you completely ignore that Starcraft 1 was patched and changed Patches 1.01-1.07. Or that DotA has patchnotes every couple of month that go across several screens. And saying that changing Heroes and other units in DotA is not the same as changing units in Starcraft is just funny. Your friends dont actually believe that their game isnt being changed, do they? They probably want to believe that they are playing a perfect game You want to know why I ignored it? Because they were very early in its lifespan. SC1 remained unchanged from 2001 all the way to present day, when it was still being changed it had not yet become the juggernaut of eSports that it would peak at in 2008-2009. Also, again, SC1 is virtually unchanged aside from maps from 2001 to now. You think that's anywhere comparable to Blizzard's many balance patches per year for 8 years in a row? Come on man... For DotA I can't speak other than what my friends told me. Don't know what you mean about "changing Heroes in DotA is not the same as changing units in Starcraft" I never said anything like that, all I said is that League got big after SC2. Okay Mr. Smart. Explain how DotA isnt changed every couple of month. Portal:Patches How many times do you read "Balance Changes", "Reduced/Increased" and what not. I have quite alot on just a single screen. DotA was the "pioneer" of changing everything just for the sake of it. They never had a plan. They just reacted. And yes, changing mechanics is changing the game in its core. Adjusting a unit is not a game mechanic change
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On August 13 2018 05:05 Tappo wrote:Show nested quote +On August 13 2018 04:50 207aicila wrote:On August 13 2018 04:10 digmouse wrote:
SC2 was actually really slow in the early years when it comes to balance changes. Other major esports titles often shake up their mechanics and meta every few months, while back in WoL and HotS era balance changes were often very far in between, hence the dreaded Broodlord-Infestor era and the Swarm Host era.
Interesting. Yeah there were some terrible periods without patches that pretty much tanked the viewership irreparably, but there were also Thor build time changes, Thor ability changes, Ghost energy changes, Stalker vs armor damage changes maybe? and all kinds of little things like that almost every month or two. Build time on buildings (not just bunkers), Warp Gate research time, other upgrades etc. Oh yeah lots of tweaks to roaches and hydras as well, anyone remember when Roaches were 2 supply? LOL. Queen range that's another one that's been changed like 3 or 4 times total IIRC. It may have been a long time ago but I followed WoL quite closely. On August 13 2018 04:32 Tappo wrote:
What mechanical changes are you talking about? Everything in the game pretty much works the same since release. Changing/adding units doesnt change the game mechanically. High Ground, Unit Pathing and all the other core mechanics are pretty much the same. Besides target prio and inject stacking. They havent added coop like mechanics to the game.
So to you mechanical change = changing the genre or something? Lol okay mister pedant, I meant things like changing how unit abilities work, adding and removing units, obviously a lot of HotS and LotV's economy rebalances. Stuff like that, not just skins and little numeric things like that. On August 13 2018 04:32 Tappo wrote:Also odd that you completely ignore that Starcraft 1 was patched and changed Patches 1.01-1.07. Or that DotA has patchnotes every couple of month that go across several screens. And saying that changing Heroes and other units in DotA is not the same as changing units in Starcraft is just funny. Your friends dont actually believe that their game isnt being changed, do they? They probably want to believe that they are playing a perfect game You want to know why I ignored it? Because they were very early in its lifespan. SC1 remained unchanged from 2001 all the way to present day, when it was still being changed it had not yet become the juggernaut of eSports that it would peak at in 2008-2009. Also, again, SC1 is virtually unchanged aside from maps from 2001 to now. You think that's anywhere comparable to Blizzard's many balance patches per year for 8 years in a row? Come on man... For DotA I can't speak other than what my friends told me. Don't know what you mean about "changing Heroes in DotA is not the same as changing units in Starcraft" I never said anything like that, all I said is that League got big after SC2. Okay Mr. Smart. Explain how DotA isnt changed every couple of month. atches on Liquipedia" target="_blank" href="https://liquipedia.net/dota2/Portalatches">PortalatchesHow many times do you read "Balance Changes", "Reduced/Increased" and what not. I have quite alot on just a single screen.
My dude I literally told you I don't play DotA and you keep trying to obsessively gotcha me over things I haven't said because I couldn't possibly know, just to win a random internet argument?
