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Karune
Blizzard Poster
  • 0. StarCraft II Q&A - Batch 48   01/22/2009 09:27:23 AM PST
StarCraft II Q&A - Batch 48

Chat with Devs: The new year is well on its way and with it, the devs have been making much progress in both the artistic polish of the game, as well as continued development of multiplayer game mechanics. The art team has been adding several new death animations for units including the Drone’s disintegration into ashes when torched by Hellions, or the explosion of the Overlord sacs by Marine Gauss Rifle fire, and even Marauders being sliced into various pieces by Dark Templars. All of it is quite a sight to see and it is the hope of the art team that these additional animations will really give players a grand experience of immersion into an epic StarCraft battle. On the multiplayer side, the designers are testing out various macro-management encouraging mechanics that will be implemented to each race, but still be played out differently per race. These macro elements will be aimed to allow players with greater macro-management skills to compete with the advantage of gathering more resources than a player who does not emphasize as much on resourcing. More details about the mechanics that are being implemented will be covered in the next Q&A batch and is also planned to be showcased in the next StarCraft II Battle Report.

---StarCraft II Q&A - Batch 48---

1. The recently released screenshot (http://www.sc2blog.com/wp-content/uploads/2008/12/ss104-hires.jpg) shows a combat in rainy night appearance. Will night or different weather be limited to campaign mode? And will it be possible to select it on the map editor? - Kain175 (USEast)

Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.

2. Does blizzard plan any interface options for people with physical issues (such as color blindness, deafness)? - Kain175 (USEast)

This is a good suggestion and we would like to give all players opportunities to enjoy our games. While we may not be able to create accommodations for everyone, there have definitely been strides made to accommodate more players than the previous StarCraft. For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.

3. Will there be any multi monitor support?
- SC2Pod

StarCraft II will support widescreen but not multi-monitor. Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.

4. SC1 "caster" units did not have a regular attack; some of WC3 "caster" units did have a regular attack; will SC2 "caster" units remain attack-less? – TheWarCenter

Some of the caster units in StarCraft II like the High Templar and Infestor lack a default attack, but there still are some caster units which also have a normal attack ability such as the Mothership and the Ghost.

5. When two opposing forces come to a Xel'naga tower who gets control? Is it the person with the largest army or is it on a first-come/first-serve basis? – TheWarCenter

When two opposing forces are near a Xel’Naga Watch Tower, they both lose control of the Watch Tower, regardless of the size of the army or the order of who arrives first. For example, when you have a ground unit next to the Xel’Naga Watch Tower, you will get vision of the area surrounding the Xel’Naga Watch Tower. When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.

6. Is the charge ability only limited to the distance between the zealot and its target or is it also limited to the time that is needed to reach the target? Presumed you have a zealot on a cliff and you want him to charge an enemy unit below the cliff, will it charge all the way over the ramp or will it stop charging after some time? - StarCraft 2 Source DE

Zealot’s Charge ability is based on the ground range, regardless of the height. So a Zealot on the cliff will not start charging a unit below the cliff, even if they look like they are visually right next to each other. The Zealot must be within a set pathing distance from the target for it to activate it’s charge ability, meaning the path in which the Zealot takes to get to the target is a set amount. Additionally, Zealots will not be able to charge through cliffs. They must go around.

7. Are you going to add some of the best custom maps to the regular ladder pool? - StarCraft 2 Source DE

In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.

---End of Transmission---
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Ifear.chaos
  • USEast
  • 3. Re: StarCraft II Q&A - Batch 48   01/22/2009 09:43:06 AM PST
Good stuff. Looking forward to the next battlereport for sure! :)
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Santrega
  • USWest
  • 4. Re: StarCraft II Q&A - Batch 48   01/22/2009 09:50:57 AM PST
Question on the Xel'naga towers

So, for example, if a player had an scv next to a watch tower, and I took an observer and put it over that watch tower, would that take vision away from that terran player?

I'm a troll because I disagree with Prometheus.
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Niconico
  • Europe
  • 7. Re: StarCraft II Q&A - Batch 48   01/22/2009 10:17:41 AM PST
w00t!
Thanks Karune and Devs!
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Zergish
  • Europe
  • 8. Re: StarCraft II Q&A - Batch 48   01/22/2009 10:24:13 AM PST
The ladder mappool should be refreshed every 4-6 months or so. Otherwise it's gonna get stale like the WC3 ladder mappool.

Are you going to follow the SC progaming trend and continously change the maps or rather the WC3 trend and keep things boring?


Also do the new mechanics address the issue competitive players have with SC2 macro?

I.e. the fact that in SC2 one is not rewarded for paying attention to one's base, resulting in no macro-oriented play style, decreased emphasis of micro-to-macro multi-tasking and decision making, huge downtimes between the battles (characteristic to games with little macro or games where macro can be taken care of remotely) or practically no need for a rhythm (something only SC currently has due to the fact that you have 5 things to do but time only for 2 and the fact that some of them aka base related tasks are 'static').

