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A Treatise on the Economy of SCII - Page 10

Forum Index > Legacy of the Void
761 CommentsPost a Reply
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I have received requests on how to try the model out: Search "Double Harvesting (TeamLiquid)" by ZeromuS as an Extension Mod in HotS Custom Games to try it out.

Email your replays of your games on DH to: LegacyEconomyTest@gmail.com might have partnership with a replay website soon as well

In Game Group: Double Harvest
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
April 12 2015 10:25 GMT
#181
Now this is constructive discussion. Such a good article. Proud to be part of this community.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
April 12 2015 10:34 GMT
#182
How much is the Double Harvest model able to be influenced by worker micro? It seems that its essential property is that workers wait and wander and that reduces their efficiency. If a theoretical player would perfectly babysit a mining base, how much would the curve rise? In WoL/HoTS mining, there is a pretty visible increase from perfect pairing at the beginning which then flattens out as you get to 16 workers per base, how is it here? I imagine that you can in theory smartly direct workers to a patch so that it will become available as they arrive (really available, not "fake available") - it's probably hard as hell in practice but we know that pros will never cease to amaze us with new skills.

I am sorry for a question that I could "test myself", but I am really curious about this before I think about the rest of consequences and I don't have access to SC2 at work (where I am rotting on Sunday sadly). Also I suck even at worker pairing in HoTS so I am not sure my personal gains would be relevant.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24193 Posts
April 12 2015 10:46 GMT
#183
The models suggested, though not perfect, would be so much better than the stupid "expand like a madman because the clock is ticking" model LotV is tending towards. Thanks for that article, I hope Blizzard at least tries something else.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2015-04-12 11:00:55
April 12 2015 10:58 GMT
#184
Why is nobody picking up on the 'make some patches gold' idea posted a couple of pages ago? I think that's genius!

1. You get a boost to the early game by pairing workers on the gold patches.
2. Having extra bases allows you to mine more efficiently with the same number of workers
3. Harassing an opponent mining off more bases increases his cognitive load (since he'll have to re-pair his workers on the gold patches to maintain his advantage) which is a nice 'soft' advantage to turtling.
4. You can fine-tune the system by tweaking how many patches are gold (2-4) and what the benefit of gold patches is in terms of minerals returned per trip.
5. It doesn't make workers look derpy
6. It's totally readable for players and spectators, and requires zero explanation. Everyone already knows what gold minerals are and why you should want to mine them for preference.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Isarios
Profile Joined March 2014
United States153 Posts
April 12 2015 11:09 GMT
#185
I feel like this is going to be a little too fast too. And if we start with 8 workers, then its pretty much just take an expansion from 0:01. That actually doesn't sound like fun. 1 base plays are fun on the actual rarity of occurence you see them in HOTS. maybe about 5 to 10% of the time.

Also, why does this not also have the same detriment when your probes get killed? Don't you feel each probe death much more impactfully? I can't imagine what it would do to lose 14 probes to an oracles at an entire base.
Blahhh
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 12 2015 11:30 GMT
#186
Each worker is more valuable, but because of the higher income he doesn't take as long to pay off for the 50 mineral investment, so it's easier to replace them.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 12 2015 11:35 GMT
#187
On April 12 2015 06:45 ZeromuS wrote:
Show nested quote +
On April 12 2015 06:38 Noocta wrote:
On April 12 2015 05:58 ZeromuS wrote:
I really hope people take the time to read this entire article. In it I break down the HotS economy, the LotV economy, and I provide what is truly more "BW-like" an economy that the TL strat team would love to see at least get a chance in LotV Beta.

Its a long beta.

Give other economic models a chance. Player influenced expansion based gameplay is we believe, a far better approach than time influenced expansion based gameplay.

Thanks for reading this huge thing, we spent a LOT of time on.


Be happy if 5% of people bother reading all of it honestly x_x


I am okay with that. If the ideas get out there, and begin to spread thats the important part.


I'm the 5%.

Anyone who has kept up with all the different econ discussions should be well aware of the double harvesting model.
The only problems I have with it are that it takes away one of the good things of the current mining model which is worker pairing on the near mineral patches for increased efficiency.
I'm not skilled enough it the tester (lazy) to make the model work so I can test it properly, whatt I was looking at though is the time difference between workers being able to be paired (by forcing them to mine) if this was a suitable short amount of time a skilled player could micro his workers and force them to dual mine from a close mineral patch for increased econ. If you adjusted something like the acceleration of the unit or even the speed to make the difference in mine speed one click you could probably find someone who could keep 3 mineral patches or even 4 working efficiently which would mean things like 8/9 pools would be faster/stronger if people could micro that well meaning these builds are "skilled"
I will make Yogg Saron priest work...
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 12 2015 11:49 GMT
#188
While that's true, you have to remember that managing worker counts across all bases for the whole game becomes much more important, so i think it's a good tradeoff in the end. I agree losing early game worker micro isn't great though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
5p4z3n3k0
Profile Joined January 2013
Netherlands19 Posts
Last Edited: 2015-04-12 12:02:39
April 12 2015 12:01 GMT
#189
Nice post, for dirty protosses... ( joke ofc )

After I read your post it got me thinking. How does the mule fit into the DH method ? Or would you consider that to be a balance issue, instead of an economic issue ?

spaze,

edit:Grammar
Don't wake me! I'm working...
fjjotizz
Profile Joined May 2010
Sweden153 Posts
April 12 2015 12:02 GMT
#190
Perhaps not perfect, this is a great alternative to the current way the game works. Props to the thorough work you guys have done at TL!
"I'm a creepy guy. Tasteless, if it would make my units move faster, I would peek in everyones window in Seoul."
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 12 2015 13:05 GMT
#191
"A chart showing Bob and Chris's relative income"

It does not, as the Y axis does not begin with zero.
You don't choose to play zerg. The zerg choose you.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-04-12 13:11:31
April 12 2015 13:08 GMT
#192
So one thing I do not agree with is the part about 12 workers eliminating early strategies and proxies. I think it's way too early to say that and we already saw proxy 12/12/12 rax bein really good, maybe even stronger that the 11/11. Same with early pools, I still think they can be really strong. 12 workers get me the minerals for a pool faster than 6, so the the early strategies hit even faster now, only the supply number changed.

