News LOTV: Closed Beta startet am 31sten März 2015!

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The Beta is near...

The StarCraft II Legacy of the Void Beta is on the way, and with only two weeks left until its launch we wanted to take a look at the goals and expectations around the multiplayer beta. As you are likely aware, we’ve been trying to be as open as possible with the status of our development, and strongly believe that the increased cooperation between developers and players is beneficial to StarCraft II. To be clear, our goal for this expansion is to work together with all of you to make Legacy of the Void as awesome as possible.

For this reason, we decided to start the beta sooner than we normally would have in the past. This should provide ample time for feedback and iteration. However, this naturally results in a few things:

  1. Some things at the start of the beta will feel more rough than usual.
  2. We will be missing some units, improvements, features, etc.
  3. The beta will run for a longer period of time than usual.
  4. We will need your play-testing support, as well as the feedback about your experiences in the beta, in order to really work together on this expansion.

Please focus your feedback with these points in mind. We are truly excited to get everyone more involved in the development process.

General Changes

Let’s talk first about the high-level gameplay changes you can look forward to seeing in the Legacy of the Void beta.

Resource changes

For the beta, we’re altering the number of resources at each base. Half the mineral patches have 1500 minerals, and the other half have 750. The main goal here was to make a change that would keep the feel of resourcing rates similar to Heart of the Swarm, while simultaneously encouraging players to take additional expansions more aggressively. So far, this change feels like a very solid way to achieve this and we’d love to try it out further during the beta. It clearly gives additional incentives for players to expand more, and from our internal testing, we feel like this change hits the mark on what we’re trying to do with the resource changes.
Starting worker count
You’ll also notice that the starting worker count has been increased to 12. This change is meant to reduce the downtime at the start of games, since the first few minutes of any game often grant little in the way of choices. So far, 12 feels like a good starting point for us, but we wonder if we can increase this even further without affecting early game choices too much.
Unit Scan Range change
We’ve improved the target acquisition of ranged ground units. Now, we’re just looking to see if any strange, unexpected behavior is caused by this change. We don’t currently know of anything unwanted that’s caused by this change, but we’d like to make sure that this is in fact the case during the beta. We’d really like to thank our community for locating this behavior, and we also agree with you all in that this could potentially be a really solid change to the game.
Game speed altered to match that of real time
If you use the game clock, you’ll notice it’s ticking much slower in the Legacy of the Void beta. We’ve changed the rate of time passage to match what you’d expect from a regular clock. We’re trying this out due to our community having asked for this feature, and also because it’s a bit confusing to not have the game display real time. We have a couple major concerns with this change, which we’d like to mention here.
Game speed changing to real time also means all game values that are related to time also must change. Eg. When we say a cooldown of an ability is 5 seconds, we want that to mean 5 seconds.
This means all attack speed values, movement speed values, cooldown times, research times, upgrade times, and unit build times will all need to be re-memorized. This is mostly applicable for hardcore players, and it seems that they are the ones requesting this change most fervently. We expect casual players will likely pay less mind to timers either way.
Having made many changes to StarCraft II throughout the years, we know that sometimes changes that seem good in concept aren’t found to be preferable when implemented. We’d like you all to check this change out for yourselves to determine if this change is better for StarCraft II, or if you prefer the previous timer.
We don’t want to have an option for this.
Nothing could be more confusing than having two different versions of timers in the game. Not just when players are playing, but also because StarCraft II is an eSport. If different events start using different timers (whether intentionally or by accident), that would end up being extremely confusing for viewers.
In making Legacy of the Void the best it can be, we know we want to avoid having a ‘time’ option, and we’re relying on your feedback to choose which game timer we will use in the future.

Unit Changes

One of our main goals early in the beta is to get our new units locked down. This will be a higher priority than focusing on changes to existing units. By focusing feedback on the new units first, we’ll then have more time to polish and iterate on these units. And with time to experiment in beta, if we discover that a big change to a unit is really amazing and could work as an entirely new unit, we’re open to using a new unit to fill an existing role in a race’s arsenal. At the end of the day, it’s very important that each new unit has an interesting, new strategic use and purpose.

Once we have the new units in a place that feels solid, we’ll shift our focus to the other unit changes. However, if there are any awesome thoughts in the meantime, we’ still love to hear them.