The solution is making some aspect of macro require player's attention IN BASE. I.e. something that rewards one for going back to base; something that can't be taken care of remotely (as in via control groups & hotkeys).

Are Blizzard developers actually aware of the problem? Because they should. Otherwise their trying to implement new mechanics would be rather pointless. ;/


Also are you going to add other map related features (like other neutral structures, terrain dependent features like damage over time or energy restoration or permanent spells)?

They don't need to be balanced since they are balance tools themselves. Their values just need to be tweakable.

The more tools the map makers have the better.

[ Post edited by Zergish ]

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Lipton
  • USEast
  • 9. Re: StarCraft II Q&A - Batch 48   01/22/2009 10:41:23 AM PST
Woot! thx Karune :)

Here's to hoping for a Zerg player in the next Battle report...

STARFEEDER StarCraft II blogs
http://starfeeder.com
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Targetgamer
  • Europe
  • 10. Re: StarCraft II Q&A - Batch 48   01/22/2009 11:02:55 AM PST
Awesome. Although, I think you guys already told us that weather can be used in the editor... =/

Also, I found this question by CHUNK of StarCraftWire on N4G. CHUNK is a relatively famous mapmaker from WC3...

http://www.n4g.com/NewsCom-264517.aspx




Q u o t e:
Title: Sort of a ho-hum for map-making notes

I don't know why they don't spend a bit more time answering some of the more interesting questions with regard to the editor. Surely one of the things they are working on at this point is making the custom content tools - yet we've hardly heard anything with respect to what the editor can do for a year now. Being able to change weather and having the option to get melee maps selected for ladder aren't particularly interesting questions... but all the promise is that the editor is going to be awesome.

I can't imagine that the issue is that no one is asking interesting questions, yet we still don't even know if there will be things like items and unit inventories in the single-player mode, do we?

I admit to the sin of being a lore fan... DiabloWiki.net is my poison

SC2 specs: StarCraftWire.net/articles/954/starcraft-2-graphics-requirements-confirmed
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Tom_phoenix
  • Europe
  • 12. Re: StarCraft II Q&A - Batch 48   01/22/2009 11:46:24 AM PST

Q u o t e:
I can't imagine that the issue is that no one is asking interesting questions, yet we still don't even know if there will be things like items and unit inventories in the single-player mode, do we?


In a way, this has already been answered. The heroes in StarCraft II will be more in line with the heroes from the original StarCraft then those from WarCraft III. As such, it is very unlikely that they will have items and unit inventories. That said, those things HAVE been confirmed to be included in the Editor.

Learning Starcraft
http://learningstarcraft.blogspot.com/
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Communitysc
  • USEast
  • 14. Re: StarCraft II Q&A - Batch 48   01/22/2009 12:10:48 PM PST
w00t

I have a few questions about your answers, Karune:


Q u o t e:
Night and rain effects will be possible in campaign mode but are not likely occur in multiplayer. Additionally, these effects will be available to map editors to use for custom maps.


Both rain and night effects were part of Warcraft 3 and, in the case of day/night changes, could affect gameplay and strategy. What motivated the development team to remove these effects? Could they not be incorporated into different tilesets to add atmosphere?


Q u o t e:
For example, you can find more alerts on the screen, such as attack, build complete, and more in StarCraft II and this system will be helpful for players who have difficulty hearing the game sound.


Can the player turn these alerts off? If not, is there a way to scale up and down how noticeable they are (possibly a slide bar)?


Q u o t e:
Widescreen is definitely becoming more of an industry standard, but multi-monitor support for StarCraft II may be too great of a tactical advantage over other players without more than one monitor.


This focus on widescreen features has been prominent since Q/A batch 25 (http://communitystarcraft.com/news-release/starcraft-ii-qaa-batch-25-released.php) when you said "Larger screens will have slightly more viewable range than a smaller screen, but from our tests, the differences will be very minor. " How slight is the size of this viewable range? I apologize if this has already been covered.


Q u o t e:
When the opponent’s unit approaches close enough to control the Watch Tower, the Xel’Naga Watch Tower will shut down and both you and your opponent will lose the increased visual range given by the tower.


What is the radius of the Xel'Naga Watch Tower 'control circle'? So how close does the enemy player have to get to the Watch Tower to force it to shut down?


Q u o t e:
In the future, there will be opportunities for map makers to get their maps added to ladder pools. These maps will of course, be selected based on quality, in terms of competitiveness for multiplayer games.


How many multiplayer maps will be released with Wings of Liberty? When do the official ladders begin?

[ Post edited by Communitysc ]

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  • Level: 1
  • Gateway: Lordaeron
  • 15. Re: StarCraft II Q&A - Batch 48   01/22/2009 12:24:19 PM PST
Thanks Karune, nice Q/A. Look forward to other contests where my lack of artistic abilities won't stop me from participating in beta-key contests.

Mythology is psychology misread as biography.
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Bigboogerbot
  • USEast
  • 16. Re: StarCraft II Q&A - Batch 48   01/22/2009 12:42:59 PM PST
Woot!
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