[SC2] Macromanagement in Starcraft II - Page 8
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Boundz(DarKo)
5311 Posts
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Freezard
Sweden997 Posts
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Boundz(DarKo)
5311 Posts
On September 12 2009 20:56 Freezard wrote: Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway. How is it ever to be completed, then? | ||
dcttr66
United States555 Posts
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tedster
984 Posts
On September 12 2009 21:33 dcttr66 wrote: i got about halfway through...i don't really agree about the part where you don't have a choice...just because using the resource gathering skills is kindof pointless if you've mined out the map already. Mining out a map happens incredibly rarely and by then the game has already been decided 95% of the time. | ||
Sinedd
Poland7052 Posts
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Boundz(DarKo)
5311 Posts
On September 12 2009 21:54 tedster wrote: Mining out a map happens incredibly rarely and by then the game has already been decided 95% of the time. Source? | ||
RoX.KIS.Craft
Ukraine73 Posts
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Spec
Taiwan931 Posts
Zerg's turn to be imba please. | ||
0neder
United States3733 Posts
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Archerofaiur
United States4101 Posts
On September 12 2009 23:46 0neder wrote: I have to say, if I imagine SC2 in current form w/out macro mechanics, I imagine a better game with more balance between micro and macro. By having close to no macro that would be balanced? | ||
Aznleeman
United States208 Posts
Excellent article. It really helps clear up the macro mechanics and I hope the game will evolve because of it. | ||
hyst.eric.al
United States2332 Posts
since sc2's coming out in 2050 blizzard has plenty of time | ||
JWD
United States12607 Posts
On September 12 2009 20:56 Freezard wrote: Nice article but I don't know why you guys take the beta so seriously lol... the game is nowhere near completion but I love you anyway. I've seen this argument a lot around SC2 threads lately, and it's completely broken. The logic seems to be that, because SC2 isn't finished, there's no point in heavily critiquing it. But the only reason you can assume that the finished product will be better than what's out today is because of the critique (and resulting improvement) the game will receive! Especially in cases like this, where Blizzard employees seem to be missing a crucial balance concept, the voice of third parties like TL motivates improvements in balance/gameplay. So, please, don't post here just to say that TL is being too serious, or too good, or too thorough at its SC2 coverage. | ||
DefMatrixUltra
Canada1992 Posts
On September 12 2009 13:52 citi.zen wrote: I am also not convinced you can scout the T that easily after the first rack is complete. They probably want to rush to mule anyway, and then make the rest of the racks, or whatever else they choose. By then no OL will be in their base, correct? [1] By the way, the charts show mining efficiency without mule/obelisk, correct? Accounting for those would make the minerals disparity wider in favor of P/T, and much more imperative for Z to expand to keep up. [2] [1] It's not so much about scouting his base. It's that you are denying his scout and you can scout him as soon as he moves out. So if you move out, he has the time that it takes you to get to his base to respond and also increased capacity for response. If he moves, it will be difficult for you to scout it unless you have scouts well outside his base. This means you'll have less time to respond to him. It's this inequality in scouting that leads to the Zerg's advantage. [2] The least you could do is carefully read the OP before making a statement like this. Of course the graph takes into account the other macro mechanics. I mean, he even drew a vertical line at the times in which they kick in. On September 12 2009 13:57 integral wrote: You make some very good points about things I ironically overlooked (and why I overlooked it) in a post about not misinterpreting the graphs, notably that zerg is spending faster than terran and protoss and this skews the graph. It's hard to extrapolate from the tail end of that graph whether dM/dt for zerg would be comparable to the terran and protoss curves, but after looking at it again I think that it would, plus it'd be pretty hard to argue that it wouldn't. [1] Protoss' mineral mining rate w/mechanic is going to be 1.2x (not 1.25x, unless 6/5 is now 1.25... but I got the other math wrong so ) that of normal workers w/o mechanic, which as you point out falls significantly short of the advantage the zerg mechanic gives. [2] I'd want to factor in build times and building costs to truly graph out a function dM/dt that included expansions, [3] but as it stands I concede to the "zerg queen mechanic also enables faster economy" argument, which makes a few of my prior points invalid. (e.g. that there will be some theoretical intersect at which point the mining rate of protoss and terran would