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In Response to David Kim re: SC2 Economy

Forum Index > Legacy of the Void
328 CommentsPost a Reply
1 2 3 4 5 15 16 17 Next All
In response to: http://us.battle.net/sc2/en/forum/topic/17085919227
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2015-04-22 00:35:58
April 22 2015 00:00 GMT
#1
Dear David and the LotV Dev Team,

Before getting into addressing the points you raised, I just want to thank you on behalf of the community for reaching out and responding to our thread on the economy of SC2. Regardless of any person's point of view on the economy, those participating in this discussion want the best possible outcome for StarCraft II so that the game can last for years to come. At TeamLiquid we firmly believe that the best way to get the optimal outcome for LotV is to have open and frank discussions so that the greatest set of viewpoints can be evaluated and the best of those viewpoints incorporated into the final product. Even if the dev team decides to stick with the current implementation, we hope that by giving our model a fair consideration that the most informed decision about the direction to take the StarCraft II economy is made.

We hope this greater level of communication is a sign of things to come.

Getting into addressing your specific claims, our principle concern is that it doesn’t look like our model has been completely understood by the dev team – that isn’t necessarily your fault! It means our explanation was not clear enough, so this post is an attempt to clear up these misconceptions. After all, we’re happy with you guys sticking to the current LotV model as long as our model has been given fair consideration. Since there has been a misunderstanding, we don’t think fair consideration has been given just yet.

Our response is structured as follows;
      1) Misconceptions about the saturation point in our model
      2) A breakdown of the 2 base vs 4 base example that you cited
      3) Closing remarks

Misconceptions about the Saturation Point

Let’s make a definition; the ‘saturation point’ is the number of workers for which adding any further workers doesn’t increase the income rate of the player. The saturation point for 8 mineral nodes in HotS is 24 workers, since the 25th worker does not add any additional income. The saturation point for 16 mineral nodes is 48 workers. It’s worthwhile noting that the saturation point in LotV is the same as HotS.

The second definition I want to make is the `efficiency curve’; this is the graph of number of workers vs income/minute given a fixed number of mineral nodes. It roughly shows how efficient each worker is (in terms of money invested into worker vs income return). When the efficiency curve is constant the saturation point has been reached. It’s worthwhile pointing out that LotV and HotS have the same efficiency curve given the same number of mineral nodes.

Our current model (DH/10 trip) actually has the same saturation point as the HotS (or LotV) model. The change in our model is that the shape of the efficiency curve is changed. This is best illustrated in the following graph. Do note that this is the result of data collected in game. Thanks so much to community member Barrin for collecting this data and making it available to us.

[image loading]


The first observation is you can clearly see that the saturation point of both the HotS and DH10 models is 24 workers and that both models mine effectively the same amount (there is a 7 mineral/minute difference, essentially negligible).

The big difference is in the shape of the efficiency curve. When the model is approximately linear it means that the number of workers is mining at near 100% efficiency, but when the model is non-linear it means the efficiency of these workers is less than 100%.

The HotS model is essentially linear until 18 workers (theoretical expectation is 16). It then drops off quite dramatically through workers 19-24. The DH10 model is essentially linear until about 9 workers (theoretical expectation is 8), and then drops off from 10-24 workers at a less steep rate than the HotS model.

In addition to the adjusted slope, workers in DH10 proportionally mine more than their HotS counterparts in the following sense. By ‘total possible income’ I mean the maximum income/minute for a fixed number of mineral nodes. In the above graph the total possible income is 825 for HotS and 832 for DH10.
  • At 9 workers DH10 mines 59% of the total possible income, while HotS mines 44% of the total possible income.
  • At 18 workers DH10 mines 89% of the total possible income, while HotS mines at 85% of the total possible income.
The impacts of this change are explained in our first article on the subject, so I won’t go into detail here. All I want to stress here is that the saturation point of both models is the same, the ‘ideal number of workers’ in both models is roughly between 16-20 workers per mineral line, and that the big change in DH10 is the shape of the efficiency curve.

