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Original Post
Do you feel this is an accurate depiciton of the current state of the game? Certainly the results and representation in korea doesn't match up with these numbers.
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jexxto
United Kingdom284 Posts
![]() Original Post Do you feel this is an accurate depiciton of the current state of the game? Certainly the results and representation in korea doesn't match up with these numbers. | ||
Psychobabas
2531 Posts
In PvT for example, Terrans on low leagues struggle bigtime against protoss. But once you figure out TvP on Masters it becomes far easier. And also micro for the 1-1-1 allins of course hehehe | ||
chadissilent
Canada1187 Posts
User was warned for this post | ||
Azzur
Australia6259 Posts
On September 23 2011 01:34 jexxto wrote: Blizzard recently posted a blog with numbers regarding the current balance of the game: Original Post Do you feel this is an accurate depiciton of the current state of the game? Certainly the results and representation in korea doesn't match up with these numbers. I highlighted "representation in korea" because your impression of korea is the GSL. In reality, I would suggest that the balance on the korean ladders may be quite different to GSL. Elsewhere in the world, protoss have always been doing ok, this is because the defence against the gimmicky protoss style have been figured out by the koreans (but not the rest of the world yet). | ||
MisterFred
United States2033 Posts
Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. | ||
ch4ppi
Germany802 Posts
On September 23 2011 01:38 chadissilent wrote: Nerf Fungal Growth. nice first thought, that came to my mind ![]() | ||
QTIP.
United States2113 Posts
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R3N
740 Posts
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Andreas
Norway214 Posts
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lim1017
Canada1278 Posts
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Drunken.Jedi
Germany446 Posts
I would be very interested in how Blizzard gets those "adjusted" win percentages. As far as I can see, the only way to determine player skill accurately and objectively is to look at match results, but match results are already influenced by balance and if those numbers are based on that, they aren't useful for assessing balance. | ||
Shewklad
Sweden482 Posts
On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yes, the people on Sotg might want you to think that. | ||
Klipsys
United States1533 Posts
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Grumbels
Netherlands7031 Posts
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R3N
740 Posts
On September 23 2011 01:52 Shewklad wrote: Show nested quote + On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yes, the people on Sotg might want you to think that. You mean Inc ![]() | ||
aristarchus
United States652 Posts
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eleaf
526 Posts
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Enhancer_
Canada320 Posts
It's as if they released a specific snapshot that they felt would justify to the community the changes they made in 1.4, though the correlation isn't entirely clear. | ||
Brotocol
243 Posts
On September 23 2011 01:48 MisterFred wrote: Terran IMBA. Just look at the Korean numbers. Now imagine eliminating Korean masters and just going with GM. The numbers would probably get worse. Professional Terran dominance isn't a fluke. The race is just better. And I'm not exactly the easiest sell on this... I play random and Terran is my worst race, but it's still clear to me. Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. Well said. I also want to point out that matchmaking makes all winrates tend toward 50%. * The only case where this does not apply is tournaments, where matchmaking is not done algorithmically. * The definition of balance means that, for 2 players of the same skill level, the game should be perfectly even. How do we isolate the skill level variable? We can't. But the closest we can do is make some assumptions: (1) There is less variability (lower std. deviation) in the highest tournaments and (2) The more up to date a given scene's metagame is, the more viable it is. Thus, we really should be looking at GSL for the closest picture of balance that we can get, as it's the closest situation in terms of reflecting equal skill levels (tapering off on the high end, and thus not as highly variable as other tournaments/scenes), and metagame advancement. PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. Say, for instance, take 2 silver league players who are playing at skill levels 100 and 95, respectively (hypothetical values of course). Meaning that one is outplaying the other. And yet, the latter opponent wins. That is imbalance. Real life example: 1-1-1 happening at lower leagues. That is imbalanced if an inferior player beats a superior one. Verdict: This looks like damage control, as it misrepresents these stats as "raw stats," whereas in reality, matchmaking has influenced them heavily. | ||
Keula
Germany157 Posts
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QTIP.
United States2113 Posts
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HubertFelix
France631 Posts
On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. | ||
Sated
England4983 Posts
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Jesushooves
Canada553 Posts
On September 23 2011 01:54 R3N wrote: Show nested quote + On September 23 2011 01:52 Shewklad wrote: On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yes, the people on Sotg might want you to think that. You mean Inc ![]() Clearly incontrol's failure to win anything is due to balance. | ||
MangoTango
United States3670 Posts
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Orcasgt24
Canada3238 Posts
PvZ in Europe tough...WTF? | ||
Hikari
1914 Posts
I wonder if blizzard analyze the strategy employed in each victory. | ||
QTIP.
United States2113 Posts
On September 23 2011 01:58 HubertFelix wrote: Show nested quote + On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League. | ||
Bagi
Germany6799 Posts
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1st_Panzer_Div.
