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I'm pretty sure that blizzard will fix this. Consider that the game is balanced around the income that you get without this trick. If they don't fix this blizzard will be forced to rebalance the game around this trick, making it a required skill if you wish to compete and I just don't see that happening.
Alternatively they could just improve worker AI so you don't need to micro to get additional income and rebalance the game at the same time. That way anyone can compete without being forced to learn this trick.
I trust they'll do something about it though.
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"Sockfolding" is too long imo. I'm gonna call it "socking". Usage example: look at that player socking those minerals so hard.
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On September 14 2010 03:12 HTX wrote: sockfolder you are my hero. thanks for discovering and sharing.
for everybody who is bitching around, you don`t deserve this game and your ignorance and lazyness is pissing me off.
my apologies for the language
cheers
ya HuK, Psy, and Nazgul...take that! God you guys are so ignorant and lazy! [/sarcasm]
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I tested it in a training map... plan on using it, but in my case I will have to make this a low-medium priority item on my attention scale, I found it was relatively easy to miss a perfect timing on an essential part of my build because I was trying to fit in that "last queued command"...
Over time it will become more of a second nature and execution will be perfected...
I have a feeling a lot of people will be trying this and missing key milestone in their build over the next couple of days
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just me who thinks this trick is in the wrong department of the game ? If it was a cool trick with your army or a cool scouting trick, fine, but getting you 7% more minerals early game ? C'mon. Its obviously not intended. Its boring and repetetive and if thats what you like in a game, I'm sure there are other games out there. As mentioned before what on earth does this bring to the game as a spectator sport ? I can just imagine Artosis and Tasteless blowing their load over some Korean dude who mined 30 minerals faster because of this. Man that would blow. Its pointless and brings no fun element to the game at all.
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I think a lot of people are confusing 7% per worker with 7% over the course of the game.
There's no way in hell you're going to increase your income by 7% average over the course of a game that lasts more than 2 minutes.
If you have 10 workers and you perfectly execute this technique with all 10 of them, you'll get a 7% increase. Now say you have 30 workers, and perfectly execute the technique with 10. You'll barely get a 2% increase.
In a game lasting 10 minutes or more, you aren't going to be getting even a 1% increase to income.
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On September 14 2010 07:31 SilverPotato wrote:Show nested quote +On September 14 2010 07:27 bbsss wrote:Have you taken into consideration that there might be a small difference in units from patch to cc? To test this you would have to see the difference between the test you made a video of and the same thing with the mineral boosting trick since that would be cutting the scv idle time after collected minerals to zero? Its the exact same travel distance between each patch and CC
I think you are right but you should try making the same exact mineral type exactly where the current mineral patches are and see if there is no difference. Keeping the CC's where they are of course.
I don't think the models themselves take more or less time to mine it's just that some models are shaped in a way where they are farther away from the CC even if they are on the exact same Y-axis coordinate.
Maybe you could increase the distance between the minerals and the CC, having a CC for each mineral patch, because the angles of the patches and the CC might make the diagonal line's length to the CC different. [M]..........[M]..........[M] . . . . . . . . . [C]..........[C]..........[C]
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Blizzard should and will patch this. Either way, I think it's inconsequential unless you're cheesing and even then, it's probably still pretty useless against any skilled player and after a couple minutes more into the game the advantage will have disappeared unless everything is perfectly executed which Koreans can't even do after early game. Though, with an AI patch, it'd probably make a pretty big difference when you're on 2+ mineral lines being mined.
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I really think this will be patched even if I don't want it to. It just doesn't seem right to have automine, but not have it to be the most efficient way to mine. I played many RTS's with auto mine and they all didn't have this deposit (edit: return cargo) feature. It was all automated so there was no way to do this no matter if it helped or not.
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Horrible discovery in my opinion for anyone who actually likes to chat to their opponent at the start of the game. I wouldn't have thought it possible for bnet 2.0 to be more sterile and anti-social than it already was.
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You need to repeat the same test after changing the location of the mineral patches.
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I think blizzard planned this to happen. Most people should be able to do this in the early game, at least with practice. The advantage becomes smaller later in game, but can be gained by players who have the skills to multi-task. Another good idea, Blizzard.
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On September 14 2010 08:02 Buddhist wrote: I think a lot of people are confusing 7% per worker with 7% over the course of the game.
There's no way in hell you're going to increase your income by 7% average over the course of a game that lasts more than 2 minutes.
If you have 10 workers and you perfectly execute this technique with all 10 of them, you'll get a 7% increase. Now say you have 30 workers, and perfectly execute the technique with 10. You'll barely get a 2% increase.
In a game lasting 10 minutes or more, you aren't going to be getting even a 1% increase to income.
Seriously, this. I think people are blowing the importance of this trick way out of proportion.
