What is the difference between referee and spectator in sc2




















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I recommend trying to get a silver rating in most of the matches, particularly Rush defence and Opening Gambit. You can always come back and polish your skills by going for golds later on. At any stage in your Starcraft 2 career watching casts of matches or replays is an excellent way to improve. Usually you are looking for new strategies, tricks, and other specific things.

However, when you are just beginning the goal of watching games and replays is not to give you specific insight or even strategies, but rather to give you an idea of what the game is about. So try not to pay too close attention to all the specific details of the games you watch. Focus instead on the broad strokes of play and the general way that matches play out. For example, if you notice that one player decides to build a second base really early take note of how that impacts the game.

Those are the types of things you want to take notice of because it gives you a fundamental understanding of the game to build upon. As such watching games and replays is the best thing you can do early on to improve your understanding of the game.

Want to know where to get videos of games or replays to download? Head to my Learning Resources section. Playing in the Practice League.

I am going to come right out and say that I do not recommend the practice league for preparing for multiplayer Starcraft 2. I would only recommend this to players who have never played against a human before and are having severe confidence issues or to people who are looking for a super casual playing experience.

Unfortunately for the vast majority of players the design of the practice league creates bad habits such as not defending early on in the game or being too passive. The lower speed setting I feel just makes the real thing seem much more hectic once you do move on. I played a few maybe ten practice league matches and I would have preferred that I had just skipped it entirely, it has taken me a long time to break away from the passiveness of those games.

Preparing Mentally. All of the above things will help to prepare you mentally for online play and will help you feel more confident. The point of the above preparation is only to give you an appreciation of the game and an understanding of why you will lose most of your matches.

Thats right, it is very likely that you will lose a lot of matches when you begin, particularly your placement matches. Hopefully all of your preparation and understanding of the game will allow you to see this as a challenge to overcome rather than a deterrence to playing again. Fighting games are harder to read for the audience moment-to-moment, the matches are shorter, they can end abruptly, and they are difficult to get into.

E-sports is not the only way to broadcast games for entertainment. Some streamers mainly stream the same single-player game every time, and are so good at it they have a streak of hundreds of games in hard mode. Even they retain their viewers because of their personality, not because they are the best at the game. YouTubers of average gaming skill can even play tournaments of casual but competitive in the sense that you play against each other games against other YouTubers, or organise tournaments in more casual goofy games like Ultimate Chicken Horse , Duck Game , Mount Your Friends , Golf with Friends , or Rock of Ages and still draw in viewers.

This is a common method of cross-promotion. Variety streamers also play party games like Quiplash , Cards Against Humanity , or Mario Party as a backdrop for conversation with other streamers. They sometimes play competitive games in a team with other streamers, but the necessity of coordinating within the squad in League of Legends , PUBG or CS:GO means more airtime will be dedicated to the actual game, and banter will suddenly have to make way for tactics.

E-sports events have legitimacy, teams, sponsors, brand recognition that draws an audience, and commentators. The commentators are usually both entertaining personalities and knowledgeable about the game. Viewers are often more attached to commentators than to players.

There are usually two commentators and a dedicated off-screen observer controlling the spectator camera, in addition to a referee spectating the game, and the players.

Additional moderators and interviewers may be on the stage during an e-sports event. Sometimes experts retired pro gamers are brought in to analyse a replay in the pause between matches, like in real sports.

If there is a random member of the public in the pool, you know he played his way through some preliminary rounds. I could host a LAN party, throw a Kernel Panic tournament, and declare the winner the world champion, but I would not have any legitimacy in the eyes of the player base.

Large prize pools, a structured and well-regulated tournament, big-name players, and a blessing from the developers can bestow legitimacy. Getting players, sponsors, broadcasters and an audience into a room takes a lot of money.

The products are either used by the pro gamers, thematically connected to the game in some way, or used by the audience. Snack foods go well with watching e-sports, but less well with playing. With so much money invested and riding on the success of e-sports events, there is a lot of incentive to diversify and look for the next big thing, but also.

Of all the prerequisites established above, the most important to establish a game as an e-sport are:. Fall Guys has a lot of randomness and a low skill ceiling.

Amazon once even hosted a casual game tournament in which variety streamers played mobile games against each other. The goal of that event was to sell their Fire Android tablets. This did not kick-start a competitive mobile gaming scene.

Why did this great technology not succeed? Why did we end up with JavaScript instead of Tcl or Scheme in the browser? But smalltalk is none of those. The idea of a GUI was adopted by the Macintosh, and in a very different form. How come smalltalk was not successful, even after computers had become fast enough to run it? Alan Kay made an error in judgment when predicting the future of computing.

He saw computers as machines for end-users to program. This was a reasonable during the 70s and early 80s, but during the home computer era, it became clear that computers were neither appliances with a fixed range of applications and functionality, or machines for end-users to program.

IBM-compatible PCs were machines to run software on, software to create, edit, and view files, software that could also run on slightly different machines. Developing your own software was seen as the default. Smalltalk and the Commodore 64 were developed based on this expectation.

Although Commodore Business Machines did not understand that at the time, the C64 became a platform for games and application software anyway. Smalltalk was not a compatible platform for software, even though it had a rather portable bytecode VM, a key ingredient in the wide portability of Infocom games to basically every type of 8-bit home computer. Ruby, a language modelled after smalltalk, but without the image-based persistence, GUI environment, interactive debugger, and class browser has now overtaken smalltalk in the development of commercial software.

The design of the smalltalk environment did not anticipate the development of a market for software. We are interrupting our regularly scheduled gamedev programming and computer literacy musings in order to make an important point about fiction. When Kirk and Bones and Spock get beamed up by Scotty, it is part of the premise of the show that the beamed-up Kirk is the same person as the Kirk on the planet surface ten seconds earlier.

