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[Idea] GEM: New LotV economy model - Page 5

Forum Index > Legacy of the Void
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Gwavajuice
Profile Joined June 2014
France1810 Posts
June 26 2015 12:14 GMT
#81
Economy discussions on TL.net :

Dear INno and all the former STX boys.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
June 26 2015 12:18 GMT
#82
Seems brilliant.
Penev
Profile Joined October 2012
28521 Posts
Last Edited: 2015-06-26 12:27:40
June 26 2015 12:21 GMT
#83
On June 26 2015 21:08 Geiko wrote:
What I mean to say is that. In current LotV, you have the option to leave 8 workers at the base, and you are still mining optimally. GEM takes away that option, making it so at some point in the game, workers are going to be mining at a slower rate. In LotV current this never happens, so you have no rewards for taking bases past 24 patches.

It's definitely better than current LotV model at least.

Edit: Let's pair it with a 9 worker start; That must make everyone, even Blizzard, happy.
Edit2: LOL
Edit3: Edit2 is for the graph
I Protoss winner, could it be?
Geiko
Profile Blog Joined June 2010
France1952 Posts
June 26 2015 12:25 GMT
#84
On June 26 2015 20:12 Penev wrote:
I'm begging for a HotS, LotV, DH8, HMH and GEM graph

People pls


Per request.
This is the only graph you need.

[image loading]
geiko.813 (EU)
LDaVinci
Profile Joined May 2014
France130 Posts
June 26 2015 12:41 GMT
#85
You're my hero for this entire thread, the humor and the still good quality of the idea.
Keep on going !!
Those who refuse to become better, already stop being good
ShambhalaWar
Profile Joined August 2013
United States930 Posts
Last Edited: 2015-06-26 16:54:35
June 26 2015 16:30 GMT
#86
On June 26 2015 19:36 Geiko wrote:
Show nested quote +
On June 26 2015 18:34 aka_star wrote:
You've done it!

How do I become as great as you?


I'm surprised none of the Economy Wizards from TL have come to comment on this... They're usually quick to come bash anything that isn't DH . And TL mods are pretty slow on that spotlight as well.


Maybe they are taking some time to consider your system before jumping on your dick like everyone else in the thread :D

Seriously though, I'm not putting you down Geiko, but speaking more to the community on this one.

No test, no numbers, just someone claiming to be the economy prophet and everyone is falling in line like its the return of Jesus...

Where are the droves of bitchers present on every other thread, the endless zombi armies of skeptics such as myself that would appreciate a mod or show match. This thread is on some Jonestown shit.

I probably should say anything, as it is nice to not have all the negativity, but is this just no negativity... or bizarre world tl?

Ps. Also, thanks for answering my question earlier Geiko. Once you reduce things to only two different levels of returns you address a lot of the attention concerns I had. Also, you basically end up with the Hot Mineral mining solution (also two different levels of yield based on having 1 worker per patch = full yield, or 2 workers per patch = reduced yield). I think both plans are very nice and moving in the right direction, since both are similar and this other JC gentleman thought of the exact same thing you did months ago, maybe all three (black lilium included) of you should work together, share credit, and keep improving the model. I also liked that you posted on the Hot Mineral thread, I agree early income curve changes encourage all-ins, but they also encourage early/mass expansions.

Can you tell me exactly how this system breaks the 3 base cap?

As far as I can tell, if I have 75 workers on 3 bases in this system I get the same economy as if I had 75 workers on 6 bases. At least until enough time passes that they start mining from reduced return patches, is this true?

Fact is, I am just terrible at digesting numbers and the concept of economy in general. I would love a deeper break down or more theory crafting or something.

Another point, this system appears to completely breaks turtle play yes (this depends on how long it takes to reach half yield)? Maybe more so than the LOTV model (I'm torn, I hate turtle play but also think such things should be an option).

Good job, keep at it.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
June 26 2015 17:19 GMT
#87
Once your mineral patches are low, they will yield less per trip, which means your workers will be more effective on a fresh base (where they return 5 per trip instead of 3).

It's not a stupid idea. However I doubt Blizzard would see this as a "simple" solution.

Personally I'm just against mediocre compromises for the sake of compromising.
Geiko
Profile Blog Joined June 2010
France1952 Posts
Last Edited: 2015-06-26 17:33:16
June 26 2015 17:28 GMT
#88
On June 27 2015 01:30 ShambhalaWar wrote:
Show nested quote +
On June 26 2015 19:36 Geiko wrote:
On June 26 2015 18:34 aka_star wrote:
You've done it!

How do I become as great as you?


I'm surprised none of the Economy Wizards from TL have come to comment on this... They're usually quick to come bash anything that isn't DH . And TL mods are pretty slow on that spotlight as well.