The 2 Base vs 4 Base Example

The preceding discussion is important, because it shows why the example you present isn’t nearly as drastic as you make out. Just so that we’re on the same page, I’ll quote your previous example.
There are two clear, opposing ways we can go in terms of iteration. More advantage towards teching vs. more advantage towards expanding. The community suggestion takes it heavily towards the expanding advantage, whereas closer we go towards the HotS model takes it back to teching advantage. What we mean by this is let's take the case of a player who is teching on 2 bases going up against a player who isn't teching and has 4 bases:

  • In the HotS resourcing model, the 2nd player has almost no econ advantage (due to it being difficult to fully saturate every base + how the mining works per base)
  • In the community suggestion model the 2nd player will have near double the econ advantage (due to it being pretty easy to fully saturate every base)
  • In the Void model, we have something in between the above

I want to zoom in on the bolded statement. Since the saturation point in all models considered is the same, it isn’t any easier to saturation mineral lines in our model than it is in the HotS model. I’ve also pointed out that the ideal number of workers for 8 patches is probably going to be in that 16-20 worker range as it is at the moment. But I think what we really need to do to illustrate our point is to make some graphs of this example. In the following graphs we’re assuming that the worker distribution is `optimal’ across all mineral nodes available and note that in practice this isn’t going to happen since there will always be worker number imbalances across the expansions. Nevertheless, the general principles carry over to actual games where worker number imbalances happen.

First off, the graph of the situation in HotS (the vertical lines are spaced 8 workers apart).

[image loading]


Three important observations
      - Same income for both when 32 workers are mining
      - At 48 workers (saturation point for 2 base) the 4 base player earns 18% more minerals/minute
      - Double income only achieved at 4 base saturation point (96 workers)

Now compare that to the graph of the DH 10 model;

[image loading]


      - Same income for both when 16 workers are mining
      - At 32 workers mining the 4 base player earns 24% more minerals/minute
      - At 48 workers (saturation point for 2 base) the 4 base player earns 34% more minerals/minute
      - Double income only achieved at 4 base saturation point (96 workers)

Given that both players have a sensible number of workers (we think 48 workers on minerals is a fairly sensible amount) the reward for the player in HotS for taking four bases (and taking on the risk of spreading out across the map and committing to defending those locations) is an 18% increase in income compared to two bases. While in DH10 the reward for taking four bases (and inheriting the same risk as in HotS) the reward is a 34% increase in income. Given that we expect the four base player to earn more money, we think the DH10 model offers a more sensible reward/risk ratio compared to HotS.

Since a 4 base player will be able to produce more workers and receive more income/minute past 16 workers that player should not only reach 48 workers faster but also earn more money in getting to that point. This kind of example is difficult to graph with these simple models, but it's important to recognise that there is more advantage gained than the 34% greater minerals/minute represents.

We think the strategic options that our models opens up as a result of the increased income/minute when a player holds more bases (given worker parity between players) makes for more interesting games. This was explained in our first article, and I hope with the graphs we’ve presented here that the misconceptions about our first article are cleared up.

Closing Remarks

One thing that everyone involved in this discussion agrees upon is that we need more data. The current LotV economy changes have the benefit of being tested at length through the LotV beta which opens up the potential for more players to test the changes. TeamLiquid is committed to getting as much data about the DH10 model as we possibly can; but of course it’s always going to be less than the data you can collect. We’re happy to share the data we’ve collected, just reach out to us through any of the usual channels and we’ll happily pass that along.

We also recognise that LotV is trending in the direction of less minerals per base. That’s completely fine with us. Our model is not mutually exclusive with decreasing the resources available per base – for instance we can reduced the mineral patches to say 1350 instead of 1500 so bases mine out faster. What we would prefer is that there wasn’t a difference in the value of mineral patches in one mineral line. We think that this makes it more difficult for newer players to get used to this, in particular we’d like to draw attention to the fact a Terran player dropping a mule onto a node with less minerals on it is extremely punishing in LotV but newer players may not recognise that this is the case. As such we think that less minerals for each node is a superior option if you wish to have bases mine out faster.

We don’t think it’s our job to decide where that line for minerals per mineral node is drawn, so in our DH10 mod we have kept the minerals at 1500. If you would like to see that decreased we’re happy to make that change – we’re happy to do whatever makes the data more valuable so the most informed decision can be made regarding the economy. We’ll be hosting a TL Open using the mod in the very near future, we hope that you watch some of the games there.

Zeromus is also working on a follow up article to the original which addresses a number of concerns raised by the community regarding our model, as well as talking about some new material such as the production cap (which was raised during the discussion on 'The Late Game').




In summary, we hope that this post has cleared up any misunderstandings regarding the model and differences between DH10 and HotS. We hope that this gets you to sit down and take a second look at the benefits/drawbacks of our model and that a fair consideration is given. We’re all invested in the success of StarCraft II and we hope that this dialogue can continue so that we end up with the best possible end product.

