View Poll Results: Should resource counters be moved near mini-map?

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  • Yes

    5 18.52%
  • No

    22 81.48%
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Thread: Should resource counter be moved near mini-map?

  1. #21

    Default Re: Should resource counter be moved near mini-map?

    Quote Originally Posted by ArcherofAiur View Post
    And lets say you have siege tanks sieging or cloaking shimmers in the top right of the screen. Right underneath your resource counters.
    Archer, I understand you're trying to punch holes in the information I'm providing in an attempt to see more of my side or try to deflate it to assist your opinion. I'd rather find time for constructive conversation than defensive posting, the thread as a whole will benefit more. Could you take the time to consider assisting in that endeavor instead of impeding? ^_^

    As I just replied in my previous post, there are pros and cons to each decision. It's not about which idea is right or wrong. I hope we can agree upon that.

    Quote Originally Posted by Santrega View Post
    Gifted, what if I want the resources to catch my eye as often as possible? Wouldn't it make more sense to add it there then?

    I think this should be a setting in the game options to where I can move it to a few different locations.
    When it comes to core gameplay interfaces, it's not truly something that works to make optional.

    If it were my call, it's extra work for the team for minimal benefit in terms of the time invested. If we made an exception for this, we'd have to consider optional settings for many of the interface settings all over. "Why are you able to move Option A but not Option B? That doesn't make sense!"

    Let's say I'd be on the team with this call... there are two ways to handle this in a typical situation in my eyes. First is to allow for a completely configurable interface which the userbase can efficiently work around themselves. (Think about the customizable interfaces of MMOs for example) This is already allowed by means of custom games but in terms of a competitive game, limiting the variables is a must to ensure that the person who won the game involved "100% skill" and not a better interface. When you allow ANY change to the interface, even something as simple as moving a health bar on WoW, it can significantly change the way a person plays the game... in many cases, simplifying it. This is one of the largest gripes of pvp on that game in terms of balanced gameplay... Many people believe (rightly so) that any change to the interface is an inbalancing factor that deviates the reliance on skill for a win.

    The second choice which I'd proceed with is to make an interface that can be uniform. This interface is one which all individuals will have to master. By creating a uniform interface, it reduces the variables that can contribute to a win and a loss. The ultimate goal by this mentality, IMHO, is to allow that the end of the game, a person can't say "You won because your interface is better suited to you than mine". The end result would allow a person to walk away knowing that the only variables involved were skill, choices and unit balance. And the latter of the three is something that could eventually be fixed.
    Last edited by Gifted; 12-25-2009 at 02:20 AM.
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  2. #22
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    Default Re: Should resource counter be moved near mini-map?

    Quote Originally Posted by ArcherofAiur View Post
    And lets say you have siege tanks sieging or cloaking shimmers in the top right of the screen. Right underneath your resource counters.
    Oh, you mean as opposed to increasing the already much bigger area of the screen occluded by the minimap?

  3. #23

    Default Re: Should resource counter be moved near mini-map?

    Quote Originally Posted by MattII View Post
    Oh, you mean as opposed to increasing the already much bigger area of the screen occluded by the minimap?
    You could chisel out three more pixels to make one combined interface bar with all your vital info yes. Instead of having random numbers floating in parts of the field of play.

  4. #24
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    Default Re: Should resource counter be moved near mini-map?

    You could chisel out three more pixels to make one combined interface bar with all your vital info yes. Instead of having random numbers floating in parts of the field of play.
    They're not random at all. Are you just arguing because you want to? Seriously, you argue for the most pointless things. Does it ACTUALLY make a big difference moving the information box down south? I don't see the big deal.

  5. #25

    Default Re: Should resource counter be moved near mini-map?

    *points above* you got some replies you may have missed. Also going to reply to another point Archer:

    Quote Originally Posted by ArcherofAiur View Post
    You could chisel out three more pixels to make one combined interface bar with all your vital info yes. Instead of having random numbers floating in parts of the field of play.
    Actually, as I stated earlier, this it placing choice based variables outside of your [natural field of vision].. separating [reactive mental activity] and [conscious mental activity]. For explanations to these bracketed grey terms, you'll find adequate information in the previous posts I've provided on page 2. I suggest those who want to reply to this post understand it fully before you hit the reply button ^_^
    Last edited by Gifted; 12-25-2009 at 02:27 AM.
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  6. #26
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    Default Re: Should resource counter be moved near mini-map?

    Quote Originally Posted by ArcherofAiur View Post
    You could chisel out three more pixels to make one combined interface bar with all your vital info yes. Instead of having random numbers floating in parts of the field of play.
    10 pixels might be worth it, 3 isn't, besides, you've yet to pride a good reason to move it, because it'll take up space no matter where it is.

  7. #27

    Default Re: Should resource counter be moved near mini-map?

    Quote Originally Posted by MattII View Post
    10 pixels might be worth it, 3 isn't, besides, you've yet to pride a good reason to move it, because it'll take up space no matter where it is.
    1) With the rest of the User Interface

    2) Doesnt obscure actual battlefield

    3) Easier to monitor mini-map

    4) Aesthetically connected to rest of command bar

    5) Not harder to see when viewing against a camouflaging background (say a snow map)
    Last edited by ArcherofAiur; 12-25-2009 at 02:31 AM.

  8. #28

    Default Re: Should resource counter be moved near mini-map?

    If they make it part of that solid minimap frame i think it would be better.

    I think they should reserve that top right for temporary alerts and stuff like idle worker icons, available nukes, available macro mechanics stuff, upkeep status (haha!) or whatever status text and icons that are set to pop up specifically to get the players attention but a player can choose to ignore.

    All players need to pay attention to both the minimap and resources. No one can ignore them if they want to play better. So i think the closer they are the better.

    I dont know how many times it has happened that i am looking at my unit/food ratio and miss a minimap ping (i play a muted wc3 in my laptop at work sometimes).
    Last edited by don; 12-25-2009 at 10:01 AM.

  9. #29

    Default Re: Should resource counter be moved near mini-map?

    Why did gifted delete his message?

  10. #30
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    Default Re: Should resource counter be moved near mini-map?

    Quote Originally Posted by ArcherofAiur View Post
    1) With the rest of the User Interface

    2) Doesnt obscure actual battlefield

    3) Easier to monitor mini-map

    4) Aesthetically connected to rest of command bar

    5) Not harder to see when viewing against a camouflaging background (say a snow map)
    1) Most people expect it at the top.

    2) Yes it does, it just helps obscure a bigger bit at the bottom rather than a bit at the top.

    3) No player of any skill has trouble with this.

    4) Menu bar is at the top, so no. Besides this is a rerun of 1).

    5) Nor is the top-right.

    Honestly, this counts as 'change for the sake of change', not 'change for improvement'.

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