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[Idea] GEM: New LotV economy model - Page 3

Forum Index > Legacy of the Void
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Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-06-26 06:39:35
June 26 2015 06:38 GMT
#41
Barrin sent me here, and the fact that no one has mentioned the obvious issue that worker pairing/efficiency over Nº workers is not mentioned even when this is a joke thread makes me really worried regarding how much does the average joe knows about the problems SC2 Eco has.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 26 2015 06:38 GMT
#42
I think I need anoth 25,000 words before I am convinced. Can you please copy-paste any large chunk of text into the OP, so that I can not read it, but yet praise the work that obviously went into this? Thanks.

Geiko, you are truly a remarkable asset to this community. I bow to your obvious intellectual superiority.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 26 2015 06:39 GMT
#43
On June 26 2015 15:38 Uvantak wrote:
Barrin sent me here, and the fact that no one has mentioned the obvious issue that worker pairing/efficiency over Nº workers is not mentioned makes me really worried regarding how much does the average joe knows about the problems SC2 Eco has.

Orrrr, it's just all trolling?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
June 26 2015 06:43 GMT
#44
On June 26 2015 15:39 Cascade wrote:
Show nested quote +
On June 26 2015 15:38 Uvantak wrote:
Barrin sent me here, and the fact that no one has mentioned the obvious issue that worker pairing/efficiency over Nº workers is not mentioned makes me really worried regarding how much does the average joe knows about the problems SC2 Eco has.

Orrrr, it's just all trolling?

Oh I know that you all are just messing around, it is late over here and I derped the paragraph, but I can read here and there guys on the thread that actually believe that this thing may actually be helpful.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Geiko
Profile Blog Joined June 2010
France2034 Posts
June 26 2015 06:46 GMT
#45
On June 26 2015 15:37 OtherWorld wrote:
And it is something crafted for Blizzard instead of for the players.


This is by design. DH8, HMH and Starbow economy have exactly 0% chance of making it into the final game because they don't respect blizzard's design ideas.

GEM intentionally mimmicks Blizzard's idea with a twist for allowing expanding to yield more efficiency. It's a compromise that has a chance of being tested by blizzard and not a utopic "design an optimal Economy in a vacuum" idea.

Honestly HMH is a great idea but it's basically DH with a more elegant approach. Blizzard already said they would never use DH.


geiko.813 (EU)
worosei
Profile Joined October 2010
Australia198 Posts
Last Edited: 2015-06-26 06:53:18
June 26 2015 06:52 GMT
#46
i think that they should make steps in population count; so once it hits 40, 80, 120 or so, the amount of minerals harvested is decreased.

that way u can turtle, but have no more minerals left

and encourages better unit compositions,

and especially as they're adding more and more abilities to units like ghost drones...

they should also give each race a capital unit who have special abilities ...


but that's only if geiko's pearly wisdom isn't advanced first (which it will be)
Geiko
Profile Blog Joined June 2010
France2034 Posts
Last Edited: 2015-06-26 06:55:08
June 26 2015 06:53 GMT
#47
On June 26 2015 15:38 Uvantak wrote:
Barrin sent me here, and the fact that no one has mentioned the obvious issue that worker pairing/efficiency over Nº workers is not mentioned even when this is a joke thread makes me really worried regarding how much does the average joe knows about the problems SC2 Eco has.


I'm truly sorry I didn't have the time to add some fancy Excel diagrams My TL credibility ratio must be quite low.

Worker pairing efficiency is the gimmick that is used to create diminishing efficiency for players with less bases in the DH9 and HMH models. The GEM approach creates inefficiency through a time-based approach instead of a local worker approach. As such the graphs you request would not be very interesting as it would be the same as the current HotS ot LotV graph. Linear up to 16 workers, then slightly concave and constant after 24.

