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How to Play the Double Harvest Extension Mod! - Page 2

Forum Index > Legacy of the Void
104 CommentsPost a Reply
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Mod Updated: Please check the following post

http://www.teamliquid.net/forum/legacy-of-the-void/483642-how-to-play-the-double-harvest-extension-mod?page=4#70

From DH10 to DH9 implementation.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 22 2015 17:41 GMT
#21
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 22 2015 17:49 GMT
#22
--- Nuked ---
Snakeb1te
Profile Joined April 2015
4 Posts
April 22 2015 18:11 GMT
#23
I just played a round.

I obviously noticed the 10 mineral per trip (and longer mining time).

But is it just me or did the worker pairing feel no different? Isn't that the whole point of this system? To reward expansion by reducing efficiency after 8 workers?
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-04-22 19:36:46
April 22 2015 19:23 GMT
#24
You don't feel the difference from HotS that much at first glance compared to LotV, but I hate LotV economy anyway. Especially if you play like you do in HotS, because you tend to saturate bases immediately, and there are rare situations where you need to stay on 4-12 workers on a mining base. In those specific situations you can see the difference. But this economy model would also encourage new strategies based on this. For example, instead of going all-in with 2 saturated bases vs 3, or 1 saturated base vs 2, you'd rather take another base while adding production facilities and then transfer your workers to support them. Overall it gives me a nice impression.

Even if it could be best as it is now, I wish the mod was a bit more extreme, i.e. reward even more a player for having less than 16 workers in your mineral line, just to make the testing easier. Although that's probably not possible, since you can't have an ideal worker saturation smaller than the amount of mineral patches.

Also to me speeding up the early game is useless. Now I wanna test the DH8 as well but it's so hard to find games.
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
April 22 2015 19:46 GMT
#25
On April 23 2015 03:11 Snakeb1te wrote:
I just played a round.

I obviously noticed the 10 mineral per trip (and longer mining time).

But is it just me or did the worker pairing feel no different? Isn't that the whole point of this system? To reward expansion by reducing efficiency after 8 workers?


If you take the bases, you will notice a difference.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Snakeb1te
Profile Joined April 2015
4 Posts
Last Edited: 2015-04-22 19:50:15
April 22 2015 19:50 GMT
#26
Just to confirm, there is no worker pairing whilst using this mod is there?
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
April 22 2015 20:04 GMT
#27
On April 23 2015 04:50 Snakeb1te wrote:
Just to confirm, there is no worker pairing whilst using this mod is there?


Not in the same way as it occurs in SC2 right now. Technically the workers pair sometimes for a slight bit of time but not in the same way as they do now. There are diminishing returns in the system we put in place
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Snakeb1te
Profile Joined April 2015
4 Posts
April 22 2015 20:42 GMT
#28
On April 23 2015 05:04 ZeromuS wrote:
Show nested quote +
On April 23 2015 04:50 Snakeb1te wrote:
Just to confirm, there is no worker pairing whilst using this mod is there?


Not in the same way as it occurs in SC2 right now. Technically the workers pair sometimes for a slight bit of time but not in the same way as they do now. There are diminishing returns in the system we put in place


Fantastic, thank you.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 22 2015 20:55 GMT
#29
On April 23 2015 02:18 ZeromuS wrote:
Show nested quote +
On April 23 2015 02:12 Dingodile wrote:
All I want that the producing units are slower in sc2 in general. Income per minute are too fast or all units are too cheap in WoL and HotS. I am not a fan that you can produce 30-60 army-supply per minute in midgame already.

I played first game without reading your tips. I just wanted to test a Stephano 11min maxroaches. However I changed my build at 7th min (ingame) to maxHydras just for fun. I had 200/200 maxhydras with 1-1 upgrades and range upgrade at 13min with wrong gas timing, I could have hit 200/200 a lot earlier.

My first impression is that this promotes more "surface without depth" and "sit until 200/200". You know that the path time from your base to opponents base has unchanged, this means your opponent can have a bigger army if you come to him because of DH.

Again, I only played one game.


the issue of dropping income is another discussion entirely sadly. That itself would take much much more balancing. Though i would hope that if this is a direction blizz wants they will look into it for the future.

I would also think that even if you can hit 200/200 hydras at 13 or 12 minutes, your opponent will also have an army and income to handle that. Its not quite a vacuum game where just because you can rush 200 quickly that it means you auto win the game.

At its core we just want to show that removing worker pairing is a good direction and simply massing one unit as quickly as possible is something you could do in any economic model.

If it turns out that Dingodile's analysis is indeed distorting the model in it's ability to showcase the pros and cons of the model then we can probably drop DH10 to DH8 ?
Administrator~ Spirit will set you free ~
Penev
Profile Joined October 2012
28524 Posts
April 22 2015 20:59 GMT
#30
Just to be sure: DH9 would mean the worker would mine 4+5 minerals/ trip (eww)?
I Protoss winner, could it be?
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
Last Edited: 2015-04-22 21:14:24
April 22 2015 21:14 GMT
#31
On April 23 2015 05:55 Plexa wrote:
Show nested quote +
On April 23 2015 02:18 ZeromuS wrote:
On April 23 2015 02:12 Dingodile wrote:
All I want that the producing units are slower in sc2 in general. Income per minute are too fast or all units are too cheap in WoL and HotS. I am not a fan that you can produce 30-60 army-supply per minute in midgame already.

I played first game without reading your tips. I just wanted to test a Stephano 11min maxroaches. However I changed my build at 7th min (ingame) to maxHydras just for fun. I had 200/200 maxhydras with 1-1 upgrades and range upgrade at 13min with wrong gas timing, I could have hit 200/200 a lot earlier.

