News > L'équipe Classique dévoile ses plans pour StarCraft : Remastered en 2019

L'équipe Classique dévoile ses plans pour StarCraft : Remastered en 2019

Jeudi 20 décembre 2018 à 11h21 par Arkentass - 10

Grant Davies, Senior Software Engineer de l'équipe Classique, a partagé au cours de la journée d'hier un long message détaillant les plans et objectifs des développeurs pour StarCraft : Remastered en 2019. Comme toujours, les priorités énoncées ci-dessous ne sont pas exhaustives et pourront évoluer au fil des mois en fonction des progrès effectués.

Parmi les objectifs principaux, nous pouvons retrouver le matchmaking par équipe. S'y trouve également le passage du client en 64-bits, qui deviendra prochainement la norme, d'éventuelles divisions supplémentaires en Parties classées, des améliorations pour les replays, le ladder, les déconnexions, le matchmaking et l'utilisation du clavier.

D'autres améliorations s'ajoutent à cette liste, comme le retour des statistiques de déconnexion, afficher le rang et le MMR de l'adversaire avant un match, l'ajout d'un bouton 'Voir le replay' après un match, forcer les joueurs à choisir une race dans le salon, annuler le lancement d'une partie si un joueur quitte durant le décompte, afficher la race des joueurs directement en jeu, l'amélioration des performances dans les menus, résoudre la désynchronisation de certains observateurs, la clarification des messages d'erreurs liés aux amis, l'ajout du nombre d'ouvriers et d'unités dans les replays, l'ajout d'une API, la consolidation des régions de jeu, l'ajout d'un système de clan et BWAPI.

Voilà qui devrait satisfaire les adeptes du secteur Koprulu présents parmi vous!

Hi folks,

Now that we’ve released our final patch for 2018, and because I’ve failed in my quest to do more regular dev video updates (does BlizzCon count?), we wanted to cover something that several people have asked about this year - our roadmap and priorities.

These are some of the larger items we’re tracking - it doesn’t cover everything, and it’s entirely possible that I missed some items during exporting from our database.

Feel free to comment below on things you agree with, disagree with, obvious things we've missed, etc. All constructive feedback helps. Just please remember that we’re a small team here on SCR, and we have to be realistic about what’s achievable. If everything’s a priority then nothing’s a priority. So let’s concentrate on the most important issues for the near future. There will be more opportunities down the line to circle back to lower priority issues.

The standard suite of disclaimers apply here folks - priorities may change, no timelines here, things may drop off the list, no guarantees on anything, etc. etc... y’all know the drill.

So without further ado - here is our priority list as we head into 2019:

[P1] Team matchmaking
[P1] 64-bit
[P1] Further league divisions (investigation)
[P1] Replay autosave naming
[P1] Racepicking (investigation)
[P1] Disconnections from server
[P1] Matchmaker algorithm improvements
[P1] Relaxed input

[P2] Restoring the disconnect stat (investigation)
[P2] Show opponent's rank in matchmaking pre-game popup
[P2] Add a "Watch Replay" button somewhere in the post-game UI
[P2] Force players to actively choose their race in a game lobby
[P2] Abort game start if a player leaves a lobby during the countdown (investigation)
[P2] Display race of each player in-game in the diplomacy popup
[P2] Options menu performance improvement (and general web UI stability improvements)
[P2] Observer desyncs
[P2] Friend request error message
[P2] Worker count in replays (investigation)
[P2] Unit count in replays (investigation)
[P2] API to replace the web calls that StarLog.gg relied on

[P3] Minimap separator line in certain configs on certain maps
[P3] Consolidation of some or all gateways
[P3] /stats to show league rank of play (investigation)

[P4] Clan
[P4] BWAPI

TEAM MATCHMAKING
As I mentioned at BlizzCon, although we had hoped to roll this out in 2018, it unfortunately didn’t happen for us this year. We’re very excited to get this work done, so it’s a top priority heading into 2019. We haven’t decided yet which mode we’ll roll out first (2v2? 3v3 BGH?) but once the base of team matchmaking is done, it will be a much less difficult task to roll out other modes that make sense.

64-BIT
Not the most exciting task for players, I know. But essential. Apple will be eliminating 32-bit apps next year, and at some point it’s reasonable to expect Microsoft to do the same. We’re planning a phased rollout of our 64-bit client in 2019, which means we’ve been spending a lot of time on this recently, and will continue to do so into 2019. As I said at BlizzCon, if you’re still using 32-bit Windows, it’s time to start thinking about 64-bit (you still have a good amount of time, but good to have this on your radar early).

FURTHER LEAGUE DIVISIONS
This is an investigation into a world where we have more ranking categories, e.g. A+, A-, B+, etc. If we decide it’s a good thing, it will turn into a development task and we’ll reprioritize.

REPLAY AUTOSAVE NAMING
I’ve posted about this previously. We had a version of this implemented based on community feedback, but once we took it to QA and our own playtests, we all agreed we could and should do a little more with it. So we circled back around for a full design pass and we have a new, improved version of this going through QA validation now. Unfortunately it was just a little too late to make this patch, but we’re optimistic that we’ll pick it up in the next patch.