Once again, this is by design. Blizzard doesn't seem too keen on changing the efficiency curve.
geiko.813 (EU)
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2015-06-26 07:04:22
June 26 2015 06:59 GMT
#48
Graphs? Not interesting? B-b-but, I thought there would be science and stuff

Here are some that you could use:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
Geiko
Profile Blog Joined June 2010
France2034 Posts
June 26 2015 07:06 GMT
#49
On June 26 2015 15:39 Cascade wrote:
Show nested quote +
On June 26 2015 15:38 Uvantak wrote:
Barrin sent me here, and the fact that no one has mentioned the obvious issue that worker pairing/efficiency over Nº workers is not mentioned makes me really worried regarding how much does the average joe knows about the problems SC2 Eco has.

Orrrr, it's just all trolling?


You're the one trolling, my idea is legit.

Can't spell "Obv. Ok, legit" without "Geiko b LotV"
geiko.813 (EU)
Geiko
Profile Blog Joined June 2010
France2034 Posts
June 26 2015 07:09 GMT
#50
On June 26 2015 15:59 ZenithM wrote:
Graphs? Not interesting? B-b-but, I thought there would be science and stuff

Here are some that you could use:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Thx. Added to OP for credibility.
geiko.813 (EU)
Loccstana
Profile Blog Joined November 2012
United States833 Posts
June 26 2015 07:16 GMT
#51
The truth is, all of these fancy harvesting models (DH, Hot, GEM) are not necessary if Blizzard simply raises the supply cap to 250, something they should have done a long time ago.
[url]http://i.imgur.com/lw2yN.jpg[/url]
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-06-26 07:50:28
June 26 2015 07:48 GMT
#52
On June 26 2015 08:44 Geiko wrote:
An essay on the 3-step yield differential paradigm
Geiko's Economy Model [GEM]

All right guys, I've fixed LotV's economy.

Proposed changes:

Mineral Fields have 3 states:
  • High: Minerals remaining between 800 and 1500
  • Medium: Minerals remaining between 200 and 800
  • Low: Minerals remaining lower than 200

High minerals patches yield 5 minerals per trip.
Medium patches yield 3 minerals per trip.
Low patches yield 1 mineral per trip.

Bases all start with 8x1500 mineral patches like in HotS.

This means that at the beginning, all workers return 5 minerals, then once the field has been about half-mined out, workers return 3 minerals from it, and then only 1 when almost mined out.

Blizzard will like it because it accomplishes the same objectives as the current LotV economy:
  • No drastic changes to early game builds/all-ins.
  • Drop in income around current LotV drop time.
  • Players need to expand MOAR !

DH supporters should like it because:
  • Effectively breaks 3-base cap. In LotV, as long as you have 24 mineral patches at your disposition, you have an optimal economy. This is theoretically attainable by always being on 4 bases with 2 half mined out and 2 full. With my idea, it'll practically be impossible to have 24 full patches unless you are expanding every two minutes. so More bases = More minerals !
  • Slower economy in the late game

Everyone else will like it because:
  • Simple solution, no complex gimmicks
  • Fairly intuitive. When a gold mine starts running out of gold, you find gold less quickly.
  • Same idea can apply to vespene geysers -> mineral/gas ratio conserved


Mandatory sciency graphs.

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]




Feel free to PM me with your thank you messages. Templates are here, you just need to copy/paste (TL+ Gifts accepted)

Template 1:
+ Show Spoiler +
OMG! Thank you for fixing SC2 Geiko !!!


Template 2:
+ Show Spoiler +
Well done sir, your name will go down in history.


Template 3:
+ Show Spoiler +
Wow, thank you for the brilliant LotV economy idea. Such elegance and such simplicity. You are truly the hero this community needed.


Community contribution to the templates:

Template 4:
+ Show Spoiler +
OMG, Blizz! You fucking idiots. Hire this guy NOW!


Template 5:
+ Show Spoiler +
Geiko, you are truly a remarkable asset to this community. I bow to your obvious intellectual superiority.


Templates may also be used to post replies in this thread if reader is too shy to PM me.