Regards,
TeamLiquid.net staff
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Administrator~ Spirit will set you free ~
MiniFotToss
Profile Joined December 2013
China2430 Posts
Last Edited: 2015-04-22 00:16:59
April 22 2015 00:16 GMT
#2
I understand the 96 worker comparison in 4 base and 2 base, but seriously, no one can realistically builds 96 workers in a game and have enough army to kill your opponent, defend his push or win.
Musicus
Profile Joined August 2011
Germany23576 Posts
April 22 2015 00:17 GMT
#3
Thanks for clearing things up again. Blizzard clearly misunderstood something, so I hope they are willing to take another look .
Maru and Serral are probably top 5.
Apoteosis
Profile Joined June 2011
Chile820 Posts
April 22 2015 00:17 GMT
#4
Even the people at Blizzard acknowledge that we are all part of the SC2 community.

For us, the players, the spectators, the mapmakers, the coaches, the managers, we want the best for our beloved game. And that is our desire because we love this game. We like Starcraft. We like RTS.

Day9 said, SC2 is the 21-century chess. We love the depth of the game. We admire the dedication of the progamers. We love the effort put by the mapmakers. We have fun with the custom games.

That is why we are appealing to the developers: our oppinions are based on the love of the game. Nothing else.
Life won like 200k and didn't hire a proper criminal lawyer.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 22 2015 00:18 GMT
#5
On April 22 2015 09:16 MiniFotToss wrote:
I understand the 96 worker comparison in 4 base and 2 base, but seriously, no one can realistically builds 96 workers in a game and have enough army to kill your opponent, defend his push or win.

Agreed, which is why we have been using 48 workers are our baseline for comparing between models.
Administrator~ Spirit will set you free ~
HewTheTitan
Profile Joined February 2015
Canada331 Posts
April 22 2015 00:19 GMT
#6
The neutral community site becomes politically active. Interesting.
purakushi
Profile Joined August 2012
United States3300 Posts
April 22 2015 00:20 GMT
#7
Please, Blizzard.

We complain and give our suggestions, because we care about SC2.
T P Z sagi
Blargh
Profile Joined September 2010
United States2103 Posts
April 22 2015 00:21 GMT
#8
I like this new means of communication.
TheDwf
Profile Joined November 2011
France19747 Posts
April 22 2015 00:23 GMT
#9
Promoting DH10 instead of DH8 is a huge mistake. DH10 is exactly the kind of thing Blizzard could implement since it further increases hyper-development under the pretext of solving a real issue.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2015-04-22 00:33:23
April 22 2015 00:23 GMT
#10
Thanks for putting it so well Plexa <3

On April 22 2015 09:23 TheDwf wrote:
Promoting DH10 instead of DH8 is a huge mistake. DH10 is exactly the kind of thing Blizzard could implement since it further increases hyper-development under the pretext of solving a real issue.


We are promoting an idea, the implementation isn't ours to choose. blizz wants it to go quicker as a game pace, so we aligned with that. Slowing it down vs speeding it up is a whole other discussion alongside worker efficiencies dropping off sooner. We figured we get more traction on the idea if it aligns with blizzards design direction.

Slowing down the game in the mid game by stretching it out is not necessarily aligned with blizz's approach and to change the income curve that much takes a LOT of rebalancing.

Thats the kind of change I would advocate for a major patch like DotA or LoL do in an offseason. Either in offseason 2016 or 2017 after they test and collect a lot of data.

Those kinds of major off season patches would also keep sc2 fresh for years and i hope they look into them.

However the goal, right now, is to find a better solution that achieves the goals of Hots and LotV as a middle ground.

From there, impacts to lower mining income and slowing down the mid game would come later in the lifecycle of patching.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 22 2015 00:25 GMT
#11
On April 22 2015 09:23 TheDwf wrote:
Promoting DH10 instead of DH8 is a huge mistake. DH10 is exactly the kind of thing Blizzard could implement since it further increases hyper-development under the pretext of solving a real issue.

