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A Treatise on the Economy of SCII - Page 34

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
WhaleOFaTALE1
Profile Joined April 2015
47 Posts
April 27 2015 23:30 GMT
#661
How is the double harvest any different than the double mining model??
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 28 2015 00:48 GMT
#662
On April 28 2015 05:55 Pontius Pirate wrote:
If the Parting vs Scarlett showmatch demonstrated anything that can actually be taken away, it's that we need to test a slightly more extreme version of the mod in order to showcase Zeromus' intended economic changes. Even if it would have to be toned down before actual implementation, DH9 didn't lead to very visually different games, and when demonstrating a model that was formerly only theorized, it would behoove the creators to endorse some more ambitious testing changes. Don't get me wrong, some of the games were very exciting. The increased mineral income on both players' parts led to slightly more unit wealth. Scarlett held more bases than would be expected at certain times of the game and saturated some of them with slightly fewer workers than would be expected. It lead to exciting large-army trades almost constantly in a couple of the games, as they bounced between 160 and 190 supply for about 15 minutes of a 25 game. I'd label it a very above-average game, from an entertainment perspective. It's possible that DH9 was the singular reason for why a couple of the games were great, but hard to say. We need a more extreme version of your mod, in order to test this out.

For the sake of demonstrating your model's efficacy, a more aggressive efficiency decrease between 8 and 16 workers is needed. It will almost certainly not make the final game, but it's the only way to showcase an element of the game that usually remains behind the scenes.

These are good points. Once we get more data (soon, hopefully) we'll be able to make more conclusive statements about things. But I agree that the initial testing suggests that the changes aren't extreme enough.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 28 2015 00:49 GMT
#663
On April 28 2015 08:30 WhaleOFaTALE1 wrote:
How is the double harvest any different than the double mining model??

Pulling off workers to defend rushes etc. is less punishing in DH as opposed to DM. The mechanics of that are a tiny bit complicated, but it's explained in the OP.
Administrator~ Spirit will set you free ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 28 2015 01:16 GMT
#664
Just as an abstract observation if we're discussing worker efficiency models and system designs:

If you want to decrease the efficiency of workers N > n, where N is # of workers and n is #of patches, you need to increase the proportion of the first worker's access to the patch's mining capacity UNLESS you implement a behavior that deprives workers of patch access (like bouncing, or intentionally inopportune DH cycling).

Every mineral patch regardless of distance has the same capacity, which is the max income available from it (when worked constantly, aka saturated). If we assume standard distances this is usually 3, with 2 being near 100%. If you make 1 worker >50% capacity, necessarily the 2nd worker will be inefficient. However this will lead to 2 workers saturating a patch leaving no incentive for more than 2n workers. This is bad.

Conclusion: Any mining system attempting to make 9-16 noticeably inefficient but retain gains for 17+ workers HAS to use a worker behavior that depresses patch access. In BW this was bouncing. In SC2 we've experimented with DH as well.

Recommendation: Tinkering with DH systems is required to find empirical solutions to get desired income/efficiency curves. Minor adjustments to timing parameters will have unexpected effects. (Review BlackLilium's thread.)
Comprehensive strategic intention: DNE
AmicusVenti
Profile Joined July 2013
United States61 Posts
April 28 2015 03:41 GMT
#665
Zeromus, I've noticed Lalush has been stating his concerns lately that DH won't make any appreciable difference on SC2 as a whole, and that thinking in terms of when peak economy occurs is much more important. For example, in the case of Zerg against Turtle Mech, Lalush believes that the Mech player will max out before the Zerg player has a chance to capitalize on the increased income. As such, without reworking macro mechanics, DH will certainly fail.

From what I've seen, your choice of response to this is that DH is not meant to be exactly adopted into Void, but rather merely is there to showcase the benefits of worker pairing. However I don't think that's an adequate response. If Lalush is correct, then DH won't showcase the benefits of worker pairing because the point of peak economy still comes too quickly.