Eh..... I wrote it first 3 months ago. (PID model) 3 Phases, colours, easy reading, player-friendly.

http://us.battle.net/sc2/en/forum/topic/17259647265#3

I don't know if it's a coincidence.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
June 26 2015 08:02 GMT
#53
On June 26 2015 15:59 ZenithM wrote:
Graphs? Not interesting? B-b-but, I thought there would be science and stuff

Here are some that you could use:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

You forgot the most important one!
[image loading]
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Musicus
Profile Joined August 2011
Germany23579 Posts
June 26 2015 08:17 GMT
#54
Wow, thank you for the brilliant LotV economy idea. Such elegance and such simplicity. You are truly the hero this community needed.

Although we do want a higher economy in the late game to see insane production like in BW, we don't want to see the peak in the midgame or early late game and then fall off .
Maru and Serral are probably top 5.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 26 2015 08:23 GMT
#55
On June 26 2015 16:48 JCoto wrote:
Show nested quote +
On June 26 2015 08:44 Geiko wrote:
An essay on the 3-step yield differential paradigm
Geiko's Economy Model [GEM]

All right guys, I've fixed LotV's economy.

Proposed changes:

Mineral Fields have 3 states:
  • High: Minerals remaining between 800 and 1500
  • Medium: Minerals remaining between 200 and 800
  • Low: Minerals remaining lower than 200

High minerals patches yield 5 minerals per trip.
Medium patches yield 3 minerals per trip.
Low patches yield 1 mineral per trip.

Bases all start with 8x1500 mineral patches like in HotS.

This means that at the beginning, all workers return 5 minerals, then once the field has been about half-mined out, workers return 3 minerals from it, and then only 1 when almost mined out.

Blizzard will like it because it accomplishes the same objectives as the current LotV economy:
  • No drastic changes to early game builds/all-ins.
  • Drop in income around current LotV drop time.
  • Players need to expand MOAR !

DH supporters should like it because:
  • Effectively breaks 3-base cap. In LotV, as long as you have 24 mineral patches at your disposition, you have an optimal economy. This is theoretically attainable by always being on 4 bases with 2 half mined out and 2 full. With my idea, it'll practically be impossible to have 24 full patches unless you are expanding every two minutes. so More bases = More minerals !
  • Slower economy in the late game

Everyone else will like it because:
  • Simple solution, no complex gimmicks
  • Fairly intuitive. When a gold mine starts running out of gold, you find gold less quickly.
  • Same idea can apply to vespene geysers -> mineral/gas ratio conserved


Mandatory sciency graphs.

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]




Feel free to PM me with your thank you messages. Templates are here, you just need to copy/paste (TL+ Gifts accepted)

Template 1:
+ Show Spoiler +
OMG! Thank you for fixing SC2 Geiko !!!


Template 2:
+ Show Spoiler +
Well done sir, your name will go down in history.


Template 3:
+ Show Spoiler +
Wow, thank you for the brilliant LotV economy idea. Such elegance and such simplicity. You are truly the hero this community needed.


Community contribution to the templates:

Template 4:
+ Show Spoiler +
OMG, Blizz! You fucking idiots. Hire this guy NOW!


Template 5:
+ Show Spoiler +
Geiko, you are truly a remarkable asset to this community. I bow to your obvious intellectual superiority.


Templates may also be used to post replies in this thread if reader is too shy to PM me.


Eh..... I wrote it first 3 months ago. (PID model) 3 Phases, colours, easy reading, player-friendly.

http://us.battle.net/sc2/en/forum/topic/17259647265#3

I don't know if it's a coincidence.


Wow, lol... Calculus all over again. Maybe you guys can speak together and flesh the whole thing out.

On June 26 2015 15:46 Geiko wrote:
Show nested quote +
On June 26 2015 15:37 OtherWorld wrote:
And it is something crafted for Blizzard instead of for the players.


