Yep, second game I was defending off some Dark Templar with Mines. Mines decided to take the dumb fuck way around to the target which let the Dark Templar kill more marines than it should have.
08-16-2017, 09:51 PM
#11
Yep, second game I was defending off some Dark Templar with Mines. Mines decided to take the dumb fuck way around to the target which let the Dark Templar kill more marines than it should have.
Rest In Peace, Old Friend.
08-17-2017, 01:21 PM
#12
08-17-2017, 08:02 PM
#13
Honestly, that argument is for no player to make. They don't know what the code looks like. They don't know what the causes of those bugs are. Chances are, they don't know crap about software development. Changing one thing doesn't necessarily break everything else. Bug fixing is not like playing Jenga. If you remove a block and the tower collapse, nothing stops you from rewinding time and pulling another block... or taping the whole thing with duct tape![]()
08-17-2017, 10:40 PM
#14
They fixed Valkyries. Saw Valkyries used in the first pro game ever the during the launch event. Why not fix Reavers at least?
Rest In Peace, Old Friend.
08-18-2017, 03:42 AM
#15
I kinda like the randomness. Is golf imbalanced because each player doesn't get a perfect 5 mph wind from the northeast at all times?
08-18-2017, 06:56 AM
#16
Can't do anything about wind, and wind is more or less constant throughout the length of a game. Plus, the challenge is the correct for interference such as wind and the professionals spend their lives building intuition on these things. Not much you can like that with Reavers.
Oh, and there's no human opponent in golf, only competitors.
Investing the expense and risking the consequences of going a Reaver Drop and then having your one chance to equalize that blown due to some random, non-exploding scarabs is retarded. How many of us have been scarabs go directly towards Workers only to hover in front of them and not explode?
Rest In Peace, Old Friend.
08-18-2017, 11:43 AM
#17
In this case, if we compare to golf, a better analogy would be if your club would occasionally randomly slap you in the face and walk away when you try to swing it. The problem with these random bugs is that they aren't meant to be.
Personally, I love randomness in non-competitive games. In competitive games, I only like it when it's structured in such a fashion that it effects everyone equally and only changes the rules without affecting the chances of an action producing the desired outcome(eg: imagine if a map had random weather effects that alter the terrain symmetrically). Even then, I'm hesitant to say I'd like it to be honest.
08-19-2017, 04:59 PM
#18
Back to the first page, they have announced that they will be adding matchmaking for larger groups than just 1v1
"Will there be 2v2 or larger matchmaking?
Yes. Timeline is dependent on getting current implementation of 1s stable and confidence in the rating system"
08-20-2017, 08:27 AM
#19
Of course I know it's coming, it's just that, I'm not seeing what the improvement is over SCBW and why this is even released yet.
Rest In Peace, Old Friend.
08-21-2017, 09:37 AM
#20
Sure we can, since a lot of us have read articles on how blizzard tried to make their pathing work. it's not like jenga sure, but its not like a walk through the park either, you mess with the pathing you're almost certainly going to screw something else up BECAUSE the pathing system is scrapped together with spit, duck tape and paper clips.
There's no way for them to test literally every outcome in-house which means its going to fall on the players when the devs THINK they've fixed the problem. And I especially don't trust them seeing the constant madness that's happening in SC2's game design taking 4 years to remove shitty hero units and stuff like that.