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A Treatise on the Economy of SCII - Page 28

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
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 19 2015 20:42 GMT
#541
Im not sure mules throw things off balance. Sure the Terran can match a big econonomy without expanding just with mules, but then he could expand himself, use mules and have an even bigger income.

Also Catz looked miles behind every game because of his openings. Workers 9-16 are good enough that i think cutting them early on for an extra hatchery doesn't seem to be worth it at all; in some moments he had almost half of Iaguz's harvesters.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 19 2015 20:48 GMT
#542
Exactly, mules, largely have not changed.

I think its possible Nathanias just forgets exactly how much mules do in HotS as is since you don't usually scrutinize the income charts normally.

MULEs are already really good.

I think CatZ's main issue with low worker counts was his approach. He took a VERY BW approach - of making less workers and focusing more on hatches and then once those are up getting the workers as opposed to premaking them. After the game in nathanias's chat we had a discussion and while CatZ still thinks that cutting workers compared to P and T will be standard, he thinks he might have overdone it. Something like 12-14 workers on each base while expanding greedily is probably the way forward.

But in a lot of the games catz was fairly close in income considering the mules, which is often not the case in HotS right now.

In the end one series of games isn't enough to actually make any claims regarding the balance.

IMO i think watching people play a more hots focused strategy but exploring the worker spread will probably be where we see most of the changes. Zerg has a lot of subtleties especially in ZvT regarding worker counts and when to make workers which will take a lot of time to figure out which means Z will lose, a lot, early in the econ model's lifespan because Z is so much more reliant on drone/expansion timings than the other races.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
April 19 2015 20:56 GMT
#543
Good points. The thing that worries me about them, though, is that the MULEs don't have the same bounce that regular workers do. Is it possible to tweak it so that MULEs boot SCVs off of patches in order to mine ahead of them? As it is, it seems problematic for MULEs to not interfere with the efficiency of the workers.

You're right about the openers, though. CatZ believed too highly in the efficiency of the first 8 for that.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
April 19 2015 21:07 GMT
#544
I think that is a weird mechanic as well. Youd expect mules to bounce from patches but they dont. I dont really see the reason why to be honest. If they did bounce theyd still be really good, but there would be a cap on lategame mule spamming which i think is a ridiculous concept.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2015-04-19 21:15:32
April 19 2015 21:15 GMT
#545
Obsessing over mules overall isn't productive right now imo. We are currently trying to figure out exactly how this model changes the game, not any possible balance changes.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
April 19 2015 21:18 GMT
#546
The mules seemed broken because Nathanias kept calling attention to it, which messes with your mind especially since mules are difficult to intuitively understand.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
Last Edited: 2015-04-19 21:35:49
April 19 2015 21:35 GMT
#547
Since overall income per worker is HIGHER (until over 16 per base), T being behind on workers would hurt even more. Mules are unchanged so this should lead to mules being LESS effective. (e: as a mechanic to "catch up" to other races)

If this was played on a 8 mineral per return mod then things should be just about even (compared to HotS until you get past your 2nd base).

Am I missing something?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 19 2015 21:38 GMT
#548
You aren't, mules are slightly less effective in fact.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 19 2015 22:06 GMT
#549
On April 20 2015 06:38 Teoita wrote:
You aren't, mules are slightly less effective in fact.


Yup from a numbers perspective they are. I think that calling attention to the Mules more than you do normally is just making the already good mules seem better cuz its "new" economy and a "new" focus on the numbers.

If you watch incomes in progames when terrans drop mules in current hots its actually a huge spike we just don't look at it very often anymore.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
LoveTool
Profile Joined April 2012
Sweden143 Posts
April 19 2015 22:38 GMT
#550
I just want to say that this is really cool. Would love to see more VODs and showmatches on an alternative LotV economic model that widens the range of viable strategies while still discouraging passive games.

Thank you for your work on this.
Gofarman
Profile Joined June 2010
Canada645 Posts
April 20 2015 00:23 GMT
#551
Anyone wanna play? I'm in the group (NA)
@nonytv nony.tv/tipjar One of his Chill-dren
fruity.
Profile Joined April 2012
England1711 Posts
April 20 2015 13:07 GMT
#552
So much time, effort and research has clearly gone in to this article, with input from a whole host of known names.

It's pieces like this that make me grateful to have Team Liquid. Top marks to all the graphic, editors, writers and all those who helped make it. Seriously, you guys rock.

If only blizz would take 1/100th the time to comment on such a well thought out piece. If only.
Ex Zerg learning Terran. A bold move.
loft
Profile Joined July 2009
United States344 Posts
April 20 2015 17:40 GMT
#553
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
April 20 2015 17:49 GMT
#554
On April 21 2015 02:40 loft wrote:
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?

