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big update from blizzard Korea, trans needed - Page 3

Forum Index > BW General
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Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-05-05 16:09:16
May 05 2018 16:08 GMT
#41
EDIT: double post…
integral
Profile Blog Joined February 2009
United States3156 Posts
May 05 2018 16:11 GMT
#42
On May 06 2018 00:59 Freakling wrote:

However, a major problem is that during the whole of the Kespa era maps underwent no systematic testing at all for mining efficiency. Mains are usually reasonably balanced, in most cases, because players have nothing else to do than watching their workers during early game while doing regular playtesting, but nothing more.


LOL are you serious? That's just so ridiculously bad that I almost don't believe you. How do you know? This seems like such a basic thing to test for maps... pathfinding, mineral balance, and so on. I was assuming (hoping?) that melee mapmakers would have had higher standards than my UMS mapmaker buddies, but apparently not?!
Freakling
Profile Joined October 2012
Germany1529 Posts
May 05 2018 16:13 GMT
#43
On May 06 2018 01:11 integral wrote:
Show nested quote +
On May 06 2018 00:59 Freakling wrote:

However, a major problem is that during the whole of the Kespa era maps underwent no systematic testing at all for mining efficiency. Mains are usually reasonably balanced, in most cases, because players have nothing else to do than watching their workers during early game while doing regular playtesting, but nothing more.


LOL are you serious? That's just so ridiculously bad that I almost don't believe you. How do you know? This seems like such a basic thing to test for maps... pathfinding, mineral balance, and so on. I was assuming (hoping?) that melee mapmakers would have had higher standards than my UMS mapmaker buddies, but apparently not?!

I know through hours of testing it myself on countless maps…
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2018-05-05 16:19:54
May 05 2018 16:17 GMT
#44
Oh no...
Do you have that data in a presentable format? Seems like that would be very useful information to give them - which maps need to be updated and which are fine. I know that blizzard doesn't have the best history of listening to community members for things like this but you do have some clout in the mapmaker world at least.

on edit: even if you don't wanna show blizzard I'd love to see it personally, link me if you posted it before
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
May 05 2018 16:18 GMT
#45
On May 06 2018 01:11 integral wrote:
Show nested quote +
On May 06 2018 00:59 Freakling wrote:

However, a major problem is that during the whole of the Kespa era maps underwent no systematic testing at all for mining efficiency. Mains are usually reasonably balanced, in most cases, because players have nothing else to do than watching their workers during early game while doing regular playtesting, but nothing more.


LOL are you serious? That's just so ridiculously bad that I almost don't believe you. How do you know? This seems like such a basic thing to test for maps... pathfinding, mineral balance, and so on. I was assuming (hoping?) that melee mapmakers would have had higher standards than my UMS mapmaker buddies, but apparently not?!

Because he's 'the' mapmaker? lol.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2018-05-05 16:22:58
May 05 2018 16:22 GMT
#46
I know who he is and I know he does that kinda testing for his own maps, I was just assuming that that same testing happened for other maps. I guess it's easy to test after the fact to see whether or not it was tested before the fact, oversight on my part. My incredulity wasn't directed at him anyway, no worries.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-05-05 20:30:32
May 05 2018 20:22 GMT
#47
On May 06 2018 01:17 integral wrote:
Oh no...
Do you have that data in a presentable format? Seems like that would be very useful information to give them - which maps need to be updated and which are fine. I know that blizzard doesn't have the best history of listening to community members for things like this but you do have some clout in the mapmaker world at least.

on edit: even if you don't wanna show blizzard I'd love to see it personally, link me if you posted it before

Well, no. Because I mostly did that testing to further my own understanding, not to ever present some elaborate study to the public. Most of my rough data was just written on little notepads that I disposed of afterwards.
I did publish some table concerning 3 worker gas mining rates on a selection of Koren and foreign maps at some point, but I am not even sure where that can be found right now (should be somewhere on BWMN, I think in some map thread)…

EDIT: Here it is. But as you can see, I only ever added the data for Zerg (as Zerg is most critical to balance mining rates for, as low saturation mining exacerbates most mining problems):
+ Show Spoiler [show image] +
[image loading]

