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LotV Economy: Worker Pairing - Page 6

Forum Index > Legacy of the Void
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HoZBlooddrop
Profile Blog Joined December 2013
Italy324 Posts
March 06 2015 21:30 GMT
#101
awsome job man, agree 100%
joshie0808
Profile Blog Joined March 2011
Canada1024 Posts
March 06 2015 22:55 GMT
#102
Love the very thorough write up! It brings a nice perspective on looking at economy changes. Hopefully it is given attention by Blizzard... not saying that this is THE solution to the issues seen in sc2 atm, but this definitely adds a lot of value in terms of discussion and ideas.

I played the extent ion mod (the worker pairing one) with Z and you reach full mineral line saturation on a new base so quickly (each inject round lol). The current maps are definitely not ideal for this type of economy but me being forced to go up to 6+ bases before my main even ran out was very interesting and I could see how there could be potentially a lot more action and epic 'all-over-the-map' battles with this type of set up.

I think however, swinging the income advantage to a player which takes more bases so heavily will heavily favor mobility based play styles and units (bio terran, ling-muta zerg) and the game may need to be heavily rebalanced to address this which could be a lot of work and introduce many not fully tested factors into the game.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
March 07 2015 00:04 GMT
#103
On March 07 2015 07:55 joshie0808 wrote:
Love the very thorough write up! It brings a nice perspective on looking at economy changes. Hopefully it is given attention by Blizzard... not saying that this is THE solution to the issues seen in sc2 atm, but this definitely adds a lot of value in terms of discussion and ideas.

I played the extent ion mod (the worker pairing one) with Z and you reach full mineral line saturation on a new base so quickly (each inject round lol). The current maps are definitely not ideal for this type of economy but me being forced to go up to 6+ bases before my main even ran out was very interesting and I could see how there could be potentially a lot more action and epic 'all-over-the-map' battles with this type of set up.

I think however, swinging the income advantage to a player which takes more bases so heavily will heavily favor mobility based play styles and units (bio terran, ling-muta zerg) and the game may need to be heavily rebalanced to address this which could be a lot of work and introduce many not fully tested factors into the game.


Hence the need for units that actually zone out areas without requiring critical mass and in addition.. high ground advantage! ^^

Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
March 07 2015 00:08 GMT
#104
cheers mate, excellent read.
Administrator
Survivor61316
Profile Joined July 2012
United States470 Posts
March 07 2015 00:16 GMT
#105
Honestly, I didnt have a ton of time and mainly looked at the graphs, but to me it seems like the starbow economy should just be copied and used for LoTV
Liquid Fighting
Korakys
Profile Blog Joined November 2014
New Zealand272 Posts
March 07 2015 00:51 GMT
#106
In order to make this system (which I strongly support) viable from a noob perspective I think you would have to include a mining efficiency display below the current saturation number (eg. 0/24) that is displayed over the Nexus/etc.

Say you have 16 workers on a base:

16/24
75%
Swing away sOs, swing away.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 07 2015 01:33 GMT
#107
@gwavajuice: You're right, the graphs are not the simplest indicators of what you're looking for. They're meant to illustrate a different point.
Comprehensive strategic intention: DNE
Lobotomist
Profile Joined May 2010
United States1541 Posts
March 07 2015 01:56 GMT
#108
We can only hope blizz will consider it
Teching to hive too quickly isn't just a risk: it's an ultrarisk
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 07 2015 02:23 GMT
#109
I'm doing everything I can to try and get blizzard's attention so that they will look at this. Its a drastic change so I'm afraid they won't even consider it, but I hope they will. There are a lot of wishes we have for LotV, to me, there is nothing more important than this.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Armada Vega
Profile Joined January 2011
Canada120 Posts
March 07 2015 06:11 GMT
#110
This brings up a few questions, are econ boosters necessary then? (mule, inject, chrono)
  • The Double Harvest and BW econ, jump your econ the more bases you take?

  • SC2 econ boosters boost your econ with out needing more bases

If we make changes to the econ, don't the boosters contradict these changes? or conflict/compound the problem?

In the Starbow econ, to make the econ changes smoother, the econ boosters have been tweaked, e.g. mule drop is an scv drop, produces 1 real scv instantly that takes up supply and money?) I'm not sure if the Starbow econ would flow so well if it kept the same values from sc2 for Larvae inject, mules and chrono boost.

