• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:07
CEST 12:07
KST 19:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Weekly Cups (March 23-29): herO takes triple Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Pros React To: SoulKey vs Ample BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group B
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10359 users

A Treatise on the Economy of SCII - Page 21

Forum Index > Legacy of the Void
761 CommentsPost a Reply
Prev 1 19 20 21 22 23 39 Next All
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
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 15 2015 03:43 GMT
#401
So have we finally gone full circle, back to the solution that's been mentioned many times before?

I'm glad to see TL putting out featured pieces to reaffirm this superior approach to RTS economy. I'm not sure why Blizzard seems so adamantly against it, but perhaps with the largest SC2 community pushing forward the idea as well, they might come around.
Twitter: @iamcaustic
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2015-04-15 04:26:43
April 15 2015 04:24 GMT
#402
On April 15 2015 12:43 iamcaustic wrote:
I'm not sure why Blizzard seems so adamantly against it...


Because it wasn't their idea.

Pride.
Honeybadger
Profile Joined August 2010
United States821 Posts
April 15 2015 04:49 GMT
#403
On April 15 2015 13:24 BronzeKnee wrote:
Because it wasn't their idea.

Pride.


as retarded and obnoxious as this idea seems, as the years go by, I think it's the real answer. That, or maybe there's some litigious reason they can't just take the ideas we present them for intellectual property reasons or some other bullshit
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
vesicular
Profile Blog Joined March 2010
United States1310 Posts
April 15 2015 05:34 GMT
#404
I'm not sure I really care what the solution is, I just want taking more bases to reward a better economy at the risk of potentially spreading yourself too thin (with similar worker counts). There has to be a risk/reward component to both expanding and turtling. The whole "only 3 bases" and the linear mining income ramp is about the most nonstrategic thing I can think of.

This is a strategy game! The entire game should be a risk/reward cost/benefit analysis. Speeding up the game doesn't make it better if there's no real choice to make.
STX Fighting!
robopork
Profile Blog Joined May 2009
United States511 Posts
Last Edited: 2015-04-15 05:51:26
April 15 2015 05:51 GMT
#405
On April 15 2015 13:24 BronzeKnee wrote:
Show nested quote +
On April 15 2015 12:43 iamcaustic wrote:
I'm not sure why Blizzard seems so adamantly against it...


Because it wasn't their idea.

Pride.


And the sad thing is that they missed out on winning a ton of brownie points. The community would have such a massive collective hard on if this patch had literally just read "Sure, we'll give double harvest a shot."

Would have outstripped the hype for balance tweaks for sure, and the work was basically done for them.

They need to learn to work the crowd a little better.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Leafty
Profile Joined July 2012
France84 Posts
April 15 2015 05:52 GMT
#406
Sorry if this has already been proposed and/or discussed, but is it possible to implement a cooldown timer on mineral patches after harvest? When a worker successfully mines 5 minerals, the patch would become unavailable for mining for a small time (~.5s) so that the next harvester cannot immediately mine from it.

This would not change the mining profile up to 8 workers from the current SC2 on, but would introduce a ramping down effect starting at the 9th miner. Also, this dampens even more the economy with 3 workers for a single patch.

As I see it, pros:
- No change from current economy profile with 1 worker per patch.
- Effective way to dampen the harvester efficiency depending on wrokers/patch.
- Pulling workers out of a mineral line does not seem to be more penalized from the current SC2 mechanics.

cons:
- Is a cooldown visualisation needed? (Patch changes color, etc.) And coul it be confusing?
- Accumulation of workers next to mineral patches, could have an impact on harass based on AoE damage.
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 15 2015 07:40 GMT
#407
On April 15 2015 13:24 BronzeKnee wrote:
Show nested quote +
On April 15 2015 12:43 iamcaustic wrote:
I'm not sure why Blizzard seems so adamantly against it...


Because it wasn't their idea.

Pride.


