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	<title>Comments on: StarCraft 2 Macro Mechanics Poll: Feedback and Analysis</title>
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	<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: Kareem David</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-11423</link>
		<dc:creator>Kareem David</dc:creator>
		<pubDate>Thu, 27 May 2010 14:46:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-11423</guid>
		<description>If only I had a greenback for every time I came to www.sc2blog.com! Great read.</description>
		<content:encoded><![CDATA[<p>If only I had a greenback for every time I came to <a href="http://www.sc2blog.com" rel="nofollow">http://www.sc2blog.com</a>! Great read.</p>
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		<title>By: maK88</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8612</link>
		<dc:creator>maK88</dc:creator>
		<pubDate>Fri, 06 Mar 2009 14:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8612</guid>
		<description>Elokane &lt;&lt; correct!

I have to admit, I&#039;m a Toss player all the way, but choosing between the three - Larvae is the only one that doesn&#039;t have me seeing a lot of repetitive gameplay. And also, it fits the species of Zerg (aka &quot;Swarm&quot;) the best.

When seeing DP at first glance, I admit I liked it. But as I thought more about its ability; proton charge, I found some repetitive gameplay elements. Since the Terran Mule have a similar function - gathering more minerals, that is - my thoughts adresses this ability aswell.

Now, I have not played this game, so my views might be somewhat inaccurate, but seeing as both of these abilities are energy based, and both are made for increasing workers mining capabilities, it seems that the DP and the Call down Mule are dependant on ones victory. I do not think matchup differences will apply, you will still have to use the abilities as frequently as possible to gain the upper hand.

I&#039;m all for macro, as I&#039;ve seen many are, but to strengthen my argument, I ask you to find an ability in SC1, apart from your own (such as perfect worker split), that gave you the upper hand in worker mining economy. Take all the time you want.

I also know that SC2 isn&#039;t SC1. That all became clear when they removed (or improved) some of the mildly entertaining things like bad pathfinding, retarded AI and other things that made you have to gain certain skills to try to avoid, such as, again, the worker split. And I&#039;m all for improving and removing things that doesn&#039;t need to exist in an RTS game. If I were a worker, I&#039;m sure I could figure out how to move to my very own tasty mineral.

But removing the meaningless aspects of macro, and then completely reinstating it again with an ability that you have to totally depend on? And if you as Zerg match up against either Protoss or Terran, I&#039;m almost certain that you will have to make Drones asap, unless you want to get behind in economy.

Leave the economy aspect to its perfected core: Build workers constantly and transfer them timingly to get ahead. Since it&#039;s SC2 the high yield minerals should be enough as an economy change in gameplay.

Focus more on the good aspects of macro and micro. The abilities could be a lot better, imo race specific on a deeper level (Heavier armor on Terran and faster warp in for Protoss perhaps, just to throw something random out there), and not as spoon feeding and simple as the ones we currenly see.

Remove them.

