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Hi folks!
LLAG, a diamond in HotS here. Just wanna share some thoughts and feelings about the Blizzard's decision about 12 worker start after 30-40 games in beta. I hope community can consider that and, perhaps, some others (with more knowledge) can try to determine it's convenience.
Note that I am not really a skilled player and I usually play zerg, my knoledge of the game is not complete at all, but I have two arguments for reducing initial number of workers:
i. Opening possibilities seems reduced: In SC2 there are a big range of openings. As a zerg, you can open 6 pool (very greedy), 8 pool, 10 pool, 14 pool 16 hatch (safe), 15 hatch 14 pool, or you can go until 3 hatch before pool. This is a wide range of options to determine the moment where you can begin to make an army, in balance with resource collection.
Now, LotV economy reduces (obviously) the early pools, but the hard economy play delaying pool is not allowed, in order that yopur enemy can make an army in a short time. Then, in my opinion (and this is only an opinion, I don't have data to support it) the strategic choices at the very beginning are reduced.
ii. Effects of little diffences are magnified: The armies in LotV are bigger in the same amount of time to build them and this is not so good as it seems in first instance. Imagine a battle between two medium armies (50 cost population aprox) and army 1 wins the battle with a few units (1 stalker, 1 zealot, for example) while erasing army 2. If we duplicate these armies, the result of the battle is a victory from army 1, but there are much more than 2 stlakers and 2 zealots remaining, perhaps enough to make the difference at the end.
Then, a little mistake or a little disadvantage in one point of the game can make you lose. For me, a game of Starcraft should be win by the better player, not by the player that makes and error later.
Thanks for reading, I wanna read your thoughts about that.
gl hf
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Kind of agree with this, I like the incremental change to the minerals to 100/60 but the 12 worker thing just booms your economy too exponentially quick, it definitely reduces opening build order options.
At the same time though, I love not having to just mindlessly spam and do virtually nothing barring a cheese from my opponent for the first five minutes of the game, it's just a bit TOO fast.
Wish they would try maybe 10 workers start?
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On May 11 2015 09:14 Beelzebub1 wrote: Kind of agree with this, I like the incremental change to the minerals to 100/60 but the 12 worker thing just booms your economy too exponentially quick, it definitely reduces opening build order options.
At the same time though, I love not having to just mindlessly spam and do virtually nothing barring a cheese from my opponent for the first five minutes of the game, it's just a bit TOO fast.
Wish they would try maybe 10 workers start?
There are a nice dialogue between community and Blizzard now about economy model, and I think 12 workers start should be in this dialogue. I understand the main idea for this chage, but I feel it's too big. Perhaps 8 or 10 worker would be a better choice, we could try it.
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On May 11 2015 09:17 tresquarts wrote:Show nested quote +On May 11 2015 09:14 Beelzebub1 wrote: Kind of agree with this, I like the incremental change to the minerals to 100/60 but the 12 worker thing just booms your economy too exponentially quick, it definitely reduces opening build order options.
At the same time though, I love not having to just mindlessly spam and do virtually nothing barring a cheese from my opponent for the first five minutes of the game, it's just a bit TOO fast.
Wish they would try maybe 10 workers start? There are a nice dialogue between community and Blizzard now about economy model, and I think 12 workers start should be in this dialogue. I understand the main idea for this chage, but I feel it's too big. Perhaps 8 or 10 worker would be a better choice, we could try it.
I firmly believe that lowering it to 10 starting workers would be awesome. I really do like the reduction of down time, but not at the expense of strategy and it makes the early game feel ridiculously hectic.
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I'm not a fan of it either. Maybe it just needs to be figured out, but I believe it is very unnecessary change, not for the better at the moment.
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On May 11 2015 10:55 Big J wrote: I'm not a fan of it either. Maybe it just needs to be figured out, but I believe it is very unnecessary change, not for the better at the moment.
Basically my thought, it was unnecesary. I´ve played 15-20 games on LotV (GM on HotS) and the only thing that feels wrong (aside from lack of meta and some abussive strats) is the 12 workers at the start.
I really like the 100/60, I feel like it will punish players that are not expanding as fast as they should.
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idk i'm 100% in favor of 12 worker start... i can't see a single problem it causes, you don't need early cheeses and aggressions to have "strategic diversity". aggression is relative, so if the game accelerates quickly then aggression will just be defined as happening at a later point. proxies and gas pool builds are not what starcraft needs to be strategically rich
i've played zvzs where my opponent droned up his natural and then got aggressive off of 2base and continually allinned me for 15 minutes before i finally held and it was fucking awesome, almost never would that happen in hots zvz because if you attack with roaches on 2base and you don't overwhelm your opponent immediately you just fall way behind and die several minutes later which is very boring and causes those dreaded games where the casters sit around saying "well, this is pretty much over, there's really no way for him to catch up"
imo the new economy and 12 worker start have eliminated a lot of useless garbage time both at the beginning and end of the game. i'm not saying it's a perfect model, but it accomplished a specific goal which was worth accomplishing. diversity means improving unit interactions so there are different ways to approach a matchup throughout the midgame, it doesn't mean having a bunch of back pocket coinflip bo5 builds be viable
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I agree that 12 starting workers is a bit too many. First of all it feels really weird with the new supply timings and just seeing that mass of workers at the very first second of the game. Second, I find myself floating minerals very early (at something like 20 supply) in every game and it feels like a third base needs to be put down very early.
I also really dislike the fact that there is no worker micro anymore, I liked the chilled part at the start with just microing my drones to the closest patches 
I would go with 9 starting workers, it's the middle ground between 12 and 6 and it would be exactly the point in HotS when you would start making your supply building/unit.
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On May 11 2015 14:23 brickrd wrote: idk i'm 100% in favor of 12 worker start... i can't see a single problem it causes, you don't need early cheeses and aggressions to have "strategic diversity". aggression is relative, so if the game accelerates quickly then aggression will just be defined as happening at a later point. proxies and gas pool builds are not what starcraft needs to be strategically rich
i've played zvzs where my opponent droned up his natural and then got aggressive off of 2base and continually allinned me for 15 minutes before i finally held and it was fucking awesome, almost never would that happen in hots zvz because if you attack with roaches on 2base and you don't overwhelm your opponent immediately you just fall way behind and die several minutes later which is very boring and causes those dreaded games where the casters sit around saying "well, this is pretty much over, there's really no way for him to catch up"
imo the new economy and 12 worker start have eliminated a lot of useless garbage time both at the beginning and end of the game. i'm not saying it's a perfect model, but it accomplished a specific goal which was worth accomplishing. diversity means improving unit interactions so there are different ways to approach a matchup throughout the midgame, it doesn't mean having a bunch of back pocket coinflip bo5 builds be viable
IMO rush and early aggression are part of the game and they are useful avoiding games where one player turtles. I understand the reasons to reduce initial "boring" time but perhaps, we are losing other things. A kind of list of pros and cons about 12 worker start should be nice.
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congrats on posting your opinion to TL welcome to the club.
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On May 11 2015 09:14 Beelzebub1 wrote: Kind of agree with this, I like the incremental change to the minerals to 100/60 but the 12 worker thing just booms your economy too exponentially quick, it definitely reduces opening build order options.
I don't really get that. There are a lot of people who seem to be under the impression that the economy works faster now. Is that really the case ?
Well there is obviously the first minute of the half of the game that is "cut", which is shifting all the BOs and timings by that amount of time. There are also minor differences, like for the supply start, the usage of chrono boosts etc.. but overall, those aren't major changes. Your production capabilities, the overall timings, the collection rate of workers, etc.. all of that is pretty much identical. Am I missing something ? If not why are there people who seem to think the new eco allows for much more units at a given timing ?
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On May 11 2015 22:59 Nyast wrote:Show nested quote +On May 11 2015 09:14 Beelzebub1 wrote: Kind of agree with this, I like the incremental change to the minerals to 100/60 but the 12 worker thing just booms your economy too exponentially quick, it definitely reduces opening build order options. I don't really get that. There are a lot of people who seem to be under the impression that the economy works faster now. Is that really the case ? Well there is obviously the first minute of the half of the game that is "cut", which is shifting all the BOs and timings by that amount of time. There are also minor differences, like for the supply start, the usage of chrono boosts etc.. but overall, those aren't major changes. Your production capabilities, the overall timings, the collection rate of workers, etc.. all of that is pretty much identical. Am I missing something ? If not why are there people who seem to think the new eco allows for much more units at a given timing ?
First things first, you have to understand the exponential nature of economic growth in SC2. More "capital" (ie workers and CC/Nexus/Hatch) generates more income and, as explained in details in the recents discussions on TL about the economic model of the game, the "return on investment" suffers very little diminishing returns until quite late in the economic boom. In practice, that means that little early boost in economy has a huge impact of the size of your infrastructure 6 minutes later.
The "12 workers start" gives this "little" early boost in two related ways:
1) It nullifies the risks of early aggression that you have to take into account while choosing your build. In HOTS, your opponent can 12pool or 2-rax you. That's why going hatch before pool is somewhat "greedy": your opponent could have hard-countered you. So the 12 workers strat doesn't only "cut" the first moments of the game. It makes safer to get more workers before building your military.
To illustrate that point, we could do a short mental experimentation. Let's say that 12 workers start had been the norm since Brood war, and that Blizzard had proposed to change it for an experimental 6 workers start. How this change could have been described by us, the players, in this hyothetical world? We likely could have said something along those lines: "Imagine that in the actual model with the 12 workers start we would be able to secretly choose juste before the game to exchange 1 to 4 or 5 of our workers against the corresponding value of marines/glings/zealots. Of course it would hugely swing the meta to safer openings, even if the "standard play" remains a 12 or more workers opening."
and that is related to the following point:
2) In a lot of HOTS non-cheesy builds (14ish pool / rax / gate into expand), you begin to bank for your tech/military before your 12th worker begins to collect. Think of it like that: in SC2, 10 workers generates a little more than 400 minerals per minute. Sustained production of workers in your hatch (before pool ie queens) / CC / Nexus (without cb) costs about 220 minerals per minute (including the cost in ovies / supply depots / pylons). So with the 6 workers start, it's common ("safe" and / or "aggressive") to bank money for you tech/military before the beginnng of a LOTV game even if you produce more than 12 workers before actually building anything.
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Quick Question: Would a bigger starting bank (say 500m/100g) be more interesting than 6 extra workers at speeding up early game development?
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On May 12 2015 00:03 Thieving Magpie wrote: Quick Question: Would a bigger starting bank (say 500m/100g) be more interesting than 6 extra workers at speeding up early game development? I think it would lead to big problems with scouting and BO-losses.
One thing to keep in mind is simply that the whole balance we have in HotS is timing-based. Blizzard has spent 5years designing and balancing the game around a certain pace, accelerating that pace simply will lead to implications to balance. We already see that with reapers that have been very weak before the grenade buff. Another thing that we can predict is early game coinflips against Zerg will be much better, because overlord-scouting comes too late or not at all. In particular ling/bling in ZvZ seems very random at the moment, because you can't place an overlord next to his natural mineral line and watch his droning and have a second overlord somewhere at his front to see a move out + you have less creep in your natural, which makes it impossible to emergency wall.
I just think that desynching economy and tech progression from the state everything has been designed and balanced for is a good idea. We could discuss what the highest feasable place for starting economy is, but the whole discussion is so meaningless. Plus/Minus a minute of early game build up, who cares. Seriously, who cares about that so much that he would want blizzard to devote resources to redesigning/balancing for that instead of doing actual meaningful changes to the game?