Yeah or maybe, you know, this idea is not that good and the solution is more in the unit design?

People see 2 graphs and they're going full erect, but really who has tested this and it's impact on an actual game?

The current DH (10 mins per trip) is bad imho, because with a low count of workers you have a crazy mineral income that unecessarily boosts agressive openings (heard bout 3 rax proxy? you can go on test it) I m not sure this the way I would like the meta to go to.

I will try and test the new 8 mins per trip DH, but I'm not particulary optimistic.

On the other hand bizzard is testing a very violent change with the 1500 750 mins patch, but in the end the idea is to converge toward a smooth solution, what if at release it becomes 8 patch of 1250 minerals or something?


So imho, both solution are bad atm, but I think blizzard one is easier to balance and to optimize...

I can be totally wrong of course and maybe the 2:1 mining is actually the root of all evil in this game, but this old "blizzard is full of crap and don't know how to make a game" is getting old...
Dear INno and all the former STX boys.
Whitewing
Profile Joined October 2010
United States7483 Posts
April 15 2015 08:04 GMT
#408
On April 15 2015 16:40 Gwavajuice wrote:
Show nested quote +
On April 15 2015 13:24 BronzeKnee wrote:
On April 15 2015 12:43 iamcaustic wrote:
I'm not sure why Blizzard seems so adamantly against it...


Because it wasn't their idea.

Pride.


Yeah or maybe, you know, this idea is not that good and the solution is more in the unit design?

People see 2 graphs and they're going full erect, but really who has tested this and it's impact on an actual game?

The current DH (10 mins per trip) is bad imho, because with a low count of workers you have a crazy mineral income that unecessarily boosts agressive openings (heard bout 3 rax proxy? you can go on test it) I m not sure this the way I would like the meta to go to.

I will try and test the new 8 mins per trip DH, but I'm not particulary optimistic.

On the other hand bizzard is testing a very violent change with the 1500 750 mins patch, but in the end the idea is to converge toward a smooth solution, what if at release it becomes 8 patch of 1250 minerals or something?


So imho, both solution are bad atm, but I think blizzard one is easier to balance and to optimize...

I can be totally wrong of course and maybe the 2:1 mining is actually the root of all evil in this game, but this old "blizzard is full of crap and don't know how to make a game" is getting old...


It boosts the defense equally. It's a universal income boost, what the attacker gains so gains the defender.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Highways
Profile Joined July 2005
Australia6106 Posts
April 15 2015 08:06 GMT
#409
On April 15 2015 13:24 BronzeKnee wrote:
Show nested quote +
On April 15 2015 12:43 iamcaustic wrote:
I'm not sure why Blizzard seems so adamantly against it...


Because it wasn't their idea.

Pride.


Yea, I think this is the reason.

The community has the most passionate and brightest people in Starcraft. If Blizzard cared about the game they will listen.
#1 Terran hater
Highways
Profile Joined July 2005
Australia6106 Posts
April 15 2015 08:06 GMT
#410
Would reducing the amount of nodes per base be a plausible solution?

Say 5 nodes per base instead of 8?
#1 Terran hater
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 15 2015 08:24 GMT
#411
That is also possible but it's a completely different economic model still: http://www.teamliquid.net/forum/starcraft-2/321242-breadth-of-gameplay-in-sc2
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
JorSharky
Profile Joined June 2013
11 Posts
April 15 2015 08:30 GMT
#412
First of all thumbs up for your work guys! As a business analyst myself .. I find your work extremely impressive! I actually enjoyed reading the entire article!

I believe that numbers don't lie, and that the double harvesting system should be tried in LoTV for sure, as the real implementation of this system is the only way to show the true effect on the game .. and hell yeah that is what a beta release is all about! Personally, I find the focus on rewarding the earlier expansion rather than punishing the delayed one is the most important thing in this article.