surpass that of the zerg -- and thus a point in the midgame where protoss and terran would reach a greater number of minerals mined overall. This still might happen in a real game due to other limits such as population cap and the typically limited number of mineral patches on starcraft maps, but there is no denying the current advantage zerg has both in theoretical expansion and production capabilities.) edit: if the unit cost/effectiveness ratios are balanced, dM/dt is what needs to be emphasized and focused on in terms of economy balancing. Any significant imbalance in the dM/dt of unchecked expansion will have to be made up for with other gameplay aspects. [4] edit two: clarity or lack thereof [1] The theoretical and realistic models of the mechanic might collide and disagree at strange times. The thing about the model is that the constant 'C' becomes slightly smaller as you build more drones (because there is such a thing as oversaturation). At some point, having too many drones is not advantageous enough without having an expo to use them at. Another point that makes a Zerg fall short of its theoretical maximum is that a Zerg's build is more optimized if he builds one type of unit at a time (this is generally true). So building a drone, then a ling, then a drone is usually not the most optimal way to do it. It'd be better to go drone drone ling instead (of course this is assuming the regular course of your build and not that you're being attacked at the moment and need emergency defense). So at some point when the Zerg decides to make an army, he will pretty much stop building drones altogether. Protoss and Terran will still be getting a fairly theoretically maximal output from their mechanics because they will rarely have to stop worker production. However, I think in a realistic sense, the Zerg is able to reach the saturation required for his build earlier because of the larva mechanic. This allows him to switch production to something else (possibly a contain or a set of defensive units to cover an expansion [like a Terran would do in BW]). So it could be that because of the playstyles of the different races, Protoss or Terran might benefit more in minerals over time (simply because trying to follow closely to the theoretical model of the larva mechanic means not building enough units to cover expansions needed). Even if this is the case, the fact that Zerg has such a powerful and flexible early game really makes me think that a possible mineral advantage later on is pretty moot. Advantages early on tend to snowball in an RTS like SC (this is often called the slippery slope effect). [2] You're right here. For someone reason I used 4-->5 instead of 5-->6. Maybe it was just too late or something. [3] Doing this is actually a complete nightmare. It's much easier to talk about the ideal economy and then talk about the kinds of expenses that take away from ideal economy. To actually do this, you would need a specific build order and you would need to set up a differential equation for each milestone. So from 0 seconds to first supply depot, you'd solve the DE for one function. Then from that point to Barracks, you would solve another DE for another function. And you would do this many many times and add the results all up together by evaluating the functions along the time intervals to which they apply. This becomes pretty much impossible after the first engagement with the enemy (unless you are doing it after the fact... though that's pointless because you could just look at the replay and see how many total minerals they had mined). You can't even loosely predict what an enemy will do or even the actual outcome of a single engagement so you definitely cannot predict it accurately enough to write out a model. Also there are some problems you run into with using continuous math with these discrete things that will affect even a 100% accurate model. [4] This is one of the core aspects of BW to me. It's also the reason I find the Zerg so interesting because they have so much potential for economic advantage. | ||
Zato-1
Chile4253 Posts
On September 13 2009 00:08 JWD wrote: I've seen this argument a lot around SC2 threads lately, and it's completely broken. The logic seems to be that, because SC2 isn't finished, there's no point in heavily critiquing it. But the only reason you can assume that the finished product will be better than what's out today is because of the critique (and resulting improvement) the game will receive! Especially in cases like this, where Blizzard employees seem to be missing a crucial balance concept, the voice of third parties like TL motivates improvements in balance/gameplay. So, please, don't post here just to say that TL is being too serious, or too good, or too thorough at its SC2 coverage. I disagree with this logic. You see, I've been a WoW player for years- say what you will about that. In the past 18 months or so, there has been an unprecedented level of communication between the community and the WoW developers- or rather, between the community and one particular developer who's willingly taken the cross of extending