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Resources per Cell - Page 3

Forum Index > Legacy of the Void
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BlackLilium
Profile Joined April 2011
Poland426 Posts
May 15 2015 05:56 GMT
#41
I totally agree with Whitewing. Well said!
[MOD]Economy - Hot Mineral Harvesting
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 15 2015 07:07 GMT
#42
On May 15 2015 12:48 Whitewing wrote:
Show nested quote +
On May 13 2015 22:38 Barrin wrote:
Apparently I did a horrible job explaining just how many extra bases I think there should/will be.

I do not know how many extra bases there should be. The idea is NOT to match the Resources per Cell of HotS. The idea is simply to increase it higher than it currently is, for the reasons explained in the "The Problem(?)" section.

Resources per Base dropped by about 24%, but I am not saying to re-raise the MPA Resources per Cell by a full 24%. Maybe say 10% or 15% is plenty (basically just 2 more bases per map).

I appreciate the gameplay effects of having fewer Resources per Base, which encourages you to expand more rapidly (and spread out more leaving you more vulnerable in exchange for more income). FFS, I was one of the original promoters of that idea... remember FRB (Fewer Resources per Base)?.. Yeah, you're preaching to the pastor.

But I -- and from watching streams and listening to pros I can say others too -- feel that they went a bit too far. Failing to expand in time seems too punishing, you often run out of resources before you can even secure a new expansion; the reason you don't see people expanding across the map isn't because there are plenty of resources -- it's because there are too few. These extra bases are supposed to act as a bridge between the early bases and bases on your side of the map that are far away from you.


The problem is that the reason people don't just expand rapidly is that it's unsafe. They have to wait for it to be safe before they can expand, so they don't die for trying it. If you add extra bases that are too close by, you take away the strategic reasoning behind expanding: it might as well be a free base. If you make it far enough away that it isn't free, it doesn't solve the problem of them having to wait for it to be safe.

The issue is that bases lose income quickly, so that players don't have time to tech on a base and create a strong enough force to secure a new base before they lose patches. That doesn't get solved by more bases per map unless the new bases are essentially free to take, which undermines the very notion of strategic decisions behind expanding.

In short, I don't think this addresses the relevant problems.

This is tricky to talk about because "free" bases is somewhat of a loose concept. Any current ladder map compared to Metalopolis gives you a "free" natural. But it's supposed to be! we think, although what we really mean is defensible when taken quickly, even against all but the fastest dedicated aggression. I think this concept is useful in extending the easy availability of new bases to the 3rd and 4th and even 5th. To our sensibilities an "automatic" 4th base seems abhorrent, but in LotV the timing at which you need a 4th base to resupply mineral patches for your workers (shooting for 24 total) is about 12 minutes into the game. That means you need to start it just after 10 minutes, that's crazy fast! I doubt anyone expanding that fast could defend themselves unless the opponent was intending a reciprocal passive macro style anyway.

But more importantly, map design offers a lot more flexibility in the vulnerabilities expansions represent from the 3rd base onward. You could have a 4th base literally 5 squares away from a standard 3rd base that ZvT will never take because it has a droppable highground behind it. Or a very close base that PvZ will avoid because it's on completely open ground 360deg. By gauging the vulnerabilities and ease of defense correctly, I think maps can provide an environment where expanding is a strategic and interactive choice again instead of a clock running in the background.

The resources per cell observations are a blunt way of pointing out the issue but the solution of adding bases depends on the nuance of how you go about it.

Nevertheless you rightly point out it doesn't address the real problems. I think map design will inevitably tilt towards slightly easier more plentiful bases with the 100/60% FRB setup.
Comprehensive strategic intention: DNE
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2015-05-15 07:52:13
May 15 2015 07:51 GMT
#43
All these well written and researched economy posts are fantastic, but I just worry that everyone has been wasting their time. We got a couple throwaway sentences from Blizzard regarding DH10 that basically amounted to "We're doing it our way".

It would be nice to hear definitively if they are married to the half patch model or not.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
BlackLilium
Profile Joined April 2011
Poland426 Posts
May 15 2015 08:15 GMT
#44
On May 15 2015 16:51 KrazyTrumpet wrote:
All these well written and researched economy posts are fantastic, but I just worry that everyone has been wasting their time. We got a couple throwaway sentences from Blizzard regarding DH10 that basically amounted to "We're doing it our way".