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The fact that you get in to the action right away is imo the best thing about lotv so far. In hots it was such a waste of time to mindlessly do your build and then just die to something stupid. If it happens now you didn't waste as much time and it feels much easier to que again. That being said when the game gets more figured out this may not be the case.
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Opening possibilities seems reduced: In SC2 there are a big range of openings. As a zerg, you can open 6 pool (very greedy), 8 pool, 10 pool, 14 pool 16 hatch (safe), 15 hatch 14 pool, or you can go until 3 hatch before pool. This is a wide range of options to determine the moment where you can begin to make an army, in balance with resource collection.
I agree that it should be a goal to have a wide variety of openings, but I think your premise here is a bit wrong. Yes, when you change the early game, certain openings won't be viable. However, I think it makes more sense to look at the ratio of viable meaningful viable decision per minutes the player makes in each game. Thus, by pushing the game forward to a point in time where a larger amount of decisions are possible, the ratio could possibly go up. As a terran player, I feel that you are making more meaningful decisions each second here
Effects of little diffences are magnified: The armies in LotV are bigger in the same amount of time to build them and this is not so good as it seems in first instance. Imagine a battle between two medium armies (50 cost population aprox) and army 1 wins the battle with a few units (1 stalker, 1 zealot, for example) while erasing army 2. If we duplicate these armies, the result of the battle is a victory from army 1, but there are much more than 2 stlakers and 2 zealots remaining, perhaps enough to make the difference at the end.
This is incorrect, and while LOTV probably is more unforgiving, this is a result of the new spread out economy, not the 12-worker change. First of, LOTV armires are actually smaller on average than in HOTS, thus making your argument irrelevant.
Secondly, the question you should ask is whether a small mistake is punished more severely if you have a large army than a small army. I think losing 1 stalker when you have only 4 stalkers and the enemy has 4 stalkers as well is extremely punishing and could likely result in a dead game (as you lose 25% of the army). However, I am not sure that when you have 50+ army supply that you happen to lose 25% of the army as well. I think this percentage is most likely a lot lower, thus the game becomes more forgiving when you have larger armies.
And thus, I believe your confusing various elements here, and while there certainly are issues with the 12-worker start (I don't believe blizzard has adjusted other parts of the game to take that into account properly) the unforgivingness is not one of those.
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On May 11 2015 08:59 tresquarts wrote: Hi folks!
LLAG, a diamond in HotS here. Just wanna share some thoughts and feelings about the Blizzard's decision about 12 worker start after 30-40 games in beta. I hope community can consider that and, perhaps, some others (with more knowledge) can try to determine it's convenience.
Note that I am not really a skilled player and I usually play zerg, my knoledge of the game is not complete at all, but I have two arguments for reducing initial number of workers:
i. Opening possibilities seems reduced: In SC2 there are a big range of openings. As a zerg, you can open 6 pool (very greedy), 8 pool, 10 pool, 14 pool 16 hatch (safe), 15 hatch 14 pool, or you can go until 3 hatch before pool. This is a wide range of options to determine the moment where you can begin to make an army, in balance with resource collection.
Now, LotV economy reduces (obviously) the early pools, but the hard economy play delaying pool is not allowed, in order that yopur enemy can make an army in a short time. Then, in my opinion (and this is only an opinion, I don't have data to support it) the strategic choices at the very beginning are reduced.
ii. Effects of little diffences are magnified: The armies in LotV are bigger in the same amount of time to build them and this is not so good as it seems in first instance. Imagine a battle between two medium armies (50 cost population aprox) and army 1 wins the battle with a few units (1 stalker, 1 zealot, for example) while erasing army 2. If we duplicate these armies, the result of the battle is a victory from army 1, but there are much more than 2 stlakers and 2 zealots remaining, perhaps enough to make the difference at the end.
Then, a little mistake or a little disadvantage in one point of the game can make you lose. For me, a game of Starcraft should be win by the better player, not by the player that makes and error later.
Thanks for reading, I wanna read your thoughts about that.
gl hf
Lol said like a diamond player. You feel a 6 pool, 10 pool, pool before hatch, or hatch before pool are options?
Nope, 6p and 10p are two allins, 8 pool into 3:21 gas is allin depending on what they do, and the reality is these are allins that are held by the best players. They are not viable builds which is why you never see them in tournaments. 9 pool is heavy heavy pressure and 14/14 is used vs protoss. So the two major builds which offer transitions are not even listed. This entire post seems to imply you are a cheesy player who doesn't play out games.
The reality is the better player is more likely to win with the economic changes and it will really hurt your playstyle.
LOTV zerg has way more early game choices before lair now. Ravagers open a lot for the early game against greedy openers and make bane pushes before tech vs protoss viable. You can go 2:13 3rd base, 28 roach warren, 36 roach warren, 41 roach bane, or even a fast lair now. You can play much more counter base and zone a lot better because of lurkers.
The true result is the exact opposite of everything that you claim. Protoss and terrans are required to scout more early. There are more options before lair and the game favors players with better map awareness and multitasking. The better player is more likely to win with the economic focus, since its not about a blind allin and is about making more decisions and taking more engagements with smaller armies. Turtling play styles have more ways to be punished now too.
Seriously, nothing in your post is anything at all related to what actually happens starting with a higher worker count early. The bigger economic change is that the bases mine out faster to be honest, not starting with more workers.
Also, like the openers i think are not as you say, I view it as lings before saturating the natural no gas, lings before saturating the natural with gas, saturating the natural lair less pressure, saturating the natural and gases with lair tech pressure, and expanding/playing out the meta and what to scout for and do with those style with that given opener.
I think you have quite a bit of ways to go in terms of scouting and learning how to play vs allinning everyone.
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I'm all for proxy, 6pool, it's strategically option where a player has option to do and also to anticipate. I can't help but think those who are against it are very bad at crisis managememt(ie. I'm doing X build, no one should disrubt my plan), a part that enjoy very much and something I expect in an improving player. Of all my friends I coached, this is an aspect all low level lack.
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On May 12 2015 03:23 Hider wrote: I agree that it should be a goal to have a wide variety of openings, but I think your premise here is a bit wrong. Yes, when you change the early game, certain openings won't be viable. However, I think it makes more sense to look at the ratio of viable meaningful viable decision per minutes the player makes in each game. Thus, by pushing the game forward to a point in time where a larger amount of decisions are possible, the ratio could possibly go up. As a terran player, I feel that you are making more meaningful decisions each second here.
I don't want only to take decisions all the time, I want a big variety in strategic options. In HotS you take only a few optinos in the first 2/3 minutes, but they are really relevant. My statement is un LotV you have less different options to choose, because greedy builds are reduced and you cannot go to a big economic game, because yor enemy can gather a big army in a little time.
This is incorrect, and while LOTV probably is more unforgiving, this is a result of the new spread out economy, not the 12-worker change. First of, LOTV armires are actually smaller on average than in HOTS, thus making your argument irrelevant.
Secondly, the question you should ask is whether a small mistake is punished more severely if you have a large army than a small army. I think losing 1 stalker when you have only 4 stalkers and the enemy has 4 stalkers as well is extremely punishing and could likely result in a dead game (as you lose 25% of the army). However, I am not sure that when you have 50+ army supply that you happen to lose 25% of the army as well. I think this percentage is most likely a lot lower, thus the game becomes more forgiving when you have larger armies.
And thus, I believe your confusing various elements here, and while there certainly are issues with the 12-worker start (I don't believe blizzard has adjusted other parts of the game to take that into account properly) the unforgivingness is not one of those.
Fisrt: My experience in beta is armies are bigger in the first part of the game. People can achieve 40 zerlings very early. Second: Perhaps I didn't explain well enough. In all SC games, if you increase two armies in the same proportion, the result of the battle (thinking in 2 armies crushing untill one is gone) is not proportional in the same way. A simple example from unit tester: 8 zerling (Team A) vs 10 zerling (Team B) and Team B wins with 6 zerling surviving. Second test: 16 zerling (Team A) vs 20 zerling (Team B) and Team B wins with 14 zerling surviving.
That's what I mean, making the same kind of game, in the early game armies are bigger (we still can discuss that, but we need more data) in LotV, and then, a little difference can be too much.
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On May 12 2015 03:50 tokinho wrote:
Lol said like a diamond player. You feel a 6 pool, 10 pool, pool before hatch, or hatch before pool are options?
Nope, 6p and 10p are two allins, 8 pool into 3:21 gas is allin depending on what they do, and the reality is these are allins that are held by the best players. They are not viable builds which is why you never see them in tournaments. 9 pool is heavy heavy pressure and 14/14 is used vs protoss. So the two major builds which offer transitions are not even listed. This entire post seems to imply you are a cheesy player who doesn't play out games.
The reality is the better player is more likely to win with the economic changes and it will really hurt your playstyle.
LOTV zerg has way more early game choices before lair now. Ravagers open a lot for the early game against greedy openers and make bane pushes before tech vs protoss viable. You can go 2:13 3rd base, 28 roach warren, 36 roach warren, 41 roach bane, or even a fast lair now. You can play much more counter base and zone a lot better because of lurkers.
The true result is the exact opposite of everything that you claim. Protoss and terrans are required to scout more early. There are more options before lair and the game favors players with better map awareness and multitasking. The better player is more likely to win with the economic focus, since its not about a blind allin and is about making more decisions and taking more engagements with smaller armies. Turtling play styles have more ways to be punished now too.
Seriously, nothing in your post is anything at all related to what actually happens starting with a higher worker count early. The bigger economic change is that the bases mine out faster to be honest, not starting with more workers.
Also, like the openers i think are not as you say, I view it as lings before saturating the natural no gas, lings before saturating the natural with gas, saturating the natural lair less pressure, saturating the natural and gases with lair tech pressure, and expanding/playing out the meta and what to scout for and do with those style with that given opener.
I think you have quite a bit of ways to go in terms of scouting and learning how to play vs allinning everyone.
I think I need to defense myself 
First of all, allins are part of the game. Their viability is necessary to force metagame to be stable. If your opponent cannot attack early in any way, then you can use some heavy economic builds that gives you too much advantage. I didn't listed all builds, I tried to explain how I imagine a function where x is the number of drones you made before pool and in y axis there is a value for greedy/safe game. I play (or played) rush in certain maps in certain matchups in different moments, it's a valid strategy, but you cannot void my arguments by my playstyle if you don't know my playstyle.
And it's clear to me that I lose a lot in beta, but I guess it's because I'm in the bottom of this 20% of players and need a lot of knowledge about the game to success (80 apm, I'm old) ... but it's not a problem for me, I have lost a lot before and I know I'll lose a lot in the future.
I'm agree with you when you say zerg has more options now at the beginning, but they are options about the units you choose, not about a general momentun in the game. For me, Starcraft is about controling the game, the moment things happened, knowing how to hurt your enemy and try to figure what will be his answer. It's an strategic game and I feel that a part of it is gone with 12 workers start.
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I don't want only to take decisions all the time, I want a big variety in strategic options.
That's exactly what is implied by variety of strategic options.Meaningful decisions = You Choose between different strategies. That won't be 6 pool or 10 pool, but could instead be other types of strategies (that comes later in the game).
My statement is un LotV you have less different options to choose, because greedy builds are reduced and you cannot go to a big economic game, because yor enemy can gather a big army in a little time.