I also wonder if all these graphs on worker/expand/eco values factor in perfect mules, inject/drone production, chronod workers, etc or if the stats are based purely on raw worker mining values. Do these stats in the OP take into account instantly dropping 3 mules? or producing 10 drones at once off of 3 bases?
twitter: @ArmadaVega
Gwavajuice
Profile Joined June 2014
France1810 Posts
March 07 2015 09:52 GMT
#111
On March 07 2015 15:11 Armada Vega wrote:
This brings up a few questions, are econ boosters necessary then? (mule, inject, chrono)
  • The Double Harvest and BW econ, jump your econ the more bases you take?

  • SC2 econ boosters boost your econ with out needing more bases

If we make changes to the econ, don't the boosters contradict these changes? or conflict/compound the problem?

In the Starbow econ, to make the econ changes smoother, the econ boosters have been tweaked, e.g. mule drop is an scv drop, produces 1 real scv instantly that takes up supply and money?) I'm not sure if the Starbow econ would flow so well if it kept the same values from sc2 for Larvae inject, mules and chrono boost.

I also wonder if all these graphs on worker/expand/eco values factor in perfect mules, inject/drone production, chronod workers, etc or if the stats are based purely on raw worker mining values. Do these stats in the OP take into account instantly dropping 3 mules? or producing 10 drones at once off of 3 bases?


At last someone asking the real questions

No they don't, but even if you don't take these factors in a very simplified vision of things these graphes are "lying" in the sense that they are not measuring what they say they measure, it's just a bunch value thrown into a graph that have no economical relevance.

For instance, they don't say that in DH eco at 48 workers the return on investment for building a 4th base is 4min31, they simply say "hey look 4th base is an 7.5% gain in mineral income" which is not true at all.

Serious analyse would be needed here and it would be extremely surprising that it would be as cool as people think it would.

I sincerly hope Blizzard has a much beeter inderstanding of the ingame economics, else we gonna have a bad time
Dear INno and all the former STX boys.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
March 07 2015 09:56 GMT
#112
I still don't get it. What is the practical difference between halving the number of probes needed to mine the patches and halving the amount of patches without changing anything about the mining itself? The only difference I see is MULE and if that is kept as it is, it much much better in the "half workers" scenario than in the "half patches" scenario, giving a huge advantage to terran.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
404AlphaSquad
Profile Joined October 2011
839 Posts
March 07 2015 10:10 GMT
#113
On March 07 2015 18:56 opisska wrote:
I still don't get it. What is the practical difference between halving the number of probes needed to mine the patches and halving the amount of patches without changing anything about the mining itself? The only difference I see is MULE and if that is kept as it is, it much much better in the "half workers" scenario than in the "half patches" scenario, giving a huge advantage to terran.

Then I suggest you reread everything.
aka Kalevi
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
March 07 2015 10:21 GMT
#114
I think the concept would be a great improvement for sc2: making the income from a base as function of workers have less of a corner. Ie, not have the first N workers be about equally valuable, and then later workers quickly becoming decreasingly useful, but a smoother transition where adding more workers more slowly drop efficiency.

A lot of methods have been prosed, starbow, part gold patches, your double harvest thing. Problably more (what about having larger spread in the distance from the hatchery to the minerals?) ways are possible. Whichever method is fine to me, but I think the bliz dev team should have long serious meetings about this, followed by extensive testing.

Their new system of having some patches run out faster isn't really changing the corner-curve problem, and FRB doesnt either, but both encourage faster expanding.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 07 2015 10:41 GMT
#115
On March 07 2015 18:52 Gwavajuice wrote:
Show nested quote +
On March 07 2015 15:11 Armada Vega wrote:
This brings up a few questions, are econ boosters necessary then? (mule, inject, chrono)
  • The Double Harvest and BW econ, jump your econ the more bases you take?

  • SC2 econ boosters boost your econ with out needing more bases

If we make changes to the econ, don't the boosters contradict these changes? or conflict/compound the problem?

In the Starbow econ, to make the econ changes smoother, the econ boosters have been tweaked, e.g. mule drop is an scv drop, produces 1 real scv instantly that takes up supply and money?) I'm not sure if the Starbow econ would flow so well if it kept the same values from sc2 for Larvae inject, mules and chrono boost.

I also wonder if all these graphs on worker/expand/eco values factor in perfect mules, inject/drone production, chronod workers, etc or if the stats are based purely on raw worker mining values. Do these stats in the OP take into account instantly dropping 3 mules? or producing 10 drones at once off of 3 bases?


