Интервью с Дэвидом Кимом и Дастином Браудером
Вещи, которые люди с ликвида подчеркнули из интервью:
Part 1 (it contains spoilers of the WoL campaign) with Dustin Browder
* Upgrade system in the campaign is more devolved-oriented.
* They want to reduce amount of units you can have at one time, but give more choices on how to evolve (more choices of a swarm, so different evolved units from one player to another).
* Gonna remain in a RTS-standard campaign, perhaps some hero missions like in WoL.
* Plans to make a harder difficulty than Brutal? A little bit (few players apparently have beaten the game on brutal in WoL).
* Some units may be improved, removed or kept. They feel the game is overall balanced (nothing new).
Part 2 with David Kim
* They have a way of pulling win percentages with "skill" factored into them. Every single match-up were almost perfectly even or balanced except for two (and even then, it wasn't that bad) in terms of ratio. Overall they feel the game is balanced
* Easier to solve proxy-structure or early game rush problems are the easiest to fix
* Brood Lord + Infestor combo. (late-game issues) is something they're waiting out to see the results, how people are affected, can adapt to it before making a move.
* They're trying to rotate half the ladder maps in Season 3.
* They feel the role in maps matter a lot more in SC2. They're trying to make a diverse set of maps for all kinds of gameplay (rush, macro, etc.)
* Some units are geared towards casual players sometimes (like the mothership). So they're not always bothered or creating issue when some units or structures aren't used
* No work on the next patch, more on Season 3 maps and HOTS
For 1v1 maps specifically, we're trying to make a very diverse set of maps so players who love rushing, macro, or more normal game play can all enjoy the different formats."The mothership is more geared towards casual players." - David Kim