Your most likely confusing the impact of the new economy change with 12 worker change. 12 worker changes stuff but doesn't neccasarily add fewer possible openings. New economy on the other hand forces you into being heavy on the army all the time as you need to take bases.
My experience in beta is armies are bigger in the first part of the game.
Just look how many people talk about how they almost never are maxed.
the result of the battle (thinking in 2 armies crushing untill one is gone) is not proportional in the same way. A simple example from unit tester: 8 zerling (Team A) vs 10 zerling (Team B) and Team B wins with 6 zerling surviving. Second test: 16 zerling (Team A) vs 20 zerling (Team B) and Team B wins with 14 zerling surviving.
First of, you can't just rely on one test to see who comes out ahead here, as it changes very much. In fact, when I tested it I had 9 Zerglings surviving sometime in the former scenario (less than 50% of initial army size), and other times 5 Zerglings (50% of initial army size) in the latter. You provide no thereotical argument for why there is difference in scaling here.
EDIT: After more tests, it becomes clear that scaling only matters when you get so many Zerglings that they can't all attack at the same time in which case the outcome becomes less snowbally. For instance try 40 vs 32 Zerglings and the percentage left averages around 30%.
Secondly, even if you correct here, this premise is quite misleading as well. Instead, what you need to look at is how heavily a small mistake is punished depending on army size. If you have a big army, it's probably less likely tat 25% of you army will be lost due to a small mistake. That, however, might be more likely if you only have 4 Stalkers.
LOTV might be more unforgiving, but that's a consequence of the economy change.
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I really don't think eliminating 6 pools or other cheeses is a bad thing. I love the fact that all the cheeses are mostly dead. They were not good for the game at all. They just made it needlessly frustrating.
I also love the 12 worker change just cause of all the idiotic apm bashers from HotS. I never spam which results in like 20-30 apm for first 5 minutes which means my overall apm is always super low unless they game goes really long. A lot of the people who lose to me get pissed when they see my 60-70apm. It's funny seeing all the people with 200apm stuck in diamond with me. I always tell them if they actually had that much apm they'd be grandmasters.
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I really don't think eliminating 6 pools or other cheeses is a bad thing. I love the fact that all the cheeses are mostly dead. They were not good for the game at all. They just made it needlessly frustrating.
Irrational nostalgia.
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On May 12 2015 15:38 JJH777 wrote: I really don't think eliminating 6 pools or other cheeses is a bad thing. I love the fact that all the cheeses are mostly dead. They were not good for the game at all. They just made it needlessly frustrating.
I also love the 12 worker change just cause of all the idiotic apm bashers from HotS. I never spam which results in like 20-30 apm for first 5 minutes which means my overall apm is always super low unless they game goes really long. A lot of the people who lose to me get pissed when they see my 60-70apm. It's funny seeing all the people with 200apm stuck in diamond with me. I always tell them if they actually had that much apm they'd be grandmasters.
I don't like the loss of strategic diversity that comes with losing these cheeses, but I do agree that they are super annoying for newer players.
Those cowardly apm bashers tho amiright? Bastards, the lot of them.
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On May 12 2015 15:45 Hider wrote:Show nested quote +I really don't think eliminating 6 pools or other cheeses is a bad thing. I love the fact that all the cheeses are mostly dead. They were not good for the game at all. They just made it needlessly frustrating. Irrational nostalgia.
superfluous statement
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let them bash away, how is that any rational reason for the limited variety as a result of alterations.
to me it just seems they're squeezing every little thing to make it easier for new players. they should focus on single player tutorials(which is heavily lacking) rather than trying to change the game. what makes a good esports is how difficult it is to get decent, then good, then great. they want people to skip that first few processes. let everyone be able to shoot 90% free throws without months of practice. great curve ball free kick without months of practice. see what i mean? blizzard wants to make shortcuts and im against that because it really isn't a short cut at all since everyone is still on even playing field with pseudo confidence and skill. all that this does is limit variety.
some say annoying about cheese yet so many people dont even know how to properly defend against them, bad crisis management. the game isn't about doing things 1, 2, 3 in order, its about adapting to do what needs to be done. blizzard's intentions, instead of teaching new players how to defend, it just removes/minimize it to bend to new players. its like the new era of NR 15 players and blizzard catering to them.
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On May 12 2015 08:45 tresquarts wrote: Fisrt: My experience in beta is armies are bigger in the first part of the game. People can achieve 40 zerlings very early.
But... why ?
Do we agree that the 12 workers shifts the build timings, but does not increase the amount of resources you get at any point in the build, right ?
Do we agree that the workers collection rate is unchanged ?
So why would you have more resources to make those lings at the equivalent timing ?
The only thing that comes to my mind is the change of pop on every hatch/nexus/CC; this will save you an overlord or two, which in turn allows you to produce a handful more of lings. But that's it. Eco wise, everything should be the same.. ( other than having to expo faster ofc ).
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Haha... Have fun trying to persuade people that time exists (and is the crux) in RTS. If you need some material, pick from Razzia des Blizzsters (first post, this one, this one or the two conversations with FueledUpAndReadyToGo in the thread). You have intuitively understood one of the most critical aspects of the game, now it is your mission to convince others about the existence of “contraction of time” (whatever word you use to describe that, above all don't use mine!). This is of the utmost importance in the LotV development, far ahead of Adepts and Reapers with Grenades and other futilities from the “Balance Updates” (which are all slaves to the temporal architecture of the game).
Good luck!
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On May 12 2015 17:39 jinorazi wrote:some say annoying about cheese yet so many people dont even know how to properly defend against them, bad crisis management. the game isn't about doing things 1, 2, 3 in order, its about adapting to do what needs to be done. blizzard's intentions, instead of teaching new players how to defend, it just removes/minimize it to bend to new players. its like the new era of NR 15 players and blizzard catering to them. the annoying thing wasnt using skill to defend an attack, it was building workers and setting up for 2 minutes of your life only to immediately die to a BO loss
same reason super super committed early allins have always been annoying, because you had to commit time to setting up your build while doing basically nothing but scouting and macroing only for everything to come down to an obnoxious attack
getting right into the action is good for the game
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On May 12 2015 20:54 Nyast wrote:Show nested quote +On May 12 2015 08:45 tresquarts wrote: Fisrt: My experience in beta is armies are bigger in the first part of the game. People can achieve 40 zerlings very early.
But... why ? Do we agree that the 12 workers shifts the build timings, but does not increase the amount of resources you get at any point in the build, right ? Do we agree that the workers collection rate is unchanged ? So why would you have more resources to make those lings at the equivalent timing ? The only thing that comes to my mind is the change of pop on every hatch/nexus/CC; this will save you an overlord or two, which in turn allows you to produce a handful more of lings. But that's it. Eco wise, everything should be the same.. ( other than having to expo faster ofc ).
Why? That's a good question and I think I have an answer, I'll try it:
On the paper, there is no clear difference in economy executing the same build order in HotS or LotV. If you play 15 hatch 14 pool (sorry, i'm a zerg) there is no diffence. The fact is that no one play 15 hatch 14 pool in LotV with the same intention. In LotV you know that youe enemy cannot attack you so early, and then you try to priorize economy and retard the buildings untill something like 17 hatch 16 pool. Then, the timings are the same but you have some more workers and you collect more resources.
The fact is the cost of units and buildings are the same, as well as the times they need, then you have more resources to invest in what you need. If you choose a 5 minutes army because your opponent is expanding too much or whatever, you can make a really big amount of units.
The difference here is about the change in metagame that the 12 workers start promotes. And I know there are another issues in economy changes in LotV, but I think this one matters too.
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On May 12 2015 21:13 TheDwf wrote:Haha... Have fun trying to persuade people that time exists (and is the crux) in RTS. If you need some material, pick from Razzia des Blizzsters (first post, this one, this one or the two conversations with FueledUpAndReadyToGo in the thread). You have intuitively understood one of the most critical aspects of the game, now it is your mission to convince others about the existence of “contraction of time” (whatever word you use to describe that, above all don't use mine!). This is of the utmost importance in the LotV development, far ahead of Adepts and Reapers with Grenades and other futilities from the “Balance Updates” (which are all slaves to the temporal architecture of the game). Good luck!
I agree with your argument and I didn't read your comments before. I'll do it and I'll try to give you my opinion, because they seem really interesting.
Time is crucial in SC, like is important to have a plan (a decision tree) for each situation of the game. For me this is the funny part of the game, waht makes this game different.
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On May 12 2015 23:00 brickrd wrote:
getting right into the action is good for the game
From my point of view, in RTS game the key aspects should be strategic. It's only an opinion.
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On May 11 2015 16:26 ShulamD wrote:I agree that 12 starting workers is a bit too many. First of all it feels really weird with the new supply timings and just seeing that mass of workers at the very first second of the game. Second, I find myself floating minerals very early (at something like 20 supply) in every game and it feels like a third base needs to be put down very early. I also really dislike the fact that there is no worker micro anymore, I liked the chilled part at the start with just microing my drones to the closest patches  I would go with 9 starting workers, it's the middle ground between 12 and 6 and it would be exactly the point in HotS when you would start making your supply building/unit.
If you're floating money early game, you just need to adapt and macro better. I personally had a similar problem but I've adjusted to it pretty easily.
About worker micro, it's still there. The workers don't auto stack on the closest patches just because you have 12 of them.
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On May 12 2015 23:43 tresquarts wrote:Show nested quote +On May 12 2015 20:54 Nyast wrote:On May 12 2015 08:45 tresquarts wrote: Fisrt: My experience in beta is armies are bigger in the first part of the game. People can achieve 40 zerlings very early.
But... why ? Do we agree that the 12 workers shifts the build timings, but does not increase the amount of resources you get at any point in the build, right ? Do we agree that the workers collection rate is unchanged ? So why would you have more resources to make those lings at the equivalent timing ? The only thing that comes to my mind is the change of pop on every hatch/nexus/CC; this will save you an overlord or two, which in turn allows you to produce a handful more of lings. But that's it. Eco wise, everything should be the same.. ( other than having to expo faster ofc ). Why? That's a good question and I think I have an answer, I'll try it: On the paper, there is no clear difference in economy executing the same build order in HotS or LotV. If you play 15 hatch 14 pool (sorry, i'm a zerg) there is no diffence. The fact is that no one play 15 hatch 14 pool in LotV with the same intention. In LotV you know that youe enemy cannot attack you so early, and then you try to priorize economy and retard the buildings untill something like 17 hatch 16 pool. Then, the timings are the same but you have some more workers and you collect more resources. The fact is the cost of units and buildings are the same, as well as the times they need, then you have more resources to invest in what you need. If you choose a 5 minutes army because your opponent is expanding too much or whatever, you can make a really big amount of units. The difference here is about the change in metagame that the 12 workers start promotes. And I know there are another issues in economy changes in LotV, but I think this one matters too. I think you could be right with the opening metagame thing, but I don't really experience this at the moment. My personal BOer - also zerg - is 16hatch/15OL/15pool/15gas, which isn't really more economical than a 15hatch/15pool/17gas would be in HotS but keeps up with all the other builds like the 17/16 you describe (or even exceeds them). There are a few points to be made about changes in spending through the difference in supply production and also the fact that 12worker start =/= 12supply for zerg. 12worker start is 13supply, with 12working harvesters, while 13supply in HotS is 10drones working with 3 in production, hence higher income in LotV. Again, I'm not certain those are peanuts, but I think what really makes it so that one could believe we have many more zerglings is the time spent on meaningful actions until we have the zerglings. As a Zerg, not seeing the hatch first because your overlord doesn't come at that time is a major insecurity in ZvZ. The first overlord not being able to position itself behind the mineral line to check for droning or zerging, while the second one sits in front of the enemy's base to check for moveouts is a major insecurity. And I think the other races have the same problems. A scout after pylon happens at 13supply for Protoss.