These concerns lead me to believe that, unless DH address macro mechanics (or alternatively raises supply cap but I don't think that's a good idea due to performance issues), then it won't do any good and this whole grand endeavor is for naught. This worried me a lot! If this is true, it seems wiser to rework macro mechanics on the DH mod before proceeding any further. I understand this may be seen as tampering with the game more further than Blizzard is willing to go, but if the DH mod can't showcase the benefits without macro mechanics rework, then it's all useless!

What do you think? I'm quite concerned about this; hopefully your response can restore my peace of mind.
Daeracon
Profile Joined March 2011
Sweden199 Posts
April 28 2015 04:08 GMT
#666
On April 28 2015 12:41 AmicusVenti wrote:
Zeromus, I've noticed Lalush has been stating his concerns lately that DH won't make any appreciable difference on SC2 as a whole, and that thinking in terms of when peak economy occurs is much more important. For example, in the case of Zerg against Turtle Mech, Lalush believes that the Mech player will max out before the Zerg player has a chance to capitalize on the increased income. As such, without reworking macro mechanics, DH will certainly fail.

From what I've seen, your choice of response to this is that DH is not meant to be exactly adopted into Void, but rather merely is there to showcase the benefits of worker pairing. However I don't think that's an adequate response. If Lalush is correct, then DH won't showcase the benefits of worker pairing because the point of peak economy still comes too quickly.

These concerns lead me to believe that, unless DH address macro mechanics (or alternatively raises supply cap but I don't think that's a good idea due to performance issues), then it won't do any good and this whole grand endeavor is for naught. This worried me a lot! If this is true, it seems wiser to rework macro mechanics on the DH mod before proceeding any further. I understand this may be seen as tampering with the game more further than Blizzard is willing to go, but if the DH mod can't showcase the benefits without macro mechanics rework, then it's all useless!

What do you think? I'm quite concerned about this; hopefully your response can restore my peace of mind.


Do you have a link to Lalushs comments? I think we need way more data than we have to make any conclusions in general though.
You can't use your breaks to get over a hill
AmicusVenti
Profile Joined July 2013
United States61 Posts
April 28 2015 04:25 GMT
#667
On April 28 2015 13:08 Daeracon wrote:
Show nested quote +
On April 28 2015 12:41 AmicusVenti wrote:
Zeromus, I've noticed Lalush has been stating his concerns lately that DH won't make any appreciable difference on SC2 as a whole, and that thinking in terms of when peak economy occurs is much more important. For example, in the case of Zerg against Turtle Mech, Lalush believes that the Mech player will max out before the Zerg player has a chance to capitalize on the increased income. As such, without reworking macro mechanics, DH will certainly fail.

From what I've seen, your choice of response to this is that DH is not meant to be exactly adopted into Void, but rather merely is there to showcase the benefits of worker pairing. However I don't think that's an adequate response. If Lalush is correct, then DH won't showcase the benefits of worker pairing because the point of peak economy still comes too quickly.

These concerns lead me to believe that, unless DH address macro mechanics (or alternatively raises supply cap but I don't think that's a good idea due to performance issues), then it won't do any good and this whole grand endeavor is for naught. This worried me a lot! If this is true, it seems wiser to rework macro mechanics on the DH mod before proceeding any further. I understand this may be seen as tampering with the game more further than Blizzard is willing to go, but if the DH mod can't showcase the benefits without macro mechanics rework, then it's all useless!

What do you think? I'm quite concerned about this; hopefully your response can restore my peace of mind.


Do you have a link to Lalushs comments? I think we need way more data than we have to make any conclusions in general though.


Sure thing, here are the references I have:

http://www.teamliquid.net/blogs/483571-regarding-lotvs-economy-and-critiques?page=2#29

http://www.teamliquid.net/blogs/483571-regarding-lotvs-economy-and-critiques?page=2#39

http://www.reddit.com/r/starcraft/comments/33v815/updates_to_the_double_harvester_model_from_tl/cqouoq9

The point seems pretty well thought out on his part, and it sounds like the folks over at Starbow have already done some testing. That isn't final, of course, but I think it's cause for concern.

BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-04-28 04:52:31
April 28 2015 04:52 GMT
#668
I think you guys are making too big conclusions out of a single round of matches, between two players who - as some point out - were not exactly of the same skill in the first place. We need more matches!
Overcompensating can be dangerous for other reasons. One being - seriously punishing a player who actually tries to raise an expo but loses it.
[MOD]Economy - Hot Mineral Harvesting
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
April 28 2015 07:00 GMT
#669
On April 28 2015 09:48 Plexa wrote:
Show nested quote +
On April 28 2015 05:55 Pontius Pirate wrote:
If the Parting vs Scarlett showmatch demonstrated anything that can actually be taken away, it's that we need to test a slightly more extreme version of the mod in order to showcase Zeromus' intended economic changes. Even if it would have to be toned down before actual implementation, DH9 didn't lead to very visually different games, and when demonstrating a model that was formerly only theorized, it would behoove the creators to endorse some more ambitious testing changes. Don't get me wrong, some of the games were very exciting. The increased mineral income on both players' parts led to slightly more unit wealth. Scarlett held more bases than would be expected at certain times of the game and saturated some of them with slightly fewer workers than would be expected. It lead to exciting large-army trades almost constantly in a couple of the games, as they bounced between 160 and 190 supply for about 15 minutes of a 25 game. I'd label it a very above-average game, from an entertainment perspective. It's possible that DH9 was the singular reason for why a couple of the games were great, but hard to say. We need a more extreme version of your mod, in order to test this out.

For the sake of demonstrating your model's efficacy, a more aggressive efficiency decrease between 8 and 16 workers is needed. It will almost certainly not make the final game, but it's the only way to showcase an element of the game that usually remains behind the scenes.

These are good points. Once we get more data (soon, hopefully) we'll be able to make more conclusive statements about things. But I agree that the initial testing suggests that the changes aren't extreme enough.

I'm actually not saying that the changes aren't extreme enough for testing towards implementing them in-game. I'm just saying that the merits of the economy mod would be much better showcased by an exaggerated change. Once you guys get down to the nitty-gritty testing of having tons and tons of people play it, it can be scaled back to something similar to DH9. But demonstrating to the people kind of needs some more dramatic results for the sake of spectacle.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
BlackLilium
Profile Joined April 2011
Poland426 Posts
April 28 2015 07:45 GMT
#670
We had DH2x5 before and the early-game income was considered too high.
[MOD]Economy - Hot Mineral Harvesting
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 28 2015 08:01 GMT
#671
On April 28 2015 12:41 AmicusVenti wrote:
Zeromus, I've noticed Lalush has been stating his concerns lately that DH won't make any appreciable difference on SC2 as a whole, and that thinking in terms of when peak economy occurs is much more important. For example, in the case of Zerg against Turtle Mech, Lalush believes that the Mech player will max out before the Zerg player has a chance to capitalize on the increased income.

I think that was more or less the result of the simulation in the other thread as well. The high-basing zerg will max faster, but not by enough to make a big difference.

How about giving workers back their collision box? Then the mineral line will crowd up pretty quickly when you have many workers, potentially even before you have 1 worker per mineral, and it is hard to amke it more intuitive, as the transparent workers going through each other clearly isn't very intuitive.

Maybe you could make only the mineral-carrying workers a collision box, so that even if you have 50 workers on minerals, the vast majority of them that doesn't carry minerals can overlap, but they'll have to jump out of the way when a mineral-carrying worker wants to return.
weikor
Profile Blog Joined March 2011
Austria580 Posts
April 28 2015 08:25 GMT
#672
lets be honest here. Double harvest will most likely stay an idea. A good one, a well thought out one but highly doubt it will get implemented.

i think the biggest flaw of double harvest - is the way it actually changes the economy, unit timings would have to be rebalanced. This is a change with such big impact, i doubt blizzard will implement it.
Listening to all the upsides of DH definitely makes you biased towards DH - while the 100%/60% model (if someone posted an equally informative thread) would cause you to cheer for that model.

