Just wondering, which of the mechanics would you call the most noob friendly?
12-23-2009, 07:40 PM
#41
Just wondering, which of the mechanics would you call the most noob friendly?
12-23-2009, 07:42 PM
#42
12-23-2009, 07:44 PM
#43
Once more with feeling!
TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.
DB: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.
12-23-2009, 07:47 PM
#44
12-23-2009, 07:57 PM
#45
You can keep quoting that if you want to, but to me macro vs micro is such a meaningless divide when only mechanics are discussed. A high APM requirement is the best indication for being good at either of them, so adding more clicks to macroing is meaningless for differentiating between them(=macro & micro playstyle).
Last edited by Mothxal; 12-23-2009 at 08:08 PM.
12-23-2009, 08:01 PM
#46
Just wondering, does anybody remember if there has been any pool here about the macro mechanics, and how many people liked them, were not impresed, or just hated them ?
Just wondering how popular or unpopular they are.
12-23-2009, 08:17 PM
#47
Holy crap did you not read the man's post? Notice how he compares the macro player to the runner and the micro player to the swordfighter. He's not saying that macro is not fun. He's explaining why it's fun for some and not for others.
12-23-2009, 08:21 PM
#48
12-23-2009, 08:22 PM
#49
It's not meaningless when this was shown to be a huge factor for APM deciding skill. With a lot of the changes to the game such as rally-mine and multiple build selection, APM for Macro gameplay was eased out a lot, meaning macro players with high APM had less of an impact compared to players with lower APM. There's simply less to click, less to watch over.
Macro mechanics are a way to bring back some of that APM work for a econ/production bonus. It doesn't mean a micro player won't be using it, rather it's something for high APM macro players to busy themselves with.
12-23-2009, 08:24 PM
#50
MULEs. This is because MULEs can overlap, while Spawn Larva and Proton Charge cannot. So if you're late on your next MULE call, you can still stay on rhythm and not lose any mining time.Just wondering, which of the mechanics would you call the most noob friendly?
You do understand that there is a difference between wanting X and actually achieving X. None of the macro mechanics achieve what Browder is talking about here.Once more with feeling!
Are you talking about a poll for the current mechanics, or the idea of macro mechanics (which is what you seem to be arguing against).Just wondering, does anybody remember if there has been any pool here about the macro mechanics, and how many people liked them, were not impresed, or just hated them ?
Just wondering how popular or unpopular they are.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
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