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TOSS :prot
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Adept

DZH0VZ9Q9NBR1426550789127.png


The Adept is a core gateway unit with a ground-only ranged attack and normal movement speed. This unit utilizes its Psionic Transfer ability to teleport to nearby locations.
Psionic Transfer: Sends out a copy of the Adept that is controlled independently but cannot attack or be attacked. After a fixed duration the Adept will teleport to the location of the copy as it expires.

This is a new unit that we feel rather confident about. We’d like this unit to serve as a core unit option. This means that this unit will be able to perform some of the previous roles filled by Zealots or Stalkers and, in some cases, do it better. The main worry for us here is to really ensure that we differentiate the Adept from the Stalker, since they’re both teleporting units. Our direction right now is that the Stalker’s Blink focused on more twitch based micro, where the player who’s fastest/most accurate with clicks will perform better. The Adept’s Psionic Transfer is more about the timing and positioning of the teleport. We’d like the two units to be as far apart from each other as possible, and want to avoid any changes that make them more similar. For example, allowing players to control when to teleport the Adept by activating the teleport manually is something that we’d like to avoid.

Disruptor

I2PMI3Y5STJ61426552056262.png


The Disruptor is a light-mechanical unit from the Robotics Facility whose ability, ‘Purification Nova’, can deal a massive burst of AoE splash damage if an opponent does not counter-micro. The Disruptor is extremely potent versus any force that clumps it's units together, as well as against worker lines.
Purification Nova: Once activated, the Disruptor becomes invulnerable and gains increased movement speed. After 4 seconds, the Disruptor emits a massive blast dealing AoE damage in a circle and immediately becomes vulnerable again, also losing its speed boost.

General

Warp-in Mechanic
Units that are warping-in have become more vulnerable while constructing. The goal of this change is to strengthen harassing tactics versus Protoss, while also making a Protoss player’s army and warp-in positioning a more tactical decision.

Existing Units

Warp Prism
To strengthen the harassment options available to Protoss, the Warp Prism can now pick-up units from a distance.
Immortal
In order to create more opportunities for Terran Mech, and to increase the impact of micro, the Immortal’s ‘Hardened Shield’ ability has been removed and replaced with ‘Barrier’, an activated ability which grants the Immortal a limited hit-point shield.
Oracle
To create more diversity in Protoss detection, Revelation has been removed and merged with Envision so that any targets tagged are now revealed for 60 seconds. The oracle has also been granted a new active ability called ‘Stasis Ward’.
Stasis Ward: This ability places a cloaked Stasis Ward on the ground which, upon detonation, will explode and trap nearby enemy units in stasis for 30 seconds.
Tempest
To help incentivize action, the Tempest has had its role changed to an aerial skirmish unit – its movement speed has been increased, it can now only fire on ground units, and it has been granted an activated ability called ‘Disintegration’ which deals damage over time.
Carrier
Carriers can now activate ‘Release Interceptors’ to permanently launch all interceptors at great distance. After 60 seconds, any remaining Interceptors will perish.

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TERRAN :terr
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Cyclone

FONS9SQMABZD1426552738212.png


The Cyclone is a factory unit which can lock onto a target, then deal massive damage over time while on the move.
Using the cyclone to its full potential and reacting to it well are both heavily dependent on micro.

New Terran Unit

We’re also in the process of exploring a second new unit for Terran. We’d like to avoid something from the Factory, as that building already has quite a few units already. Instead, we’re looking at adding a Barracks unit, Starport unit, or possibly even a new building altogether. Our initial idea is that we’ll see the interactions of various changes to the game, and try to locate something interesting and fun for this slot during the beta.

Existing Units

Battlecruiser

The Battlecruiser has been granted the ‘Tactical Jump’ ability, allowing it to teleport anywhere on the map (regardless of fog of war) at a very high energy cost.
Siege Tank
To coincide with Legacy of the Void’s focus on harass and aggression, the Siege Tank has been granted the ability to be lifted and dropped while maintaining Siege Mode. Doing so requires the full cargo-space of a Medivac.

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ZERG :zerg
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Lurker

UEL24MX0JQJQ1426552641213.png


The Lurker has returned. The Lurker is a Tier 2 unit which morphs from the Hydralisk. It deals line-based splash damage, but can only attack while burrowed. The Lurker has an available Tier 3 upgrade which substantially increases its attack range.

Ravager

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The Ravager is a new unit which morphs off of the Roach. While stronger than the roach, its effectiveness heavily relies on player micro due to its activated ability: Corrosive Bile.
Corrosive Bile: Corrosive Bile is a mortar-style area of effect skill-shot which, once fired, impacts after a short delay. The ability can hit both air and ground units, and also will destroy any forcefields it comes in contact with.