Maybe they are taking some time to consider your system before jumping on your dick like everyone else in the thread :D

Seriously though, I'm not putting you down Geiko, but speaking more to the community on this one.

No test, no numbers, just someone claiming to be the economy prophet and everyone is falling in line like its the return of Jesus...

Where are the droves of bitchers present on every other thread, the endless zombi armies of skeptics such as myself that would appreciate a mod or show match. This thread is on some Jonestown shit.

I probably should say anything, as it is nice to not have all the negativity, but is this just no negativity... or bizarre world tl?

Ps. Also, thanks for answering my question earlier Geiko. Once you reduce things to only two different levels of returns you address a lot of the attention concerns I had. Also, you basically end up with the Hot Mineral mining solution (also two different levels of yield based on having 1 worker per patch = full yield, or 2 workers per patch = reduced yield). I think both plans are very nice and moving in the right direction, since both are similar and this other JC gentleman thought of the exact same thing you did months ago, maybe all three (black lilium included) of you should work together, share credit, and keep improving the model. I also liked that you posted on the Hot Mineral thread, I agree early income curve changes encourage all-ins, but they also encourage early/mass expansions.

Can you tell me exactly how this system breaks the 3 base cap?

As far as I can tell, if I have 75 workers on 3 bases in this system I get the same economy as if I had 75 workers on 6 bases. At least until enough time passes that they start mining from reduced return patches, is this true?

Fact is, I am just terrible at digesting numbers and the concept of economy in general. I would love a deeper break down or more theory crafting or something.

Another point, this system appears to completely breaks turtle play yes (this depends on how long it takes to reach half yield)? Maybe more so than the LOTV model (I'm torn, I hate turtle play but also think such things should be an option).

Good job, keep at it.


First of all, ain't no haters cause my model's legit yo.

Secondly, let me address your concerns. GEM is fundamentally different from HMH because the two models use different approaches to achieve reduced worker efficiency on low number of bases.
  • HMH and DH change the income efficiency as a function of number of workers per base.
  • GEM changes the income efficiency as a function of time (or equivalently, as a function of minerals mined so far).
  • LotV current has no reduced worker efficiency (except if 3 workers are on a single patch, which all models have), workers always mine at the same rate.


The main advantages of GEM are:
  • Exactly the same as LotV current in the early game. And pretty damn similar for the first 2 expansions. This is good because blizzard likes this system. no drastic changes to early game.
  • Adds inefficiencies. Meaning more bases brings more minerals


Now you ask, how it breaks the 3 base cap. It's simple, we need to look how fast you need to expand to always have fresh patches. How many trips does it take to mine a 1500 patch right now ? It takes 300 trips. In HotS, to keep mining 3 bases, you need to expand every 100 trips on average.
In LotV current, if you keep 4 bases with 2 full and 2 half, you need to expand every 75 trips on average.
With GEM, it takes 160 trips to mine a high patch into a low patch. To keep a 3 base economy on only high patches, you need to expand every 55 trips on average.
As you can see, this is unfeasible, which means that in the long run, you're going to be forced to mine on low patches for a while. This also means that someone who expands a bit more than his opponent will have more fresh patches.=> more income with similar amount of workers.
Your example is unrealistic, no one is going to expand 3 times at the same time and have three fresh mining bases. And if he does, he deserves the high income he is getting.

Regarding turtle play, it doesn't break it more than LotV current. You lose income at the same time. Only difference is that you need more workers in GEM, and you get a bit more income (60% vs 50%) in a situation where you turtle on the same bases. You also mine out less fast in GEM, which is a slight buff to turtle play (more resources per base).
geiko.813 (EU)
Geiko
Profile Blog Joined June 2010
France1952 Posts
Last Edited: 2015-06-26 17:52:09
June 26 2015 17:39 GMT
#89
On June 26 2015 21:06 Kokusho wrote:
What's DH ?


Double Harvest TL economy mod.

You know nothing Jon Kokusho
geiko.813 (EU)
BlackLilium
Profile Joined April 2011
Poland426 Posts
June 26 2015 18:25 GMT
#90
Some people claim it is a troll thread, but I respect you and your idea. For that reason I don't treat it as a joke but as a legitimate concept.
It's hard to compare GEM to DH or HMH because - as you say yourself - it changes efficiency-over-time rather than efficiency-over-count. However, compared to LotV, the incentive to take 4th base in GEM is ... lower. If this is the goal of the mod, I am afraid that LotV is better in this respect.

Why do I say that? Let me explain...

In all models, you have a budget of 48 mineral-mining workers. Imagine that you have one high base and two low bases in GEM and LotV. We will be measuring income changes in units of nb (normal base). 16 workers in a fresh 8-mineral patch base give 1 nb of income.