That's why we need to keep pressing Blizzard to do it our, and not their way.
But in order to achieve that, we need to convince more people, both proffesionals and casual.
And that can be achieved only through showcasing more and more games.... anyone? ...
[MOD]Economy - Hot Mineral Harvesting
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 18 2015 21:10 GMT
#45
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
May 18 2015 21:53 GMT
#46
On May 19 2015 06:10 Barrin wrote:
Show nested quote +
On May 15 2015 12:48 Whitewing wrote:
The problem is that the reason people don't just expand rapidly is that it's unsafe. They have to wait for it to be safe before they can expand, so they don't die for trying it. If you add extra bases that are too close by,

Why does everyone seem to think there is no middleground between "unsafe" and "too close"?


Nagging a bit: I dislike the general idea behind altering maps "to make up for some eco change". Why change the eco to begin with, if afterwards we try to tinker the game back to playing as similar as possible to now.

The point behind breaking the economy in any way should be to change how we play the game and then embrace the difference in gameplay with changes to the units and mechanics.
It's why the LotV economy is so unnecessary. The mineralchange only matters in those 10% of games that go beyond the 2-3base phase of games, for everything else it is same old, same old. Even if maps were to change to a higher resource density, most games will still end with 2-3base timings in most matchups just given how the units are balanced and designed.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-05-18 22:08:01
May 18 2015 22:04 GMT
#47
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-05-18 23:02:04
May 18 2015 23:01 GMT
#48
On May 19 2015 07:04 Barrin wrote:
Well, you're already wrong. Players already do go up to 4 and sometimes even 5 mining bases in the Half Patch model.

Show nested quote +
Nagging a bit: I dislike the general idea behind altering maps "to make up for some eco change". Why change the eco to begin with, if afterwards we try to tinker the game back to playing as similar as possible to now.

luv u guys, but i am facepalming so hard right now

we try to tinker the game back to playing as similar as possible to now

This is not what I am aiming for. This isn't even what would happen if we tried to match the previous Resources per Cell (which I am not. aiming. for.). I blame myself for not making it obvious, but I'm about to give up if no one really gets it.


I'm not even sure what you are aiming for. You plainly described and analyzed a certain necessity coming with the half-patch model in the OP. I don't know if you want that or not, because besides stating that you think there could be better economic solutions, you haven't really stated what you want, just what needs to be done for the game to keep working.

+ Show Spoiler +
The Problem(?)

There have been many attempts to explain the shift in tendencies moving from WoL/HotS's economic model into LotV Beta's Half Patch model.

ZeromuS called it the "forever mid game".

You get "punished for not expanding", as Plexa puts it.

You might know it as "expand or die" or "Expand or Else" Economics.

Show nested quote +
On on April 02 2015 iNcontroL said @~2:36 in YT video iNcontroL talks about initial impressions of the Legacy of the Void closed beta:

[Bases] mine out SO fast; they mine out really, really quick. If you do any kind of cheese -- or even a 2-base timing attack -- right now, as it stands, there's a very good chance you're going to be running out of [minerals] at your main base if said attack doesn't work. ... Whereas opposed to in the past where if you did a 2-base timing attack, as long as you did some damage, you've either gimped them in which case you're ahead or -- y'know -- you equally trade, it's fine...

Show nested quote +
On April 05 2015 Teoita wrote in LotV Beta - TL Strategy first impressions:

Currently, bases mine out incredibly quickly, to the point where you absolutely must take at least a third, and potentially a fourth, as soon as humanly possible. It's almost as if the game was a race against your own workers.

Show nested quote +
On April 08 2015 Artosis wrote on his SCDojo LotV Beta Blog #2:

If a player who just hasn’t taken their 3rd yet can’t possibly be “playing safe” (i.e, getting enough observers, colossus, blink, etc), the game becomes much more binary.

Note: These were written when patches were 100%/50%; they are now 100%/60%.

With increased incentive to acquire more bases more rapidly, faster units are stronger but less mobile army compositions are relatively weaker. While Zerg seems to fare well under the Half Patch model, entire threads have popped up independently to discuss Terran's mech and Protoss' general lack of mobility.

There is not necessarily a problem per se. It is mostly a matter of opinion. But this is still early beta. Is this economic model as good as it could be? Can/should Blizzard change units (or something else) to compensate?



A Solution(?)

Basically.. Add more bases. Bases now have less resources, so maybe now there should be more bases closer together.