Otherwise and also - Great job with the game, and I hope to see more intriguing ideas as beta kicks off.</description>
		<content:encoded><![CDATA[<p>Elokane &lt;&lt; correct!</p>
<p>I have to admit, I&#8217;m a Toss player all the way, but choosing between the three &#8211; Larvae is the only one that doesn&#8217;t have me seeing a lot of repetitive gameplay. And also, it fits the species of Zerg (aka &#8220;Swarm&#8221;) the best.</p>
<p>When seeing DP at first glance, I admit I liked it. But as I thought more about its ability; proton charge, I found some repetitive gameplay elements. Since the Terran Mule have a similar function &#8211; gathering more minerals, that is &#8211; my thoughts adresses this ability aswell.</p>
<p>Now, I have not played this game, so my views might be somewhat inaccurate, but seeing as both of these abilities are energy based, and both are made for increasing workers mining capabilities, it seems that the DP and the Call down Mule are dependant on ones victory. I do not think matchup differences will apply, you will still have to use the abilities as frequently as possible to gain the upper hand.</p>
<p>I&#8217;m all for macro, as I&#8217;ve seen many are, but to strengthen my argument, I ask you to find an ability in SC1, apart from your own (such as perfect worker split), that gave you the upper hand in worker mining economy. Take all the time you want.</p>
<p>I also know that SC2 isn&#8217;t SC1. That all became clear when they removed (or improved) some of the mildly entertaining things like bad pathfinding, retarded AI and other things that made you have to gain certain skills to try to avoid, such as, again, the worker split. And I&#8217;m all for improving and removing things that doesn&#8217;t need to exist in an RTS game. If I were a worker, I&#8217;m sure I could figure out how to move to my very own tasty mineral.</p>
<p>But removing the meaningless aspects of macro, and then completely reinstating it again with an ability that you have to totally depend on? And if you as Zerg match up against either Protoss or Terran, I&#8217;m almost certain that you will have to make Drones asap, unless you want to get behind in economy.</p>
<p>Leave the economy aspect to its perfected core: Build workers constantly and transfer them timingly to get ahead. Since it&#8217;s SC2 the high yield minerals should be enough as an economy change in gameplay.</p>
<p>Focus more on the good aspects of macro and micro. The abilities could be a lot better, imo race specific on a deeper level (Heavier armor on Terran and faster warp in for Protoss perhaps, just to throw something random out there), and not as spoon feeding and simple as the ones we currenly see.</p>
<p>Remove them.</p>
<p>Otherwise and also &#8211; Great job with the game, and I hope to see more intriguing ideas as beta kicks off.</p>
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		<title>By: hotclaw</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8591</link>
		<dc:creator>hotclaw</dc:creator>
		<pubDate>Thu, 05 Mar 2009 06:55:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8591</guid>
		<description>I don&#039;t understand the Starcraft community. People bitched about MBS and automining so much that it prompted Blizzard to add meaningless junk to the game to replace the meaningless junk they removed. Now people are complaining that the stuff Blizzard added is meaningless junk.

In all honesty, I like the Terran thing. They should have to choose between multiple Command Center upgrades. Far-away expansions can get the Planetary Fortress and the main and natural could get the Orbital Command.

The Dark Pylon isn&#039;t all that, but Protoss already have semi-compulsory Warp Gates. Personally I think the latter are the best &quot;macro complications&quot; so far. They give you a big bonus for keeping a close eye on your production.

The Queen larvae thing is interesting and could easily be balanced and lead to interesting choices if it&#039;s limited by a huge energy requirement or something.

Overall I like these changes and think they add somewhat meaningful choices to the game. Although, like the first game, Blizzard will probably only get everything right in one of the expansions.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t understand the Starcraft community. People bitched about MBS and automining so much that it prompted Blizzard to add meaningless junk to the game to replace the meaningless junk they removed. Now people are complaining that the stuff Blizzard added is meaningless junk.</p>
<p>In all honesty, I like the Terran thing. They should have to choose between multiple Command Center upgrades. Far-away expansions can get the Planetary Fortress and the main and natural could get the Orbital Command.</p>
<p>The Dark Pylon isn&#8217;t all that, but Protoss already have semi-compulsory Warp Gates. Personally I think the latter are the best &#8220;macro complications&#8221; so far. They give you a big bonus for keeping a close eye on your production.</p>
<p>The Queen larvae thing is interesting and could easily be balanced and lead to interesting choices if it&#8217;s limited by a huge energy requirement or something.</p>
<p>Overall I like these changes and think they add somewhat meaningful choices to the game. Although, like the first game, Blizzard will probably only get everything right in one of the expansions.</p>
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		<title>By: Apharion</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8564</link>
		<dc:creator>Apharion</dc:creator>
		<pubDate>Tue, 03 Mar 2009 11:26:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8564</guid>
		<description>fraid I agree these late changes adds not much.

but I suppose blizz is trying...
hopefully they will do it right...

people want battle micro/marco, want cool things to happen.. these latest &#039;click or lose the game&#039; add-ons aren&#039;t really blizzard material... I have no idea what they were thinking, unless we are all missing a big picture.

Let the starport transform into a star-fortress, a slow flying battlestation. (limit two per player), that&#039;s another cool thing I think people might like.