At last someone asking the real questions

No they don't, but even if you don't take these factors in a very simplified vision of things these graphes are "lying" in the sense that they are not measuring what they say they measure, it's just a bunch value thrown into a graph that have no economical relevance.

For instance, they don't say that in DH eco at 48 workers the return on investment for building a 4th base is 4min31, they simply say "hey look 4th base is an 7.5% gain in mineral income" which is not true at all.

Serious analyse would be needed here and it would be extremely surprising that it would be as cool as people think it would.

I sincerly hope Blizzard has a much beeter inderstanding of the ingame economics, else we gonna have a bad time

I don't know why we should care about the time factor here though. If I understand well the point of the OP can be summarized that way :
  • SC2 suffers from a "3-bases syndrome", which is expressed in game by players rushing to 3 bases and then staying on three bases until one of their bases mine out. Since said 3 bases are close to each other, defending them is not very difficult, which discourages harass and can lead to boring games.
  • Another effect of this 3-bases syndrome (and that's where shit is getting interesting) is that since there is no incentive to have workers spread out on several bases (ie 80 workers on 5 bases instead of 3 bases, since they'd get you the same amount of minerals), we cannot have balanced games in which one army is extremely cost-efficient while the other army is not. Thus the need for Swarm Hosts and free units.
  • I'll go deeper here : imagine a mech vs Zerg game. The mech army is primarily defined by two things : immobility and cost-efficiency. Now, once the meching Terran reaches three bases (not hard nowadays with maps allowing EZ 3 bases), he has reached his "optimal point" : extreme cost-efficiency of his units, optimal economic conditions, and even if he's immobile as fuck, it's enough to defend these optimal economic conditions. On the other hand, the Zerg is traditionally defined as not cost-efficient but very mobile. This is where we reach the main issue : considering that taking more bases (that is, using his mobility as an advantage while the mech player's immobility means that he cannot do the same) for the Zerg would not lead to more income than his opponent, the Zerg CANNOT play on the second traditional Zerg strenght, massive swarms of units that are not cost-efficient at all but who keep coming wave after wave. This is why the Swarm Host was created in the first place : to "fix" this issue. Ever wondered why Blizzard's dev team once said that free units make Zerg feel "swarmy"? Yeah, that's why. Because the current system is so bad that it does not allow the Swarm to truly feel swarmy without using free units.
  • Now you may ask why is this a problem. After all, both armies being equally cost-efficient could still lead to exciting games. Well, SoulKey vs Reality or FireCake vs ForGG are some interesting answers to this question.
  • So if we admit that the issue is that a mobile but cost-inneficient "race" cannot use its stenghts against an immobile but cost-efficient "race", how can we fix it? By giving to the mobile player the opportunity to use its mobility to have more bases which give him more ressources, to make up for his cost-inefficiency. Meanwhile, the immobile player will be cost-efficient but won't be able to hold as many bases as the mobile player.
  • What is one way to achieve this? By reducing efficiency, for example by removing worker pairing. If, say, 1 worker/patch is at 100% efficiency, but if you add a second worker this new worker only mines at 50% efficiency, then there is incentive for the mobile player to expand more, and thus to use cost-inefficient units to outpowers the immobile player. And magic happens, no free units needed.

So yeah I don't really see what you're arguing here ; we don't care about the time it takes to build a townhall and get your ROI because values can be tweaked and tested easily and infinitely. I feel that this thread is about a concept more than about pure numbers.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
opisska
Profile Blog Joined February 2011
Poland8852 Posts
March 07 2015 11:08 GMT
#116
On March 07 2015 19:10 404AlphaSquad wrote:
Show nested quote +
On March 07 2015 18:56 opisska wrote:
I still don't get it. What is the practical difference between halving the number of probes needed to mine the patches and halving the amount of patches without changing anything about the mining itself? The only difference I see is MULE and if that is kept as it is, it much much better in the "half workers" scenario than in the "half patches" scenario, giving a huge advantage to terran.

Then I suggest you reread everything.


Then I suggest that if anyone wants people to take this seriously, a concise and readable summary of the proposed change is produced, clearly describing how it works.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 07 2015 11:18 GMT
#117
On March 07 2015 20:08 opisska wrote:
Show nested quote +
On March 07 2015 19:10 404AlphaSquad wrote:
On March 07 2015 18:56 opisska wrote:
I still don't get it. What is the practical difference between halving the number of probes needed to mine the patches and halving the amount of patches without changing anything about the mining itself? The only difference I see is MULE and if that is kept as it is, it much much better in the "half workers" scenario than in the "half patches" scenario, giving a huge advantage to terran.