Many of the formerly better-safe-than-sorry BOs feel plainly just sorry right now, like a 15pool with 2zergling scout for gas timing vs zerg. And the huge amount of 4p maps in the beta makes this really bad.
I think the worst situation I have been in yet has been a Zerg vs Random on some 4p map, flew my OL in one direction, sent a scout into the other direction when I put my hatch down. It turned out, the direction of the overlord was the proper one, and when it entered the Terrans base (first important scouting clue), he put down his third command center. That felt really laughable, me playing a game against a possible zerg or protoss opponent, with the random putting down a greedy third CC at the time I found him.
There is absolutely no reason for this to be in the game besides eliminating the one or other lowskill, highreward play. Which I'm sure, others will take their places.
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On May 13 2015 00:12 Big J wrote: I think the worst situation I have been in yet has been a Zerg vs Random on some 4p map, flew my OL in one direction, sent a scout into the other direction when I put my hatch down. It turned out, the direction of the overlord was the proper one, and when it entered the Terrans base (first important scouting clue), he put down his third command center. That felt really laughable, me playing a game against a possible zerg or protoss opponent, with the random putting down a greedy third CC at the time I found him. Hahahaha... No comment. But we already know what the “solution” will be: buff Overlord speed again! Or a new Queen patch if things really turn too bad.
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On May 12 2015 23:00 brickrd wrote:Show nested quote +On May 12 2015 17:39 jinorazi wrote:some say annoying about cheese yet so many people dont even know how to properly defend against them, bad crisis management. the game isn't about doing things 1, 2, 3 in order, its about adapting to do what needs to be done. blizzard's intentions, instead of teaching new players how to defend, it just removes/minimize it to bend to new players. its like the new era of NR 15 players and blizzard catering to them. the annoying thing wasnt using skill to defend an attack, it was building workers and setting up for 2 minutes of your life only to immediately die to a BO loss same reason super super committed early allins have always been annoying, because you had to commit time to setting up your build while doing basically nothing but scouting and macroing only for everything to come down to an obnoxious attack getting right into the action is good for the game
See, I see it fine to a have BO loss. No normal opening should have a BO loss, it should be because of a greedy/risky build or problem with map. Getting right into action is fine too but the problem rises from its side effect from how it's implemented.
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On May 12 2015 23:49 tresquarts wrote:Show nested quote +On May 12 2015 23:00 brickrd wrote:
getting right into the action is good for the game From my point of view, in RTS game the key aspects should be strategic. It's only an opinion. ??? i don't think you saw my point... how is getting into the action antistrategic? strategy has no meaning if there isn't any action. by action i don't mean immediate fighting, i mean "actually doing something other than making workers and town halls"
strategy occurs at every phase of the game. in fact, early game "strategy" is basically just build order gambles and playing to a map/matchup. 9pooling in hots zvz isnt a "strategy", it's just "hey, this might work". i mean you can call it a "strategy" in a bo3/bo5 but it's no more strategic than rock paper scissors
On May 13 2015 00:36 jinorazi wrote:Show nested quote +On May 12 2015 23:00 brickrd wrote:On May 12 2015 17:39 jinorazi wrote:some say annoying about cheese yet so many people dont even know how to properly defend against them, bad crisis management. the game isn't about doing things 1, 2, 3 in order, its about adapting to do what needs to be done. blizzard's intentions, instead of teaching new players how to defend, it just removes/minimize it to bend to new players. its like the new era of NR 15 players and blizzard catering to them. the annoying thing wasnt using skill to defend an attack, it was building workers and setting up for 2 minutes of your life only to immediately die to a BO loss same reason super super committed early allins have always been annoying, because you had to commit time to setting up your build while doing basically nothing but scouting and macroing only for everything to come down to an obnoxious attack getting right into the action is good for the game See, I see it fine to a have BO loss. No normal opening should have a BO loss, it should be because of a greedy/risky build or problem with map. Getting right into action is fine too but the problem rises from its side effect from how it's implemented. again you are not listening to my point. it's not about the "BO loss" itself but the fact that you have to spend 2 minutes doing nothing and then the game can just end. the thing that makes me angry isn't that i used the wrong build or didn't micro well against the attack, it's that i had to do a bunch of nothing before the game actually happened
it's equivalent to having minutes added onto your queue when you search for the game except you can't tab out and wait for the game to focus back in. if gaining 1-2 * (games played) minutes means losing 9pools and 10gates and 11raxes then i will take that trade a thousand times over
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What you don't understand is that SC2 already bulldozed the early game through various means. And now you want to further bulldoze the early game because... it has already been mutilated, instead of properly reconstructing it. Whatever you do, you will never cut the small part of the routinized sequence known as the opening. The 12 worker change makes zero sense because ultimately, it aims at fighting automation through increasing automation.
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On May 13 2015 03:26 TheDwf wrote: What you don't understand is that SC2 already bulldozed the early game through various means. And now you want to further bulldoze the early game because... it has already been mutilated, instead of properly reconstructing it. Whatever you do, you will never cut the small part of the routinized sequence known as the opening. The 12 worker change makes zero sense because ultimately, it aims at fighting automation through increasing automation. really? because i played hots and i'm playing lotv and in every single game it feels like i'm getting to the action and the fun part of the game faster, so i think i know what i'm fucking experiencing, lol. i don't really care if you have some arcane, self-involved theory about how it's actually not accomplishing anything, because my gaming experience is what matters when i'm playing a game. maybe you should let artosis know that he was wrong about the action starting faster too as well as the other countless players and community members who have said the same thing about their own experience
but please, continue telling other people that their own experience of whether they're having fun with a video game is valid or not, we love being condescended to by someone with zero interest in any sort of mutual discussion. what else do i not understand?
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Thanks for reminding me why I should not even bother anymore.
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12 Workers is clearly way too many. It's double. That's just not even reasonable to experiment with. Let's try 7 or 8 first and see if it's better. If it is better, we can see if the trend continues to 9. 12 is clearly another Blizzard-Blunder. It makes about as much sense to jump right into 12 worker start as it did to alter the chat rooms so that entering a game clears all the messages, which KILLED the chat room community of the game.
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LOL! 12 workers is a fantastic change. I don't understand all the crying about not clicking q then e, 4 times before starting your build.
Let's look back at two esports games. Let's call them StarCraft BroodWar and WarCraft 3. Now, both were legends in their own right, and one was/is a national sport of Korea. However, the other one was far more popular everywhere else. Now, not saying starting with 5 workers (equivalent to 16 on minerals) was the only reason, that WC3 is a far better game, but it helped ensure people got right into the action.
As for TheDWF, I applaud your effort on your posts, but I can't even bring myself to read the Razzia thread. Too fucking verbose, after your OP I had stopped caring about pretty much anything. Even though there's a lot I agree with in there.
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On May 13 2015 03:35 brickrd wrote:Show nested quote +On May 13 2015 03:26 TheDwf wrote: What you don't understand is that SC2 already bulldozed the early game through various means. And now you want to further bulldoze the early game because... it has already been mutilated, instead of properly reconstructing it. Whatever you do, you will never cut the small part of the routinized sequence known as the opening. The 12 worker change makes zero sense because ultimately, it aims at fighting automation through increasing automation. really? because i played hots and i'm playing lotv and in every single game it feels like i'm getting to the action and the fun part of the game faster, so i think i know what i'm fucking experiencing, lol. i don't really care if you have some arcane, self-involved theory about how it's actually not accomplishing anything, because my gaming experience is what matters when i'm playing a game. maybe you should let artosis know that he was wrong about the action starting faster too as well as the other countless players and community members who have said the same thing about their own experience but please, continue telling other people that their own experience of whether they're having fun with a video game is valid or not, we love being condescended to by someone with zero interest in any sort of mutual discussion. what else do i not understand?
It always amused me how almost everyone who played the beta liked the changes to econ and 12 workers while alot of people who had not played the beta wrote long post about how those players were "wrong" in their enjoyment.
The point here is that if the theory is not matched by empirical evidence, then one should consider to stop making angry post on the forum and instead reevaluate the theory.
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Yeah, let's ignore all the negative feedback on the 12 workers change from many testers themselves (triggering threads like this), let's ignore the impact of the novelty effect after months of boredom, let's ignore that history falters with the initial enthusiasm of the HotS beta, let's bin 17 years of Fast maps on SC1 as for the precise effects on gameplay. Sleeping is such a bliss.
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8-10 workers and 100 minerals, or even 150 minerals would be better than 12 workers in my opinion. Adding some minerals instead of workers opens up the ability to still perform early aggression and saves the most time, so I'm unsure why they didn't do this.
I suspect that it might be related to zerg's drone production, but I don't know if that's really worthy enough to consider it as not an option. If Zerg's supply is reverted back to how it was in WoL/HotS, I don't think it would be an issue, since they'd need to build an overlord (or building) at the start).
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On May 13 2015 06:41 Xapti wrote: 8-10 workers and 100 minerals, or even 150 minerals would be better than 12 workers in my opinion. Adding some minerals instead of workers opens up the ability to still perform early aggression and saves the most time, so I'm unsure why they didn't do this. Their intent is to create short(er) games where players reach max economy into big battles very fast. The 12 workers model is thus working as intended.
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Yes and a good way to do so is to start off with more money. More money means one can start producing unit-producting buildings right away. If a ton of money existed at the start one could build an expansion and a barracks and a supply depot all at the start, while also pumping SCVs and building a refinery. Obviously the thousand or more minerals to do that would be excessive, but something like 100-200 minerals would make good sense.
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On May 13 2015 06:41 Xapti wrote: 8-10 workers and 100 minerals would be better than 12 workers in my opinion. Adding some minerals instead of workers opens up the ability to still perform early aggression and saves the most time, so I'm unsure why they didn't do this.
We can go with the 12worker start and balance for that. We can ask blizzard to tweak it to some more middleground as you suggest. Or we can ask blizzard to go back to the way things were.
So far from what I've seen, what other playtesters have found to be positive about this change was: + no more worker build up, you start right with your first building + some early cheeses have been eliminated Anything else? Because I don't see the first one as a "problem" of the game. The players that play so much that this actually would sum up to a real time consumption are going to play the game anyways. They are not going to play or leave based upon that, nor really critizise the game for being like that. The other one is trickier, but if that was a real concern - and I'm kind of on boat with anything hard/impossible to scout being an extraordinary weak metagame gamble - then we could just nerf those builds specifically.
All of that to sacrifice the achieved early game balance, build orders and so on? To be honest, the thing that is going on why people like this change, is that it makes the game fresh. All BOs are gone for all races. It's very exciting to figure them out right now. Everything feels possible, because noone actually knows how to punish someone for doing something. You can just throw together some units and try something without losing, because everyone is thrown off by the different pace of the game.
