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Is balance an impossible goal? - Page 3

Forum Index > SC2 General
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Shifft
Profile Blog Joined April 2010
Canada1085 Posts
January 20 2011 04:39 GMT
#41
Cool point, I never thought about that but it seems to make sense.
=O
Kazam
Profile Joined October 2010
Australia21 Posts
January 20 2011 04:43 GMT
#42
it is theoretically impossible
it is called Starc Raft Tew, not StarCraft 2...
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-01-20 04:46:25
January 20 2011 04:45 GMT
#43
I think the original post is flawed in that it doesn't actually take into account skill.

When I consider balance, I consider balance as it pertains to high level players, and how they perform against others. The way the rating system in SC2 works right now gets you to 50% overall winrate, in general. Most players actually have a higher than 50% overall winrate, other than those in bronze. No one could dispute the fact that reapers in TvZ made TvZ very imbalanced a few months ago, before the barracks after supply and reaper speed upgrade change. HOWEVER, most Z players would have winrates against T that were similar to their vP or overall winrates even in that patch, simply because of the way the rating system works.

Also, for high level players, specialization matters less than for players of lower skill. Players of lower skill can be good in one matchup but suck hard at another, and it's never consistent across the vast pool of players. In GSL 1 we saw, though, that the only exception to the hardship of Zergs was Fruitdealer, and even he had to be very lucky to actually do what he did.

Personally I think that balance is something that CAN be quantified, it just can't be quantified using the ladder system or most players' concerns. I think players should work on improving their game before actually claiming that something is imbalanced.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 20 2011 04:47 GMT
#44
Very nice write up. You've concisely echoed a lot of my own thoughts on this issue. A couple of other problems Blizzard face in achieving 'perfect' balance are:

1) There is no way of determining whether the players of one race are on average more or less skilled than the players of another race. In other words, if say all Z players switched to T, all T players switched to P, and all P players switched to Z, there is no reliable way to predict how things would shake out.

2) What is balanced at masters level may be significantly imbalanced at bronze level, and vice versa.

Truly, I think Blizzard has done an incredible job balancing the game, and keeping it balanced at a wide variety of skill levels.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
AlphaIIOmega
Profile Joined September 2010
Canada29 Posts
Last Edited: 2011-01-20 05:12:29
January 20 2011 04:57 GMT
#45
I agree with the principal idea of this post that balancing the races is very difficult. MMR definitely throws a wrench into things. It's spot on that one matchup being imbalanced will affect the other matchup, placing more skilled players against lesser players (even though both have equal MMR).


But I disagree that it's an impossible task to balance. Firstly, you need consistency in the map pool. Blizzard's maps are wildly bad. It's ok to have differently themed maps (i.e. more cliffs, more open spaces, etc.), but it's not OK to have these TINY TINY rush distances that some maps have. Bringing more consistency to the OPENING game will help a lot. Strategies like 2 rax/SCV pressure are ruining the TvZ data, because you can't deduce core long-term imbalances. As a reference, even Xel'Naga caverns is too small of a rush distance. You need maps minimally with the rush distance of Scrap Station (and preferably without the destructible rocks).


Second, once you have balanced maps you must make a sample pool. Master's league is an excellent start point. Each race will be represented by MANY players within master's league. You also have to assume that the average player skill of each race is equal. Lastly, you can compare global player % to Master's league player %.

If MMR is hiding imbalances, Master's league will show that. If 40% of players play race X globally on the NA server, but 50% of Master's league is race X, then you have yourself an imbalance.
Shron
Profile Joined March 2010
United States162 Posts
January 20 2011 04:58 GMT
#46
Balance is completely objective to the map. When you say that, say, Zerg has a 56% win rate, you are really saying that, with the current map and stats, Zerg will win more often. Do you think brood war was balanced based on stats of units entirely? Of course not. The maps will eventually evolve to create interesting gameplay that is balanced, even if the stats aren't changed much.

I know you mentioned maps, but the map pool truly is the only way to achieve "perfect" balance.
"I produced a lot of units and was given this award. I didn't know I produced so many units. Next season I will produce more units." - Nestea
palanq
Profile Blog Joined December 2004
United States761 Posts
January 20 2011 04:58 GMT
#47
in your example a T advantage vs Z ends up causing things to look like T>Z>P>T from everyone's perspective, and win rates will reflect this. so what is the response? buff ZvT, PvZ, or TvP. suppose you pick to do one of these randomly, what do you get?
1/3rd chance to make the game balanced
1/3rd chance to make Z underpowered in all matchups
1/3rd chance to make T overpowered in all matchups
so your 1st disaster scenario can be averted and reduced to the 2nd disaster scenario
time flies like an arrow; fruit flies like a banana
Simberto
Profile Blog Joined July 2010
Germany11749 Posts
January 20 2011 04:59 GMT
#48
On January 20 2011 13:45 wherebugsgo wrote:
I think the original post is flawed in that it doesn't actually take into account skill.