Or have the Nexus transform into the mothership once you have reach a certain level of tech, that&#039;s also cool too.</description>
		<content:encoded><![CDATA[<p>fraid I agree these late changes adds not much.</p>
<p>but I suppose blizz is trying&#8230;<br />
hopefully they will do it right&#8230;</p>
<p>people want battle micro/marco, want cool things to happen.. these latest &#8216;click or lose the game&#8217; add-ons aren&#8217;t really blizzard material&#8230; I have no idea what they were thinking, unless we are all missing a big picture.</p>
<p>Let the starport transform into a star-fortress, a slow flying battlestation. (limit two per player), that&#8217;s another cool thing I think people might like.</p>
<p>Or have the Nexus transform into the mothership once you have reach a certain level of tech, that&#8217;s also cool too.</p>
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		<title>By: Dark NFX</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8557</link>
		<dc:creator>Dark NFX</dc:creator>
		<pubDate>Tue, 03 Mar 2009 06:50:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8557</guid>
		<description>Geeeee...... things here are getting cooler and cooler. but its going to be similar to the GENERALS.. you dont have to make your armies bigger.instead you have to level up first to increase your rank.then youll unlock a lot of back up weapons..like &quot;cluster bombs&quot;.. i suggest that they must put these new features to the &quot;Campaign Mode&quot;..cause where&#039;s  the challenge?if you had these new powerful features?</description>
		<content:encoded><![CDATA[<p>Geeeee&#8230;&#8230; things here are getting cooler and cooler. but its going to be similar to the GENERALS.. you dont have to make your armies bigger.instead you have to level up first to increase your rank.then youll unlock a lot of back up weapons..like &#8220;cluster bombs&#8221;.. i suggest that they must put these new features to the &#8220;Campaign Mode&#8221;..cause where&#8217;s  the challenge?if you had these new powerful features?</p>
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		<title>By: Elokane</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8553</link>
		<dc:creator>Elokane</dc:creator>
		<pubDate>Tue, 03 Mar 2009 00:02:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8553</guid>
		<description>This is bullshit. The RTS world is moving towards streamlined interfaces and the removal of useless &quot;bureaucracy&quot; that bogs the game down. Is mindlessly clicking something over and over fun? Does it show skill? If there&#039;s no decision involved and it&#039;s just there to take up your time and focus, it doesn&#039;t belong in a game.

Why is it a problem to remove all the ideas of old - namely, supply structures and outdated control schemes - without replacing them with artificial means to &quot;complicate&quot; the game? Why add &quot;features&quot; to the game if they don&#039;t involve any strategic thinking? When is it a bad idea to click &quot;make my probes bring back more minerals&quot;? 

Let me play with my units! Let me bring them into battle, position them tactically, inflict maximum damage on the enemy, and then decide what to do next. Don&#039;t force me to babysit my base! The only time I should be looking at it is either when I 1) want to advance in tech or build a new unit producing building 2) need to defend it. Let me build units from the field by clicking a key that cycles through the available factories/gateways/hatcheries! Put small icons on the screen that correspond to them! Make the building I select pop up on the minimap so I know where it&#039;s being built, and let me set a rally point so it goes where I want it to when it&#039;s produced.