My first impression is that this promotes more "surface without depth" and "sit until 200/200". You know that the path time from your base to opponents base has unchanged, this means your opponent can have a bigger army if you come to him because of DH.

Again, I only played one game.


the issue of dropping income is another discussion entirely sadly. That itself would take much much more balancing. Though i would hope that if this is a direction blizz wants they will look into it for the future.

I would also think that even if you can hit 200/200 hydras at 13 or 12 minutes, your opponent will also have an army and income to handle that. Its not quite a vacuum game where just because you can rush 200 quickly that it means you auto win the game.

At its core we just want to show that removing worker pairing is a good direction and simply massing one unit as quickly as possible is something you could do in any economic model.

If it turns out that Dingodile's analysis is indeed distorting the model in it's ability to showcase the pros and cons of the model then we can probably drop DH10 to DH8 ?


Hmmmmm food for thought. Worth iterating on for sure if we want to take blizz terms
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2015-04-23 01:52:02
April 22 2015 22:16 GMT
#32
I know it's a bit early for west coast NA and late for EU, but I'm down to play matches the rest of the evening/night. Add me on bnet Krazy#1277

edit: If you're going to just play one game and say "lol this double harvest is retarded" because you lost, don't even bother =/
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
April 23 2015 03:09 GMT
#33
On April 23 2015 03:11 Snakeb1te wrote:
I just played a round.

I obviously noticed the 10 mineral per trip (and longer mining time).

But is it just me or did the worker pairing feel no different? Isn't that the whole point of this system? To reward expansion by reducing efficiency after 8 workers?


You start feeling the difference immediately, imo, when your first expansion finishes and you transfer excess workers to it. It has a LOT more impact than current HotS, imo.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
ZenithM
Profile Joined February 2011
France15952 Posts
April 23 2015 04:02 GMT
#34
I'll try it out, thx.
CakeSauc3
Profile Joined February 2011
United States1437 Posts
April 23 2015 04:20 GMT
#35
Gonna do a handful of custom games with dh10 over the next couple of hours, maybe try out some dh8 too. I'll send replays to Blizzard afterwards. Should be fun!
Mongoose
Profile Blog Joined June 2011
United Kingdom190 Posts
April 23 2015 06:42 GMT
#36
Played about 6 or so games of it and noticed absolutely no difference in playstyle. Except that it was easier to go CC or gas first as terran.

I was playing people below my skill level though so I'd need some more even games to notice the difference.
Master league EU Terran
CakeSauc3
Profile Joined February 2011
United States1437 Posts
April 23 2015 07:41 GMT
#37
On April 23 2015 15:42 Mongoose wrote:
Played about 6 or so games of it and noticed absolutely no difference in playstyle. Except that it was easier to go CC or gas first as terran.

I was playing people below my skill level though so I'd need some more even games to notice the difference.


I did the same (played like 5-6 games) vs someone about one league lower than me (diamond fighting plat), I felt like it was a money map for me (could make everything I wanted, could expand all over) while my opponent complained that it was too easy for me to contain him to fewer bases and prevent him from expanding.

That being said, our games did tend to go to 4-5 bases even when they weren't that long, so maybe it's working as intended. But I need to play more and against better players I think (doesn't help that I'm just floundering when it comes to build orders, either, but that's unavoidable).

I tried both dh10 and dh8. The 3 gas per trip on dh8 felt weird, kind of off, whereas 4 gas on dh10 was fine but i had a loooot of money. I wish we could see dh8 with 4 gas, but maybe there's some mathematical ratio there that I don't understand that makes that a bad idea.

In any case, I can't say it wasn't fun! Will try more in the next day or two.
ejozl
Profile Joined October 2010
Denmark3489 Posts
Last Edited: 2015-04-23 10:04:57
April 23 2015 10:04 GMT
#38
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
blae000
Profile Joined April 2010
Norway1640 Posts
April 23 2015 12:45 GMT
#39
Fantastic, just got back into SC2 with LotV hype, but don't agree with the new eco model. So this will be a lot of fun to test out. Great work, TL saving esports as usual.
Liquid
hZCube
Profile Joined February 2012
87 Posts
Last Edited: 2015-04-23 13:15:10
April 23 2015 13:11 GMT
#40
Would a non linear scaling on workers to income, not mean that there's a golden point at the largest rate of increase point on the graph, where going beyond that gets diminishing returns, and isn't efficient?

I'm just concerned in general about such a non-linear system creating a system whereby it actually heavily encourages limiting worker counts, so as not to invest in something that isn't efficient.

For example, on DH, at 9 workers it's about 500 income. at 13 workers it's about 600 income.
On HOTS, at 9 workers it's about 360 income, at 13 workers it's about 550 income.

So, on DH model, the extra 4 workers past optimal saturation gives 100 income increase.
In the HOTS model, the extra 4 workers past the same point gives 200 income increase.

edit: Added percentages below

For reference, 9 to 13 workers is a 44% increase in workers. 500 to 600 is a 20% increase in income.
360 to 550 is a  52% increase, far more inline with the % increase in workers. I suspect my numbers are a little out from just reading the data points from a graph, and not having exact numbers.

My worry would be that having such a non-linear scaling on workers, would not only promote extra base taking (part of the design goal), but would actually strengthen low worker count pushing, and penalise larger worker counts in terms of efficiency. This is something that's going to need *massive* amounts of balancing to see how relative early/mid/late game is affected.

It looks like they've tried to achieve a similar effect (expanding to more bases), by keeping the same, largely linear scaling economy, and just having bases mine out quicker?


Is there any strong compelling arguments that a non-linear scaling system is actually desirable? I'd like to establish that before we continue pushing the DH model.
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