In the above scenario (2 low, 1 high base), in LotV that means that:
  • 2 bases have only 4 mineral patches each. You assign 16 workers total to those and each base gives 0.5nb, that is - 1nb total.
  • 1 base has 8 mineral patches. You assign 16 workers and the base gives 1nb
  • You have 16 spare workers.

Your current income is 2nb and you can get additional 1nb by taking 4-th base. With the extra expansion, you are able to reach income of 3nb total.

In GEM 5-3, you have:
  • 2 bases with 8 small mineral patches. You assign 32 workers total, and each base gives 0.6nb.
  • 1 base with 8 big mineral patches. You assign 16 workers and you get 1nb.
  • You have no spare workers.

Your current income is 2.2nb. If you take 4th, you need to transfer workers from the existing bases. By transferring 16 workers from small bases to the new one you will gain 1nb-0.6nb=0.4nb. Thus, with extra expansion you are going to reach 2.6nb.

As you can see, in GEM model the income difference between 3 and 4 bases is lower than in LotV. That means, the incentive to take 4th, before either of your previous bases dries out completely - is lower.
[MOD]Economy - Hot Mineral Harvesting
ejozl
Profile Joined October 2010
Denmark3482 Posts
June 26 2015 18:45 GMT
#91
I think it also introduces a lot of unnecessary sending workers back and forth, because 16 workers on a newer base is better than having them on an older one.
I'm not sure, but I'd think Blizzard don't want to increase actions needed on the economy in favour of having them used on the army, coming LotV.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Dumbledore
Profile Joined April 2011
Sweden725 Posts
June 26 2015 18:46 GMT
#92
How about we take a similar concept on to units aswell? Units degrade over time, making them weaker. Encouraging players to enter battles with their units on a faster basis. Giving us many small fights
Have a nice day ;)
Geiko
Profile Blog Joined June 2010
France1952 Posts
Last Edited: 2015-06-26 20:17:53
June 26 2015 18:58 GMT
#93
On June 27 2015 03:25 BlackLilium wrote:
Some people claim it is a troll thread, but I respect you and your idea. For that reason I don't treat it as a joke but as a legitimate concept.
It's hard to compare GEM to DH or HMH because - as you say yourself - it changes efficiency-over-time rather than efficiency-over-count. However, compared to LotV, the incentive to take 4th base in GEM is ... lower. If this is the goal of the mod, I am afraid that LotV is better in this respect.

Why do I say that? Let me explain...

In all models, you have a budget of 48 mineral-mining workers. Imagine that you have one high base and two low bases in GEM and LotV. We will be measuring income changes in units of nb (normal base). 16 workers in a fresh 8-mineral patch base give 1 nb of income.

In the above scenario (2 low, 1 high base), in LotV that means that:
  • 2 bases have only 4 mineral patches each. You assign 16 workers total to those and each base gives 0.5nb, that is - 1nb total.
  • 1 base has 8 mineral patches. You assign 16 workers and the base gives 1nb
  • You have 16 spare workers.

Your current income is 2nb and you can get additional 1nb by taking 4-th base. With the extra expansion, you are able to reach income of 3nb total.

In GEM 5-3, you have:
  • 2 bases with 8 small mineral patches. You assign 32 workers total, and each base gives 0.6nb.
  • 1 base with 8 big mineral patches. You assign 16 workers and you get 1nb.
  • You have no spare workers.

Your current income is 2.2nb. If you take 4th, you need to transfer workers from the existing bases. By transferring 16 workers from small bases to the new one you will gain 1nb-0.6nb=0.4nb. Thus, with extra expansion you are going to reach 2.6nb.

As you can see, in GEM model the income difference between 3 and 4 bases is lower than in LotV. That means, the incentive to take 4th, before either of your previous bases dries out completely - is lower.


I'm offended people would think that

Your points are all correct, and I thank you for taking the time to share your insights. Although what you are describing is the way LotV current was designed -> encouraging people to take 4th base. As I've stated, LotV pushes the 3 base cap to effective 4 base cap.

If I go one step further than you on your same example, both players on 4 bases, 2 high and 2 low, then
the added value of expanding in LotV current is 0nb <-4 base cap
the added value of expanding in GEM 5-3 is 0,4nb.

Players have complained that they feel forced to take a third and fourth base before doing anything currently. Maybe having
a smaller incentive to expand at first is better in that regard ?
geiko.813 (EU)
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
June 26 2015 19:07 GMT
#94
I gotta be honest, I kinda wanted to stop reading after the author proclaimed his own shit brilliant. but this pretty neat.
"Right on" - Morrow
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-06-26 19:27:11
June 26 2015 19:25 GMT
#95
On June 26 2015 20:10 Geiko wrote:
Show nested quote +
On June 26 2015 19:54 Phaenoman wrote:
*flashlight* *flashlight*

Mr. Geiko, u have become so popular in such a short period of time. Would you like to share your secret of success?