That is the main point. How do you measure actual player skill? Obviously, it would be incredibly easy to find imbalances in matchups if you could give every player an exakt skill number, and then say "Ok, they have the equal skill number, so they should play 50/50. If it is not after a statistically significant number of games, there is an imbalance." Or "That guy has a much higher skill number, so they should play 70/30" However, the only way to determine the skill of a player is how much he wins. Which makes the whole logic circular, since if you base that skill number on win percentages, and then the expected win percentages on that skill number, you obviously get good results. One of the main points was that since you can not directly measure the player skill, stuff has impacts on other stuff, which could delude your conclusions regarding the skill of someone, or a matchup imbalance.

When I consider balance, I consider balance as it pertains to high level players, and how they perform against others. The way the rating system in SC2 works right now gets you to 50% overall winrate, in general. Most players actually have a higher than 50% overall winrate, other than those in bronze. No one could dispute the fact that reapers in TvZ made TvZ very imbalanced a few months ago, before the barracks after supply and reaper speed upgrade change. HOWEVER, most Z players would have winrates against T that were similar to their vP or overall winrates even in that patch, simply because of the way the rating system works.


Exactly hits the point. If there were a 10% handicap for one race in one matchup, this would just result in you getting respectively worse/better enemies of that race, and alter through the MMS the relative skill of matched players of all matchups. Which, in conclusion again means that it is hard to draw data of a potential imbalance out of any ladder stats.

Personally I think that balance is something that CAN be quantified, it just can't be quantified using the ladder system or most players' concerns. I think players should work on improving their game before actually claiming that something is imbalanced.


Then, how would you quantify it? I, too, am of the opinion that there probably is some way to do so, but it seems to be neither easy nor obvious, or at least i can not see it right now.
oxxo
Profile Joined February 2010
988 Posts
Last Edited: 2011-01-20 05:02:57
January 20 2011 05:01 GMT
#49
All I know is I like Blizzard's approach with SC2. The way they balanced WC3 was laughable. They'd change multiple variables on multiple units at a time and just hope it'd work.

The problem right now is the maps. So far they've been balancing based on Steppes/Blistering type maps (Reaper nerfs, Zealot nerfs, depot before rax, etc.). Hopefully they move to bigger, non 2 player maps and balance around that.

I do think balance is impossible on the small Bloodbath maps.
ckunkel1
Profile Blog Joined December 2010
United States181 Posts
January 20 2011 05:02 GMT
#50
Great read, I agree with you and I can't really say to much about balance because I am just not good enough to completely understand all the match ups and units. However, too many people blame their loses on balance. They need to look back at the replay and I am sure there were other reasons. For example I played a game where the Z player said P was imba because I beat him 2 base vs 3. When in reality he has poor macro and mirco skills, so when I attack he suicided most of his units to my colossi.
Rushme
Profile Joined December 2010
Canada10 Posts
January 20 2011 05:04 GMT
#51
no balancing issue the games not fully understood give it a year there is a few things that need fix tho
hello
Samp
Profile Joined September 2010
Canada783 Posts
January 20 2011 05:16 GMT
#52
Balance is possible, but everytime you join a game, theres some kind of an advantage for a player because of the map. Although I dont think its fully balanced at the moment, but its not far from it. Obviously some strategies are way stronger than others and theres yet to find a counter for them which is probably why people are complaining about OPness frequently. And yes zerg has weak units, but thats how the race was designed compared to protoss with high HP/dmg units.
Banelings, "They're cute, they live in a nest". -Artosis
usethis2
Profile Joined December 2010
2164 Posts
January 20 2011 05:30 GMT
#53
Statistics are of course one measure to gauge balance. But at the same time, I tend to look at actual games and how the strategies from each race play out and how the other race tries to counter. Also look at what kind of tools are available for each race to counter a strategy executed by other races.

I think anyone with decent knowledge with the game can get an idea of balance by looking at a game, and what's possible and what's not. If some of the strategies look relatively easy yet require overwhelming response from the opponent, then I know the strats are OP.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
January 20 2011 05:30 GMT
#54
On January 20 2011 13:59 Simberto wrote:
Show nested quote +
On January 20 2011 13:45 wherebugsgo wrote:
I think the original post is flawed in that it doesn't actually take into account skill.