But that will change. The BOs will take over a few months from now or from release. We will have those standard builds and gameplay that incredibly restrict you and then you can't just build 5adepts early and lose them and pretend the game is even. It's not going to be once it is figured out. It is going to be just as punishing and stale as HotS. Just right now it isn't. Right now my Protoss opponents are telling me that they have no clue whether to 13 or 14 pylon, and right now I don't know if Nexus with Gate/Cyber-wall at the natural is punishable. But we will get there. And then it's not going to be "action right from the start". Then people will get back to the mindset "I can't do this because it needs to do X damage, but that's very easy to prevent". And then it's going to be the same, just that you don't make 3drones/overlord/5drones/hatch/pool, but only 4drones/hatch/overlord/pool which buys you 30-60seconds of your lifetime, but not a better game. It just messes up what we have right now.
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On May 13 2015 06:51 Xapti wrote: Yes and a good way to do so is to start off with more money. More money means one can start producing unit-producting buildings right away. If a ton of money existed at the start one could build an expansion and a barracks and a supply depot all at the start, while also pumping SCVs and building a refinery. Obviously the thousand or more minerals to do that would be excessive, but something like 100-200 minerals would make good sense.
I agree here. I think starting with more minerals in order to make it possible for players to choose between various openings from the get-go would be the best solution.
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On May 13 2015 06:10 TheDwf wrote: Yeah, let's ignore all the negative feedback on the 12 workers change from many testers themselves (triggering threads like this), let's ignore the impact of the novelty effect after months of boredom, let's ignore that history falters with the initial enthusiasm of the HotS beta, let's bin 17 years of Fast maps on SC1 as for the precise effects on gameplay. Sleeping is such a bliss.
We are talking about Blizzard Entertainment, Dustin Browder and David Kim. This isn't a group of people that likes to take advice or values community feedback beyond telling us they "value feedback," because they do whatever they want.
They created BFH madness in WOL, realized it was broken and nerfed it, only to then do exactly the same thing with Hellbats in the HOTS. And despite the community response during the Beta they released Hellbat drops broken. That in turn required several patches to fix too.
They had a big combat walker that had a spell that countered it's counter (Strike Cannons versus Immortals back during TSL3) and after fixing that, released the Warhound, another big combat walker that had yet another spell to counter the very same counter (Haywire Missiles versus Immortals). And we know how that worked out.
Some people are incapable of learning from history. And they shouldn't be charged with designing expansions.
On May 13 2015 04:48 Hider wrote:
It always amused me how almost everyone who played the beta liked the changes to econ and 12 workers while alot of people who had not played the beta wrote long post about how those players were "wrong" in their enjoyment.
The point here is that if the theory is not matched by empirical evidence, then one should consider to stop making angry post on the forum and instead reevaluate the theory.
Everyone enjoys heroin when they try it too, and it's literally my job to tell people not to do it even though they enjoy it.
There are better ways to get a high.
And there are better ways to design a game than Blizzard is doing. Enjoyment is an easily achieved goal. Getting lasting enjoyment out of something is difficult. And we know how people felt about the HOTS Beta, how much the casuals loved it at first, only to simply stop playing.
TheDwf is gonna be here later, most of the people with 100 posts who signed up this month telling us how much they love it, will be moved on to another game long before they hit 1000 posts because the novelty will have worn off, and they'll see the problems SC2 has that we are talking about right now.
On May 12 2015 23:49 tresquarts wrote:Show nested quote +On May 12 2015 23:00 brickrd wrote:
getting right into the action is good for the game From my point of view, in RTS game the key aspects should be strategic. It's only an opinion.
Something was lost in translation, you meant to say: "In RTS games, the key aspects should be strategic. It's the only option."
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Double posted, I think something is wrong with my internets it keeps doing that. Sorry.
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On May 13 2015 08:03 BronzeKnee wrote:Show nested quote +On May 13 2015 06:10 TheDwf wrote: Yeah, let's ignore all the negative feedback on the 12 workers change from many testers themselves (triggering threads like this), let's ignore the impact of the novelty effect after months of boredom, let's ignore that history falters with the initial enthusiasm of the HotS beta, let's bin 17 years of Fast maps on SC1 as for the precise effects on gameplay. Sleeping is such a bliss. We are talking about Blizzard Entertainment, Dustin Browder and David Kim. This isn't a group of people that likes to take anyone's advice or values community feedback beyond telling us they "value feedback," because they do whatever they want. They created BFH madness in WOL, realized it was broken and nerfed it, only to then do exactly the same thing with Hellbats in the HOTS. And despite the community response during the Beta they released Hellbat drops broken. That in turn required several patches to fix too. They had a big combat walker that had a spell that countered it's counter (Strike Cannons versus Immortals back during TSL3) and after fixing that, released the Warhound, another big combat walker that had yet another spell to counter the very same counter (Haywire Missiles versus Immortals). And we know how that worked out. Some people are incapable of learning from history. And they shouldn't be charged with designing expansions.
Funnily I'm right now rewatching the "The Gamedesign of Starcraft 2:Designing an esport" speech and Dustin Browder and blizzard really seemed to have a clue and a good direction with SC2.
The problem is that blizzard broke their design-codes. Blizzard 2005-2011: we want 12-15units per race at maximum. Otherwise what happens is that there are too many choices, some units become redundant and sometimes it is not possible to read what the opponent is doing. 2013-14 The bullshit era of Protoss vs Terran. Why? Because blizzard introduced the oracle and mothership core and buffed DT rushes to all come at the same time as already existant Protoss attacks. Amount of units on Protoss: 18. In LotV: 20 (and other races similarily get more more MORE stuff)
Blizzard 2005-2011: We want to have mover-shooters and really differentiate units by stats. We worked for weeks to get the hellion in a place where it could shoot and then have enough time to reposition to try and get another perfect shot. We designed the baneling and the marine to counter each other. HotS & LotV: more buttons, more spells, more hardcounters. No more unit tweaking as done between 2005 and 2011. From here on out it is all buffs to everything. You get a buff, you get a buff, everyone gets a buff. Buffing is the new trend. Buffing stuff so that you never have to tell the players that their toys are overpowered, just make the opponent happy by buffing "his counters".
You know what the reason for the ravager nerf was: They aren't different enough from roaches. Well now they are, now they are redundant. You know what the reason for the zealot buff is? Adepts are better in every single situation and zealots are now redundant.
They knew about these problems in 2005 and tried to avoid them. Now, they are opening the floodgates and the bullshit is allowed to tricker in. On top of being stubborn on questions like economy and damage point.
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On May 13 2015 00:29 TheDwf wrote:Show nested quote +On May 13 2015 00:12 Big J wrote: I think the worst situation I have been in yet has been a Zerg vs Random on some 4p map, flew my OL in one direction, sent a scout into the other direction when I put my hatch down. It turned out, the direction of the overlord was the proper one, and when it entered the Terrans base (first important scouting clue), he put down his third command center. That felt really laughable, me playing a game against a possible zerg or protoss opponent, with the random putting down a greedy third CC at the time I found him. Hahahaha... No comment. But we already know what the “solution” will be: buff Overlord speed again! Or a new Queen patch if things really turn too bad.
1 more overlord buff and Protoss will be even more boring.
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On May 12 2015 23:52 Zode wrote:Show nested quote +On May 11 2015 16:26 ShulamD wrote:I agree that 12 starting workers is a bit too many. First of all it feels really weird with the new supply timings and just seeing that mass of workers at the very first second of the game. Second, I find myself floating minerals very early (at something like 20 supply) in every game and it feels like a third base needs to be put down very early. I also really dislike the fact that there is no worker micro anymore, I liked the chilled part at the start with just microing my drones to the closest patches  I would go with 9 starting workers, it's the middle ground between 12 and 6 and it would be exactly the point in HotS when you would start making your supply building/unit. If you're floating money early game, you just need to adapt and macro better. I personally had a similar problem but I've adjusted to it pretty easily. About worker micro, it's still there. The workers don't auto stack on the closest patches just because you have 12 of them.
As Zerg, larva production just doesn't keep up with the mineral income at the beginning of the game which usually makes people get a macro hatch or a super early third. Getting macro hatch this early is kind of stupid because it makes larva management less important.
Worker micro is there still sure, it's now more about luck if you get the closest patches automatically or not.
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On May 15 2015 22:29 ShulamD wrote:Show nested quote +On May 12 2015 23:52 Zode wrote:On May 11 2015 16:26 ShulamD wrote:I agree that 12 starting workers is a bit too many. First of all it feels really weird with the new supply timings and just seeing that mass of workers at the very first second of the game. Second, I find myself floating minerals very early (at something like 20 supply) in every game and it feels like a third base needs to be put down very early. I also really dislike the fact that there is no worker micro anymore, I liked the chilled part at the start with just microing my drones to the closest patches  I would go with 9 starting workers, it's the middle ground between 12 and 6 and it would be exactly the point in HotS when you would start making your supply building/unit. If you're floating money early game, you just need to adapt and macro better. I personally had a similar problem but I've adjusted to it pretty easily. About worker micro, it's still there. The workers don't auto stack on the closest patches just because you have 12 of them. As Zerg, larva production just doesn't keep up with the mineral income at the beginning of the game which usually makes people get a macro hatch or a super early third. Getting macro hatch this early is kind of stupid because it makes larva management less important. Worker micro is there still sure, it's now more about luck if you get the closest patches automatically or not.
Why not increase queen production?
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12 workers is a bit too drastic, and doesn't achieve the desired result Blizzard stated was the purpose for the change.
Instead of making early game less boring, it's actually more boring. This is because Cheese openers have mostly been eliminated due to the defending player having more workers to defend with when the cheese hits. It also promotes early timings, since they can now hit faster.
The first few minutes of every game will look exactly the same, which is the opposite of the result we want. Casted games will still start off almost just as slow as they do now, except we won't see cheese thrown in anymore at all.
How can this be rectified? 9 workers to start. It's the sweet spot. Then, give us 200 minerals to start with instead of 50. This gives players a choice right away, as to how they want to use those minerals.
With a 9 worker/200 mineral start, every game would be unpredictable again right from the beginning.
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It is obvious that Blizzard is experimenting with the starting worker numbers, and as usual they go with an extreme in order to clearly see the effect of the change. No doubt they are accumulating data to see how things work out, and no doubt the current number (12) is not final.
It is hilarious to read people suggesting numbers like 8, 9, 10 based on nothing more than gut feelings. I think what is more helpful is to play the game and to report your findings.
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Imo 9 would be a good middle ground between the 2 current options. I don't understand why they aren't just trying it at least..
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Getting lasting enjoyment out of something is difficult
Lasting enjoyment is related to strategic diversity and micro interactions. 12 workers can be weakly related to the former, but there is no general reason to believe that a faster start will reduce strategic diversity. Rather it will only change openings, and in order to ensure diversity other stat values can be tweaked.
Instead, it makes a ton of sense to get rid of the less fun parts of the game. That's bascially the job as a game designer, and it seems to me that a lot of people in this thread are simply overanalyzing game design, thinking that they have some type of special knowledge that only will become apparent to everyone else at a future date.
From my experience, those types of people are wrong 99% of the time. Especially since noone yet has presented any specific thesis to why 12-worker stat cannot work if stats gets properly designed around it. If on the other hand your argument is that you don't think 12 workers is bad per se, but rather that you question Blizzards willingness to make other neccesary adjustments in order to make sure that players can still scout and react and that there are diversity in openings, then its a different debate.