That's it: add more bases. Much thought & effort has been put into this post, so I hope this suggestion is taken seriously. You can find my own thoughts & opinions in the following post.

Thanks for reading.

All of that basically describes how the economy has changed the game. I don't know, but giving those as reasons why more bases may be necessary sounds a ton like "mitigating damage done". It obviously will still play different from HotS maps, probably even more different than without changing the resource density. But the real question is what blizzard wants to balance for, not what resource density the community wants the game to be designed around.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 19 2015 04:40 GMT
#49
--- Nuked ---
BlackLilium
Profile Joined April 2011
Poland426 Posts
May 19 2015 05:39 GMT
#50
Nagging a bit: I dislike the general idea behind altering maps "to make up for some eco change". Why change the eco to begin with, if afterwards we try to tinker the game back to playing as similar as possible to now.

On May 19 2015 07:04 Barrin wrote:
luv u guys, but i am facepalming so hard right now

And I am not facepalming... I completely understand that argument.
As I said before - if a chance in the economy requires such a change in maps that is aimed to (partially) cancel out the new economy - then something is wrong.
[MOD]Economy - Hot Mineral Harvesting
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
May 19 2015 05:49 GMT
#51
On May 19 2015 14:39 BlackLilium wrote:
Show nested quote +
Nagging a bit: I dislike the general idea behind altering maps "to make up for some eco change". Why change the eco to begin with, if afterwards we try to tinker the game back to playing as similar as possible to now.

Show nested quote +
On May 19 2015 07:04 Barrin wrote:
luv u guys, but i am facepalming so hard right now

And I am not facepalming... I completely understand that argument.
As I said before - if a chance in the economy requires such a change in maps that is aimed to (partially) cancel out the new economy - then something is wrong.


Which is to say, the solution should be to tweak the numbers of the new economic model until there is no longer a problem that needs to be addressed by a change in map features... yes? I think yes. I agree.

Good thread, Barrin.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
BlackLilium
Profile Joined April 2011
Poland426 Posts
May 19 2015 11:34 GMT
#52
On May 19 2015 14:49 pure.Wasted wrote:
Which is to say, the solution should be to tweak the numbers of the new economic model until there is no longer a problem that needs to be addressed by a change in map features... yes? I think yes. I agree.

And I think no

Well... maybe... but I wouldn't be so sure, as you are.

If you just tweak the numbers by reducing the differences between patches you end up either requiring map changes, or having the difference so small that it is not really affecting the game at all.
[MOD]Economy - Hot Mineral Harvesting
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-05-19 20:12:49
May 19 2015 20:07 GMT
#53
On May 19 2015 20:34 BlackLilium wrote:
Show nested quote +
On May 19 2015 14:49 pure.Wasted wrote:
Which is to say, the solution should be to tweak the numbers of the new economic model until there is no longer a problem that needs to be addressed by a change in map features... yes? I think yes. I agree.

And I think no

Well... maybe... but I wouldn't be so sure, as you are.

If you just tweak the numbers by reducing the differences between patches you end up either requiring map changes, or having the difference so small that it is not really affecting the game at all.


I didn't say reduce the difference between patches! I mean, make whatever changes are necessary.

What I mean is that spreading players out isn't a byproduct of the economy change, it's the point of the change. If we're forced to undo some of the spreading to make the economy work, then the economy is failing to do what it was created to do.

I imagine that Barrin would say that I'm overestimating the difference that two extra bases per 260x260 map would make. But we have all this time to tweak the economy (or the races) as necessary, why not look for a solution that is perfect instead of pretty good?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
May 19 2015 20:24 GMT
#54
There's also a limit to how much defender's advantage you can add through maps given how many mechanics in the game are independent of terrain.
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.
BaronVonOwn
Profile Joined April 2011
299 Posts
May 19 2015 20:53 GMT
#55
Total resources on the map has more to do with game length than pacing so I don't see how this will solve anything. I liked the suggestion of increasing worker mining time posted on TL. Alternatively, I could see removing a couple patches from each base so that you max out sooner and having additional bases is more important. In any case I find this idea of bases mining out quickly to be a pain that will be detrimental to gameplay and was probably aimed at promoting esports rather than promoting fun.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 20 2015 00:05 GMT
#56
On May 20 2015 05:53 BaronVonOwn wrote:
Total resources on the map has more to do with game length than pacing so I don't see how this will solve anything. I liked the suggestion of increasing worker mining time posted on TL. Alternatively, I could see removing a couple patches from each base so that you max out sooner and having additional bases is more important. In any case I find this idea of bases mining out quickly to be a pain that will be detrimental to gameplay and was probably aimed at promoting esports rather than promoting fun.