Blizzard should really consider this change, and should be very proud of such a fan base that is willing to sacrifice such time and effort to improve their beloved game! With such dedicated fans this game will never die!
"Winning means you're willing to go longer, work harder, and give more than anyone else."
y0su
Profile Blog Joined September 2011
Finland7871 Posts
April 15 2015 08:37 GMT
#413
On April 15 2015 17:06 Highways wrote:
Would reducing the amount of nodes per base be a plausible solution?

Say 5 nodes per base instead of 8?

Similar ideas were tried with 7m1g (7 mineral 1 gas) maps (as well other combinations). There have been attempts with mixing rich (gold) patches to balance things out as well. Someone who's followed the discussion since then can probably answer better...

I do personally like those fixes more as they are simpler to understand.

How do you explain to someone that a worker mines twice because it makes the game work better? How do you convince Blizzard to make that change? I think pushing for double mining (at least first) would be a lot better.The advantage DH has over DM (mainly losing less mining time when workers are pulled) doesn't make up for it being "less intuitive" (IMO).
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-04-15 08:44:45
April 15 2015 08:42 GMT
#414
Im not sure about the arguments of DH being less intuitive. Other than worker pairing being gone early on (which no newcomer notices anyway), i don't think people pay enough attention to the workers to actually tell there is a difference at first glance, even though against a good player the game changes massively (Zeromus fucking schools me with this economy because i play too much like HotS and he expands like a madman for example).

Anyone who follows the scene and plays seriously will know that extra bases past the third are really advantageous, and the games will (hopefully) play out differently (and better), while nothing really substancial should change for Johnny Bronze who wants to just make tanks and turrets on 2 bases for 15 minutes.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
April 15 2015 09:18 GMT
#415
MMkay, how about we make 10 different kinds of minerals with different params (total amount, yield per trip, simultaneous workers), color code them appropriately and stuff every beta map with a different kind? Beta lasts for half a year, in that time everyone's content with some mineral type they like which makes it into release, everyone happy.

Tests that don't provide alternatives (at least the placebo group which in the current situation would be HotS economy) are not real tests, you know.
You want 20 good men, but you need a bad pussy.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
April 15 2015 09:49 GMT
#416
On April 15 2015 17:42 Teoita wrote:
Im not sure about the arguments of DH being less intuitive. Other than worker pairing being gone early on (which no newcomer notices anyway), i don't think people pay enough attention to the workers to actually tell there is a difference at first glance, even though against a good player the game changes massively (Zeromus fucking schools me with this economy because i play too much like HotS and he expands like a madman for example).

Anyone who follows the scene and plays seriously will know that extra bases past the third are really advantageous, and the games will (hopefully) play out differently (and better), while nothing really substancial should change for Johnny Bronze who wants to just make tanks and turrets on 2 bases for 15 minutes.

Any eco change will bring about a totally new meta. My point is that DM seems like a simpler solution than DH.

*Let me try to see how the mod affects worker behavior first* :D
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-04-15 09:58:15
April 15 2015 09:56 GMT
#417
I agree that a new eco changes the game completely (see the current state of beta), but DM actually isn't a simpler solution than DH because the income levels are so different from HotS at every worker count.

A big reason why we like double harvesting is while the early game is faster and you mine out quicker (as blizzard intends), with extra bases being really advantageous, it's the closest alternative economic model to HotS as far as timings and income once fully saturated, meaning it should also be the easiest to balance.

The key thing isn't individual worker behaviour, but overall worker behavior when mining together on a single base, and how that behavior influences income. The actual mining path might be different (although it's not that different betweem DM and DH), sure, but that's not the important thing.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
Last Edited: 2015-04-15 10:38:42
April 15 2015 10:34 GMT
#418
On April 15 2015 18:56 Teoita wrote:
I agree that a new eco changes the game completely (see the current state of beta), but DM actually isn't a simpler solution than DH because the income levels are so different from HotS at every worker count.

