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A Treatise on the Economy of SCII - Page 31

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
ZeromuS
Profile Blog Joined October 2010
Canada13408 Posts
April 21 2015 21:02 GMT
#601
extension mods dont always get a ton of players sadly and yeah quiet time also exam time for a lot of students in NA
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-04-21 21:16:41
April 21 2015 21:14 GMT
#602
On April 12 2015 06:10 ZeromuS wrote:
We found that similar to the Double Mining model, the mining curve may have been too high, and the return of 15 minerals instead of 5 may be too punishing due to the potentially high number of lost minerals on worker death in scenarios of harassment.

On April 22 2015 05:38 ZeromuS wrote:
The only reason we dropped it to 2 trips instead of 3 was because 3 trips is a bit punishing when losing workers and pulling and its too extreme we think for consideration (though it is good!)
It is also really really high income compared to 2 trip which is slightly less high which should be less difficult or as jarring a balance issue in early days.

I would like to point out that original DH set the single harvest of 3 minerals instead of 5. Thus, tripling it set it to 9 per round. If you assumed 5 - making it total of 15, as you state in the first post, makes it really huge. But 9, it actually puts it below your round trip of 10. Losing workers and early game should not be affected that much.
[MOD]Economy - Hot Mineral Harvesting
Gfire
Profile Joined March 2011
United States1699 Posts
April 21 2015 21:28 GMT
#603
On April 22 2015 06:14 BlackLilium wrote:
Show nested quote +
On April 12 2015 06:10 ZeromuS wrote:
We found that similar to the Double Mining model, the mining curve may have been too high, and the return of 15 minerals instead of 5 may be too punishing due to the potentially high number of lost minerals on worker death in scenarios of harassment.

Show nested quote +
On April 22 2015 05:38 ZeromuS wrote:
The only reason we dropped it to 2 trips instead of 3 was because 3 trips is a bit punishing when losing workers and pulling and its too extreme we think for consideration (though it is good!)
It is also really really high income compared to 2 trip which is slightly less high which should be less difficult or as jarring a balance issue in early days.

I would like to point out that original DH set the single harvest of 3 minerals instead of 5. Thus, tripling it set it to 9 per round. If you assumed 5 - making it total of 15, as you state in the first post, makes it really huge. But 9, it actually puts it below your round trip of 10. Losing workers and early game should not be affected that much.

I'd be interested in triple harvest 9,12,15 to see how that compares to double.
all's fair in love and melodies
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-04-21 21:31:21
April 21 2015 21:30 GMT
#604
On April 22 2015 06:28 Gfire wrote:
Show nested quote +
On April 22 2015 06:14 BlackLilium wrote:
On April 12 2015 06:10 ZeromuS wrote:
We found that similar to the Double Mining model, the mining curve may have been too high, and the return of 15 minerals instead of 5 may be too punishing due to the potentially high number of lost minerals on worker death in scenarios of harassment.

On April 22 2015 05:38 ZeromuS wrote:
The only reason we dropped it to 2 trips instead of 3 was because 3 trips is a bit punishing when losing workers and pulling and its too extreme we think for consideration (though it is good!)
It is also really really high income compared to 2 trip which is slightly less high which should be less difficult or as jarring a balance issue in early days.

I would like to point out that original DH set the single harvest of 3 minerals instead of 5. Thus, tripling it set it to 9 per round. If you assumed 5 - making it total of 15, as you state in the first post, makes it really huge. But 9, it actually puts it below your round trip of 10. Losing workers and early game should not be affected that much.

I'd be interested in triple harvest 9,12,15 to see how that compares to double.

You can check triple-harvest 9-mineral-round (the original DH) at:
http://www.teamliquid.net/forum/sc2-maps/471776-mod-double-harvesting-better-saturation-curve

I will perform the very same tests with the harvesting strategy here and include it in the graphs, so that we can compare directly, apples-to-apples.
[MOD]Economy - Hot Mineral Harvesting
meenamjah
Profile Joined February 2012
Canada51 Posts
April 21 2015 21:35 GMT
#605
hmm.. too bad they couldn't just use an already-established-amazing economic model from a similar game that they own.
Never delay until tomorrow what you can delay until next week.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2015-04-21 22:02:12
April 21 2015 21:46 GMT
#606
On April 22 2015 06:02 ZeromuS wrote:
extension mods dont always get a ton of players sadly and yeah quiet time also exam time for a lot of students in NA


Oh shit, I completely forgot about this haha

On April 22 2015 06:35 meenamjah wrote:
hmm.. too bad they couldn't just use an already-established-amazing economic model from a similar game that they own.