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On May 13 2015 08:30 Big J wrote:Show nested quote +On May 13 2015 08:03 BronzeKnee wrote:On May 13 2015 06:10 TheDwf wrote: Yeah, let's ignore all the negative feedback on the 12 workers change from many testers themselves (triggering threads like this), let's ignore the impact of the novelty effect after months of boredom, let's ignore that history falters with the initial enthusiasm of the HotS beta, let's bin 17 years of Fast maps on SC1 as for the precise effects on gameplay. Sleeping is such a bliss. We are talking about Blizzard Entertainment, Dustin Browder and David Kim. This isn't a group of people that likes to take anyone's advice or values community feedback beyond telling us they "value feedback," because they do whatever they want. They created BFH madness in WOL, realized it was broken and nerfed it, only to then do exactly the same thing with Hellbats in the HOTS. And despite the community response during the Beta they released Hellbat drops broken. That in turn required several patches to fix too. They had a big combat walker that had a spell that countered it's counter (Strike Cannons versus Immortals back during TSL3) and after fixing that, released the Warhound, another big combat walker that had yet another spell to counter the very same counter (Haywire Missiles versus Immortals). And we know how that worked out. Some people are incapable of learning from history. And they shouldn't be charged with designing expansions. Funnily I'm right now rewatching the "The Gamedesign of Starcraft 2:Designing an esport" speech and Dustin Browder and blizzard really seemed to have a clue and a good direction with SC2. The problem is that blizzard broke their design-codes. Blizzard 2005-2011: we want 12-15units per race at maximum. Otherwise what happens is that there are too many choices, some units become redundant and sometimes it is not possible to read what the opponent is doing.2013-14 The bullshit era of Protoss vs Terran. Why? Because blizzard introduced the oracle and mothership core and buffed DT rushes to all come at the same time as already existant Protoss attacks. Amount of units on Protoss: 18. In LotV: 20 (and other races similarily get more more MORE stuff) Blizzard 2005-2011: We want to have mover-shooters and really differentiate units by stats. We worked for weeks to get the hellion in a place where it could shoot and then have enough time to reposition to try and get another perfect shot. We designed the baneling and the marine to counter each other. HotS & LotV: more buttons, more spells, more hardcounters. No more unit tweaking as done between 2005 and 2011. From here on out it is all buffs to everything. You get a buff, you get a buff, everyone gets a buff. Buffing is the new trend. Buffing stuff so that you never have to tell the players that their toys are overpowered, just make the opponent happy by buffing "his counters". You know what the reason for the ravager nerf was: They aren't different enough from roaches. Well now they are, now they are redundant. You know what the reason for the zealot buff is? Adepts are better in every single situation and zealots are now redundant. They knew about these problems in 2005 and tried to avoid them. Now, they are opening the floodgates and the bullshit is allowed to tricker in. On top of being stubborn on questions like economy and damage point.
The grass is always greener on the other side. But when you look abit deeper on the surface you realize its not always true.
With regards to Marine vs Banelings, Dustin Browder has actually previously admitted that the Marine splitting wasn't intentional design. They definitely had originally designed the Baneling as a counter to Marines.
Hellion is basically the only instance of a unit where its obvious they spend time working on the interaction (no idea how that took weeks ago. I would estimate just getting one interaction right vs Speedlings as 30-40 minutes of work of one man. The hard part is to get interactions right vs multiple units which is where Blizzard failed with this unit).
But then you add on top alot of other lame stuff which was added into the game in this period: - Fungal instant stun 8 second. - Forcefields. - Colossus - Hardened Shield - Emp gigantic radius - PDD - Snipe - Roach 2 supply
That's a pretty big list, and the biggest flaw they had prior to the development of LOTV was the ignorance of counterplay. Yes they are adding too many abilites right now, but at least they seems to be focussed on making sure you can micro against it, which is unlike what they did in both WOL and LOTV.
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Diamond Zerg baddy chiming in, played probably around 150 games on Beta, I really appreciate the faster paced early game, honestly whenever I watch professional games I always just skip past the first 4 minutes anyways because once builds become standardized it is super boring to watch workers mining.
That said, the 12 worker thing makes Zerg very strong going into the mid game because the larvae mechanic coupled with the aggressive expanding just heavily favors Zerg in a pure economy/production sense, it also makes scouting early aggression very difficult as Terran and Protoss can have units on the field within 2-3 minutes if they want to commit to something gimmicky or more frustratingly things like heavy Adept rushes.
Feels like it kind of takes the "strategy" out of the equation to replace it with "everybody starts killing things quicker". I like the faster pace but it's too fast paced, I love the 100/60 mineral percent change but....as have many already said....
10 workers needs to be tried out, it will help Zerg scouting and it won't let the other races get so heavily out produced going into the mid game, at this point Protoss just get's rolled over by sheer numbers if they don't play retardedly greedy.
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On May 20 2015 07:56 Hider wrote:Show nested quote +On May 13 2015 08:30 Big J wrote:On May 13 2015 08:03 BronzeKnee wrote:On May 13 2015 06:10 TheDwf wrote: Yeah, let's ignore all the negative feedback on the 12 workers change from many testers themselves (triggering threads like this), let's ignore the impact of the novelty effect after months of boredom, let's ignore that history falters with the initial enthusiasm of the HotS beta, let's bin 17 years of Fast maps on SC1 as for the precise effects on gameplay. Sleeping is such a bliss. We are talking about Blizzard Entertainment, Dustin Browder and David Kim. This isn't a group of people that likes to take anyone's advice or values community feedback beyond telling us they "value feedback," because they do whatever they want. They created BFH madness in WOL, realized it was broken and nerfed it, only to then do exactly the same thing with Hellbats in the HOTS. And despite the community response during the Beta they released Hellbat drops broken. That in turn required several patches to fix too. They had a big combat walker that had a spell that countered it's counter (Strike Cannons versus Immortals back during TSL3) and after fixing that, released the Warhound, another big combat walker that had yet another spell to counter the very same counter (Haywire Missiles versus Immortals). And we know how that worked out. Some people are incapable of learning from history. And they shouldn't be charged with designing expansions. Funnily I'm right now rewatching the "The Gamedesign of Starcraft 2:Designing an esport" speech and Dustin Browder and blizzard really seemed to have a clue and a good direction with SC2. The problem is that blizzard broke their design-codes. Blizzard 2005-2011: we want 12-15units per race at maximum. Otherwise what happens is that there are too many choices, some units become redundant and sometimes it is not possible to read what the opponent is doing.2013-14 The bullshit era of Protoss vs Terran. Why? Because blizzard introduced the oracle and mothership core and buffed DT rushes to all come at the same time as already existant Protoss attacks. Amount of units on Protoss: 18. In LotV: 20 (and other races similarily get more more MORE stuff) Blizzard 2005-2011: We want to have mover-shooters and really differentiate units by stats. We worked for weeks to get the hellion in a place where it could shoot and then have enough time to reposition to try and get another perfect shot. We designed the baneling and the marine to counter each other. HotS & LotV: more buttons, more spells, more hardcounters. No more unit tweaking as done between 2005 and 2011. From here on out it is all buffs to everything. You get a buff, you get a buff, everyone gets a buff. Buffing is the new trend. Buffing stuff so that you never have to tell the players that their toys are overpowered, just make the opponent happy by buffing "his counters". You know what the reason for the ravager nerf was: They aren't different enough from roaches. Well now they are, now they are redundant. You know what the reason for the zealot buff is? Adepts are better in every single situation and zealots are now redundant. They knew about these problems in 2005 and tried to avoid them. Now, they are opening the floodgates and the bullshit is allowed to tricker in. On top of being stubborn on questions like economy and damage point. The grass is always greener on the other side. But when you look abit deeper on the surface you realize its not always true. With regards to Marine vs Banelings, Dustin Browder has actually previously admitted that the Marine splitting wasn't intentional design. They definitely had originally designed the Baneling as a counter to Marines. Hellion is basically the only instance of a unit where its obvious they spend time working on the interaction (no idea how that took weeks ago. I would estimate just getting one interaction right vs Speedlings as 30-40 minutes of work of one man. The hard part is to get interactions right vs multiple units which is where Blizzard failed with this unit). But then you add on top alot of other lame stuff which was added into the game in this period: - Fungal instant stun 8 second. - Forcefields. - Colossus - Hardened Shield - Emp gigantic radius - PDD - Snipe - Roach 2 supply That's a pretty big list, and the biggest flaw they had prior to the development of LOTV was the ignorance of counterplay. Yes they are adding too many abilites right now, but at least they seems to be focussed on making sure you can micro against it, which is unlike what they did in both WOL and LOTV.
Whether or not the actual splitting was intended or not, what they did right was that they created numbers very close to each other which is the basis why it eventually turned up. Unlike what they do with the adept, unlike what they did when making medivacs and mutalisks untouchably fast, unlike what they are doing with the cyclone. There are many ways to design an interaction. I don't want to go into theorycraft here what took them weeks to settle for this one, we both know that blizzard is very slow with those things, but the point is that it is a good one. And I disagree that they got the hellion wrong with many other units. Hellions are some of the most fun units across the board in the game. It is a perfect example of a hit-and-run unit with great micro potential and interesting strategical and tactical implications.
Not defending the stuff you are mentioning, but lots of stuff you are mentioning took one or two years to be figured out to the point that we could say, yes, this is not so fun to play against when your opponent is any good.
And yeah, the counterplay part is nice and all, but with that many units in the game, it's bound fail because some of the interactions will just be too good to skip upon and others not worthwhile to go for.
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And I disagree that they got the hellion wrong with many other units. Hellions are some of the most fun units across the board in the game.
Hellion falls off the board after early midgame so incredibly hard. I don't see what interactions you are thinking off here.
Whether or not the actual splitting was intended or not, what they did right was that they created numbers very close to each other which is the basis why it eventually turned up.
When you add in 40 units in a game, it's not unlikely that you get one interaction right in the game. I don't see that as being on the right track or anyhting like that given how many other significant flaws there were in WOL.
but lots of stuff you are mentioning took one or two years to be figured out to the point that we could say, yes, this is not so fun to play against when your opponent is any good.
Yeh sure, I don't think its fair to be overly critical of WOL given how little we knew back then. But my point was more that I don't agree that they were ever on any track. For LOTV I see it more as a sideway steps. They added in a lot of pointless/dumb abiliites, but also rewarded counterplay for a lot of other abilities which is good.
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I know that most games are boring in the first few minutes. It was like that in BW. But in BW, every once in a while someone would 4 pool, or proxy barracks, or proxy gateway, and it would make it interesting. It was a fantastic way to punish someone if they would consistently go for greedy openings. It wasn't truly a rock-paper-scissors scenario, but it did force people to have to react to insanely early pressure. And some of those micro fights are both fun to watch, and fun to play.
I really, really dislike the idea of increasing the number of starting workers. I don't see how it would allow those kinds of openings to exist anymore. Once everything gets figured out, I'm sure it'll be the exact same, 90+% of games sill still be incredibly boring for the first few minutes.....
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My problem with the 12 worker start is that it accelerates everything so fast I feel like I can get everything at the same time, which really shouldn't be allowed to happen. For instance, in TvZ, I can go tank drop with double gas AND a third base AND early barracks 2+3 and reasonably timed double engineering bay. In HotS this would not be possible; I would be forced to sacrifice economy for my tank drop, but LotV is not forcing me to make such a choice.