Basically, the LotV economy forces you to expand, because the minerals run dry pretty fast. If you don't expand, you will have no money at some point.
The DH economy encourages you to expand, because you can make more money with the same amount of workers if you have more bases. If you don't expand, you lose out on income, but you aren't broke immediately.
In both cases, you are better off expanding, but the LotV model barely offers any alternative at all. In the DH model, you still can sit on fewer bases, but you opponent will be out-expanding you, with more income on the same worker count.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
loft
Profile Joined July 2009
United States344 Posts
April 20 2015 18:08 GMT
#555
On April 21 2015 02:49 Sholip wrote:
Show nested quote +
On April 21 2015 02:40 loft wrote:
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?

Basically, the LotV economy forces you to expand, because the minerals run dry pretty fast. If you don't expand, you will have no money at some point.
The DH economy encourages you to expand, because you can make more money with the same amount of workers if you have more bases. If you don't expand, you lose out on income, but you aren't broke immediately.
In both cases, you are better off expanding, but the LotV model barely offers any alternative at all. In the DH model, you still can sit on fewer bases, but you opponent will be out-expanding you, with more income on the same worker count.


To be correct. In LotV you're not broke immediately. You mine less efficiently after 6:30ish.

When you camp on 2 bases in LotV you are mining less than a player who has expanded to more bases (The same effect as DH).

With new DH mining you're saying alternative play added is camping on 2 bases because you wont mine out. This is going to offer players a deathball option which, as seen vs catz, can be unbeatable just like before.

To me it seems like new DH mining is banking on riding the fine line between deathball and fast expansions. I think this will end in a dominant strategy: either deathball reigns king (and we are left with same slow strategy blizz trying to remove) or aggressive expansions win (and we are left with... LotV style gameplay).
Gfire
Profile Joined March 2011
United States1699 Posts
April 20 2015 18:14 GMT
#556
On April 21 2015 02:49 Sholip wrote:
Show nested quote +
On April 21 2015 02:40 loft wrote:
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?

Basically, the LotV economy forces you to expand, because the minerals run dry pretty fast. If you don't expand, you will have no money at some point.
The DH economy encourages you to expand, because you can make more money with the same amount of workers if you have more bases. If you don't expand, you lose out on income, but you aren't broke immediately.
In both cases, you are better off expanding, but the LotV model barely offers any alternative at all. In the DH model, you still can sit on fewer bases, but you opponent will be out-expanding you, with more income on the same worker count.

Elaborating on it from the perspective of the non-turtling player, rewarding players for expanding beyond 3 bases (which DH does but LotV and HotS don't) means that you can counter a turtling player by expanding, which is generally the way it should be, I think.

If a player commits everything into defense it doesn't make any sense that you could break them. That would be a sign of ridiculous attacker's advantage. The solution is taking the whole map, so if they don't come out you eventually roll them.

Of course if you can max out on three bases too quickly this could still be a problem even with DH... Which is a possible reason to support a slower version of it like a DH with 8 income instead of 10. This gives you time to set up all your bases.
all's fair in love and melodies
loft
Profile Joined July 2009
United States344 Posts
April 20 2015 18:19 GMT
#557
On April 21 2015 03:14 Gfire wrote:
Show nested quote +
On April 21 2015 02:49 Sholip wrote:
On April 21 2015 02:40 loft wrote:
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?

Basically, the LotV economy forces you to expand, because the minerals run dry pretty fast. If you don't expand, you will have no money at some point.
The DH economy encourages you to expand, because you can make more money with the same amount of workers if you have more bases. If you don't expand, you lose out on income, but you aren't broke immediately.
In both cases, you are better off expanding, but the LotV model barely offers any alternative at all. In the DH model, you still can sit on fewer bases, but you opponent will be out-expanding you, with more income on the same worker count.

Elaborating on it from the perspective of the non-turtling player, rewarding players for expanding beyond 3 bases (which DH does but LotV and HotS don't) means that you can counter a turtling player by expanding, which is generally the way it should be, I think.

If a player commits everything into defense it doesn't make any sense that you could break them. That would be a sign of ridiculous attacker's advantage. The solution is taking the whole map, so if they don't come out you eventually roll them.

Of course if you can max out on three bases too quickly this could still be a problem even with DH... Which is a possible reason to support a slower version of it like a DH with 8 income instead of 10. This gives you time to set up all your bases.


beating a turtling player by expanding is exactly why you will crush someone in LotV as well. You're just dragging the game on with the illusion that turtling is viable with new DH. (Like I said before, OR turtling is viable and deathball wins after sitting on limited bases. Which is something blizz obviously doesn't want to encourage)
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2015-04-20 18:27:00
April 20 2015 18:26 GMT
#558
On April 21 2015 03:19 loft wrote:
Show nested quote +
On April 21 2015 03:14 Gfire wrote:
On April 21 2015 02:49 Sholip wrote:
On April 21 2015 02:40 loft wrote:
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?