They can't because SC2 isn't Brood War. It shouldn't try to be BW in every aspect. There are things to learn from and take away from BW, but it's absolutely possible to still be its own game.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
April 21 2015 21:48 GMT
#607
FINALLY got the time to read this! Very interesting read, thanks for all the research that you did!
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
ZeromuS
Profile Blog Joined October 2010
Canada13408 Posts
April 22 2015 00:15 GMT
#608
On April 22 2015 06:30 BlackLilium wrote:
Show nested quote +
On April 22 2015 06:28 Gfire wrote:
On April 22 2015 06:14 BlackLilium wrote:
On April 12 2015 06:10 ZeromuS wrote:
We found that similar to the Double Mining model, the mining curve may have been too high, and the return of 15 minerals instead of 5 may be too punishing due to the potentially high number of lost minerals on worker death in scenarios of harassment.

On April 22 2015 05:38 ZeromuS wrote:
The only reason we dropped it to 2 trips instead of 3 was because 3 trips is a bit punishing when losing workers and pulling and its too extreme we think for consideration (though it is good!)
It is also really really high income compared to 2 trip which is slightly less high which should be less difficult or as jarring a balance issue in early days.

I would like to point out that original DH set the single harvest of 3 minerals instead of 5. Thus, tripling it set it to 9 per round. If you assumed 5 - making it total of 15, as you state in the first post, makes it really huge. But 9, it actually puts it below your round trip of 10. Losing workers and early game should not be affected that much.

I'd be interested in triple harvest 9,12,15 to see how that compares to double.

You can check triple-harvest 9-mineral-round (the original DH) at:
http://www.teamliquid.net/forum/sc2-maps/471776-mod-double-harvesting-better-saturation-curve

I will perform the very same tests with the harvesting strategy here and include it in the graphs, so that we can compare directly, apples-to-apples.


will be good to see the graphs. 3 rounds for 9 minerals is still a very long trip and not sure if its ideal for blizz, but worth seeing the graphs for excited for that
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
GoShox
Profile Blog Joined December 2007
United States1845 Posts
April 22 2015 03:17 GMT
#609
If anyone wants to test this out, I'm up for playing. I'll be in the Double Harvest group any time I'm online and my NA account is Shox.621
The Foilist
Profile Joined March 2012
United States1 Post
April 22 2015 04:33 GMT
#610
I really like the Double Harvest model.

I think it may be easier for players to understand if the worker mined in short, 1-mineral increments up to the number of minerals per trip. So you can click on a node and see the number of minerals tick down as the worker mines.

I have no idea how that would affect gameplay, but it makes more intuitive sense to me than mining in 3 or 5 mineral increments.

There's my two cents.
-(X)-
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
April 22 2015 05:27 GMT
#611
Foilist, that sounds like a good idea. You could also have an effect such as the mineral load getting brighter the more of the load they have.

I think they wanted it in bunches in order to make there be some sort of penalty for pulling your workers to defend early on. If you can put them right back on the mineral line then you haven't lost anything.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Myrddraal
Profile Joined December 2010
Australia937 Posts
April 22 2015 06:05 GMT
#612
I was going to suggest something similar in response to this, I haven't read through the whole thread so apologies if it has already been suggested.

When a worker takes twice as long to complete their harvesting action, stopping this action prematurely results in a huge hit to the economy. Instead of missing out on 5 minerals from interrupting a 2.7 second harvest cycle in the current economic model a player who pulls their workers will lose 10 minerals from interrupting a 5.4 second harvest cycle.


Though rather than 1 mineral increments I was going to suggest 5 or maybe 2, this would help reduce the impact of pulling workers (though slightly increase the loss of losing workers if you count the minerals lost) without completely nullifying it.


[stranded]: http://www.indiedb.com/games/stranded
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2015-04-22 06:14:11
April 22 2015 06:11 GMT
#613
On April 22 2015 02:07 SC2John wrote:
Show nested quote +
On April 21 2015 18:08 MarlieChurphy wrote:
This thread is so long. Is there a TL;DR of op and a TL;DR of comments?

From my skimming I just read that op wants workers to gather 10 per trip and not allow a perfect mining fit of 2 workers (so making them mine longer?). I don't really know.

Tbh, BW economy was fine. Why can't they just replicate that?

IIRC, blizzard's logic for making it 5 per trip was to "even it out, because 8 was just weird." which is completely irrelevant, because often times in a game you cancel stuff or whatever and it becomes uneven anyway.



That's more or less correct. Basically, the fact that workers pair on mineral nodes allows a perfect 2:1 ratio, meaning that the first 16 workers per base mine at 100% efficiency. By the time you get to 3 bases, all bases are running on perfect efficiency with little room left for army, meaning that on 3 bases (or 24 nodes), you have no incentive to expand other than extra gas income.