So lets try to like the 100%/60% model, while flawed - i dont actually think its that terrible. Its certainly better than HoTS - and thats an improvement.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 28 2015 08:28 GMT
#673
The LotV model changes timings much more drastically than double harvest, which is actually a massive reason why zerg has been so much stronger than terran or protoss in the beta so far.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2015-04-28 09:46:57
April 28 2015 09:41 GMT
#674
Some of my thoughts on DH and why it hasn't (yet?) devilered as significant significant results as the author of the article probably had imagined:

Reason 1
The income assymetry only plays a small part in whether you incentived to army trade or not. I previously made a rough guess that unit design/abilities accounts for 80% of the incentive difference for army trading from BW to Sc2. For instance, I don't believe zerg in BW would be able to overlord drops as efficiently if they faced Vikings instead of Goliaths, and they would have trouble attacking into defensive lines if they had no Defilers and faced mass PDDs.

Reason 2
DH doesn't properly reward immobile players for being on 2 base compared to 3 bases (note your not immobile if you mass Warpgate units). In BW if you had 45 mining workers, you only increased mineral income by 15%. In DH on the other hand, the difference between in income when using 50 workers is 25% (note: the reason I am using more workers here is due to chronoboost). On top of that, you can dramatiscally increase your mineral income by taking a 3rd and going to 60 workers in DH (over 30%). Such an opportunity didn't exist in BW:

Source: See the graph posted by Lalush: http://www.teamliquid.net/forum/legacy-of-the-void/483640-economy-data-collection-thread-hots-dh10-dh8)

TLDR: Protoss will opt to rush to 3 bases, and yes, the mobile opponent will have a slightly easier time army trading vs it if he takes more bases, and protoss will have a slightly easier time harassing the enemy mobile player (since that player is spread out further). However, this isn't a fundamental fix to Sc2.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-04-28 10:02:32
April 28 2015 10:01 GMT
#675
On April 28 2015 18:41 Hider wrote:
Reason 2
DH doesn't properly reward immobile players for being on 2 base compared to 3 bases (note your not immobile if you mass Warpgate units). In BW if you had 45 mining workers, you only increased mineral income by 15%. In DH on the other hand, the difference between in income when using 50 workers is 25% (note: the reason I am using more workers here is due to chronoboost). On top of that, you can dramatiscally increase your mineral income by taking a 3rd and going to 60 workers in DH (over 30%). Such an opportunity didn't exist in BW:

I am confused here. In short - you say BW favored expanding less than DH and you say it is a good thing? You say DH should be weaker in rewarding an expanding player?

On April 28 2015 18:41 Hider wrote:
TLDR: Protoss will opt to rush to 3 bases, and yes, the mobile opponent will have a slightly easier time army trading vs it if he takes more bases, and protoss will have a slightly easier time harassing the enemy mobile player (since that player is spread out further). However, this isn't a fundamental fix to Sc2.

It is a fix. It does not fix everything however. We are not trying to fix everything.
[MOD]Economy - Hot Mineral Harvesting
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2015-04-28 10:36:49
April 28 2015 10:23 GMT
#676
I am confused here. In short - you say BW favored expanding less than DH and you say it is a good thing?


The concept 99% of people confuses is that BW didn't reward everyone for expanding. No it rewarded being up multiple bases. But being up 3-to-2 bases wasn't signficiantly rewarded. However, being up 6 to 3 bases was heavily rewarded.

So think about how this impact the decision making players. If your mobile --> You take lots of bases as you can. If you immobile --> You stay on fewer bases than in Sc2.