There's also this very old data sheet from the original gas issue study by spinesheath on BWMN, which should be accurate for most cases (pathfinding regions can always create deviations from the norm):
+ Show Spoiler [show image] +
[image loading]
Gorgonoth
Profile Joined August 2017
United States468 Posts
May 05 2018 21:07 GMT
#48
Dragoon freezing is happening quite frequently to me. also the SD graphics seem still pretty pathetic
Rekzr
Profile Blog Joined September 2010
Australia92 Posts
May 06 2018 04:22 GMT
#49
Thats some nice updates there
integral
Profile Blog Joined February 2009
United States3156 Posts
May 06 2018 10:45 GMT
#50
Awesome data, freakling, those are significant enough differences that it's worth taking a closer look at. I wonder if anyone's tested each mineral patch's optimal worker placement positions. Do you test this yourself or is your methodology something like "straight from the worker building to the patch without rally points"?
Twinkle Toes
Profile Joined May 2012
United States3605 Posts
May 06 2018 12:05 GMT
#51
OP doesnt even have an English translation?
Bisu - INnoVation - Dark - Rogue - Stats
Freakling
Profile Joined October 2012
Germany1529 Posts
May 06 2018 15:12 GMT
#52
On May 06 2018 19:45 integral wrote:
Awesome data, freakling, those are significant enough differences that it's worth taking a closer look at. I wonder if anyone's tested each mineral patch's optimal worker placement positions. Do you test this yourself or is your methodology something like "straight from the worker building to the patch without rally points"?

This data is over a decade old for the most part…

There are different testing methods. You can have workers mine different bases for a certain amount of time at a certain saturation and check the relative differences, based on the remaining minerals in the patches. At least for single-saturation mining (where no worker migration happens) controlling the individual worker paths should also be done early in the mining process.
Once you know the "baseline" – how each worker path should look like given a certain mineral position and pattern – it becomes much easier to accurately judge mining behaviour only based on observed worker behaviour. The rest is knowing pathfinding, building placement and how it affects mining, With the addition of a pathfinding regions overlay for ScmDraft, tracking down certain bugs and accurately predicting each individual mining path for a given mineral formation (and in most cases solve any issues pretty elegantly by manipulating the regions instead of rearranging the resources, which in many cases would lead to very unequal patterns for different map positions).
FlaShFTW
Profile Blog Joined February 2010
United States10176 Posts
May 06 2018 23:30 GMT
#53
So if they are increasing the sprite limit, does this mean that the valk is getting buffed/fixed?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
May 06 2018 23:38 GMT
#54
On May 07 2018 08:30 FlaShFTW wrote:
So if they are increasing the sprite limit, does this mean that the valk is getting buffed/fixed?


I thought it already was fixed long ago... They said they'd fix it about a year ago, they never did?
asdasdasdasdasd123123123
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 07 2018 00:23 GMT
#55
On May 07 2018 08:38 KameZerg wrote:
Show nested quote +
On May 07 2018 08:30 FlaShFTW wrote:
So if they are increasing the sprite limit, does this mean that the valk is getting buffed/fixed?


I thought it already was fixed long ago... They said they'd fix it about a year ago, they never did?


They decided not to in the end last time.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4335 Posts
May 07 2018 01:32 GMT
#56
I thought the reason they gave for not applying the sprite bug fix was it bugged many replays.Maybe they've worked around that now.
https://www.youtube.com/watch?v=e7PvoI6gvQs
vik7
Profile Joined May 2009
United States227 Posts
May 07 2018 07:58 GMT
#57
random vs random lol there is barely a strong player base for even steady mmr matchups, and now more restriction wut
NA player, go KT Flash, ST Life( ;( ) , IMMvp, EGJD, CMStorm Polt, SKT Rain, KT Zest, Bisu, RootherO, Stats and teamliqiud
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
May 07 2018 19:34 GMT
#58
On May 07 2018 16:58 vik7 wrote:
random vs random lol there is barely a strong player base for even steady mmr matchups, and now more restriction wut
No, there allowing random vs random selections, not restricting random selection to only play against other randoms.

Right? lol
Never say Die! ||| Fight you? No, I want to kill you.
10dla
Profile Joined March 2018
127 Posts
May 07 2018 19:41 GMT
#59
On May 07 2018 16:58 vik7 wrote:
random vs random lol there is barely a strong player base for even steady mmr matchups, and now more restriction wut

Random vs Random only would be awesome. Let them play their bullshit among each other
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
May 07 2018 20:27 GMT
#60
On May 08 2018 04:41 10dla wrote:
Show nested quote +
On May 07 2018 16:58 vik7 wrote:
random vs random lol there is barely a strong player base for even steady mmr matchups, and now more restriction wut

Random vs Random only would be awesome. Let them play their bullshit among each other



Haha i agree
asdasdasdasdasd123123123
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