Regarding the salience of RPC as a metric (which I've seen commented on a few times now), it's important to keep in mind that maps are always going to be roughly the same, so using the metric depends on the assumption of a certain distribution of bases, which is what allows you to take the somewhat irrelevant total resources and compare it to map size and make a meaningful statement.

Namely, every competition map will always have a main and nat for every start location, with a somewhat more difficult 3rd base, and a more diffuse distribution of bases that are progressively harder for 4th, 5th, 6th, etc. (There are minor exceptions but the pattern is remarkably solid, look at map pools from 2012 onward.)

The crucial observation is that LotV uses a resource distribution model that forces players to expand, but doesn't provide enough money on the maps in use to actually do that realistically. It seems clear to me that the trend in mapmaking given this would be to stabilize the game by adjusting the availability of expansions in the LotV system. Seen through a RPC lens, this would bring that number back towards where it has been in WoL and HotS.
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2015 03:50 GMT
#57
I think there's a problem where worker production from all the bases is taken out of the equation. If we give players more bases so they have more places to defend, it results in them building workers much more quickly, and I think the late-game income levels are reached too quickly. The 12 worker start contributes to this as well, even though it's cutting out time of being on lower base counts which does the same thing as making expansions easier to take.

If you keep players on lower worker counts it means that building an expansion will be a decent investment as you will actually be building workers out of it. I feel like the entire expanding game and a lot of the strategic decision making falls apart when you get enough workers. Do others agree?

So concerning maps... Do we need to make sure the bases are very harassable, even if easy to take, so that workers killed is higher to make up for higher worker production? It feels bad to have workers still cost 50 if they're expected to die though. Having more bases essentially makes available worker build time a more plentiful resource, so the obvious clean solution would be to increase worker build time. Not something that can be done with just maps.
all's fair in love and melodies
frostalgia
Profile Joined March 2011
United States178 Posts
May 20 2015 09:43 GMT
#58
Gfire, I would say the obvious answer to that would be to make full saturation require less workers per base. Just going from 16 to 12 would make a difference in all the right places.
we are all but shadows in the void
BaronVonOwn
Profile Joined April 2011
299 Posts
May 20 2015 13:39 GMT
#59
On May 20 2015 18:43 frostalgia wrote:
Gfire, I would say the obvious answer to that would be to make full saturation require less workers per base. Just going from 16 to 12 would make a difference in all the right places.

Interestingly, this would mean that players start with full (mineral) saturation if we keep the 12 worker start. I think this would make the game more noob-friendly, while the lower income per base means you'll be rewarded with better macro if you expand more aggressively. Right now 3 bases (24 patches) is considered a healthy economy, but with 6 patches you'd need 4 bases to replicate that economy. I would prefer a system where you are rewarded for expanding rather than punished for not expanding.
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2015 14:53 GMT
#60
On May 20 2015 22:39 BaronVonOwn wrote:
Show nested quote +
On May 20 2015 18:43 frostalgia wrote:
Gfire, I would say the obvious answer to that would be to make full saturation require less workers per base. Just going from 16 to 12 would make a difference in all the right places.

Interestingly, this would mean that players start with full (mineral) saturation if we keep the 12 worker start. I think this would make the game more noob-friendly, while the lower income per base means you'll be rewarded with better macro if you expand more aggressively. Right now 3 bases (24 patches) is considered a healthy economy, but with 6 patches you'd need 4 bases to replicate that economy. I would prefer a system where you are rewarded for expanding rather than punished for not expanding.

Well yes, with more expected bases having only 6 patches per base makes a lot of sense. Still, it seems like you'd need to do something like decrease the cost from 400 to 300 for an expo and decrease the production speed of workers at each expo to keep everything in line, just spread over more locations. In fact, maybe Sc2 was designed on the older maps with quite a low base count, so we're already suffering from more bases than intended and therefore quicker reach of ideal worker supplies than seems reasonable. Reducing patches per base has no effect on the abundance of worker production time in a world where you have more bases than the game was designed for.
all's fair in love and melodies
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