That is the main point. How do you measure actual player skill? Obviously, it would be incredibly easy to find imbalances in matchups if you could give every player an exakt skill number, and then say "Ok, they have the equal skill number, so they should play 50/50. If it is not after a statistically significant number of games, there is an imbalance." Or "That guy has a much higher skill number, so they should play 70/30" However, the only way to determine the skill of a player is how much he wins. Which makes the whole logic circular, since if you base that skill number on win percentages, and then the expected win percentages on that skill number, you obviously get good results. One of the main points was that since you can not directly measure the player skill, stuff has impacts on other stuff, which could delude your conclusions regarding the skill of someone, or a matchup imbalance.


You can't, generally. This is one reason why balance concerns should never be based around ladder. However, you CAN identify those who are very good at this game, and those who suck. This is why balance is not based around what happens in Bronze, or we'd see a very weird game indeed.

You can, however, identify flaws in the game by looking at how professional players fare with their matchups. If, clearly, the majority of upper level players of one race are having difficulty with a certain matchup, something is wrong. This was obvious with ZvT before the big changes that happened a few months ago.

On January 20 2011 13:59 Simberto wrote:
Show nested quote +
When I consider balance, I consider balance as it pertains to high level players, and how they perform against others. The way the rating system in SC2 works right now gets you to 50% overall winrate, in general. Most players actually have a higher than 50% overall winrate, other than those in bronze. No one could dispute the fact that reapers in TvZ made TvZ very imbalanced a few months ago, before the barracks after supply and reaper speed upgrade change. HOWEVER, most Z players would have winrates against T that were similar to their vP or overall winrates even in that patch, simply because of the way the rating system works.


Exactly hits the point. If there were a 10% handicap for one race in one matchup, this would just result in you getting respectively worse/better enemies of that race, and alter through the MMS the relative skill of matched players of all matchups. Which, in conclusion again means that it is hard to draw data of a potential imbalance out of any ladder stats.


Yep, you can't use the ladder to balance.

On January 20 2011 13:59 Simberto wrote:
Show nested quote +
Personally I think that balance is something that CAN be quantified, it just can't be quantified using the ladder system or most players' concerns. I think players should work on improving their game before actually claiming that something is imbalanced.


Then, how would you quantify it? I, too, am of the opinion that there probably is some way to do so, but it seems to be neither easy nor obvious, or at least i can not see it right now.


Again, watch trends at high levels of play. Was it coincidence that every professional player prior to patch 1.1.2 had trouble with ZvT? Was it coincidence that it was almost always because of reapers?

Clearly, Terran players had no problem using builds like 1/1/1 against Zerg (like TLO's hellion expand, Thor drops on Kulas and LT, banshee builds) but it seemed like reapers were just so imbalanced. There was an obvious early-game imbalance at the time.

Now, right now, there's nothing really to suggest this. I don't think there is significant information yet, and right now there are no statistics that really back one argument up more than any other in regards to balance. It'll be a few months as the game matures before there are any issues, I think. And from here on out, I think the balance issues will be much smaller than the old ZvT issues. The only thing that could make the problems worse is a patch that changes too much.
Angra
Profile Blog Joined May 2009
United States2652 Posts
January 20 2011 05:34 GMT
#55
On January 20 2011 12:50 Redmark wrote:
Show nested quote +
On January 20 2011 12:18 Angra wrote:
The game is never going to be balanced by simply changing numbers and stats on units. And this is the only thing that Blizzard is doing so far. The game needs actual core changes to the way it works (maps, unit sizes, macro mechanics, unit designs in general) to eventually be as balanced as BW.

Is that why every matchup has been perceived as imbalanced in both ways, shifting left and right pretty much every week? Is that why when they give Roaches a +1 range people flip the fuck out? Please. The game will not be balanced by armchair designers playing God. The game will be balanced incrementally, more by the community than by Blizzard.


Do you honestly believe that adding +10 health here, taking away -5 damage there is going to eventually make the game have absolutely perfect balance while at the same time keeping it a dynamic, interesting, competitive game?
Wonderballs
Profile Joined April 2010
Canada253 Posts
January 20 2011 05:35 GMT
#56
Sorry for how short this post is but...

1/3 = 0.33333333333333333333333333333...

Technically the post could be longer.
I thought Jesus would come back before Starcraft 2.
Paradice
Profile Joined October 2010
New Zealand431 Posts
January 20 2011 05:37 GMT
#57
On January 20 2011 13:17 Whole wrote:
To quote IdrA:

+ Show Spoiler +
if statistics get you hard make one of those ladder analysis pages or something, but stop interfering with balance discussions.


Ladder should never be mentioned in balance discussion.


IdrA should never be mentioned in balance discussion.


Great post OP!

