Arguably battles and micro are the most fun of starcraft because you are actualy interacting with the other player, macro is just something that player have to do to have enough resources to produce units to actualy do the fun stuff, fighting and strategy.
So why do players have to spend so much time macroing? just moving workers around and making sure that they are mining in the most efficient possible…
So here is a suggestiong for ALL RACES.
When you send a worker to mine if the minerals/gas are already saturated he instead of being in the saturated resource patch the worker would go mine in the closest mineral/gas patch evectively making your workers always search for the optimal way to mine.
Wouldnt this make macro too easy you may ask?
Well yes and no, you wouldnt have to worry about making the workers go to the proper mineral patches but it would also them way more exposed to harass so you would still need to keep an eye on them, especialy if you have bases running out of resources they would be moving around quite a lot on their own.
But what if want all my drones to stay in a specific base?
They would have a toggle button for the behaviour, so if you wanted them to stay in a base you would just untogle it.
Before you get your pitchfork saying that macro is part of the game and hence part of skill, macro in HoTS was way less frantic and required way less APM because bases didnt mine out as fast and still had fun starcraft so this change would just make a game pace a bit more like HoTS.
this is something that they should have done while developing the game but this ship has LONG since sailed, i would be very upset if my macro mechanics were suddenly rendered useless.
plus you dont even need good mechanics or any skills in general, just cheese every game.
I remember of some polls back at liquidpedia about people opinion about macro boosting mechanics…the majority of players wanted it to be gone from the game from all races.
Absolutely not. First, it isn’t that hard to take care of. Second, the entire game is built around skill that this just removes a big portion of.
I play like 1 1v1 game a season and in that game I still have the same macro ability. Taking new bases while pushing is a standard skill that everyone should have. If you don’t have it, too bad, its your problem.
Starcraft has a unique aspect about it where it doesn’t care about your opinion, it only cares about how skilled you actually are, and rewards/punishes you based on how skilled you actually are. Everyone who plays this game started because of that. Mess with this, and you are basically just telling skilled players to go F themselves, and that isn’t ok. Get good and stop whining about the game.
Honestly? No. It was just as hard in HotS as it is now.
Sure, the resource changes mean that you had to expand a little more, but expanding consistently was something you had to do, up to a point anyway. Making workers was something you had to do anyway. Ultimately, spending your money, making workers and production, producing from that production… none of that has changed. The macro mechanics haven’t really changed (except zerg mechanics with their queuing injects, but that change was negligible.)
The only real difference is that you get to that “saturated” point of the game sooner.
I feel like people are completly missing the point of the thread.
Its not about removing macro or macro mechanics, its not about not having to produce workers or bases.~
All i sugested was that drones autopath to the closest resource patch when they are on a satured one so that you dont have to spend time sorting through workers, specialy when there is harass or things of the sort and people are acting like i want to completly destroy the macro in this game
Ofc macro is a nescessary skill in this game, but it is not a fun one nor would this change make any diference for balance because every one would have it.
As it stands all i see is people saying “i dont want a change because i sufered through it and every player should too”.
I think we players should try to make suggestions that will push the game in a more fun direction, but this community is so resistent to new ideas and honestly i dont know why.
Having something in the game just because it was always there doesnt make the game better, just makes the game stale.
depends on how broadly you define macro, because that’s the entire game minus micro. Yes, you need to expand more aggressively, but no, the amount you get from trying to slow down mining out via clicking the workers to the bigger mineral match is so negligible that even pros don’t do it after they have better things to do.
Like it or not, a very big part of “skill” in real-time based games IS about how many actions you can do in a fixed amount of time, and how meaningful those actions are. Current macro is fine as far as complexity goes and do not need to be further simplified.
What you are looking for is probably closer to MOBA than RTS, which is basically why MOBA became a thing and is widely popular in the first place.
I am not looking for a MOBA, if i wanted to play i MOBA i would play a MOBA and i wouldnt be posting here. Starcraft is too fast is even pros have stated this, i have an average of 100 apm’s, its not much but its enough to keep macro going at a decent pace.
You are missing the point entirely, i didnt say macro was complex, macro is anything but complex, its literaly moving probes around and brainlessly pressing your hotkeys to make more workers, the point is, i much rather be focusing on micro then mindlessly moving probes around.
Warcraft 3 didnt need as many apms and had more micro, age os empires/mythology didnt need as many apms and they were very fun games.
This obsession with making all the things at the same times does nothing for the game but make it more unfun.
I didn’t miss your point, perhaps my mentioning of MOBA as opposed to using WC3 offended you in some way? I also don’t think Macro is complex, but maybe using the word “complexity” make you think I think it does? If anything I said it doesn’t need to be further simplified, implying that I think it is simple enough.
You want to get rid of more “mindless work”, and I’m telling you I think the amount of “mindless work” in SC2 is not as numerous as you think it is. This is not black and white but a sliding scale, you want to slide it further towards more simplified, I think the scale can stay where it is. You want to further streamline the game so more players, including you, can divert more attention to micro. I think we are fine where we are. This is where our opinions differ. My disagreeing with you is not the same as your point being missed, because it is a very simple point and hard to miss.
So why would you like for the scale to be where it is? do you enjoy spending mindless APM in macro? it would be a valid point to be honest.
I dont think skill would be a vlid argument tho, pro players would just alocate the apms else where probably making the game more fun to watch and the better player would still win.