It's 7% more than you would normally get only for the first 5 minutes (unless you can somehow miraculously continue to do this afterward). Not 7% more for the whole game.
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On September 14 2010 08:38 YourHarry wrote:You need to repeat the same test after changing the location of the mineral patches. A good way to tell if the workers actually travels different distants would be to repeat the test but only use one type of mineral patch on every position.
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On September 14 2010 08:43 Batch wrote:Show nested quote +On September 14 2010 08:38 YourHarry wrote:You need to repeat the same test after changing the location of the mineral patches. A good way to tell if the workers actually travels different distants would be to repeat the test but only use one type of mineral patch on every position.
You designate each mineral patch from 1 to 10. Based on results of the first map, you rank the patches from fastest to slowest. You can switch the location of the fastest patch and slowest patch, for example, to figure out if the difference in the initial result was due to the location rather than the model itself.
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On September 14 2010 08:41 Cofo wrote:Show nested quote +On September 14 2010 08:02 Buddhist wrote: I think a lot of people are confusing 7% per worker with 7% over the course of the game.
There's no way in hell you're going to increase your income by 7% average over the course of a game that lasts more than 2 minutes.
If you have 10 workers and you perfectly execute this technique with all 10 of them, you'll get a 7% increase. Now say you have 30 workers, and perfectly execute the technique with 10. You'll barely get a 2% increase.
In a game lasting 10 minutes or more, you aren't going to be getting even a 1% increase to income. Seriously, this. I think people are blowing the importance of this trick way out of proportion. It's 7% more than you would normally get only for the first 5 minutes (unless you can somehow miraculously continue to do this afterward). Not 7% more for the whole game. Agree. Even if this trick will let you build some early buildings a few seconds earlier this trick alone will not decide the game.
I love this discovery since it allows good players to actually do something beneficial to their games instead of the silly worker boxes that many of the players do just to raise their APM...errr...I mean, warm up.
This will not, and should not, be a high priority thing to patch for Blizzard even if they eventually will patch it.
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Pros: -Separates high lvl players from low lvl -Hard to do and impossible to perfect -creates the frantic feeling throughout the entire game - just trying to play keep up -Further rewards people with skill in multitasking
Pro/con-New potential openers can be created that may or may not help the game
Cons: -Isn't visual for the spectator. You can see if player has good macro in sc1 but you cant see if a player is doing this. -Simply isn't as good as other types of macro. For example is would be harder to convince blizzard to remove automining when we already have this trick. -Has no effect late game because there are always more important things to do (unlike in sc1 where you players focus on sending workers to mine throughout the entire game.)
Conclusion: I would say that it is better than NOTHING because its not like good players are doing anything useful during that time, and bad players are just bad. The only thing wrong with this is that it isnt nearly as good as the alternatives and I believe we may be actually hurt in the long run by this trick through the principle of opportunity cost.
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On September 14 2010 08:49 Batch wrote:Show nested quote +On September 14 2010 08:41 Cofo wrote:On September 14 2010 08:02 Buddhist wrote: I think a lot of people are confusing 7% per worker with 7% over the course of the game.
There's no way in hell you're going to increase your income by 7% average over the course of a game that lasts more than 2 minutes.
If you have 10 workers and you perfectly execute this technique with all 10 of them, you'll get a 7% increase. Now say you have 30 workers, and perfectly execute the technique with 10. You'll barely get a 2% increase.
In a game lasting 10 minutes or more, you aren't going to be getting even a 1% increase to income. Seriously, this. I think people are blowing the importance of this trick way out of proportion. It's 7% more than you would normally get only for the first 5 minutes (unless you can somehow miraculously continue to do this afterward). Not 7% more for the whole game. Agree. Even if this trick will let you build some early buildings a few seconds earlier this trick alone will not decide the game. I love this discovery since it allows good players to actually do something beneficial to their games instead of the silly worker boxes that many of the players do just to raise their APM...errr...I mean, warm up. This will not, and should not, be a high priority thing to patch for Blizzard even if they eventually will patch it.
lols. Even if its beneficial to their game its still a boring repetative micro that has no inpact on the interesting aspects of the game. What Blizzard said they would focus on. This should be patched the fuck away and forgotten as its stupid.
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If you shift+click queue up commands for probes/drones/scvs I'm sure you all notice that the probe pauses for a split second in between, say, a shift+queued up scouting line. It wouldn't surprise me if Blizz did this on purpose. Why would they take it out when everyone has the chance to do it? They don't have to re-balance anything, that's just you guys whining. What would there be to rebalance? This guy discovered something new about the game that can give you an advantage if you wanna learn it. What game hasn't done this before?
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SCV always seems to start their rotations going left and the ones that goes faster appears to be those who are going to a CC located on their left side. I would say gathering speed has to do with the axis of their rotation (so the position of the mineral patch against the CC) more than the actual mineral design.
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