Existing Units

Corruptor
The Corruptor’s ‘Corruption’ ability has been removed and replaced with ‘Caustic Spray’. Caustic Spray is a channeled ability which deals increasing damage over time to the unit or building targeted. However, the Corruptor cannot move as it channels this spell.
Swarm Host
To strengthen Zerg harass, the Swarm Host has been shifted from a siege-tool, to a mobile harass tool. ‘Spawn Locusts’ can now be used while unburrowed, but it must be activated manually, and has a much longer cooldown. Locusts themselves have been buffed, and can be upgraded to fly over terrain. They must then swoop down to the ground to engage.
Nydus Worm
To enhance the diversity and strength of harass options for Zerg, the Nydus Worm can no longer take damage until it is finished unburrowing. A main effect of this change is that workers will no longer be a viable defense versus Nydus worms.

Overall, we’re incredibly excited to be taking Legacy of the Void into beta. We’ve been working hard to make this game the best it can be. Thank you for all the feedback you have offered on StarCraft II these past few years, and we look forward to hearing even more of what you have to say in the beta.


Via: http://us.battle.net/sc2/en/blog/18291111/legacy-of-the-void-beta-preview-3-18-2015

Hell its about time :awesome:
 
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Formatiert und hübsch gemacht :wub

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Meine Meinung:

Irgendwie hab ich trotzdem ads Gefühl, dass bei Blizzard so ein Brainstorming stattfindent und irgednwelche Reinigungskräfte Wortfetzen wie "mehr MOBA Units" oder "Mehr Micro" oder was weiß ich in die Runde werfen und Blizzard das gleich 1:1 umsetzt.

Ich ha nix gegen neue Units, doch als Platin/Dai-Spieler stoße ich bei Micro bald an meine Granzen und alle neuen Units fühle sich noch mehr "Moba-lastiger" ans - ich will ein RTS, wo Armeestärke und Macro im Vordergrund steht. Ich hab halt kaum APM :(

Wie dem auch sei:

Das neue Distruptor-Design sieht ziemlich geil aus.
Bei Terran sind auch die Reinungskräfte fantasielos gewesen - nichtmal 2 neue Units finden in 2 Jahren Entwicklungszeit?
Zerg? Meh
Gut: Real Time Clock :wub Mineralien, Starter worker

Mal sehen - da ich ohnehin nie Beta-Keys von BLizzard bekomme, freu ich mich auf diverse Livestreams :wub
 
Der Text beim Tempest muss nenn Fehler sein bzw. haben se vergessen umzuschreiben, denn der soll genau wie in Hots sein, nur dass er keinen massive Schaden mehr macht und ne neue Ability hat.
 
zdem ads Gefühl, dass bei Blizzard so ein Brainstorming stattfindent und irgednwelche Reinigungskräfte Wortfetzen wie "mehr MOBA Units" oder "Mehr Micro" oder was weiß ich in die Runde werfen und Blizzard das gleich 1:1 umsetzt.

Mehr sichtbares Micro wäre in der Tat sehr nett.
Zur Zeit ist es halt MEGA langweilig.
Sofern da nicht gerade Stalker, Immortal lifts o.Ä. stattfindet, ists halt lahm anzuschauen.


Mal schauen, ob LotV da was ändert.
Bin inzwischen skeptisch.
 
Naja - Prio 1 hat für mich so wie bei HOTS der Single-Player.

Obwohl ich mich im Multiplayer schon auf den Archonmode freue - endlich gebalanced 2vs2 :)

Und sonst werd ich wohl sicherlich auch ein paar Runde Multiplayer spielen, aber wohl eher nicht mehr so viel wie in WOL (und HOTS) - andererseits kann LOTV auch so gut sein, dass es mir das Hirn wegbrennt und allen anderen auch, aber das glaube ich kaum :(
 
Mir muss mal jemand erklären warum ich als Protoss schon wieder son Gimmick kriege...
Warum kann ich net einfach eine Grundsolide Unit kriegen ohne große abilities. Jetzt muss ich blink microen fade microen storms placen forcefields placen und guardian shields aktivieren.
Da kann ich ja durchtabben bis meine Hände glühen^^
 
Ich geh schlafen - beta beginnt wohl erst in ein paar Stunden - leider war mit 31sten März nicht die Korean Mean Time gemeint :(

BTW: Aufpassen: Morgen ist der 1 April
 
Haha - gibt schon einige die die Beta streamen ... huk, totalbuscuit, destiny, usw ...