A big reason why we like double harvesting is while the early game is faster and you mine out quicker (as blizzard intends), with extra bases being really advantageous, it's the closest alternative economic model to HotS as far as timings and income once fully saturated, meaning it should also be the easiest to balance.

The key thing isn't individual worker behaviour, but overall worker behavior when mining together on a single base, and how that behavior influences income. The actual mining path might be different (although it's not that different betweem DM and DH), sure, but that's not the important thing.

I think it's easier to tweak DM than DH.

DM probably requires a slightly longer mining time to more closely resemble HotS (if that's even needed) but that's an easy change, it doesn't fundamentally change something about the worker behavior.

DH has a few "bugs":
Trying to micro workers to keeping them from bouncing to far patches can result in sending the current worker to bounce between harvests isntead.
Workers that mine out a patch on their first harvest don't look for a new patch.

These aren't game breaking and simple things like "don't micro your workers" solves the first issue (but feels wrong). I'm sure Blizz can fix workers to look for new patches if the current patch mines out mid harvest but, if they're going to fundamentally change worker behavior is there a better solution?

*This inability to find a new patch could be related to harvesting 2x4 in "Double Harvesting - FRB Edit" mod

e: I was pleased to see that playing the mod did ease some of my concerns regarding worker behavior. Using queued (shift) commands in conjunction with harvest didn't behave any differently.

Maybe it's just cause I'm one of those anal guys that wants to make sure when I send a worker to harvest gas no minerals are lost. Using "return cargo" won't help if a worker has already completed half a mining cycle.
blae000
Profile Joined April 2010
Norway1640 Posts
April 15 2015 10:44 GMT
#419
I would love to read some thoughts from blizzard on this article. A fantastic piece!
Liquid
edge_sc
Profile Joined April 2015
1 Post
April 15 2015 12:28 GMT
#420
Fantastic breakdown!
This needs to be spread beyond TL, not forced down the throats of Blizzards devs mind you, but perfectly placed in a location where a dev might just happen upon it and claim it for his own creation! Far too many good ideas have been lost to the winds because the forums were alight with angry nerds claiming they had the right answer, leading Blizzard to disregard them outright along with the idea they were promoting in the first place.

Anyway, looking forward to many good discussions and ideas to bloom from this article.
Prev 1 19 20 21 22 23 39 Next All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro24 Group F
BeSt vs Leta
Queen vs Jaedong
Afreeca ASL 4101
StarCastTV_EN114
LiquipediaDiscussion
Replay Cast
09:00
KungFu Cup 2026 Week 2
CranKy Ducklings93
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech134
SortOf 105
StarCraft: Brood War
Calm 4606
Bisu 2687
Flash 1353
EffOrt 332
Stork 283
actioN 267
Soma 231
PianO 198
Hyuk 156
Rush 111
[ Show more ]
Dewaltoss 106
Hyun 98
Soulkey 78
ToSsGirL 68
Sharp 62
ggaemo 53
Killer 49
Shine 38
Shinee 33
scan(afreeca) 31
sSak 30
hero 22
Hm[arnc] 19
JulyZerg 17
Noble 17
Barracks 14
yabsab 14
Last 13
soO 12
Sacsri 9
Terrorterran 8
ajuk12(nOOB) 4
Dota 2
XaKoH 666
XcaliburYe443
canceldota187
League of Legends
Reynor38
Counter-Strike
olofmeister1920
byalli718
shoxiejesuss683
zeus190
edward21
Other Games
singsing853
ceh9742
Happy208
Sick195
crisheroes178
Organizations
Other Games
gamesdonequick508
StarCraft: Brood War
UltimateBattle 103
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 34
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1263
Upcoming Events
Kung Fu Cup
53m
Replay Cast
13h 53m
The PondCast
23h 53m
OSC
1d 13h
RSL Revival
1d 23h
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
2 days
Maru vs MaxPax
BSL
3 days
RSL Revival
3 days
uThermal 2v2 Circuit
4 days
[ Show More ]
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.