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8748 Posts
12 worker start really reduces the complexity of Protoss builds. It's not just a few minor changes. But the really bad thing is that it's an anti-esports, pro-casual change, similar to Heroes of the Storm philosophy of trying to get into the action quicker and keep up constant action. This may be more fun to play, but it's not an improvement for the spectator or the competitor. Major sports and esports have lulls in the action. And especially with the way commentators handle the casts of StarCraft games -- not letting excitement come through naturally when something truly exciting is happening, but rather making EVERYTHING seem SO exciting ALL the time -- we could do with some inescapable lulls in the action that make for a proper sequence of emotions.
Can we please just please have LotV 1v1 be designed for esports. SC2 is not gonna become mainstream and super popular because Browder found a way to apply Blizzard's special formula to LotV. No. SC2 is a niche game now. LotV campaign will sell boxes. Multiplayer will live and die by SC2 as an esport living and dying, so design it to be good for watching and competing. 12 worker start is the wrong direction.
I thought we were gonna get rapid iterations. Get the 6 worker start back in there ASAP so everyone in the community can go "yeah, 12 worker start was definitely a bad idea" and we can move on. The longer it's in the beta, the more messed up all the testing is, because 6 vs 12 worker start affects balance so severely.
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I somewhat think this 12 worker start could be equivalent to a MOBA game e.g. DOTA for instance where your heroes start would start at level 6 so that their ultimate is accessible right from the start. The entire early game dynamics and interaction which imo an integral part of the game especially because it typically shapes up the mid game. This getting discarded in favor of the whole "getting into the flashier action faster with guns blazing" simply isn't the way to go.
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12 worker start is a bad idea because it makes any super early cheese impractical. This means no more 2 gates, 2 rack, 6 pool type rushes
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On May 20 2015 13:26 Loccstana wrote: 12 worker start is a bad idea because it makes any super early cheese impractical. This means no more 2 gates, 2 rack, 6 pool type rushes
Or even the first unit interaction involving worker scout.. it may sound laughable but all these can snowball into later parts of the game.
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On May 20 2015 13:26 Loccstana wrote: 12 worker start is a bad idea because it makes any super early cheese impractical. This means no more 2 gates, 2 rack, 6 pool type rushes
Call me optimistic--but 4-6 workers is not the reason players figure out unfair/unintended all-ins/timings.
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I haven't played more than a handful of games myself, so my opinion could change.
Thus far, I kind-of like the 12 worker start. It definitely makes the pace of the game much more intense and causes things to almost immediately shift to 2 base. Honestly I just feel a little lost starting with so much econ, it's hard to know what to jump on right away.
The argument stated in the OP; that this 12 worker start, which removes builds such as the 6pool, decreases potential builds, is asinine and simply a knee jerk reaction.
The game is basically totally new with this change. This is especially true for the early game and build orders. Right now this new early game is totally foreign and I dare say nobody fully understands it yet. Sure the old builds like 6 pools are gone, but new builds, new cheeses, new greedy builds and all sorts of crazy shit in-between are going to be created. So to me the notion that we have "lost" all the builds we currently know pales in comparison to the untold new possibilities that we have yet to explore.
TL;DR This shit is barely out over a month now and people want to claim there is less variety of gameplay? Have you tried new cheeses rather than pine for the old ones? Or are you content to sit around posting "it's broken, plz fix" ?
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This may be more fun to play, but it's not an improvement for the spectator or the competitor.
This is completely the opposite of what I feel (and most other judging by what I read alot of people saying). A laning phase can be fun to play, but is really boring to watch. In League for instaance, it's a common complaint that while there is a lot of strategic depht in the rotational element of the laning phase, its incredibly lame to watch for the majority of the viewers. Viewers much prefer to see scenarios where player skill is differentiated and basic build orders aren't very exciting in that regard.
Teamfights however can be fun to play and watch. The fact that Heroes of the Storm isn't neccasarily that is more related to the design of heroes that makes it almost impossible to differentiate the individual since the skillcap is so low. Thus, I simply believe you are confusing correlation and causation here.
12 worker start really reduces the complexity of Protoss builds.
You make the same mistake as alot of other people in this thread by setting up the wrong premise. The premise shouldn't be how many types of standard build-orders are viable, but whether the ratio of tough decisions/per minute increases or not. The 12 worker change puts you faster into the state of the game where you need to make more decisions.
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I completely agree that the 12 Worker Start destroys the very early game, by making it far too predictable. All early cheese build timings are no longer useful, due to the amount of workers the defending player has. It also ruins many early timing builds (Reaper/Hellion vs Zerg, for instance). These builds are simply not being replaced, but eliminated altogether in favor of always going for a faster economy.
This is also partially due to the Mineral Patch change (60% yield in half the patches), which does nothing to shift the economic metagame that favors going for a fast 2-or-3-base and camping on them until a base mines out.. players still stay on 2-3 bases of income all game long. In LotV, just as in HotS, it's still a better idea to stop at around 66 harvesters, once you fully saturate 3 bases.. then wait for one to mine out and transfer your workers.
I ask you to seriously consider the gravity these changes will have in the long run. Realize they are fun because they're new, not because they create lasting positive change in this game. Instead, consider how 9 workers/200 minerals at the start would play out. The choices start right away. Early cheese would be viable again, but still not favored over a faster economy.
Also to create a need for income beyond 3 bases, we need less harvesters to fully saturate a mineral line. 6 mineral patches per base (all with 1500 minerals again) would create a need to expand faster while cutting down on a player's mineral income at certain points, but I see this as a good thing. Less income until more bases are taken means wiser spending, and more time to use what you have.
Mining out bases as fast as they do now does not spread out the battleground.. it allows players to stay on a base for a less amount of time before moving onto the next one.
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I don't really know if i'm a fan of the worker change or not. Initially i wasn't for sure but after playing the beta for a while i think i changed my mind.
In the beginning i thought it was sad that thnigs like 6 pool or proxy gates would no longer work, but as it shows that's not really the case. Instead of proxying 2 gates, you just fucking proxy 3 and a cybercore.
Early agression will be just as viable as ever, it will just look different.
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On May 20 2015 09:06 Hider wrote:Show nested quote +And I disagree that they got the hellion wrong with many other units. Hellions are some of the most fun units across the board in the game. Hellion falls off the board after early midgame so incredibly hard. I don't see what interactions you are thinking off here. Show nested quote +Whether or not the actual splitting was intended or not, what they did right was that they created numbers very close to each other which is the basis why it eventually turned up. When you add in 40 units in a game, it's not unlikely that you get one interaction right in the game. I don't see that as being on the right track or anyhting like that given how many other significant flaws there were in WOL. Show nested quote + but lots of stuff you are mentioning took one or two years to be figured out to the point that we could say, yes, this is not so fun to play against when your opponent is any good.
Yeh sure, I don't think its fair to be overly critical of WOL given how little we knew back then. But my point was more that I don't agree that they were ever on any track. For LOTV I see it more as a sideway steps. They added in a lot of pointless/dumb abiliites, but also rewarded counterplay for a lot of other abilities which is good. I basically disagree with what you say about the hellion. It's a good unit. Of course buffing everything else in the mid- and lategame has hurt it and the compensation to the hellion was to make it transformable into a hellbat, not so much anything to the hellion itself. Still we often see hellions in the lategame wrecking mineral lines when the Terran chooses to go for that techpath.
In WoL at least they tried. Since they found out that just "solving" everything through buffs will guarantee them overwhelming positive replies from the third of the community that receives the buff they have stopped caring about any decent design-guidelines they once at least proclaimed they had.
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Of course buffing everything else in the mid- and lategame has hurt it and the compensation to the hellion was to make it transformable into a hellbat, not so much anything to the hellion itself. Still we often see hellions in the lategame wrecking mineral lines when the Terran chooses to go for that techpath.
What do you mean buffing everything else? In WOL post early midgame, the Hellion never was useful for anything else than melee light units and workers. This hasn't changed at all. The Hellbat served to give terran mech a bit more opportunity to make timing attacks in the midgame, which changed the dynamic of TvT somewhat (mech was more turtlish in WOL than in HOTS).
The issue with the damage point in this case is that while it creates interactions in the early game, it removes potential interactions later in the game as the unit often will die before being able to attack. That's kinda why I never feel this Hellion solution should have taken more than 30-40 minutes to create as the design (while fundamentally sound) still has a lot left to be desired.
In WoL at least they tried. Since they found out that just "solving" everything through buffs will guarantee them overwhelming positive replies from the third of the community that receives the buff they have stopped caring about any decent design-guidelines they once at least proclaimed they had.
I guess that Blizzard today seem extremely unwilling to make large redesigns to current existing units. In that way, they seem to be a bit to focussed on buffing other units in order to balance out another unit that is flawed design wise, rather than fixing the fundamental design flaw of the unit (I am thinking of Sentries/Colossus here).
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On May 20 2015 18:17 Huxii wrote: I don't really know if i'm a fan of the worker change or not. Initially i wasn't for sure but after playing the beta for a while i think i changed my mind.
In the beginning i thought it was sad that thnigs like 6 pool or proxy gates would no longer work, but as it shows that's not really the case. Instead of proxying 2 gates, you just fucking proxy 3 and a cybercore.
Early agression will be just as viable as ever, it will just look different. I beg to differ. The defending player should still have more than enough workers to hold off the first few units, especially if they're able to scout the proxy. Cheesing with slow-lings.. good luck with that.
As for a Metabolic Boost timing with a round of lings after the first inject, remember even that (and other early rushes) now hit a defending player with a much more developed economy/tech path than they would've had previously.
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On May 20 2015 18:37 Hider wrote:Show nested quote +Of course buffing everything else in the mid- and lategame has hurt it and the compensation to the hellion was to make it transformable into a hellbat, not so much anything to the hellion itself. Still we often see hellions in the lategame wrecking mineral lines when the Terran chooses to go for that techpath. What do you mean buffing everything else? In WOL post early midgame, the Hellion never was useful for anything else than melee light units and workers. This hasn't changed at all. The Hellbat served to give terran mech a bit more opportunity to make timing attacks in the midgame.
It was and is pretty fine against anything light and was/is a decent buffer for Mech against units such as marauders, not just melee. And even if it was only the melee units, it's a 100/0 unit that already grants mapcontrol through high basespeed, it is not supposed to be the end all of combat technologies.
What I mean with "buffing everything else" is that since bio can drop directly onto tanks in a split second through medivacboosters, since mutas are even better at hunting them down and can be opened with and massed with little restrictions, since Vipers can completely shut down tanks and the one or other buff to other units (e.g. ultras) they have become quite weaker in their roles, especially buffering/splashing for sieging tanks.
The issue with the damage point in this case is that while it creates interactions in the early game, it removes potential interactions later in the game as the unit often will die before being able to attack. That's kinda why I never feel this Hellion solution should have taken more than 30-40 minutes to create as the design (while fundamentally sound) still has a lot left to be desired. The hellion has enough speed that you can take your combats as you choose. If there is something you cannot break with hellions then go somewhere else.
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On May 20 2015 18:52 frostalgia wrote:Show nested quote +On May 20 2015 18:17 Huxii wrote: I don't really know if i'm a fan of the worker change or not. Initially i wasn't for sure but after playing the beta for a while i think i changed my mind.
In the beginning i thought it was sad that thnigs like 6 pool or proxy gates would no longer work, but as it shows that's not really the case. Instead of proxying 2 gates, you just fucking proxy 3 and a cybercore.
