http://www.reddit.com/r/starcraft/comments/208le3/starcraft_ii_heart_of_the_swarm_balance_reddit_qa/
배너티 님이 삼일 전에 올라왔는데 자게에 올라와가지고 모르시는 분이 많은것 같아서 제가 군심 정보글에 올립니다
번역도 하고싶었지만 영어 알못이여서 그건 못하겟네요 ㅠㅠ
일단 dk가 답변한 글 몇개를 긁어 왔습니다
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질문
닉네임 cocklovinhomo
Are any "large scale" or "mechanic" redesigns being considering for Legacy of the Void? For example considering changing mechanics around high ground advantage, the soft 3 base income cap, warpgate, etc?
답변
We're currently working on all parts of the next expansion, but everything is a work in progress. If something is problematic, we would discuss it and try possible changes. But one of our core philosophies on SC2 design is if the change isn't completely amazing, we prefer not to do it.
So in this specific case, things like high ground advantage working the way it does currently vs. how it worked in BW vs. other advantages we can think of that are different, it's really hard to clearly say that one mechanic is better in all the cases. Overall, we are trying various changes in various areas, but it's really difficult to say for certain what will go through at the end of the day.
When you guys have good suggestions on specific problematic areas as well as possible solutions, we definitely discuss and/or try those things internally as we work on the next game to be able to know exactly why or why not we're deciding on a certain area. Eg. We've tried and still retry things like different suggestions for the Swarm Host, more harsh counters to Force Fields, or old units like Lurkers, and so on.
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닉네임:Semmo_
As the mapmaker of Frost, I want to ask: Do you have plans to allow Half-Bases and other map features in the ladder? Eg. 6m 1hyg expansions? I know Blizzard's stance is that "newer" players will not understand it, but I personally don't think that is the case. DotA for example really has a high learning curve with many things to learn but it doesn't stop people from learning it. Here is the list of map-features if allowed, I think will improve gameplay:
Half-Bases or alternate mineral/gas numbers
Mineral Blocks which acts differently from destructible rocks
Burrowed Ultralisks or something to prevent forcefields/spells (maybe in LotV) that would allow really cool map design
No-fly zones to be used in 3p maps.
No creep/No build zones.
I think maps can really make games fun and I can elaborate some of these points if needed.
Also, for LotV, could you guys please include 60 degree/30 degree ramps? It would really revolutionise 3p maps...
EDIT: Since there has been some traction, I also want to ask if you can please allow maps to be altered and edited mid-season, not just Blizzard maps, even aesthetically etc. If a map's going to stay around for a while, a makeover is pretty great. Lastly, please communicate more with mapmakers in TLMCs etc! Thank you.
답변
Not just maps, but in general we believe the smallest changes possible that have the biggest impacts are the better designs in SC2. And often times, new map mechanics are the opposite of this.
An awesome example of what we're trying to go for when we say we want map diversity is Habitation Station. This map only uses existing map mechanics (including the high yield base that many map makers, pros, even many of us internally at blizzard brushed off as it can't work for esports), but the map itself plays completely differently compared to other maps in terms of build orders, timings, and strategies used. It feels so fresh watching games on this map, and it's easy to locate specific strategies used on this map that you almost never see on other maps. So by slightly changing where and how to use an existing mechanic in a creative way, the map maker was able to create a completely unique map that's different from what we've been seeing for years.
Compare that to a map that uses a brand new map mechanic. Take Heavy Rain for example. The center of the original map had destructible rocks that are rebuilt every X minutes. We've replaced that new mechanic with simple destructible rocks because the difference is very minor. If you think back on the games where the rocks are broken (not the towers near the 3rd, but the rocks in the middle that open up the side paths), those don't even come into play until the later stages of the game. So this would be an example of a big change (introducing a completely new mechanic only on this map) that only gets very small gains (minor differences only in the late game).
FYI, we're also grateful for awesome maps like Frost. Of the maps introduced that season, Frost turned out to be really amazing. Frost is one of 3 maps that's been in the map pool the longest, and there's a high chance that it'll be the only remaining map of those 3 next season due to how good the map is. As for changes, we prefer not to unless the map is problematic (Daedalus is fixed) because we wouldn't want to disrupt tournament games in any way even if it's just aesthetic.
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닉네임 elgandy
Has the Nydus Worm been a topic of conversation for you and the other designers? Are any changes being considered? Is your team happy with it's use (or lack of use) in Heart of the Swarm?
I've been curious about this ever since a new nydus worm was shown very early on in HotS but never made it into the game- a worm that spewed creep (and could even attack?)
답변
Units that aren't being used that much, but don't break anything aren't as high of a priority for patches. However, they are high priority for the next game. This list includes not just the Nydus Worm, but also units such as BCs, Carriers, Corruptors, etc.
Like we mentioned in another post, one of the most core philosophies for our SC2 design team is that if the change isn't completely awesome, we don't change it. Reason being we don't want to take away from players who are actually using the current versions of the units in a fun way of their own. And we're in such early stages that it's really difficult to say that we have a good solution for any of these things, but we are trying our best not only to work on supporting HotS, but also thinking farther down the line.
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