And golf is still hockey (refined to the extreme), just without the team, time pressure, etc…
If you think MOBA is anything like RTS, are you sure you’ve actually played one? Just because the original one used an RTS engine, and they look cosmetically similar? MOBAs are brainless.
Attention management is important, I agree - just not to the extent you do. You still have to manage it. You’re assuming that the hole in time management caused by less macro won’t be filled by something else. If you’re needing to do something, distraction will work, whether it’s macro or managing multi-creeping or whatever.
Sure, macro disruption can be more devastating, eg if the player ends up forgetting to build - but having remembering/forgetting to do a menial task as a big part of your game is less fun than disrupting more mentally complex tasks (army management, planning, scouting).
I don’t agree. Upkeep is a gameplay feature. Queues are QoL - they could be implemented entirely client-side if you wanted (especially unpaid, but either way).
There’s kinda two separate purposes for queues:
- Long-duration: Put a lot of units in a queue so you don’t have to manually order them later.
- Tiny-duration: Add a unit slightly before it’s ready to train, so you get perfect timing and don’t lose a second or so hovering over the train key waiting for it to become available.
(1) is rarely good play. (2) is nearly always good play.
It’s a statistical side effect. It’s not prevention - it’s about ranking. How people with better adaptive-skill rank compared to better mechanical-skill.
Basketball considers height and ball-skills. If you somehow equalized everyone’s height (eg, via VR), you’d find that, on average, ball skills would increase (and height would decrease) for those succeeding - eg becoming pro.
There’s clearly nothing preventing good ball-skills from shining in basketball, but removing height as a factor would increase ball-skills further.
Here’s a more mathematical way of explaining it.
Say you have a population, and each individial has some amount of skill in A and B.
If you rank each individual on A×0.5 + B×0.5, the average A of the top say 10% will be lower than if you ranked purely by A (¹) - because some people with better A will end up below those with better B. The more weight you give B, the lower the average A will be in the top 10% of players. You could show this on a spreadsheet with random data pretty easily.
(¹): Technically it could be equal if A & B are perfectly rank-correlated for the top 10%, but chances are tiny.
I agree, if that’s how you want to use them. But nobody’s forcing you to.
See the top section of my reply here.
xhttps://us.forums.blizzard.com/en/warcraft3/t/minor-suggestion-automation-for-units-and-buildings/3043/15?u=xaxazak-1483
If you spend eons perfecting your talon strat and far less on dryads, your relative performance with talons will be higher than dryads. If a situation arises where these are the best two options, that difference in skill, coupled with habit (or reduced odds in considering dryads), will tilt you towards talons - even if the situation technically makes talons slightly worse.
This isn’t just theoretical - When I watch pros play, I’m always seeing this. They so often go for their comfort units and comfort heroes regardless of the situation.
In many cases, they’re not actually making the wrong decision - going for comfort picks increases their odds because they’re more practiced at using them (and everything related, such as macro timings to train them).
And that makes the game more boring - especially to watch.
But are they also controlling their double medivac harass on their opponent’s two expansions while scouting and expanding themselves? If they’re capable of managing X things at once, and one of them is macro mechanics, then removing macro mechanics gives them time for something else.
Mostly they’re unnecessary. But there are occasions where they’re beneficial (e.g. mass planes). So if you only use them when it’s beneficial (as good players will) there’s precisely zero downside.
Unless you want to argue there’s never a situation in which they’re useful. But then, is 12 some magic number? Why not 11? 7?
We both agree that using queues in this way makes you play worse (at least it should if the countering is hard enough). But is there anything wrong with that?
Firstly, the queues already exist, so the problem does too. Secondly, ways for people to play badly aren’t bad for the game.
If something’s bad practice, pros won’t do it. So if people claim they want something for QoL, and it’s bad practice so it doesn’t affect pro play, what’s the downside? QoL-ers are happy, pros are unaffected. If it leads some people to bad habits, I have no problem - it’s a competitive environment.