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Thread: Adaptability, Creativity, and Randomnized Map Generator

  1. #51

    Default Re: Adaptability, Creativity, and Randomnized Map Generator

    Quote Originally Posted by mr. peasant View Post
    In that case, does this mean you're against random race selection?

    With regard to the examples you provide, I can understand the sentiment but I feel that randomly generated maps are different as it's something that has to be specifically chosen in order to be played. By opting for a randomly generated map, you're consciously making a decision to eschew balance in favor of a fresh experience.
    in a competitive match, yes. i am against random.

    but yes i agree, that its new and refreshing. but it must be kept in mind that such mechanics and gameplay types are more for fun than deciding which player is better.

  2. #52

    Default Re: Adaptability, Creativity, and Randomnized Map Generator

    Quote Originally Posted by SaharaDrac View Post
    If you like long ass RTS games...then YOU my friend should play Sins of A Solar Empire...! I played a game with my friend last week that took 4 days...and it was fun the whole time!

    I prefer Starcraft. But I'm adaptive like that.
    Sins is also on my list of long RTS games, and another of my favorites . I'm actually still in the middle of a 5-star system match that I play on and off with my wife. It's been going for a month now and we've been enjoying it immensely, kind of like our Axis & Allies board game


    Now don't get me wrong, I love starcraft (well, love/hate really). I just tend to prefer longer, deeper games. My biggest complaint with SC professional scene for the last couple of years is the exact problem I was thinking random elements could help: the fact that everything has already been distilled down to exact build orders, and that players never get to see the "off units" any more. It has turned into a stagnant who-can-click fastest match that I find stupid.

    I am still of the opinion that a random map element like LOS modifiers could be balanced with the right tweaking, but yes I agree with you Nicol Bolas: it would require extensive testing to make sure it actually was balanced. Running the numbers and the scenarios in my head I've come to the conclusion that it almost certainly could work.

    So to use your own argument against you, why pull this feature without extensive testing? They have until the first half of 2010, they've got time to spare.

    Warrior6: My apologies, I misunderstood the example you were using. In this case I do agree with you. If I were to ever include random chances to miss in an RTS game (which I am, actually) it will be for the lower-end, cheaper units and not for specialty items. If you pay a large amount of money for a killer unit, you want the bloody thing to be able to actually HIT things, I agree.
    Without a home. Without a people. Without mercy. The Arcani

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    Another?!

  3. #53

    Default Re: Adaptability, Creativity, and Randomnized Map Generator

    Quote Originally Posted by warrior6 View Post
    in a competitive match, yes. i am against random.

    but yes i agree, that its new and refreshing. but it must be kept in mind that such mechanics and gameplay types are more for fun than deciding which player is better.
    Understood. However, that's not the sole reason people play melee maps. An equally significant (if not larger) proportion play the game for fun with the victor's 'bragging rights' only (a small) part of the overall experience.

  4. #54

    Default Re: Adaptability, Creativity, and Randomnized Map Generator

    Quote Originally Posted by mr. peasant View Post
    Understood. However, that's not the sole reason people play melee maps. An equally significant (if not larger) proportion play the game for fun with the victor's 'bragging rights' only (a small) part of the overall experience.
    i understand thats why i said, having these things for fun is a whole different story.

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