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keep pumping workers! 34k games => 4 charts - Page 2

Forum Index > StarCraft 2 Strategy
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goldenwitch
Profile Joined August 2010
United States338 Posts
March 11 2012 02:41 GMT
#21
By the way, the name of your website happens to coincide with the name of a trojan for the Android phone =(
dsjoerg
Profile Joined January 2012
United States384 Posts
March 11 2012 02:54 GMT
#22
i know, crazy huh? i had nothing to do with that trojan i promise! pinky swear!
card-carrying grubby fan. developer of GGTracker.
dsjoerg
Profile Joined January 2012
United States384 Posts
March 11 2012 02:57 GMT
#23
SKGZombie, thanks for the feedback. Can you send me the link to the game page and I'll investigate closer and see if it's the 3-second antispam that's responsible, or maybe I have a horrible bug I need to fix!
card-carrying grubby fan. developer of GGTracker.
idonthinksobro
Profile Joined December 2010
3138 Posts
March 11 2012 12:01 GMT
#24
isn't sc2gears able to measure worker production exactly? It might take a while if you try to analyze 20k games or more at once but i am pretty sure that would lead to more interesting results. I also wonder if the difference in higher skill regions is just because people play more standard and therefore the game goes to a lategame scenario more often which would change the first graph but iam not really sure into which direction. Probably depends what race you are and how long the game goes on after you have enough workers.

I wonder if there is a way to exclude replays in which one player cheesed another player or had to cut a lot of workers due to an allin timing attack or some other push etc.

But yeah i don't really know if this data helps anything at all, ofc making workers constantly is a good thing but there could be lots of simple things that can change the outcome of the data.

e.g.
master players are able to manage their drops better -> therefore zerg players need to build more drones and thats why the zerg opponent needs to make more drones than a diamond zerg player with an unharrassed economy.

Or a Zerg master leaves right after he knows he can't stop some allin and therefore probe cutting for his enemey is not as decisive as it would be if the zerg kept trying 5 more minutes.

These example seems to be cheesy but i hope you get what my overall problem with this data is. I much rather would want a worker production over gametime graph for each race and weed out non standard games(games under 5-6 minutes, games in which a huge amount of workers was produced in the lategame you als have to discount drones in the lategame because they often just will be made to be turned into spinecrawlers etc.) to get more accurate data, i know that this change wouldn't turn the data into something perfect but it would help to make it better.
taitanik
Profile Joined December 2011
Latvia231 Posts
March 11 2012 12:37 GMT
#25
if i would give 1 advise to a player whos is not diamond/master is just make workers non stop and just spend your money even if its just 20 baracks or 10 gates you will get to diamond/master just by doing it
"the game is over only when you make it over"
dynwar7
Profile Joined May 2011
1983 Posts
March 11 2012 14:45 GMT
#26
On March 11 2012 21:37 taitanik wrote:
if i would give 1 advise to a player whos is not diamond/master is just make workers non stop and just spend your money even if its just 20 baracks or 10 gates you will get to diamond/master just by doing it


Not always true

Spending money, of course,but not as blindly as making 20 barracks etc.

The current league is much more complex and difficult compared to the league last season or last year. It becomes more competitive and difficult each day. SO while your advice could work for past seasons, now it is more complex.
Regarding the imbalance, hilarious to see Zergs defending themselves....
kaluro
Profile Joined November 2011
Netherlands760 Posts
March 11 2012 15:43 GMT
#27
On March 10 2012 15:34 TheGreenMachine wrote:
I have to quote this and talk about it...

"for the super nerds out there, a technical note. due to limitations of the replay file format, we cannot measure worker production exactly; we can only measure when the player attempts to create a worker. in some cases the player can spam worker-creation commands that do not correspond to actual worker production. therefore we put a 3-second anti-spam filter into the measurement. it’s not perfect. it’s at its worst when a player will queue up probe production or make six drones in a second. despite these problems, there’s a clear relationship between wpm as we measure it and league, so for that reason i’d argue you’re pretty safe using this wpm as a metric to measure your own improvement as a player."

sad that this isnt very accurate then


indeed. as a zerg, injects pop 4 larvae at a time.. so only 1 out of 4 gets counted. Sometimes you get supply blocked as zerg and make >10 drones at a time, up to 20 sometimes.