As a couple of other s have mentioned, Blizzard do have an 'adjustment' mechanism which they can apply to their match statistics, but it removes the influence of the *matchmaker*, not the effects of misrepresentative MMR defined by OP. There's little point in tracking distinct MMRs for each matchup too, as it still suffers the same effects.

I agree there doesn't seem to be any mechanism by which Blizzard can use their aggregated statistics to prove or disprove balance, and that there's definitely no way individual players can do so. At best it can give hints. Resolving it statistically requires a known quantity to test each race against - the hypothetical "perfect play in all situations", but that's not currently feasible.

What we can hope for in reality is for the game to be "balanced enough" - which I would define as there being no strategy that any one race can use that will win more than 50% of the time against another player of approx. equal skill that is prepared for it.

The problem with this definition is that it can only be proven by counterexample or by waiting 10 years to see if anything emerges. To Blizzard's credit, some blatant counterexamples (TvZ mass reaper anyone?) have been identified, and have been removed. No doubt we'll find more.

As long as the game ends up "balanced enough", the players can and should use their own innovation to resolve everything else. Just like they did with Brood War.
Shaok
Profile Joined October 2010
297 Posts
January 20 2011 05:40 GMT
#58
nice post, very good to see that it is not a whine thread
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
January 20 2011 05:43 GMT
#59
On January 20 2011 14:34 Angra wrote:
Show nested quote +
On January 20 2011 12:50 Redmark wrote:
On January 20 2011 12:18 Angra wrote:
The game is never going to be balanced by simply changing numbers and stats on units. And this is the only thing that Blizzard is doing so far. The game needs actual core changes to the way it works (maps, unit sizes, macro mechanics, unit designs in general) to eventually be as balanced as BW.

Is that why every matchup has been perceived as imbalanced in both ways, shifting left and right pretty much every week? Is that why when they give Roaches a +1 range people flip the fuck out? Please. The game will not be balanced by armchair designers playing God. The game will be balanced incrementally, more by the community than by Blizzard.


Do you honestly believe that adding +10 health here, taking away -5 damage there is going to eventually make the game have absolutely perfect balance while at the same time keeping it a dynamic, interesting, competitive game?


No, he's advocating that Blizzard do nothing for a few months, so we can examine what happens to the game as it evolves untouched for a while. The most recent patch was merely a week ago, we don't need to change anything right now. I might be in support of additional maps, but that's not a gameplay change as much as it is necessary just to phase out maps that aren't being used or being considered seriously right now, such as Steppes, Delta, Jungle Basin, and Blistering Sands.

In the end, I have to agree with what he said. The game does NOT need core changes right now. It doesn't need changes to the statistics of units, either, but stat changes are more easy to predict than radical changes in how the game works on a fundamental level.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-01-20 05:47:36
January 20 2011 05:46 GMT
#60
On January 20 2011 14:43 wherebugsgo wrote:
Show nested quote +
On January 20 2011 14:34 Angra wrote:
On January 20 2011 12:50 Redmark wrote:
On January 20 2011 12:18 Angra wrote:
The game is never going to be balanced by simply changing numbers and stats on units. And this is the only thing that Blizzard is doing so far. The game needs actual core changes to the way it works (maps, unit sizes, macro mechanics, unit designs in general) to eventually be as balanced as BW.

Is that why every matchup has been perceived as imbalanced in both ways, shifting left and right pretty much every week? Is that why when they give Roaches a +1 range people flip the fuck out? Please. The game will not be balanced by armchair designers playing God. The game will be balanced incrementally, more by the community than by Blizzard.


Do you honestly believe that adding +10 health here, taking away -5 damage there is going to eventually make the game have absolutely perfect balance while at the same time keeping it a dynamic, interesting, competitive game?


No, he's advocating that Blizzard do nothing for a few months, so we can examine what happens to the game as it evolves untouched for a while. The most recent patch was merely a week ago, we don't need to change anything right now. I might be in support of additional maps, but that's not a gameplay change as much as it is necessary just to phase out maps that aren't being used or being considered seriously right now, such as Steppes, Delta, Jungle Basin, and Blistering Sands.

In the end, I have to agree with what he said. The game does NOT need core changes right now. It doesn't need changes to the statistics of units, either, but stat changes are more easy to predict than radical changes in how the game works on a fundamental level.


I'm not saying to all of a sudden rush out core changes to the game, sorry if I implied that. What I mean is, eventually down the road, all of these number changes most likely aren't really going to do anything to make the game better as a whole. It just seems like a temporary fix to adjust problems that arise, but there's probably going to always be those problems no matter how many times you tweak the numbers on units and stuff because the actual problem lies deeper than stuff like "should marauders do 18, or 20 damage?"
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