Cyclone soll momentan recht imba sein ...
 
Patchnotes 1.0

General Gameplay Changes

Half of the mineral patches have 1500 (same as HotS), and the other half have 750.

Vespene Geysers’ max Vespene reduced from 2500 to 1700.

Starting worker count increased from 6 to 12 for all races.

All races have had the supply contribution of their town hall structures increased.
Command Center: Increased from 11 to 15 supply
Hatchery: Increased from 2 to 6 supply
Nexus: Increased from 10 to 14 supply


Unit “Scan Range”
Increased for ground units from “5” to a unit’s “Weapon Range + 0.5”.
Increases for ground units with upgrades that increase Weapon Range.


Game speed altered to match that of real time.
Tooltips now match game timer at all speeds.



Racial Changes

Terran

New Unit: Cyclone

A ranged Factory unit that can attack both air and ground units and use the Lock On ability.
Ability – Lock On: Locks onto a target, drastically increasing range and rate of fire for 14 seconds.


Marauder
Increased the number of attacks from 1 to 2, halved damage and bonus damage.


Siege Tank
Can now be picked up and dropped while in Siege Mode.


Banshee
New Upgrade- Hyperflight Rotors: Increases Banshee’s movement speed by 1.0.


Battlecruiser
New Ability - Tactical Jump: After 4 seconds, warp to any target location. Battlecruiser is invulnerable while it is warping.

.
Raven

Point Defense Drone duration decreased from 180 seconds to 20 seconds.
Durable Materials now increases PDD duration by 10 seconds.


Missile Turret
Requirement changed from Engineering Bay to Barracks.


Thor
High Impact Payload removed.



Zerg

New Unit: Ravager
A morph off of the Roach which has increased stats and can use Corrosive Bile.
Ability – Corrosive Bile: Corrosive Bile is a mortar-style area of effect skill-shot which impacts after a short delay once fired. The impact strikes both air and ground units, destroying any Force Fields it comes in contact with.


New Unit: Lurker

Tier 2 siege unit that can perform a line-based area of effect ground attack while burrowed.
Morphs off of the Hydralisk, and requires a Lurker Den.


Roach
Tunneling Claws has been removed. Roaches can now always move while burrowed.
Burrow move speed increased on Creep after Glial Reconstitution is researched.


Hydralisk
Added morph to Lurker.
Grooved Spines removed, +1 range added to Muscular Augments.


Corruptor
New Ability – Caustic Spray: Channeled ability that initially deals 5 damage per second to any building. Damage is increased to 25 damage per second after 6 seconds.
Removed Corruption Ability.


Swarm Host
Cost modified from 200 Minerals and 100 Vespene to 100 Minerals and 200 Vespene.
Supply cost increased from 3 to 4.
Movement speed increased from 2.25 to 2.95.
Swarm Hosts now require the Burrow research in order to burrow.
Swarm Hosts no longer collide with Locusts.
Spawn Locusts:
Auto-cast removed, Spawn Locusts must now be manually cast.
Spawn Locusts cooldown increased from 25 seconds to 60 seconds.
Casting Spawn Locusts no longer requires a Swarm Host to be burrowed.

Locust
Weapon speed increased from .8 to .6.
Locust duration increased from 15 seconds (+10 seconds with Enduring Locusts) to 30 seconds.


Adrenal Glands
Attack speed bonus increased from 18.6% to 40%.


Infestation Pit

Enduring Locusts – This upgrade has been removed.
New upgrade: Flying Locusts - Allows Locusts spawned by Swarm Hosts to fly. Flying Locusts can use Swoop:
Requires Lair.
Cost is 200 Minerals, 200 Vespene, 160 seconds.
Swoop: Orders the Locust to land at the targeted location, allowing it to attack.


Nydus Worm
Invulnerable while constructing.


Viper
New ability - Parasitic Bomb: Latch onto an air unit, dealing 90 damage over 7 seconds to that unit and any air units around it. Effect persists for the remaining duration if the target is destroyed.


Ultralisk
Chitinous Plating: Bonus armor increased from +2 to +4.



Protoss

New Unit: Adept
A slow-moving harassment unit from the Gateway that can use Psionic Transfer.
Ability – Psionic Transfer: Projects an invulnerable Psionic Image that can move but not attack. After 7 seconds, the Adept teleports to the image’s location.