In a suggested model, we can solve this by dropping the efficiency below 2:1 (even 1.99:1 is an improvement). This means that the first 8 workers will have 100% efficiency, meaning that you need to spread out to 4-5 bases in order to get the same efficient income as you would in HotS. This has a lot of the same effects of the LotV economy without punishing certain styles and creating a feeling of mineral starvation.



Has it addressed anything about the gas/geyser issue also?

It cost way more supply than it did in BW to run a base because there are now 2 geysers running at half efficiency instead of 1 running at double.

Imho, the idealogy behind having 2 geysers is great from a strategic decision making and recon info standpoint, but I think maybe a fully saturated geyser should be dropped to 2 or maybe 2.5 workers.

Once you get to 3 and 4 bases, thats anywhere from 6-8 workers per base = 24-32 supply just gathering gas, while minerals is only 16-24 workers per base, which is pretty huge. And then take into consideration that zerg needs to have 2 extra supply at each base for a queen (who is mainly being used for economy), it's way too expensive to run an economy as far as supply goes.

Which is why terran with enough time has the ultimate best economy macro mechanic as they could mass CC (which double as supply and defense/walls and remove the need for the majority of your supply via MULE).

buffing the return rate speed or the return trip income+nerfing the amount of time a worker stays inside the geyser, could free up 12-16 supply alone. Which is enough to support another base, or make more end game army. And it's a pretty simple fix.

RIP SPOR 11/24/11 NEVAR FORGET
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
April 22 2015 07:26 GMT
#614
On April 22 2015 15:05 Myrddraal wrote:
I was going to suggest something similar in response to this, I haven't read through the whole thread so apologies if it has already been suggested.

Show nested quote +
When a worker takes twice as long to complete their harvesting action, stopping this action prematurely results in a huge hit to the economy. Instead of missing out on 5 minerals from interrupting a 2.7 second harvest cycle in the current economic model a player who pulls their workers will lose 10 minerals from interrupting a 5.4 second harvest cycle.


Though rather than 1 mineral increments I was going to suggest 5 or maybe 2, this would help reduce the impact of pulling workers (though slightly increase the loss of losing workers if you count the minerals lost) without completely nullifying it.



The model they suggested uses 5 mineral increments. That's why it's called double harvest - it harvests in 2 mineral bunches. First, 5 minerals, then another 5.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2015-04-22 10:06:03
April 22 2015 10:02 GMT
#615
On April 22 2015 16:26 WarSame wrote:
Show nested quote +
On April 22 2015 15:05 Myrddraal wrote:
I was going to suggest something similar in response to this, I haven't read through the whole thread so apologies if it has already been suggested.

When a worker takes twice as long to complete their harvesting action, stopping this action prematurely results in a huge hit to the economy. Instead of missing out on 5 minerals from interrupting a 2.7 second harvest cycle in the current economic model a player who pulls their workers will lose 10 minerals from interrupting a 5.4 second harvest cycle.


Though rather than 1 mineral increments I was going to suggest 5 or maybe 2, this would help reduce the impact of pulling workers (though slightly increase the loss of losing workers if you count the minerals lost) without completely nullifying it.



The model they suggested uses 5 mineral increments. That's why it's called double harvest - it harvests in 2 mineral bunches. First, 5 minerals, then another 5.

Well, it could be another variable for Blizzard to change in case they wanted the income curve to match some exact description. For instance, suppose that 9-DH is considered ideal, but Blizzard does not want to deal with 4.5m/harvest, they could change the mining to three times 3m/harvest by changing harvesting time and so on while not affecting total time spent before returning cargo per worker. This way there is a middle-ground between 8 & 10 without potential annoying issues.

I also think that double harvest is slightly unintuitive (although personally I don't care), and that if you harvest 4-5 times per trip it might seem more obvious because you could have two graphics: one of having some minerals and one of having max minerals, like an updated version of lumber mining in WC3 where every whack of the axe would net you another 1 lumber in the worker's personal cargo.
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.
Myrddraal
Profile Joined December 2010
Australia937 Posts
April 22 2015 10:14 GMT
#616
On April 22 2015 16:26 WarSame wrote:
Show nested quote +
On April 22 2015 15:05 Myrddraal wrote:
I was going to suggest something similar in response to this, I haven't read through the whole thread so apologies if it has already been suggested.

When a worker takes twice as long to complete their harvesting action, stopping this action prematurely results in a huge hit to the economy. Instead of missing out on 5 minerals from interrupting a 2.7 second harvest cycle in the current economic model a player who pulls their workers will lose 10 minerals from interrupting a 5.4 second harvest cycle.


Though rather than 1 mineral increments I was going to suggest 5 or maybe 2, this would help reduce the impact of pulling workers (though slightly increase the loss of losing workers if you count the minerals lost) without completely nullifying it.