Early agression will be just as viable as ever, it will just look different. I beg to differ. The defending player should still have more than enough workers to hold off the first few units, especially if they're able to scout the proxy. Cheesing with slow-lings.. good luck with that. As for a Metabolic Boost timing with a round of lings after the first inject, remember even that (and other early rushes) now hit a defending player with a much more developed economy/tech path than they would've had previously. You forget that the attacking player also benefits from the stronger economy with his cheese or pressure. For example a Terran won't do a 2 proxy rax rush in Legacy, but instead will opt for 3 barracks, or even 4. This means that the defending Zerg player, even when he scouted it, will need to rely on the few extra workers he has way more then he used too, as there will be more marines barreling down on his bases, while he still has the same amount of Larvae, and thus units, available to defend. This will be the case with all cheeses, they also got buffed just as much as defenders got buffed.
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It was and is pretty fine against anything light and was/is a decent buffer for Mech against units such as marauders, not just melee. And even if it was only the melee units, it's a 100/0 unit that already grants mapcontrol through high basespeed, it is not supposed to be the end all of combat technologies.
Terran only build them because they had excessive minerals. If you had gas on the other hand, you would always prefer tanks in TvT. Thus you did end up seeing 30 tanks vs 30 tanks in the later game with no Hellions.
Hellbats on the other hand actually function as a proper buffer unit.
that already grants mapcontrol
The map control it provided past the midgame was useless since its harass capabilites weren't very strong and you could get better information by investing into multiple orbitals and having enough scans.
The hellion was (and still is) a case of a unit that needs proper upgrades vs non-light units. IMO giving it blue flame never made sense. Instead it needed some type of upgrade to allow it to deal better vs non-light units in the later stages of the game.
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On May 20 2015 19:22 Hider wrote:Show nested quote + It was and is pretty fine against anything light and was/is a decent buffer for Mech against units such as marauders, not just melee. And even if it was only the melee units, it's a 100/0 unit that already grants mapcontrol through high basespeed, it is not supposed to be the end all of combat technologies.
Terran only build them because they had excessive minerals. If you had gas on the other hand, you would always prefer tanks in TvT. Thus you did end up seeing 30 tanks vs 30 tanks in the later game with no Hellions.
What's the problem with that? You got a strategical reason to do it. If I could I would also always only have 50infestors on 200/200 energy as zerg and no hydras and roaches and banelings. But I don't. I have to work with what I can afford and get away with. But yeah, eventually I will go into more and more infestors. I don't see the problem.
Hellbats on the other hand actually function as a proper buffer unit. If you could you would also just have Ravens with autoturrets to buffer. Same argument, just that
The map control it provided past the midgame was useless since its harass capabilites weren't very strong and you could get better information by investing into multiple orbitals and having enough scans. The hellion was (and still is) a case of a unit that needs proper upgrades vs non-light units. IMO giving it blue flame never made sense. Instead it needed some type of upgrade to allow it to deal better vs non-light units in the later stages of the game. No it doesn't. Not every unit needs to be the marine. It's completely fine for units to have strong counters, for as long as the units have a reasonable usages in the game. Units fade out and others fade in, that's the whole point of having a techtree based RTS game. If anything just deals with everything, then why would I even use other units? You just open with the lowtier stuff and keep on going the lowtier stuff and build more of the lowtier stuff and eventually win with the lowtier stuff. The interesting part is when you transition on until you eventually reach compositions against which the lowtier stuff is suddenly decent again and you are suddenly both forced and incented to use your own lowtier stuff again to counter the counters to the lowtier-counters. (e.g. when you can go back into zerglings to combat Thors and the general immobility of highertier mech and then the Terran can go back to hellion/hellbats to counter zerglings) Or they provide certain roles that you want to have filled for strategcial reasons, like mobility that higher tier compositions can't fill that well. But with the mishmash of boosting, flying siege tanks and hellbats, combat mutalisks, teleporting Protoss and Captial Ships, Siegewalking units, lightning speed Tempests... it isn't quite rocket science to figure out that mobility-focused units are somewhat redundant later on, since everything higher tier is supermobile too or can be made supermobile relatively cheaply.
But since we are derailing the thread, I think we should take it to PMs.
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It's completely fine for units to have strong counters, for as long as the units have a reasonable usages in the game.
Look I am not suggesting to make the Hellion cost efficiency vs armored units (that's clearly the role of the Tank), but rather I believe that its sound RTS fundamentals that micro should be rewarded in as many scenarios as possible in order to increase cost efficiency. But all you can do past the early game vs ranged units is to amove.
Units fade out and others fade in, that's the whole point of having a techtree based RTS game.
Not necceasrily. The point of a well designed tech tree is to create a fluent dynamic where various units soft counter each other. But a unit shouldn't be inferior to another unit in almost all cases. And unfortunately that was what happened to the Hellion past the early game.
You are simply reducing the strategic depht of the game if you add in dominating units that are always superior in almost all situations. Instead, I believe that players should be forced to make a lot of "tough" decisions (where each decision has disadvantages and advantages) as frequently as possible.
The interesting part is when you transition on until you eventually reach compositions against which the lowtier stuff is suddenly decent again and you are suddenly both forced and incented to use your own lowtier stuff again to counter the counters to the lowtier-counters. (e.g. when you can go back into zerglings to combat Thors and the general immobility of highertier mech and then the Terran can go back to hellion/hellbats to counter zerglings)
Zergling are kinda in the same boat as Hellions. Only becoming useful in the late game when you have excessive minerals. I don't enjoy that type of balance. I much prefer that all units have a "real" strenght (and disadvantages) that are unique compared to other units.
it isn't quite rocket science to figure out that mobility-focused units are somewhat redundant later on, since everything higher tier is supermobile too or can be made supermobile relatively cheaply.
We are talking about WOL here. The reason the Hellion becomes irrelevant isn't due to enemy level of mobility but because - past the early game - there are no real ways to improve its efficiency through micro. Playing vs a larger groups of Stalkers or hydras? You amove. You can't do any fancy move-in-and out as the high damage point disrewards this type of play.
I don't see which types of specific interactions you are thinking so highly of here?
What's the problem with that? You got a strategical reason to do it.
Aren't you just adding the term "strategical" to legalize your argument here? I don't see how it promotes any type of strategy if you always follow such a simple plan: "Build Hellions when you have excessive minerals and replace them with tanks when you have enough gas". There are no tough decisions here, and instead the optimal strategy becomes a math-problem.
Rather I believe strategic depth is created when the determining factors to which units you build depends on a variety of facors and constantly can change throughout the game. It shouldn't be easy to determine the right or wrong answer, and I guess that's why a game like chess has so lot of depht to it.
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On May 20 2015 19:17 eXeTimelog wrote:Show nested quote +On May 20 2015 18:52 frostalgia wrote:On May 20 2015 18:17 Huxii wrote: I don't really know if i'm a fan of the worker change or not. Initially i wasn't for sure but after playing the beta for a while i think i changed my mind.
In the beginning i thought it was sad that thnigs like 6 pool or proxy gates would no longer work, but as it shows that's not really the case. Instead of proxying 2 gates, you just fucking proxy 3 and a cybercore.
Early agression will be just as viable as ever, it will just look different. I beg to differ. The defending player should still have more than enough workers to hold off the first few units, especially if they're able to scout the proxy. Cheesing with slow-lings.. good luck with that. As for a Metabolic Boost timing with a round of lings after the first inject, remember even that (and other early rushes) now hit a defending player with a much more developed economy/tech path than they would've had previously. You forget that the attacking player also benefits from the stronger economy with his cheese or pressure. For example a Terran won't do a 2 proxy rax rush in Legacy, but instead will opt for 3 barracks, or even 4. This means that the defending Zerg player, even when he scouted it, will need to rely on the few extra workers he has way more then he used too, as there will be more marines barreling down on his bases, while he still has the same amount of Larvae, and thus units, available to defend. This will be the case with all cheeses, they also got buffed just as much as defenders got buffed. Try it.. You'll hit with one more marine or zealot per wave, but the defender advantage for Cheese now exceeds the attacker advantage. This is because the build itself hits at the same time, while the economy is already further ahead. The tech doesn't get built any faster than it did before.
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Cheesy plays will always exist. Moving them from the 6minite mark to the 16minute mark does not change anything
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Overall I would say that I like the 12 worker start and having the early game develop much faster. I never was a fan of dice roll BO wins and such so it's a double win. less cheese, less boring. But I do think it's a small buff to Terran.
Terran can pay for an orbital much earlier now (which is already the best macro mechanic). Before, zerg and protoss could get a small worker lead before mules came into the equation and inflated their economy. Now I don't think it's a very big factor but when you consider terran also need less gas early on this could actually have more effect than what people think. Broken, probably not, an early game edge, I think so.
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One thing I dislike that comes as a consequence of 12-worker start is the change to the TvZ opening. I loved Hellion openings in HOTS, so fun and microintensive while new reapers and siege tank drops are pretty lame in the early game.
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On May 22 2015 21:53 Hider wrote: One thing I dislike that comes as a consequence of 12-worker start is the change to the TvZ opening. I loved Hellion openings in HOTS, so fun and microintensive while new reapers and siege tank drops are pretty lame in the early game. How did the 12 worker start change that? I still see plenty Hellions being used as an opener.
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I think he means the same type of damage, not the same type of opener.
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On May 22 2015 21:53 Hider wrote: One thing I dislike that comes as a consequence of 12-worker start is the change to the TvZ opening. I loved Hellion openings in HOTS, so fun and microintensive while new reapers and siege tank drops are pretty lame in the early game.
I really love the 12 worker start actually. When I play TvZ though I have trouble opening. Hellions seem to come out too late. I've tried 3 rax and that doesn't seem to work either. Might try messing with the new reapers more. or maybe a banshee opener.
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On May 22 2015 23:02 eXeTimelog wrote:Show nested quote +On May 22 2015 21:53 Hider wrote: One thing I dislike that comes as a consequence of 12-worker start is the change to the TvZ opening. I loved Hellion openings in HOTS, so fun and microintensive while new reapers and siege tank drops are pretty lame in the early game. How did the 12 worker start change that? I still see plenty Hellions being used as an opener.
Yes as Okto point out, they come out relatively later compared to zerg tech/army count/queen size. I didn't try it that much, but I heard other people say a similar thing and I don't see a lot of Hellion openings whenever I watch LOTV tvz games on streams.
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On May 23 2015 04:52 Hider wrote:Show nested quote +On May 22 2015 23:02 eXeTimelog wrote:On May 22 2015 21:53 Hider wrote: One thing I dislike that comes as a consequence of 12-worker start is the change to the TvZ opening. I loved Hellion openings in HOTS, so fun and microintensive while new reapers and siege tank drops are pretty lame in the early game. How did the 12 worker start change that? I still see plenty Hellions being used as an opener. Yes as Okto point out, they come out relatively later compared to zerg tech/army count/queen size. I didn't try it that much, but I heard other people say a similar thing and I don't see a lot of Hellion openings whenever I watch LOTV tvz games on streams.
Opening hellions is really hard but if you want to be aggressive you can get both banshee and armory faster, like most things they're steroid version of hots openers, but yeah opening with 2 reapers into hellions doesn't really works
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Opening hellions can still work--but benchmarks of success has to be changed since the context of their timing has changed. This will be true for all older builds.
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I really hate the 12 worker start. It makes me not want to even play tbh.
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On May 23 2015 07:31 hitpoint wrote: I really hate the 12 worker start. It makes me not want to even play tbh.
Same here. Played a few LotV games and it was way too hectic for me, couldn't stand it at all. Still on the fence about the mineral patch changes, but I really, really hope the game doesn't ship with any more than an 8 worker start.
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