New Unit: Disruptor
A light-mechanical unit from the Robotics Facility that can use Purification Nova.
Ability – Purification Nova: Once activated, the Disruptor becomes invulnerable and gains increased movement speed. After 4 seconds, the Disruptor emits a massive blast dealing AoE damage in a circle and immediately becomes vulnerable again, also losing its speed boost.


Mothership (Core)
Time Warp maximum radius increased from 3.5 to 8. The Time Warp will now appear small at first and grow over time, and will not slow units until reaching maximum size.


Warp Prism
Pick up range has been greatly increased to 7.


Immortal
Removed Hardened Shield Ability.
New Ability – Barrier: Immortal gains a 100 damage shield for 3 seconds.


Colossus
Base damage reduced by 20%.


Oracle
Removed Envision.
Revelation now tags cloaked and burrowed units, revealing them for 60 seconds. Cost reduced from 75 to 50 energy.
New Ability – Stasis Ward: Constructs a cloaked trap on target location. When triggered, enemy units in proximity are trapped in stasis for 30 seconds.


Tempest
Removed damage bonus against massive units.
New Ability – Disintegration: Deals 500 damage over 80 seconds to target unit.


Carrier
Build time reduced from 120 seconds to 90 seconds.
New Ability – Release Interceptors: Launches Interceptors to fight at target area for 60 seconds.

Via: http://www.teamliquid.net/forum/legacy-of-the-void/481782-lotv-beta-is-live-patch-10-notes
 
Glaub das sowieso nur "berühmte" Leute / ProGamer bei der ersten Beta Welle dabei sind ...

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Hab ein bisschen Nathanias zugeschaut - gedropte Siegetanks sind schon ziemlich imba, wie mir scheint.

Total Biscuit schwärmt überigens vll vom ArchonModus: http://www.teamliquid.net/forum/legacy-of-the-void/481796-archon-mode-very-well-be-the-magic-bullet

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Ich persönlich freu mich auf die Kampagne und eventuell auch ein bisschen Archon Modus. Klar werde ich mich im Multiplayer wieder auf Platin/Diamant vorspielen, aber so richtig fesseln tun mich die neuen Einheiten nicht.
 
daas war er also? der UF Aprilscherz?

nice
 
Und das wars shcon wieder mit der Beta:


The time has finally come for the StarCraft II: Legacy of the Void beta test to come to a close. With our sincerest thanks to you, the handful of testers who participated, the beta will be brought down for good tomorrow, April 2.

In less than twenty-four hours since the beta’s release, we’ve seen more than ten forum posts and numerous top /r/StarCraft threads contributing to the hype. With so much information to sift through, we feel the correct decision moving forward is to center our focus on the game’s release. With that in mind, we’ll be saying goodbye to the beta and taking it down tomorrow, April 2, so that we can process all your feedback and make the best decisions possible for the final release of StarCraft II: Legacy of the Void.

As a thank you for your concerted efforts, we asked Senior Game Designer David ‘Dayvie’ Kim to select some of the most impactful and useful feedback you’ve submitted and provide us with some commentary:

“Just played my first game and got Ravager rushed. Forgot Zerg can break Force Fields now. Lol.”

DK: This quote really illustrates how the Ravager is opening up Zerg aggression once again. We intended for Zerg to be a rather aggressive race, but with Terrans discovering wall-offs and Protoss finding Force Fields, the lion had been’ tamed’. We don’t want a tamed lion. We want a Zerg… and guess what? #Zergisback baby

“Hoping to play Archon Mode with my buddy tomorrow.”

DK: This was my favorite quote.

“I just got LotV beta access!! Playing when I get off work tonight! So excited!”

DK: It’s extremely valuable to know that our players have no desire to play while on the clock. We have cancelled all plans for Incognito Mode.

We are aware that some players who may have opted-in to the beta were unable to participate. While we understand their disappointment, we’re considering compensating all beta opt-ins by providing them each a balance change of their choice for StarCraft II: Legacy of the Void once it’s released. While implementing thousands of balance changes at once could potentially skew win-rates, we’re confident it would only take another few thousand to balance everything out again.

We’d like to thank the community for all the passionate feedback about StarCraft II: Legacy of the Void. So please, keep the feedback rolling in; you’ve helped our team solve a few problems. Until then, we look forward to seeing you all in Legacy of the Void!


Via: http://us.battle.net/sc2/en/blog/18564431/legacy-of-the-void-beta-concludes-4-1-2015

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Hijach - Blizzard lässt halt nie aus ... im Gegensatz zum United-Forum.
 
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