The model they suggested uses 5 mineral increments. That's why it's called double harvest - it harvests in 2 mineral bunches. First, 5 minerals, then another 5.


Ah okay I didn't realise that, I just assumed it was double harvest because it was double the previous amount, thanks for clearing that up.
[stranded]: http://www.indiedb.com/games/stranded
eg9
Profile Joined February 2011
Norway43 Posts
April 22 2015 14:20 GMT
#617
What is the point in keeping double harvest at 10 minerals per trip if it gives you an increase in about 35% from standard income for the early levels. Would it not just be better to have 8 per trip so that the income per trip remains remains more in line with the income per worker levels from WoL or HotS? Seems easier to implement for blizzard at least
BlackLilium
Profile Joined April 2011
Poland426 Posts
April 22 2015 15:15 GMT
#618
On April 22 2015 23:20 eg9 wrote:
What is the point in keeping double harvest at 10 minerals per trip if it gives you an increase in about 35% from standard income for the early levels. Would it not just be better to have 8 per trip so that the income per trip remains remains more in line with the income per worker levels from WoL or HotS? Seems easier to implement for blizzard at least

The problem is that DH2x5 while has increased income early game, it matches the Standard when saturating.
If you go DH2x4, you match the Standard early game but fall about 20-30% below standard when saturating.

Given that Blizzard looks for ways to speed up early game (e.g. by giving 12 starting workers), DH2x5 is given more attention.
[MOD]Economy - Hot Mineral Harvesting
ZeromuS
Profile Blog Joined October 2010
Canada13408 Posts
Last Edited: 2015-04-22 15:48:50
April 22 2015 15:48 GMT
#619
On April 22 2015 19:02 Grumbels wrote:
Show nested quote +
On April 22 2015 16:26 WarSame wrote:
On April 22 2015 15:05 Myrddraal wrote:
I was going to suggest something similar in response to this, I haven't read through the whole thread so apologies if it has already been suggested.

When a worker takes twice as long to complete their harvesting action, stopping this action prematurely results in a huge hit to the economy. Instead of missing out on 5 minerals from interrupting a 2.7 second harvest cycle in the current economic model a player who pulls their workers will lose 10 minerals from interrupting a 5.4 second harvest cycle.


Though rather than 1 mineral increments I was going to suggest 5 or maybe 2, this would help reduce the impact of pulling workers (though slightly increase the loss of losing workers if you count the minerals lost) without completely nullifying it.



The model they suggested uses 5 mineral increments. That's why it's called double harvest - it harvests in 2 mineral bunches. First, 5 minerals, then another 5.

Well, it could be another variable for Blizzard to change in case they wanted the income curve to match some exact description. For instance, suppose that 9-DH is considered ideal, but Blizzard does not want to deal with 4.5m/harvest, they could change the mining to three times 3m/harvest by changing harvesting time and so on while not affecting total time spent before returning cargo per worker. This way there is a middle-ground between 8 & 10 without potential annoying issues.

I also think that double harvest is slightly unintuitive (although personally I don't care), and that if you harvest 4-5 times per trip it might seem more obvious because you could have two graphics: one of having some minerals and one of having max minerals, like an updated version of lumber mining in WC3 where every whack of the axe would net you another 1 lumber in the worker's personal cargo.


Honestly, I think visual representation of the basketted minerals is not going to be too difficult to do.

Committed players will learn what the little indicator means and super casual players just simply won't care.

You can see how the easy to understand for committed players and simple enough for casuals if they put in the time to figure it out approach in all the popular games like LoL/DotA/CSGO etc

On April 23 2015 00:15 BlackLilium wrote:
Show nested quote +
On April 22 2015 23:20 eg9 wrote:
What is the point in keeping double harvest at 10 minerals per trip if it gives you an increase in about 35% from standard income for the early levels. Would it not just be better to have 8 per trip so that the income per trip remains remains more in line with the income per worker levels from WoL or HotS? Seems easier to implement for blizzard at least

The problem is that DH2x5 while has increased income early game, it matches the Standard when saturating.
If you go DH2x4, you match the Standard early game but fall about 20-30% below standard when saturating.

Given that Blizzard looks for ways to speed up early game (e.g. by giving 12 starting workers), DH2x5 is given more attention.


Yup thats Exactly it
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Apoteosis
Profile Joined June 2011
Chile820 Posts
April 22 2015 17:41 GMT
#620
I have one question about the DH proposed model:

¿What is the cost of losing workers in that model? I mean, harassement in DH models. ¿It is more or less efective than in the Hots or Lotv models?
Life won like 200k and didn't hire a proper criminal lawyer.
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