On August 13 2018 05:05 Tappo wrote: And yes, changing mechanics is changing the game in its core. Adjusting a unit is not a game mechanic change
Okay, I misspoke. Do you at least understand what I was trying to say, or are you going to keep being a pedant for no reason and embarrass yourself by completely missing the point in the process?
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On August 13 2018 05:11 207aicila wrote:Show nested quote +On August 13 2018 05:05 Tappo wrote:On August 13 2018 04:50 207aicila wrote:On August 13 2018 04:10 digmouse wrote:
SC2 was actually really slow in the early years when it comes to balance changes. Other major esports titles often shake up their mechanics and meta every few months, while back in WoL and HotS era balance changes were often very far in between, hence the dreaded Broodlord-Infestor era and the Swarm Host era.
Interesting. Yeah there were some terrible periods without patches that pretty much tanked the viewership irreparably, but there were also Thor build time changes, Thor ability changes, Ghost energy changes, Stalker vs armor damage changes maybe? and all kinds of little things like that almost every month or two. Build time on buildings (not just bunkers), Warp Gate research time, other upgrades etc. Oh yeah lots of tweaks to roaches and hydras as well, anyone remember when Roaches were 2 supply? LOL. Queen range that's another one that's been changed like 3 or 4 times total IIRC. It may have been a long time ago but I followed WoL quite closely. On August 13 2018 04:32 Tappo wrote:
What mechanical changes are you talking about? Everything in the game pretty much works the same since release. Changing/adding units doesnt change the game mechanically. High Ground, Unit Pathing and all the other core mechanics are pretty much the same. Besides target prio and inject stacking. They havent added coop like mechanics to the game.
So to you mechanical change = changing the genre or something? Lol okay mister pedant, I meant things like changing how unit abilities work, adding and removing units, obviously a lot of HotS and LotV's economy rebalances. Stuff like that, not just skins and little numeric things like that. On August 13 2018 04:32 Tappo wrote:Also odd that you completely ignore that Starcraft 1 was patched and changed Patches 1.01-1.07. Or that DotA has patchnotes every couple of month that go across several screens. And saying that changing Heroes and other units in DotA is not the same as changing units in Starcraft is just funny. Your friends dont actually believe that their game isnt being changed, do they? They probably want to believe that they are playing a perfect game You want to know why I ignored it? Because they were very early in its lifespan. SC1 remained unchanged from 2001 all the way to present day, when it was still being changed it had not yet become the juggernaut of eSports that it would peak at in 2008-2009. Also, again, SC1 is virtually unchanged aside from maps from 2001 to now. You think that's anywhere comparable to Blizzard's many balance patches per year for 8 years in a row? Come on man... For DotA I can't speak other than what my friends told me. Don't know what you mean about "changing Heroes in DotA is not the same as changing units in Starcraft" I never said anything like that, all I said is that League got big after SC2. Okay Mr. Smart. Explain how DotA isnt changed every couple of month. atches on Liquipedia" target="_blank" href="https://liquipedia.net/dota2/Portalatches">PortalatchesHow many times do you read "Balance Changes", "Reduced/Increased" and what not. I have quite alot on just a single screen. My dude I literally told you I don't play DotA and you keep trying to obsessively gotcha me over things I haven't said because I couldn't possibly know, just to win a random internet argument? Show nested quote +On August 13 2018 05:05 Tappo wrote: And yes, changing mechanics is changing the game in its core. Adjusting a unit is not a game mechanic change
Okay, I misspoke. Do you at least understand what I was trying to say, or are you going to keep being a pedant for no reason and embarrass yourself by completely missing the point in the process? You pretty much made a fool out of yourself by trying to compare Starcraft to 3 different genres and 4-5 different games. You definitly won that categorie. And you just said that you dont really know what you are talking about. Your point: "Starcraft 2 pioneered frequent patching". Which is simply wrong. Oh by the way: Your "frequent patching" probably refers to early post starcraft 2 release days. Which would be the same case as in Starcraft 1. Which would legimatize it. Not that comparing 1998 Starcraft with 2010 is a good idea in the first place
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On August 08 2018 17:17 xelnaga_empire wrote: The patches are fine. They make the game better. After Blizzcon, Blizzard needs to fix Carrier + HT combination.