communication channels with the community. This developer is known as Ghostcrawler. Thanks to Ghostcrawler's candor, I've learned many details about how the Blizzard development process works. It's an iterative process- they try one build, if something doesn't work, they make a change and try another build, polishing until the final product shines. I also know that Blizzard is far more critical of its own work than the fans are. They have high standards, and it shows. Now, where does the community come in? We offer feedback. We do not design the game, our voice is limited to an opinion. For better or for worse (and I think it's for the better), it's the game developers who have the final say on any and all decisions. Drama happens each and every day in the WoW forums- members of the community threaten to leave the game and stop paying their subscription fees all the time, there are strong emotions at play. All the time. At the end of the day, it means jack. All that matters are good arguments, presented in a concise and respectful manner. The game developers will give much, much more weight to that kind of argumentation than to the cries of the masses demanding justice for the perceived imbalance of 1-hatch queen. Game development is not a democracy. Chill and Hot_Bid's articles were great. I'm sure they've been read, discussed, and duly considered by the Blizzard staff. Most everything beyond that is chaff. The devs are _not_ missing a crucial balance concept. They know the game far better than we do. They know the 1-hatch queen build much better than we do. I'm sure they won't be as good SC2 players as some of the folks in TL.net. However, it does not take an S class Brood Wars player to be an S class game developer. And Blizzard entertainment have proved to me that in the game industry, they are the S class game developers. TL:DR; They know we think there's an issue with the 1-hatch queen build. I'm sure they appreciate the feedback. It's time to move on. | ||
Sabu113
United States11035 Posts
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integral
United States3156 Posts
On September 13 2009 00:17 DefMatrixUltra wrote: [1] The theoretical and realistic models of the mechanic might collide and disagree at strange times. The thing about the model is that the constant 'C' becomes slightly smaller as you build more drones (because there is such a thing as oversaturation). At some point, having too many drones is not advantageous enough without having an expo to use them at. Another point that makes a Zerg fall short of its theoretical maximum is that a Zerg's build is more optimized if he builds one type of unit at a time (this is generally true). So building a drone, then a ling, then a drone is usually not the most optimal way to do it. It'd be better to go drone drone ling instead (of course this is assuming the regular course of your build and not that you're being attacked at the moment and need emergency defense). So at some point when the Zerg decides to make an army, he will pretty much stop building drones altogether. Protoss and Terran will still be getting a fairly theoretically maximal output from their mechanics because they will rarely have to stop worker production. However, I think in a realistic sense, the Zerg is able to reach the saturation required for his build earlier because of the larva mechanic. This allows him to switch production to something else (possibly a contain or a set of defensive units to cover an expansion [like a Terran would do in BW]). So it could be that because of the playstyles of the different races, Protoss or Terran might benefit more in minerals over time (simply because trying to follow closely to the theoretical model of the larva mechanic means not building enough units to cover expansions needed). Even if this is the case, the fact that Zerg has such a powerful and flexible early game really makes me think that a possible mineral advantage later on is pretty moot. Advantages early on tend to snowball in an RTS like SC (this is often called the slippery slope effect). [2] You're right here. For someone reason I used 4-->5 instead of 5-->6. Maybe it was just too late or something. [3] Doing this is actually a complete nightmare. It's much easier to talk about the ideal economy and then talk about the kinds of expenses that take away from ideal economy. To actually do this, you would need a specific build order and you would need to set up a differential equation for each milestone. So from 0 seconds to first supply depot, you'd solve the DE for one function. Then from that point to Barracks, you would solve another DE for another function. And you would do this many many times and add the results all up together by evaluating the functions along the time intervals to which they apply. This becomes pretty much impossible after the first engagement with the enemy (unless you are doing it after the fact... though that's pointless because you could just look at the replay and see how many total minerals they had mined). You can't even loosely predict what an enemy will do or even the actual outcome of a single engagement