http://thehardtimes.net/harddrive/designing-video-games-hard...
http://thehardtimes.net/harddrive/designing-video-games-hard...
If it all feels adequately justified by the scenario and core premises, then there's an actual resolution. They shut up and play.
The pathing was ALWAYS horrible but the PATCHING by the developer was even worse. There were times when the community just banned certain things because they were just broken (Teuten's Town halls were only costing wood but did more damage than high costing resource units and buildings).
As a high level player a broken pathing allowed me to micro my troops and get an advantage over other players. Most players play with the speed of a 4X and there were few of us who played by trying to make 150+ commands a minute.
So this horrible pathing was seen as an advantage by faster players.
Scale APM Description ~50 Casual player ~75 Experienced player ~150 Proficient player >200 Proficient player with superfluous actions
[1] Day[9] on Pathing in BW https://youtu.be/rWvoMrYCQBU?t=17m50s
EDIT: Now that I think about it, the narrow ramps that you see in the campaign are banned for competitive maps because units like Dragoon will simply never go up or down one unless babysat the whole way, one by one, clicking a few pixels further with each move command so that the Dragoon doesn't go backward. Brood War is full of unbalanced and unworkable mechanics and was fixed not by Blizzard patches, but by literally professional pro map makers.
I thought it was pretty good, and more than enjoyable, when it came out 19 years ago.
Now...I don't see why they couldn't have included it as a toggle-able option. I know that I've considered trying to build updated versions of old games, and when thinking about how to do it, that seemed like the best choice.
This is precisely why RTS as a genre pretty much died.
In news from Spain, Generallissimo Francisco Franco is still dead.