This is by design. DH8, HMH and Starbow economy have exactly 0% chance of making it into the final game because they don't respect blizzard's design ideas.

GEM intentionally mimmicks Blizzard's idea with a twist for allowing expanding to yield more efficiency. It's a compromise that has a chance of being tested by blizzard and not a utopic "design an optimal Economy in a vacuum" idea.

Honestly HMH is a great idea but it's basically DH with a more elegant approach. Blizzard already said they would never use DH.




This I can appreciate. I'd love for this to be the one idea Blizzard takes, but I have two issues, this post will only cover one.

Even with colored skins, I would have to spend a lot of attention monitoring various levels of mining at different bases. This just becomes more of an issue, for the more bases I have. To be efficient with economy, wouldn't I have to spam camera saves to all my bases to see what stage of mining out they were in?

This is why I still think Hot Mineral Harvest competes. If I understand there is one drop in efficiency with at the second worker per patch. There is no babying minerals at bases to monitor levels, I actually think this is a big deal.

Attention is a limited resource in sc2, wouldn't we rather spend it microing or building infrastructure than monitoring 3-5 min patches?

OP how do you address this issue?
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 26 2015 08:31 GMT
#56
On June 26 2015 17:02 Pontius Pirate wrote:
Show nested quote +
On June 26 2015 15:59 ZenithM wrote:
Graphs? Not interesting? B-b-but, I thought there would be science and stuff

Here are some that you could use:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

You forgot the most important one!
[image loading]

Ahaha, that graph. :D
I can take saving a graph as highly compressed jpeg. I can take the curve going in circles. I am ok with the lines being labeled hurr and durrr. But for some reason, after all that, not having a label for the y-axis really gets to me.
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
Last Edited: 2015-06-26 09:05:50
June 26 2015 08:58 GMT
#57
Doens't this basically take out any comeback possibility in the game whatsoever?!

let's say both players are on 3 bases. Wich will probably be 1 on high, 1 on medium and 1 on low.
Now there's a really narrow fight which one of the players wins by a small margin, just high enough to kill the high economy base.

Now the player who lost that one fight is on 1 medium and 1 low base.
He will have way too little income to have any chance of a comeback and can basically just GG out straight away.

The way I'm thining about this, it seems to me like this would most likely turn out to push SC2 into a
"1 fight and whoever wins got the game bagged" scenario.
So in the end the whole "Win with a deathball" would change into a different kind of "win after one objective" state.

Correct me if I'm wrong, but I really wouldn't like that.
BeStFAN
Profile Blog Joined April 2015
483 Posts
June 26 2015 09:25 GMT
#58
"Brilliant new LotV economy model"
"Geiko's Economy Model [GEM]"
Geiko France. June 25 2015 23:44. Posts 1719
"I've fixed LotV's economy."

is this joking humor or lack of humility?
❤ BeSt... ༼ つ ◕_◕༽つ #YEAROFKOMA #YEAROFKOMA #YEAROFKOMA ༼ つ ◕_◕༽つ
Geiko
Profile Blog Joined June 2010
France2034 Posts
June 26 2015 09:25 GMT
#59
On June 26 2015 17:23 ShambhalaWar wrote:
Show nested quote +
On June 26 2015 16:48 JCoto wrote:
On June 26 2015 08:44 Geiko wrote:
An essay on the 3-step yield differential paradigm
Geiko's Economy Model [GEM]

All right guys, I've fixed LotV's economy.

Proposed changes:

Mineral Fields have 3 states:
  • High: Minerals remaining between 800 and 1500
  • Medium: Minerals remaining between 200 and 800
  • Low: Minerals remaining lower than 200

High minerals patches yield 5 minerals per trip.
Medium patches yield 3 minerals per trip.
Low patches yield 1 mineral per trip.

Bases all start with 8x1500 mineral patches like in HotS.

This means that at the beginning, all workers return 5 minerals, then once the field has been about half-mined out, workers return 3 minerals from it, and then only 1 when almost mined out.