Basically, the LotV economy forces you to expand, because the minerals run dry pretty fast. If you don't expand, you will have no money at some point.
The DH economy encourages you to expand, because you can make more money with the same amount of workers if you have more bases. If you don't expand, you lose out on income, but you aren't broke immediately.
In both cases, you are better off expanding, but the LotV model barely offers any alternative at all. In the DH model, you still can sit on fewer bases, but you opponent will be out-expanding you, with more income on the same worker count.

Elaborating on it from the perspective of the non-turtling player, rewarding players for expanding beyond 3 bases (which DH does but LotV and HotS don't) means that you can counter a turtling player by expanding, which is generally the way it should be, I think.

If a player commits everything into defense it doesn't make any sense that you could break them. That would be a sign of ridiculous attacker's advantage. The solution is taking the whole map, so if they don't come out you eventually roll them.

Of course if you can max out on three bases too quickly this could still be a problem even with DH... Which is a possible reason to support a slower version of it like a DH with 8 income instead of 10. This gives you time to set up all your bases.


beating a turtling player by expanding is exactly why you will crush someone in LotV as well. You're just dragging the game on with the illusion that turtling is viable with new DH. (Like I said before, OR turtling is viable and deathball wins after sitting on limited bases. Which is something blizz obviously doesn't want to encourage)

Turtling should be viable, but you should be able to fight against it. I don't understand why you'd handwave away the idea there could be a middle-ground with turtling being possible but not without counterplay to make it more interesting. Furthermore, there is nothing in DH preventing you from lowering minerals per patch.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
loft
Profile Joined July 2009
United States344 Posts
April 20 2015 18:47 GMT
#559
On April 21 2015 03:26 Grumbels wrote:
Show nested quote +
On April 21 2015 03:19 loft wrote:
On April 21 2015 03:14 Gfire wrote:
On April 21 2015 02:49 Sholip wrote:
On April 21 2015 02:40 loft wrote:
Can someone please help me with the basic concept?

So, defense in SC2 on limited bases is extremely hard to break.
This allows races, in HotS economy, to sit on 2-3 bases and create a deathball army.

I thought LotV changes were designed to remove that aspect of the game and focus on skirmish, harassment, style play.

This new proposed economy doesn't seem to be in line with the direction LotV is headed. Am I wrong?

Basically, the LotV economy forces you to expand, because the minerals run dry pretty fast. If you don't expand, you will have no money at some point.
The DH economy encourages you to expand, because you can make more money with the same amount of workers if you have more bases. If you don't expand, you lose out on income, but you aren't broke immediately.
In both cases, you are better off expanding, but the LotV model barely offers any alternative at all. In the DH model, you still can sit on fewer bases, but you opponent will be out-expanding you, with more income on the same worker count.

Elaborating on it from the perspective of the non-turtling player, rewarding players for expanding beyond 3 bases (which DH does but LotV and HotS don't) means that you can counter a turtling player by expanding, which is generally the way it should be, I think.

If a player commits everything into defense it doesn't make any sense that you could break them. That would be a sign of ridiculous attacker's advantage. The solution is taking the whole map, so if they don't come out you eventually roll them.

Of course if you can max out on three bases too quickly this could still be a problem even with DH... Which is a possible reason to support a slower version of it like a DH with 8 income instead of 10. This gives you time to set up all your bases.


beating a turtling player by expanding is exactly why you will crush someone in LotV as well. You're just dragging the game on with the illusion that turtling is viable with new DH. (Like I said before, OR turtling is viable and deathball wins after sitting on limited bases. Which is something blizz obviously doesn't want to encourage)

Turtling should be viable, but you should be able to fight against it. I don't understand why you'd handwave away the idea there could be a middle-ground with turtling being possible but not without counterplay to make it more interesting. Furthermore, there is nothing in DH preventing you from lowering minerals per patch.


I'm not "handwave'ing anything away. I think strategic defensive play should be viable.
Good examples of this include stasis from oracle, lurkers on choke points, tanks from terran (easily repositioned with dropship).

It was my impression that turtling (or amassing a deathball while sitting on low income) was a boring/slow aspect of the game blizz is trying to improve.
Gfire
Profile Joined March 2011
United States1699 Posts
April 20 2015 19:31 GMT
#560
Well I guess it depends on how you define turtling. But... I think defensive play that then has a counter-strategy of expanding that then encourages aggression from the non-expanding player is pretty alright. If the other player can't break the turtle or gain an advantage by expanding I think that's when it becomes boring.

I think DH works better than half patches because you get an immediate increase in income when you expand. You don't need to wait for you opponent to partly mine out before you get an advantage over their defensive playstyle. At the same time, you aren't punished too hard if you expand too late. It's a soft, dynamic sort of reward for expanding. The sooner you expand the better, instead of a black and white of before you mine out (fine) or after (not fine.)

With half patches it's a yes/no question of "do you expand before you start mining out?" instead of "When do you expand?" with DH.
all's fair in love and melodies
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