RACEPICKING
It’s a pretty hot topic now that we’ve put work against the prevention of ladder dodging, and there are two sides that have opinions we need to listen to and decide on. This is an investigation task where we take community feedback and decide how to approach this thorny topic.

DISCONNECTIONS FROM SERVER
We know that players are still getting disconnected for reasons that aren’t obvious, and this has been an ongoing investigation in 2018. The good news is that we recently reduced those disconnections by 90% - but the number is still too high and we still have work to do on this.

MATCHMAKER ALGORITHM IMPROVEMENTS
The balancing act of SCR matchmaking is matching as many people with the Korean population as quickly as possible without having a deleterious impact on latency. One area we’ve identified as possible to improve is for people who have decent connectivity to Korea to be able to use their actual latency rather than a guess based on their region. It’s been a lot of work, but we’re getting close to rolling this change out. The flipside to using actual latency is that folks with poor connectivity will not be able to use VPNs to trick the matchmaker into matching them with Koreans and getting terrible matches as a result. Therefore, it will be a win for latency across the board.

RELAXED INPUT
Since the release of 1.18 we’ve talked about relaxing the input behavior of SCR - many people believe that not being able to accept keyboard input while the mouse button is depressed is a goofy system. At least one of the launchers in the old days changed this behavior. In the strictest sense, this was by-design in the original SC code. But we’ve now reached out to a lot of people on this issue, and the overwhelming believe is that this should change (including Korean pros). We’ve actually already made the code change. The next step is rolling this out to a PTR environment for people to test and provide feedback on.

RESTORING THE DISCONNECT STAT
Due to a totally new server infrastructure in 1.18, we lost the ability to accurately report disconnects. Eventually we decided it was better to hide this stat than to show something that we couldn’t guarantee was accurate, so we hid disconnect stats a few months ago. However, we acknowledge that there is value to this stat in organizing custom games (not so much in ranked because the player takes a loss in a disconnect event). So, we’ll be looking at whether we can get the disconnect stat to be reported accurately and - whether or not we can - whether we should restore the display of this stat to users.

SHOW OPPONENT'S RANK IN MATCHMAKING PRE-GAME POPUP
Show as a border color the rank of the opponent before entering the game (and possibly the MMR too).

ADD A "WATCH REPLAY" BUTTON SOMEWHERE IN THE POST-GAME UI
This would serve as a fast way to watch the replay of the game just played.

FORCE PLAYERS TO ACTIVELY CHOOSE THEIR RACE IN A GAME LOBBY
This would prevent players from forgetting to choose a race.

ABORT GAME START IF A PLAYER LEAVES A LOBBY DURING THE COUNTDOWN
We need to investigate the feasibility of implementing this feature.

DISPLAY RACE OF EACH PLAYER IN-GAME IN THE DIPLOMACY POPUP
Just in case you missed or forgot the race of your opponent.

OPTIONS MENU PERFORMANCE
Since we use CEF (Chromium Embedded Framework) to power all of our new menus (including Options), it can take a while for the web browser to spin up on demand on some PCs. We’re still using quite an old version of CEF which causes many pain points, so we’d like to upgrade CEF. This and some other efforts will hopefully improve the performance of the options menu. Some of those optimizations we attempted to roll out in 1.22.2, but it introduced other issues with missing UI, so we've rolled it back for now.

OBSERVER DESYNCS
Occasionally we see a situation where an observer will desync from the other players, seeing a different view of the game to everyone else. This is a tough nut to crack - so the more reports we can get of this, the better - video & replays would be great.

FRIEND REQUEST ERROR MESSAGE
This is a pretty simple one (but important) - some of our error reporting around friend invitation failure is ambiguous and can lead people to believe that the friends system in general is misbehaving. We’d like to tighten this up.

WORKER COUNT IN REPLAYS
We’re at the investigation stage of figuring out:
Whether this change is universally supported
How to represent the info on the replay UI

UNIT COUNT IN REPLAYS
We’re at the investigation stage of figuring out:
Whether this change is universally supported
How to represent the info on the replay UI

API TO REPLACE THE WEB API THAT STARLOG.GG RELIED ON
In our continuing efforts to support the community, we’d like to offer a replacement API for StarLog.gg.

CONSOLIDATION OF GATEWAYS
This is something we’ve wanted to do for a long time - but the gateway part of our server infrastructure is essentially the 1998 server code, and it still underpins SCR, WarCraft 3, and Diablo 2. Therefore, we haven’t been able to make this change without impacting the other games. With WarCraft 3 being Reforged and having an active team on it, and us getting more control of the Diablo 2 codebase and update system, this starts to become more of a reality.

What this means is that we could combine US East and US West into just 1 gateway for US for example, or combine all gateways into just one (which would effectively deprecate the concept of gateways).

CLAN
It’s early days for this feature, but we’re looking at what we can do to build out a clan system to replace the old clan system.

BWAPI
This is always something we’ve wanted to do, and we did make some progress towards this in 2018, so we’re hoping that we can continue to fit in work towards BWAPI in 2019.
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