so you definitely cannot predict it accurately enough to write out a model. Also there are some problems you run into with using continuous math with these discrete things that will affect even a 100% accurate model. [4] This is one of the core aspects of BW to me. It's also the reason I find the Zerg so interesting because they have so much potential for economic advantage. For [3], I was still in "expand-as-fast-as-possible" theory-mode, imagining a game where the objective is not to engage an opponent but to gather resources as fast as possible. I wouldn't want to write out an actual equation to model it, that'd be really difficult as you say, but I think it would be fairly easy to plot a few curves and do a relative comparison at various points in the game. I'd try out a few different maximum-economy build orders with each race and plot a rough curve of each and then compare them. This wouldn't make for a good mathematical model, of course, but it would include realistic factors such as mining base build time and cost, supply costs, pathing inefficiencies, etc. -- and the conclusions made and understanding gained from it would be a lot more tangible. Right now with real-game variables and parameters it's still not clear just how relatively advantageous zerg's mechanic can be in an economy race. A lot of it would be based on the map -- varying the number of mineral patches per expansion, number of minerals per patch, and the distance of base from mineral patch would all have a significant effect on such a race. And, of course, the results of such a test will vary from build to build as everything gets tweaked. The beta will be an interesting process, for sure. | ||
Freezard
Sweden997 Posts
On September 13 2009 00:08 JWD wrote: I've seen this argument a lot around SC2 threads lately, and it's completely broken. The logic seems to be that, because SC2 isn't finished, there's no point in heavily critiquing it. But the only reason you can assume that the finished product will be better than what's out today is because of the critique (and resulting improvement) the game will receive! Especially in cases like this, where Blizzard employees seem to be missing a crucial balance concept, the voice of third parties like TL motivates improvements in balance/gameplay. So, please, don't post here just to say that TL is being too serious, or too good, or too thorough at its SC2 coverage. I just remembered, this game isn't even in its beta stage yet. I respect TL.net's dedication to analyze the current build but how on earth are you supposed to tell what's balanced and not judging from some hours of gameplay of an alpha build at a few events? I'm pretty sure that when Blizzard put up all those PC:s at BlizzCon with SCII, balance testing wasn't the purpose of it but just to let people play for fun and test it out without looking at all the small details. As the guy said above me said Blizzard have their iterative development process and we all know how they change their games dramatically every so often. I follow Diablo III closely and while it's not as far in development as SCII, it does look very playable and Blizzard could probably have released it in some months if they wanted to, yet they change stuff all the time. People whine like crazy at certain things with the game but the next thing you see is that that thing got replaced or revamped, just look at the class weapons or skills that constantly change (lol at people creating skill calculators). For me it has been the same with SCII just it's even worse with a game like that - units are the main part of the game but they get removed or they get other attacks/spells or they can suddenly fly... how can anyone even TRY to understand the game when it constantly changes? How do you know Queens will even be in the final build? My point is, why would Blizzard listen to critique from a few people's opinions already when the game isn't even ready to be tested yet? I thought the beta phase was the purpose of that since they will receive input from thousands of people who has tested the game far longer than what's possible on the event floors. However I did like to read the article because it's nice to know how the game is shaping up, I just stopped reading half-way through since it's so full of assumptions and lack of faith in the developers. | ||
r4j2ill
Canada111 Posts
Zergs will need to tone down their benefits with either the number of larvae injected, energy to do so, or a amazing secondary benefit that makes the choice very difficult between the two For terrans ( i kno this is so strange) but they should alow scan sweep to go for the entire map. its a satelittle how can it not pick up the whole map its not that huge plus u are sacrificing 200 minerals for scouting 100% of the map and picking possible things that can win you the game. Think about it, you are walled in and wondering if the zerg is going all drones or hydras.... just get scan and you will kno what hes up to and counter. O ya they should make a good counter to hydras that can be gotten early game | ||
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