If 12 woorkers is too much with double harvesting, why not go with a 8/9/10 worker start , just not the old 6 worker start, since I think it feels really cool and fresh to start with more workers and cut the downtime. Everybody except Artosis and Tasteless seemed to love it so far.

Obviously as you said this is not the focus of this discussion, but I don't think we should assume that double harvesting would mean we should go back to 6 workers.
Maru and Serral are probably top 5.
v_lm
Profile Joined September 2012
France202 Posts
April 12 2015 13:17 GMT
#193
On April 12 2015 19:25 Wildmoon wrote:
Now this is constructive discussion. Such a good article. Proud to be part of this community.

Yeah man this community is dope.
A friend is someone you know well and still love.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 12 2015 13:23 GMT
#194
On April 12 2015 20:49 Teoita wrote:
While that's true, you have to remember that managing worker counts across all bases for the whole game becomes much more important, so i think it's a good tradeoff in the end. I agree losing early game worker micro isn't great though.


Either lalush extension mod is bugged or there's a big flaw with this model. I tried force pairing workers and what I found was sometimes (after the first mining packet) if you force a worker to mine that patch the worker will force the one that was halfway through mining off of the patch. I then tried to replicate that without having clicked anything and I noticed very rarely but it does happen sometimes that the workers automatically override the others.
I assume this isn't intentional?

I will make Yogg Saron priest work...
v_lm
Profile Joined September 2012
France202 Posts
Last Edited: 2015-04-12 13:36:28
April 12 2015 13:35 GMT
#195
I'm really excited about de double harvest model.
My only concern is that it gives a significantly higher income, thus accelerating the pace of the game. As TheDwf wrote, this could lead into hyper-development, and could be bad for gaemplay. Is there a way to tweak it so we have the same value (I.e. the integral of the curves between 0 and 16 is the same than the existing model) ?

Thank you for your time =)
A friend is someone you know well and still love.
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
April 12 2015 13:41 GMT
#196
On April 12 2015 22:35 v_lm wrote:
I'm really excited about de double harvest model.
My only concern is that it gives a significantly higher income, thus accelerating the pace of the game. As TheDwf wrote, this could lead into hyper-development, and could be bad for gaemplay. Is there a way to tweak it so we have the same value (I.e. the integral of the curves between 0 and 16 is the same than the existing model) ?

Thank you for your time =)


By tweaking the acceleration/speed of the worker you can slow or speed up the mining time whilst keeping the improved model the same, like I said earlier if you adjust that to be inline so you can micro the worker into a closer patch that would be the ideal.
I will make Yogg Saron priest work...
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-04-12 13:47:11
April 12 2015 13:45 GMT
#197
That also impacts early game scouting, as well as defending cheese though, so it's not quite the ideal solution, unless you can find a sweet spot where mining is changed to your desired level, but the interactions with every unit in the game (particularly early game ones like marines/lings/zealots/queens, and harassment ones like hellions/dts/oracles etc) is unchanged. That sounds extremely trick though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
v_lm
Profile Joined September 2012
France202 Posts
April 12 2015 13:53 GMT
#198
Yeah you can't really change the speed value of workers, acceleration might be the way ? Or locating the mineral patches further ?
But do you guys agree that it's good that the total mining remains the same ?
A friend is someone you know well and still love.
StillRooney
Profile Joined April 2010
Sweden106 Posts
April 12 2015 14:13 GMT
#199
This solution sounds way better than the current LoTV one.
[KGS]Slacker
Profile Joined November 2009
Denmark82 Posts
April 12 2015 14:26 GMT
#200
First of all, amazing article! The amount of details is incredible, and I'm thoroughly convinced that your approach is superior to the one Blizzard is currently testing. I don't think we should be too worried about the increased income as that can eventually be tweaked rather simply by slightly increasing the amount of time a worker spends mining the 5 minerals. Focus should be on the concept, which is great.

One thing I don't find very elegant about the Double Harvest model is the basket concept. I understand completely why it's implemented, but it's not very intuitive to a casual player, or even a hardcore player who hasn't taken the time to read this article.

I'd instead propose a small tweak to the model where the worker mines minerals at a linear rate of 1 every ~0.54 seconds. At 10 minerals it will return to base to deliver them, but the player is able to force the worker to do that at any time. Obviously this isn't something you would do under normal circumstances, as the increased travel time will decrease your mining efficiency, but you could do it before pulling workers to defend an early attack or before sending a worker out to scout and so on. One could also envision builds that (ab)used this to hit certain early timings (by forcing all workers to deliver minerals at a certain time to obtain a spike in minerals). I'm not entirely sure if that would be a problem or just a cool thing you could do in a build. The spike in minerals would be offset by an overall less efficient mining rate.

Now, I understand that an important factor that influenced you choosing to propose the Double Harvest model was that it was implementable in the SCII Editor. I think that's a valid reason, and very much hope Blizzard decides to test it out! But I still think we should consider what an ideal model would be if we were able to change anything .
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