*flashlight* *flashlight*


To be honest the popularity hasn't gotten to my head at all. I'm getting used to people thanking me
"Thx so much for the 3 rax scv all-in geiko, it's changed my life !"
"Omg geiko, brilliant economy idea."
All in all i'm grateful for the opportunity to use my superior intellect for the greater good.


[image loading]

*flashlight* *flashlight*

I see. Thats very generous and modest of you. Now that you have brought a long desired fix to the economy, will you continue on fixing other issues that the community is trying to draw the attention of and reach Blizzard? Some examples that come to my mind: Unit design, game mechanics, etc.

*flashlight* *flashlight*
Random is hard work dude...
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-06-26 19:49:02
June 26 2015 19:47 GMT
#96
On June 27 2015 03:58 Geiko wrote:
If I go one step further then you on your same example, both players on 4 bases, 2 high and 2 low, then
the added value of expanding in LotV current is 0nb <-4 base cap
the added value of expanding in GEM 5-3 is 0,4nb.

Players have complained that they feel forced to take a third and fourth base before doing anything currently. Maybe having
a smaller incentive to expand at first is better in that regard ?


I see what you mean. In other words - you want to spread the benefits from "taking 4th" between "taking 4th" and "taking 5th", right? This goal was unclear to me when I read your first post. With it, I see a merit in the proposed method.

Now, there is a task to you: launch your editor and implement your idea! Because just having an idea is easy, implementing and testing is often much harder and time-consuming.
[MOD]Economy - Hot Mineral Harvesting
Geiko
Profile Blog Joined June 2010
France1952 Posts
June 26 2015 20:06 GMT
#97
On June 27 2015 04:47 BlackLilium wrote:
Show nested quote +
On June 27 2015 03:58 Geiko wrote:
If I go one step further then you on your same example, both players on 4 bases, 2 high and 2 low, then
the added value of expanding in LotV current is 0nb <-4 base cap
the added value of expanding in GEM 5-3 is 0,4nb.

Players have complained that they feel forced to take a third and fourth base before doing anything currently. Maybe having
a smaller incentive to expand at first is better in that regard ?


I see what you mean. In other words - you want to spread the benefits from "taking 4th" between "taking 4th" and "taking 5th", right? This goal was unclear to me when I read your first post. With it, I see a merit in the proposed method.

Now, there is a task to you: launch your editor and implement your idea! Because just having an idea is easy, implementing and testing is often much harder and time-consuming.


With all due respect, my intellect would be rather rather wasted by doing menial tasks like implementing and testing. I'm here to produce intelligent thoughts, not write lignes of codes.

In that regard, I feel like a I have a duty to all of my fans who have expressed themselves in this thread, a duty to enlighten the community, step by step, to bring rationality back to these forums.

I'm glad I could finally get to you though. If you feel like helping out, your skills with the editor would be of great use. Making a GEM mod would grant you a part of my success that I would gladly share.
geiko.813 (EU)
Geiko
Profile Blog Joined June 2010
France1952 Posts
Last Edited: 2015-06-26 20:09:46
June 26 2015 20:09 GMT
#98
On June 27 2015 04:25 Phaenoman wrote:
Show nested quote +
On June 26 2015 20:10 Geiko wrote:
On June 26 2015 19:54 Phaenoman wrote:
*flashlight* *flashlight*

Mr. Geiko, u have become so popular in such a short period of time. Would you like to share your secret of success?

*flashlight* *flashlight*


To be honest the popularity hasn't gotten to my head at all. I'm getting used to people thanking me
"Thx so much for the 3 rax scv all-in geiko, it's changed my life !"
"Omg geiko, brilliant economy idea."
All in all i'm grateful for the opportunity to use my superior intellect for the greater good.


[image loading]

*flashlight* *flashlight*

I see. Thats very generous and modest of you. Now that you have brought a long desired fix to the economy, will you continue on fixing other issues that the community is trying to draw the attention of and reach Blizzard? Some examples that come to my mind: Unit design, game mechanics, etc.

*flashlight* *flashlight*


No more questions at this time, higher tasks await me. My assistant BlackLilium will gladly answer any of your questions.
geiko.813 (EU)
BlackLilium
Profile Joined April 2011
Poland426 Posts
June 26 2015 20:26 GMT
#99
I am not your assistant, co-worker, or a slave. Do your homework yourself!
[MOD]Economy - Hot Mineral Harvesting
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-06-26 20:37:38
June 26 2015 20:29 GMT
#100
--- Nuked ---
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