Blizzard oftentimes uses placeholder names. We've got a model called Fatty ffs. Their process is "Make something awesome, THEN add it into the game, and possibly end up scrapping it". Their artists oftentimes just come up with something they think is cool, do it, and then they decide whether they keep it, what it will be called, etc. But until then, they need to name their files something, so they just go with whatever they want. Those are all probably just placeholder names, and I wouldn't be surprised if they aren't changed in the files but only ingame.
Also, I don't see why people complain about the automine and worker count so much. Those two things have absolutely no effect on higher levels of play because those players paid attention to that anyway, it just helps lower level players pick up the game and improve. I played a couple of games and only realized my drone count in the main was very fucking low because of that UI - I never check my drone count in my main after I make my first expansion with any race, and I always forget that I have to remake drones after placing crawlers and evo chambers. That UI helped me improve. A good player would always have the right drone count in the first place because he'd check regularly or even have the number in his head and add/subtract drones everytime he did something. The UI won't help the good guys anymore, but it will help lower level players see their own mistakes and improve.
About auto-mine, manually sending workers to harvest is just a chore and in many cases puts players with weaker computers a couple of seconds behind (On my old comp the game timer would always be on 6-10 seconds after I exited the loading screen), and apart from really close timing pushes, has no effect on the game whatsoever. People who weren't able to do a perfect split in the first case won't be affected because 5-10 seconds don't matter to them at all. This also helps in team games if your ally quits at the start - His workers are automatically mining, you don't have to worry about going over and sending hem to work.
And, last but not least, what game designer would purposefully make the game harder for new players by not adding a feature that doesn't affect higher level players anyway?
"Hey, I got an idea for a feature that would help newbies improve!"
"No, that's bad, we don't want that."
This isn't making spawn larva or MULEs autocast or anything that significantly changes gameplay for all skill levels. The auto-mine is a one time thing, and the worker count will, in the best case, improve the gameplay of all players, and in the worst case improve the gameplay of only lower league players. I don't see a bad side in either case.
I'm glad about the Tempest changes. 6 attack speed made them relatively useless if your enemy does anything other nothing. And the models look awesome :)
Fingers crossed for beta launch tomorrow.
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@AlexO6: Go
Blizzard oftentimes uses placeholder names. We've got a model called Fatty ffs. Their process is "Make something awesome, THEN add it into the game, and possibly end up scrapping it". Their artists oftentimes just come up with something they think is cool, do it, and then they decide whether they keep it, what it will be called, etc. But until then, they need to name their files something, so they just go with whatever they want. Those are all probably just placeholder names, and I wouldn't be surprised if they aren't changed in the files but only ingame.
Also, I don't see why people complain about the automine and worker count so much. Those two things have absolutely no effect on higher levels of play because those players paid attention to that anyway, it just helps lower level players pick up the game and improve. I played a couple of games and only realized my drone count in the main was very fucking low because of that UI - I never check my drone count in my main after I make my first expansion with any race, and I always forget that I have to remake drones after placing crawlers and evo chambers. That UI helped me improve. A good player would always have the right drone count in the first place because he'd check regularly or even have the number in his head and add/subtract drones everytime he did something. The UI won't help the good guys anymore, but it will help lower level players see their own mistakes and improve. About auto-mine, manually sending workers to harvest is just a chore and in many cases puts players with weaker computers a couple of seconds behind (On my old comp the game timer would always be on 6-10 seconds after I exited the loading screen), and apart from really close timing pushes, has no effect on the game whatsoever. People who weren't able to do a perfect split in the first case won't be affected because 5-10 seconds don't matter to them at all. This also helps in team games if your ally quits at the start - His workers are automatically mining, you don't have to worry about going over and sending hem to work. And, last but not least, what game designer would purposefully make the game harder for new players by not adding a feature that doesn't affect higher level players anyway? "Hey, I got an idea for a feature that would help newbies improve!" "No, that's bad, we don't want that."
This isn't making spawn larva or MULEs autocast or anything that significantly changes gameplay for all skill levels. The auto-mine is a one time thing, and the worker count will, in the best case, improve the gameplay of all players, and in the worst case improve the gameplay of only lower league players. I don't see a bad side in either case.
I'm glad about the Tempest changes. 6 attack speed made them relatively useless if your enemy does anything other nothing. And the models look awesome :)
Fingers crossed for beta launch tomorrow.