Only one gets counted?
www.twitch.tv/kaluroo - 720p60fps - Remember the name! - Don't do your best, do whatever it takes.
dsjoerg
Profile Joined January 2012
United States384 Posts
March 11 2012 15:58 GMT
#28
kaluroo, unfortunately what you're describing is true. i will definitely work on finding a better way.

in the meantime, is the current metric a useful one to track, for a player who's trying to improve? perhaps the metric should be called not "workers per minute" but "worker creationwaves per minute".

once properly understood, i think the metric could be useful.

put it this way -- would you expect a better player to have more creationwaves per minute or per game? across all 40k players, the # of creationwaves is clearly correlated to league. will do a per-race analysis soon as well. --dj
card-carrying grubby fan. developer of GGTracker.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
March 11 2012 16:05 GMT
#29
Are you counting people who are like for example 4v4 masters as masters across the board. Not to step on the toes of team game lovers but i think it should be based on 1v1, high level team games are generally pretty cheesy.
dsjoerg
Profile Joined January 2012
United States384 Posts
March 11 2012 16:12 GMT
#30
lksf, yes currently ggtracker shows the player's highest league across all gametypes. we'll try to make the site more clear about this in the next version!
card-carrying grubby fan. developer of GGTracker.
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
March 11 2012 18:49 GMT
#31
Pretty sweet, although it's accusing me of becoming lazy and complacent recently.

It would be nice if the match numbers shown on the graphs were listed in the matches table too. That way I could go straight to the matches where my worker production was nice and high, and watch those replays, instead of having to browse through pages and pages looking for wpm values.
Macpo
Profile Joined September 2010
453 Posts
Last Edited: 2012-03-11 19:47:32
March 11 2012 19:44 GMT
#32
From what I read so far, the way the correlation between workers and level works is far from clear : actually, it's maybe much more because you are better, that you manage to make more workers; than the contrary.
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
dsjoerg
Profile Joined January 2012
United States384 Posts
March 11 2012 22:06 GMT
#33
Macpo, point taken that correlation is not causation.

netherh, great idea! Will do it in the next version.
card-carrying grubby fan. developer of GGTracker.
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
March 11 2012 22:59 GMT
#34
On March 11 2012 21:01 idonthinksobro wrote:
isn't sc2gears able to measure worker production exactly? It might take a while if you try to analyze 20k games or more at once but i am pretty sure that would lead to more interesting results.


No. The problem is in the SC2 replay format. It is basically a list of actions taken by both players (build-order for unit X, move unit Y to location Z, change camera to location Z, etc...). The game can then replay these actions and since there is no random element in the game engine, the result is exactly the same every time. Replays also contain failed commands, such as building a worker when you dont have the minerals for it. Without the original game engine to determine exactly which build commands were successful, the best you can do is apply clever guesses to estimate how many workers were actually built. It's possible that SC2Gears has a better guess-algorithm (I wouldnt know). In that case, it'll be easier to just implement that in the script that these results were generated with.
Such flammable little insects!
denzelz
Profile Blog Joined November 2009
United States604 Posts
March 11 2012 23:15 GMT
#35
On March 12 2012 04:44 Macpo wrote:
From what I read so far, the way the correlation between workers and level works is far from clear : actually, it's maybe much more because you are better, that you manage to make more workers; than the contrary.


I think part of it is that the better you are, the more likely you are to go for macro builds. If you go Reactor Hellion into 3CCs, you can build a lot more SCVS per minute, which is probably why there's a huge spike for GM players.
parkin
Profile Blog Joined July 2007
1091 Posts
March 11 2012 23:29 GMT
#36
On March 10 2012 14:44 dsjoerg wrote:
[image loading]



why do the pros have lower wpm at the beginning of the games?
mostly harmless
Kentredenite
Profile Joined January 2011
United States220 Posts
Last Edited: 2012-03-11 23:39:34
March 11 2012 23:38 GMT
#37
On March 12 2012 08:29 parkin wrote:
Show nested quote +
On March 10 2012 14:44 dsjoerg wrote:
[image loading]



why do the pros have lower wpm at the beginning of the games?

The x-axis is wpm and the y-axis is population density. Meaning, the average pro has just a little under 2 wpm, and the rest are sort of bell-curve-distributed around that, while the masters average lower and have a differently shaped distribution.
RedZ
Profile Joined July 2011
16 Posts
March 12 2012 06:37 GMT
#38
hello,

I love your website, very cool to see how my trends compare to that of the masses and to the masters and above trends

Just an idea, you should create an option to allow players to seperate their games based on length, and allow them to see the trends of those games

For example, the WPM of all 10 minute or shorter games for a player

or the WPM for all 25 minute or longer games for a player

just an idea

great website!
dsjoerg
Profile Joined January 2012
United States384 Posts
March 12 2012 11:24 GMT
#39
thanks Redz, will do!
card-carrying grubby fan. developer of GGTracker.
polybios
Profile Joined December 2010
Czech Republic111 Posts
March 12 2012 12:14 GMT
#40
the site says a typical grandmaster makes 3.7 workers per minute but wpm breakdown by league show 2-3 workers per minute for GMs. How should I understand this?
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