Not just legally , not just subjectively as a copy who remembers as if he were a continuation of that other Kirk, but objectively and metaphysically, the transported Kirk is Kirk, with the same, continuing consciousness, and if there is such a thing as a soul, with that transported, too.

It is not stated explicitly anywhere, but neither are many other properties of the transporter. In any case, the characters act as if the transporter beam had no deep moral or philosophical consequences, and if it ever posed a problem or question, that has long since been answered. Why do you want to reach the goal? Why do you want to stomp the Goombas? Why do you put the boulders on the buttons to open doors? Why do you carry bombs but also a sword?

It follows from the rules of the game that the player character cares and knows why and wants to beat the game. Off-by-one errors happen rather often, even to seasoned programmers, but they are usually easily spotted by beginners. You forget the first or last element of a list, you overshoot or undershoot and raise an exception.

These bugs are easy to fix. On the other hand, bugs that happen because of toggling, negating, or inverting are harder to figure out for beginners, although they are usually immediately obvious to seasoned programmers. Then, in the next update step, the condition holds again, and X is never updated. A concrete example is collision between a ball and a wall in Pong.

A ball has a speed vector and a position. Now there are multiple ways to fix this: 1 Move the ball along its velocity vector until it stops colliding after reflecting the velocity.

This kind of bug interacts with the psychology of beginner programmers is a particularly interesting way because it is not a syntax error or an exception, but a logic error that - at least to a beginner - looks like the code does not execute at all. Another common instance of this mistake happens with toggle buttons. Depending on your frame rate, a click can easily last for ten frames. Whether the variable is toggled and even or an odd number of times is basically random.

Even worse, if that programmer sets a breakpoint right at the line where the boolean variable is negated, the bug disappears! A true Heisenbug, but one that is easily caught with some printf stype debugging! A variant of this happens when something is actually supposed to happen every frame while a button is pressed, so a boolean variable is toggled when the button or keyboard key is pressed or released.

Now clicking the button works the other way round than it used to before. This way, even if the key-up event gets lost, a second round of pressing and releasing fixes the issue. This is analogous to ensuring that if a ball hits a wall from the left, after the collision the speed vector should always point back left where it came from, and not deeper into the wall. This way, further key-up or collision events are idempotent. Beginner programmers are often incapable of isolating how and where the bug happens, so they look somewhere else.

Understanding a logic error is multiple orders of magnitude harder than understanding a syntax error. And this kind of logic error rarely throws an exception. Games used to have autosave or save slots, but also lives and health, so that when you overwrote your save in a low-health state you could paint yourself into a corner. Other games had regenerating health, or let you restart over and over from the last checkpoint.

Every hazard was lethal. Super Meat Boy was difficult, but levels were short. Restarting was instantaneous. Most importantly, unlike Super Mario World , neither game has a penalty for dying 50 times in a row. But Super Meat Boy was innovating on Super Mario World by being easier in one way and much, much more difficult in another. There is a very different concept of difficulty, failure, and losing.

In my experience, about nine times out of ten, when you identify a difficult section in the game during playtesting, it needs to be dealt with for players of all skill levels. During playtests, I have often observed players struggle and fail at a certain point because they tried the wrong strategy over and over convinced that they could win by executing their flawed strategy perfectly rather than thinking of an alternative.

I can think of some persuasive games , for example Depression Quest , Dys4ia , and You Have To Burn The Rope , whose central idea would be undermined by difficulty settings. I can also think of un-gamey interactive experiences such as Proteus , The Stanley Parable , Mountain , or Windosill , where difficulty is just not applicable.

In cases in which difficulty is applicable, there is rarely only one way to implement it. You could give characters more health, more lives, drop more loot, change the sizes of hitboxes, remove obstacles from levels, let the player jump farther, or make the enemy AI stupid.

With increased jump distance in a platformer, solutions that work in hard mode might not even work in easy mode either. Other games have a different focus. Nuclear Throne is a coffebreak action roguelike-like about dying and retrying.

This is clearly not what the designers intended. Containers are mostly used as a band-aid for configuration and build problems. The Automated Ban List. Disjointed Ramblings…. Adele is back! Trailer for S2 of A Lo…. Any advice on getting into adbo…. Playing StarCraft well without…. Customize Sidebar How do you host with observers? Post a Reply. If you create a custom game there's like no option to choose observers, I don't get how people like zotac cup did it.

Also couldn't find search results. I'm curious about this too seeing as there aren't obs maps or any way to make on ums settings that I know of.

Spectators can only talk to other spectators and referees can chat to the players. Moreover, if it's a 2 player map, when you add a 3rd player he'll automatically become an observer. If it's a 4 player map, then the host needs to right click the name to make the guy an observer, as specified above or change it to 1v1 mode--at which point the extras automatically become observers. First, there are settings on the right when you make a game. You can change it to 1v1, 2v2 or FFA.

Second, if the game is full, and to add Obs, open your friends list and "Invite to Game". That will automatically open the Obs spots. If you are in a party that is 3 or greater you cant host on 2 player maps So you keep the party as 2 people. Host on the map u want than right click on the avatar of who u want to bring in and click "invite to game" Repeat process until everyone is in and lag is high. I almost never make this kind of comment, but seriously, this is really not a problem.

Make a game, invite 3 or 4 people, click and drag even to observers. Anyone reading this should not worry about this aspect of the interface. It's really not a problem.

Is it possible to observe someone laddering? On April 05 liaf wrote: Is it possible to observe someone laddering? As azz said, make a robo xD, just kidding, use the invite button and if there is more players than the map can handle they will automatically become observers. Maru vs TBD. ALGaming Crank TaKeTV IndyStarCraft CosmosSc2 HorussTv



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