What is the advantage of sitting on fewer bases? You can be aggressive faster and easier. For instance, if protoss and terran had to play vs Zerg while taking bases super fast (in BW), they would have turtled super hard too.

SC2 = You rush to 3 bases, and take extra bases at a slow pace afterwards.
BW immobile = You stay on 2 bases for a long time if your units are strong in the midgame (e.g. protoss vs zerg and bio vs zerg). = You prefer to take a 3rd faster if your immobile but your units scale better (e.g. mech) --> As you can't reallly attack with your army, so you rather just take bases as soon as possible instead.
BW mobile: You take bases much faster.
DH = Immobile rushes to 3 bases and probably stays there for a while. Mobile will take bases much faster.


It is a fix. It does not fix everything however. We are not trying to fix everything.


The problem is that if you make a "fix" with lots of consequences for balance, then it needs to be supereffective. E.g. removing Forcefields, redesigning Collosus, Ravens, Ghosts could have HUGE consequencs. But if well executed, it could also lead to dramastically better gameplay. I don't see that as big upside with DH. Rather, I see it as being 10-20% better than Sc2-econ.

On the other hand, I actually do see more upside with LOTV econ if it succesfully manages to make defensive play viable as well. I don't think David Kim will do this, but theoretically, I see the most potential with this econ.

It never made logically sense to me that the TL staff has had such a focus on a new econ, instead of coming up with unit design suggestions that could (in a different way) recreate the good concepts from the BW-dynamic.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2015-04-28 16:53:01
April 28 2015 16:52 GMT
#677
Immobile players taking a third so easily is partly a map thing. Map makers thought that the was best route at the time, for balance or whatever reason, but the thirds tend to be very close on SC2 maps compared to BW. If you make it tougher to take a third, the reward it gives might balance out the high reward for being 3 bases to 2.

It could still have a problem where the mobile player gets a third and the immobile player doesn't but can't do much with only two bases. Then we've still got that problem from WoL back when we started making easier thirds in the first place (generally for PvZ balance, and imo it made most the other matchups worse.) If we could do it over again I would have probably thought we should leave the maps alone and wait for Blizzard to adjust the units with a patch. We were too short sighted I think.
all's fair in love and melodies
fr4nk1sh
Profile Joined April 2011
Sweden59 Posts
April 28 2015 17:34 GMT
#678
Really intresting. And alot of data to back it up!!

I'd love to see blizzard testing this on the beta as i belive the corrent economy is flawed
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
April 28 2015 19:36 GMT
#679
On April 29 2015 01:52 Gfire wrote:
Immobile players taking a third so easily is partly a map thing. Map makers thought that the was best route at the time, for balance or whatever reason, but the thirds tend to be very close on SC2 maps compared to BW. If you make it tougher to take a third, the reward it gives might balance out the high reward for being 3 bases to 2.

It could still have a problem where the mobile player gets a third and the immobile player doesn't but can't do much with only two bases. Then we've still got that problem from WoL back when we started making easier thirds in the first place (generally for PvZ balance, and imo it made most the other matchups worse.) If we could do it over again I would have probably thought we should leave the maps alone and wait for Blizzard to adjust the units with a patch. We were too short sighted I think.

Similarly, a potential worry with LotV economy is that map makers will give players safer fourth and fifth bases. I think that with Double Harvesting the pressure on map makers to make easily defensible expansions is not as severe because it's supposed to be okay if there is asymmetry in races taking expansions. I think LotV economy still pushes towards symmetry, albeit one that people enjoy more, one where every race is supposed to be mobile and spread out (and failing that, one where maps allow even immobile players to win).
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 29 2015 14:47 GMT
#680
^ If Blizzard goes ahead with LotV looking like it does now, we'll definitely see 4th bases that are comparable to present 3rd bases in how easy they are to establish. Imo this wouldn't be such a bad thing, if you depress the economy and provide an easier (closer) string of expansions in compensation, it creates more timings --> more action. It also provides more options for mapmakers.
Comprehensive strategic intention: DNE
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