The exact minerals per trip can be adjusted once a lot more data is available. Until then its best to keep things simple and a straight doubling of the status quo is the easiest way to do that.
Administrator~ Spirit will set you free ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 22 2015 00:28 GMT
#12
Great post. Hopefully Blizzard sees this too
Moderatorshe/her
TL+ Member
Circumstance
Profile Blog Joined March 2014
United States11403 Posts
April 22 2015 00:30 GMT
#13
I'm glad that, at least at the top where the voices count, this is developing into a constructive and professional dialogue. It's a refreshing change from the shouting match that clogs most means of communication in which esports discussions are usually held.
The world is better when every background has a chance.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 22 2015 00:41 GMT
#14
Nicely written.
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
Last Edited: 2015-04-22 00:42:21
April 22 2015 00:41 GMT
#15
Beautiful post! I like the general direction of the changes Blizzard proposed, but this is the missing piece in LotV.
What qxc said.
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
April 22 2015 00:48 GMT
#16
On April 22 2015 09:19 HewTheTitan wrote:
The neutral community site becomes politically active. Interesting.


If Obama and his political advisors failed at 6th grade math after having multiple days to figure out the answer, I think the broader public should take a larger role as well. This is absolutely ridicilous.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 22 2015 00:51 GMT
#17
On April 22 2015 09:48 Hider wrote:
Show nested quote +
On April 22 2015 09:19 HewTheTitan wrote:
The neutral community site becomes politically active. Interesting.


If Obama and his political advisors failed at 6th grade math after having multiple days to figure out the answer, I think the broader public should take a larger role as well. This is absolutely ridicilous.


Don't be so harsh, as is common in many big orgs they probably had someone who is busy skim it write a summary and give it to the other already busier people.

I know I've many things get lost in translation at my workplace due to people just being busy when you put it on their desk. In those situations calm and meaningful follow ups are key. Unfortunately we aren't in their office and we can't simply stop in or shoot off an email to clarify something easily
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
suddendeathTV
Profile Joined January 2012
Sweden388 Posts
April 22 2015 00:56 GMT
#18
I love these write-ups, but I doubt David or Blizzard will listen. From what I've understood, they are very ignorant and will only choose their own way. Their response was equally ignorant and it seemed like the idea of DH10 was disregarded before even reading it thoroughly.

I am losing my faith.
Information is everything
ImPrOVE
Profile Joined April 2015
Chile10 Posts
April 22 2015 01:03 GMT
#19
Nice response, I hope that Blizz implements the idea into LotV.

I love how the TL team is pushing their proyect in a respectful manner and also giving all the data to back their proyect.

It's kind of sad and funny how the community does this kind of work for Blizzard (which probably no other community would have), yet they refuse to give it a shot. It isn't a sign of weakness to add the DH10 economy into the game, it's a sign of good communication, and working together to make Starcraft 2 the best game possible.

Please Blizzard, we all love Starcraft, so stop being so stubborn and take a step forward into what could help LotV become a masterpiece.
sAviOr Jaedong NesTea Leenock Soulkey Life
Hider
Profile Blog Joined May 2010
Denmark9396 Posts
Last Edited: 2015-04-22 01:20:05
April 22 2015 01:15 GMT
#20
On April 22 2015 09:51 ZeromuS wrote:
Show nested quote +
On April 22 2015 09:48 Hider wrote:
On April 22 2015 09:19 HewTheTitan wrote:
The neutral community site becomes politically active. Interesting.


If Obama and his political advisors failed at 6th grade math after having multiple days to figure out the answer, I think the broader public should take a larger role as well. This is absolutely ridicilous.


Don't be so harsh, as is common in many big orgs they probably had someone who is busy skim it write a summary and give it to the other already busier people.

I know I've many things get lost in translation at my workplace due to people just being busy when you put it on their desk. In those situations calm and meaningful follow ups are key. Unfortunately we aren't in their office and we can't simply stop in or shoot off an email to clarify something easily


Look, I know you wanna take the nice guy position as that has a better probability of getting good responses, but I am gonna continue calling a duck for a duck.

David Kim should - given his job position -be the an expert on RTS design, that includes the economy. He should already know inside out how BW worked, how HOTS worked and how LOTV works in terms of incomes and incentives in multiple different scenarios. And given that knowledge, he should very quickly be able to read through your article without any major misunderstandings. In fact, I (admittely) spent less than 10 minutes reading it (basically I read the graphs). Thus, I don't but it for a second that he shouldn't have read the article.

When you fail so hard at understanding how an economy works, it's first of all clear that you have huge holes in your overall understanding of RTS design.

Secondly, it also raises big flags with every other assesment where he has referend to statistics. E.g. the whole 50/50-win rate nonsense. David Kim clearly isn't comfortable analyzing numbers, oterhwise he would never get in such a position in the first place.
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