There's nothing to fix there.
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Sorry, but no matter what you say, zerg will be getting a heavy-handed nerf after blizzcon.
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On August 08 2018 16:03 Nimis wrote: The patches are game changing, not only bug fixes but reasonable gameplay overhaul. Based on the fact that maps are changed all the time consistently I believe that developers are not fixing or patching the game but in turn are deliberately changing the way the game is being played and not for better experience but only so that it would not be the same game everyone is used to.
Who would agree that patches are not balancing or fixing the game but instead changing it so that it would not be the same game after the patch ?
no. Only the end-of-the-year patch sometimes has major gameplay changes.
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On August 08 2018 16:36 Mirabel_ wrote: I'm all for constant expansion and refinement, but large defibrillator patches designed primarily to destabilize the meta only belong in shallow games like MOBAs and MMOs. It's a testament to Blizzard's lack of respect for the competitive depth of Starcraft II that almost three years after LotV, they still aren't confident enough to cut the umbilical or even decide what they want the "ultimate balance" to look like.
Warcraft III's ever-slowing patch cycle and Brood War's maps-are-balance mentality are the reason I've always preferred to invest effort into such games over the patch-culture that has been in vogue lately.
On August 08 2018 17:58 Mirabel_ wrote:Show nested quote +On August 08 2018 17:14 Tappo wrote: Good to see that you prefer the brood war method. I bet they are still playing that island map from ASL.... Or? Nope, still Fighting Spirit Was there originally a point in this statement? Sparkle was this year's crazy racial-balance-be-damned map, it's the one they weren't planning on keeping around anyway, and most people are pleased by this since there is yet to be a competitively viable island map. on the other hand, the general opinion of Transistor is much more favorable and people are looking forward to that map's future. FS's latent imbalances are coming to light but they're hardly damning enough and the map on the whole is hardly shallow enough to justify phasing out like the long-lived standard maps that came before it. It's going to be part of the equation for a long time and for good reason.
damn, dude, I like your style of writing.. start a blog about.. anything, I want to read more.
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because otherwise, they would have to lay off pieces of their balance team or have them transfer somewhere rather ambiguous
also want to make a small correction here:
On August 13 2018 02:54 digmouse wrote: Dota 2 actually had fairly frequent balance changes up until 2017 but they stopped pushing rapid major patches since the game is stable now. Major balance patches every year isn't really that frequent in today's landscape. And most patches we had in the past year or two are about features and coop updates which is the main money maker for SC2.
it is the opposite. previously there had been a few patches that had lasted 6months to a year, but DotA 2 now gets patched every 2 weeks. they're at liberty to adjust numbers to re-orient power levels mostly because nothing is game-changing at a fundamental level. it would only affect which heroes become more popular in a tournament setting and every rung affected by that on its way down. what i'm saying is there's plenty of time to adjust and to have different heroes up your sleeve--that along with your choices or mistakes being only 20% of the pie.
DotA patches were previously very hectic because they would change so many things. since, they've dialed it back and gone into 'manageable' patches between tournaments. i say manageable in quotations because it still affects the professionals a great deal because it tells them what they can and can't play which means they need to adapt a new playstyle or practice from scratch. have they made bad patches? yes, and they still do. certain heroes do too much against the most meta heroes and exceed the level of playable. it's not a matter of a hero being solid enough to be considered for first pick/ban, it's that something is so strong you'd be stupid not to pick it for your team. there are always multiple heroes like this, and there always will be, and that's fine. there are many ways to play around it and make the game your own.
starcraft 2 patches are weird because in theory they shouldn't affect anybody but the people in the highest MMR bracket, but then you have all these difficult factors like affecting a player's motivation to play because they don't yet know solutions to problems, or with them not wanting to use the playstyle required of them.
i'll just put it this way. starcraft players bemoan change because they're already comfortable going through the motions, or progressing their play a certain way. they do not (read: casual players) train fundamentals to be able to deal with changes that derail that progress--and in their eyes, rightfully so.
there's nothing wrong with frequent patches, it just sucks for players who play in intermittent spurts and have no clue what changes made things more difficult or more easy for them.
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