Then I suggest you reread everything.


Then I suggest that if anyone wants people to take this seriously, a concise and readable summary of the proposed change is produced, clearly describing how it works.

There's a TLDR at the end of the OP. Short story is this : there's no interest for a player to have 4/5/6/7 bases over 3. Proposed change is to make it so that there is interest in having 5 bases over 3 ; how is to be tested and discussed, but the worker pairing thing is that instead of 2 workers on a mineral patch mining at full efficiency (100 Min/min), the second worker would mine at a reduced efficiency (so you'd get less than 100 Min/min). It allows players with fast and mobile army comp that are able to defend many bases to have a higher mineral income than players with a slow and immobile army comp, without forcing the players to expand (which would make immobile comps heavily UP), because a turtling player can certainly afford to mine at reduced efficiency while his opponent is mining at full efficiency.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
opisska
Profile Blog Joined February 2011
Poland8852 Posts
March 07 2015 11:29 GMT
#118
OK then, it's mainly just the "worker pairing" title that is misleading. The TL:DR I did not found very helpful, but your explanation makes it clear for me. I would suggest that in the OP a better structure would be such that the information "it's about having the second worker mine at smaller efficiency" is made more prominent instead of the whole reasoning and "marketing".

That said, I think it is a potentially good direction, but with probably unimaginable balance impacts. Different units will have their practical value changed. SC2 is a game where economy and combat are very tied. When I take a base, I don't think about "it will get me X minerals per minute", but "it will allow me to produce Y units and that will be enough to defend it". Similarly, when I choose not to expand but make units, I think "I must do Z damage with these to make it worth that I got less economy". These relationships will change quickly requiring probably changes in strength or costs of units, mainly those used for base harass and those used to defend locations (which in some races are almost all units, admittedly).
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
y0su
Profile Blog Joined September 2011
Finland7871 Posts
March 07 2015 12:04 GMT
#119
On March 07 2015 20:18 OtherWorld wrote:
Show nested quote +
On March 07 2015 20:08 opisska wrote:
On March 07 2015 19:10 404AlphaSquad wrote:
On March 07 2015 18:56 opisska wrote:
I still don't get it. What is the practical difference between halving the number of probes needed to mine the patches and halving the amount of patches without changing anything about the mining itself? The only difference I see is MULE and if that is kept as it is, it much much better in the "half workers" scenario than in the "half patches" scenario, giving a huge advantage to terran.

Then I suggest you reread everything.


Then I suggest that if anyone wants people to take this seriously, a concise and readable summary of the proposed change is produced, clearly describing how it works.

There's a TLDR at the end of the OP. Short story is this : there's no interest for a player to have 4/5/6/7 bases over 3. Proposed change is to make it so that there is interest in having 5 bases over 3 ; how is to be tested and discussed, but the worker pairing thing is that instead of 2 workers on a mineral patch mining at full efficiency (100 Min/min), the second worker would mine at a reduced efficiency (so you'd get less than 100 Min/min). It allows players with fast and mobile army comp that are able to defend many bases to have a higher mineral income than players with a slow and immobile army comp, without forcing the players to expand (which would make immobile comps heavily UP), because a turtling player can certainly afford to mine at reduced efficiency while his opponent is mining at full efficiency.

That still doesn't make it clear to me why this would be superior to just having fewer mineral patches. (Both reduce 1 base income and optimal mining which should encourage expanding and discourage turtling.)

Further, how would an economic change such as this affect map making? Wouldn't the 4th (and 5th) bases need to be easier to take to avoid the same issues that current maps with hard to take 3rd bases face?
Dingodile
Profile Joined December 2011
4139 Posts
Last Edited: 2015-03-07 12:16:08
March 07 2015 12:14 GMT
#120
Yeah I have complained this income-design for years. First 8 workers collect 100%, 9-16 workers collect ~70% income per trip.

Another problem is the "too big" importance of main building (Nexus, CC, Hatch). Larvas, Chrono, MSC, MULES, Scans are essential. If you have 3 Mainbuilding, you are fine. Are you losing one of the first 3 Mainbuilding, it is very crucial even its not mining. Thats why Terran prefer to have 8 CC at Main base do not lose one of them.

edit: in other words, taking the 4th spot is scary because of the "too big" importance of main building.
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