Blizzard will like it because it accomplishes the same objectives as the current LotV economy:
  • No drastic changes to early game builds/all-ins.
  • Drop in income around current LotV drop time.
  • Players need to expand MOAR !

DH supporters should like it because:
  • Effectively breaks 3-base cap. In LotV, as long as you have 24 mineral patches at your disposition, you have an optimal economy. This is theoretically attainable by always being on 4 bases with 2 half mined out and 2 full. With my idea, it'll practically be impossible to have 24 full patches unless you are expanding every two minutes. so More bases = More minerals !
  • Slower economy in the late game

Everyone else will like it because:
  • Simple solution, no complex gimmicks
  • Fairly intuitive. When a gold mine starts running out of gold, you find gold less quickly.
  • Same idea can apply to vespene geysers -> mineral/gas ratio conserved


Mandatory sciency graphs.

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]




Feel free to PM me with your thank you messages. Templates are here, you just need to copy/paste (TL+ Gifts accepted)

Template 1:
+ Show Spoiler +
OMG! Thank you for fixing SC2 Geiko !!!


Template 2:
+ Show Spoiler +
Well done sir, your name will go down in history.


Template 3:
+ Show Spoiler +
Wow, thank you for the brilliant LotV economy idea. Such elegance and such simplicity. You are truly the hero this community needed.


Community contribution to the templates:

Template 4:
+ Show Spoiler +
OMG, Blizz! You fucking idiots. Hire this guy NOW!


Template 5:
+ Show Spoiler +
Geiko, you are truly a remarkable asset to this community. I bow to your obvious intellectual superiority.


Templates may also be used to post replies in this thread if reader is too shy to PM me.


Eh..... I wrote it first 3 months ago. (PID model) 3 Phases, colours, easy reading, player-friendly.

http://us.battle.net/sc2/en/forum/topic/17259647265#3

I don't know if it's a coincidence.


Wow, lol... Calculus all over again. Maybe you guys can speak together and flesh the whole thing out.

Show nested quote +
On June 26 2015 15:46 Geiko wrote:
On June 26 2015 15:37 OtherWorld wrote:
And it is something crafted for Blizzard instead of for the players.


This is by design. DH8, HMH and Starbow economy have exactly 0% chance of making it into the final game because they don't respect blizzard's design ideas.

GEM intentionally mimmicks Blizzard's idea with a twist for allowing expanding to yield more efficiency. It's a compromise that has a chance of being tested by blizzard and not a utopic "design an optimal Economy in a vacuum" idea.

Honestly HMH is a great idea but it's basically DH with a more elegant approach. Blizzard already said they would never use DH.




This I can appreciate. I'd love for this to be the one idea Blizzard takes, but I have two issues, this post will only cover one.

Even with colored skins, I would have to spend a lot of attention monitoring various levels of mining at different bases. This just becomes more of an issue, for the more bases I have. To be efficient with economy, wouldn't I have to spam camera saves to all my bases to see what stage of mining out they were in?

This is why I still think Hot Mineral Harvest competes. If I understand there is one drop in efficiency with at the second worker per patch. There is no babying minerals at bases to monitor levels, I actually think this is a big deal.

Attention is a limited resource in sc2, wouldn't we rather spend it microing or building infrastructure than monitoring 3-5 min patches?

OP how do you address this issue?


I agree. I think I'll update my model and make it only 2-state, 5 and 3 mineral yields. This way it will be basically the same amount of attention required as in current LotV. It would also have the benefit of being a lot more straight forward and easy to understand (high mineral vs low mineral). Two distinct skins will make it easier to visualize.
geiko.813 (EU)
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 26 2015 09:31 GMT
#60
I agree 5 and 3 minerals would just be more simple and elegant. And noobie friendly.

I knew I had read this before at least once. It's just so obvious and (IMO) sounds good for the game.
Revolutionist fan
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