Hello! Has Anyone at Blizzard played any recent RTS game?!?</description>
		<content:encoded><![CDATA[<p>This is bullshit. The RTS world is moving towards streamlined interfaces and the removal of useless &#8220;bureaucracy&#8221; that bogs the game down. Is mindlessly clicking something over and over fun? Does it show skill? If there&#8217;s no decision involved and it&#8217;s just there to take up your time and focus, it doesn&#8217;t belong in a game.</p>
<p>Why is it a problem to remove all the ideas of old &#8211; namely, supply structures and outdated control schemes &#8211; without replacing them with artificial means to &#8220;complicate&#8221; the game? Why add &#8220;features&#8221; to the game if they don&#8217;t involve any strategic thinking? When is it a bad idea to click &#8220;make my probes bring back more minerals&#8221;? </p>
<p>Let me play with my units! Let me bring them into battle, position them tactically, inflict maximum damage on the enemy, and then decide what to do next. Don&#8217;t force me to babysit my base! The only time I should be looking at it is either when I 1) want to advance in tech or build a new unit producing building 2) need to defend it. Let me build units from the field by clicking a key that cycles through the available factories/gateways/hatcheries! Put small icons on the screen that correspond to them! Make the building I select pop up on the minimap so I know where it&#8217;s being built, and let me set a rally point so it goes where I want it to when it&#8217;s produced.</p>
<p>Hello! Has Anyone at Blizzard played any recent RTS game?!?</p>
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		<title>By: Anonymous</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8552</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Mon, 02 Mar 2009 23:48:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8552</guid>
		<description>Players were complaining that the introduction of MBS would take too much away from the macro portion of the game, so they are trying to make up for it with these mechanics.</description>
		<content:encoded><![CDATA[<p>Players were complaining that the introduction of MBS would take too much away from the macro portion of the game, so they are trying to make up for it with these mechanics.</p>
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		<title>By: ADest</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8549</link>
		<dc:creator>ADest</dc:creator>
		<pubDate>Mon, 02 Mar 2009 21:10:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8549</guid>
		<description>If it&#039;s not broken.. Don&#039;t fix it. These are all cool sounding ideas, but what&#039;s the reasoning behind them? Is resource gathering and unit production broken in BW that it needs to be fixed in SC2? These are much better than that whole vespene affair, but honestly, I don&#039;t think they bring anything new to the table. The Queen&#039;s ability is very obviously broken and bound to vanish before Beta, and The Planetary Fortress upgrade is now much weaker than the alternative. The rest of the the abilities are just glitter. The only plus to this is one addresses something that is broken, and that&#039;s Terran Supply. Supply Depots were grossly inadequate in the first two games, and Pylons weren&#039;t much better. Burrowing depots was a huge step in the right direction. But a method  for increasing supply without reducing map space is really needed. Otherwise they should stick to introducing new innovations like they did when they made units that can traverse different terrain heights.</description>
		<content:encoded><![CDATA[<p>If it&#8217;s not broken.. Don&#8217;t fix it. These are all cool sounding ideas, but what&#8217;s the reasoning behind them? Is resource gathering and unit production broken in BW that it needs to be fixed in SC2? These are much better than that whole vespene affair, but honestly, I don&#8217;t think they bring anything new to the table. The Queen&#8217;s ability is very obviously broken and bound to vanish before Beta, and The Planetary Fortress upgrade is now much weaker than the alternative. The rest of the the abilities are just glitter. The only plus to this is one addresses something that is broken, and that&#8217;s Terran Supply. Supply Depots were grossly inadequate in the first two games, and Pylons weren&#8217;t much better. Burrowing depots was a huge step in the right direction. But a method  for increasing supply without reducing map space is really needed. Otherwise they should stick to introducing new innovations like they did when they made units that can traverse different terrain heights.</p>
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		<title>By: evglmg</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8548</link>
		<dc:creator>evglmg</dc:creator>
		<pubDate>Mon, 02 Mar 2009 18:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8548</guid>
		<description>yep nice mechanis ideas but when is bet coming out??? by the way nice post new ways to collect more fast in short time.</description>
		<content:encoded><![CDATA[<p>yep nice mechanis ideas but when is bet coming out??? by the way nice post new ways to collect more fast in short time.</p>
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		<title>By: Juliano</title>
		<link>http://www.sc2blog.com/2009/03/02/starcraft-2-macro-mechanics-poll-feedback-and-analysis/#comment-8546</link>
		<dc:creator>Juliano</dc:creator>
		<pubDate>Mon, 02 Mar 2009 17:11:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1583#comment-8546</guid>
		<description>The dark pylon can also cloak all probes when under harass. I think it&#039;s a very cool option, of course that the pylon must have energy to do that, but still..

It&#039;s very hard to evaluate these new mechanics without playing the game. BETA AHH!</description>
		<content:encoded><![CDATA[<p>The dark pylon can also cloak all probes when under harass. I think it&#8217;s a very cool option, of course that the pylon must have energy to do that, but still..</p>
<p>It&#8217;s very hard to evaluate these new mechanics without playing the game. BETA AHH!</p>
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