United States621 Posts
I feel like these numbers are a terrible way to measure balance. If Blizzard's ladder system works; your mmr should be adjusting so that you win 50% of your games. If your race is OP, you will climb artifically higher, however you will play better opponents to keep your win ratio at 50%. If your race is UP, you will lose to opponents you shouldn't and thus move down on the ladder until you win 50% of your games. I think looking at tourney results is a better method; not just the GSL, and actually the top 2-4 players in a tourney matter less then looking at earlier rounds when you have a lot of usually close skilled players from a nice range of master to pro. (Also I have no idea how they could nerf protoss deathball 1a at lower levels without ruining balance completely in higher levels. Oh wait, they could remove the collossi and use a reaver instead) | ||
Ownos
United States2147 Posts
Give it another 2 months. If the GSL is filled with only terrans then we can start to worry. ![]() | ||
RavenLoud
Canada1100 Posts
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hotwings
42 Posts
Blizzard y u no make sense >:o | ||
RoboBob
United States798 Posts
Korean Zergs probably just have more games than their NA+EU counterparts so they know more timings. And Korean Protoss...well we know there isn't much talent there to begin with. | ||
Tofugrinder
Austria899 Posts
On September 23 2011 01:52 Shewklad wrote: Show nested quote + On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yes, the people on Sotg might want you to think that. the only real important figure is Korean Master/GM. everything else is just not representative and should not be looked at | ||
Tsubbi
Germany7996 Posts
basically the two variables skill and race determine the chance of winning, none of which can be measured because they influence each other blizzard has this obscure algorithm and tries to guess player skills independet of their race, but their only data is win loss ratios playing with a specific race a much easier approach and more interesting numbers to me personally are grandmaster race distribution and win/loss ratios between grandmaster players, would love to see those numbers | ||
Soleron
United Kingdom1324 Posts
On September 23 2011 01:58 Sated wrote: Pretty sure tournaments are the only legit values to use. The ladder tries to balance people to 50% win/loss so the numbers are irrelevant. It says "adjusted". Last time they did this they explained that this factored in skill to avoid the problem you are talking about. | ||
Treemonkeys
United States2082 Posts
On September 23 2011 01:58 Sated wrote:The ladder tries to balance people to 50% win/loss so the numbers are irrelevant. No the ladder trying to keep 50% is irrelevant, it does not do that per matchup. You can have a very high win rate in one and very low in another, to even out around 50%. | ||
galivet
288 Posts
I really only care about balance at the pro level since that's what determines the entertainment value of the tournament games I pay to watch. So even the Masters + GM tier is not really relevant for me. I would be looking at top-twenty GM across each region combined with actual tournament results (since not every pro bothers to ladder). | ||
branflakes14
2082 Posts
On September 23 2011 01:58 Sated wrote: Pretty sure tournaments are the only legit values to use. The ladder tries to balance people to 50% win/loss so the numbers are irrelevant. EDIT: Show nested quote + Yeah but protoss players act like they have the sames issues as korean protoss on GSL. I'm not stupid, I know that I don't have those problems at my level because there are so many other things that come into effect at my level (like not being able to micro well, or getting supply blocked too often). However, the game shouldn't be balanced according to my level, it should be balanced according to the pro-level - that's the only way SC2 can be a legitimate e-sport! Gotta agree with this. And weighing master league wins as heavily as GM wins is like weighing a code A win as heavily as a code S win. | ||
Gotmog
Serbia899 Posts
On September 23 2011 02:02 QTIP. wrote: Show nested quote + On September 23 2011 01:58 HubertFelix wrote: On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League. Well.....Zerg race will remain broken at platinum and lower forever, no matter how balanced/op they are at pro lvl. Just because of the way droning works, you will keep playing people 2 leagues below you until you start understanding so much of the game and figure out so many timings and scouting. So i can't see Z qq ever stopping, on lower lvl. | ||
Tuk
United Kingdom223 Posts
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Headnoob
Australia2108 Posts
Things most likely to change now that the patch is hit. | ||
monx
Canada1400 Posts
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QTIP.
United States2113 Posts
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Ownos
United States2147 Posts
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Elem
Sweden4717 Posts
On September 23 2011 02:03 RavenLoud wrote: Non-proxy 2 rax is really easy to hold off though. I'm more willing to bet that it is marine tank timing pushes or mech rterran (which is ridiculously strong if the terran know to get a raven along with their army to counter burrowed roaches.)I bet that 59% TvZ is cus of 2 rax. ![]() | ||
QTIP.
United States2113 Posts
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branflakes14
2082 Posts
On September 23 2011 02:07 monx wrote: who gives a shit about lower leagues anyway? I am low league but balance is for progamers. Wake up Blizzard Gotta balance those 13 minute cannon rushes against the 16 minute Battlecruiser rushes though! | ||
Toadvine
Poland2234 Posts
On September 23 2011 01:58 HubertFelix wrote: Show nested quote + On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Not really. The only players who complain are either Korean or foreigners playing in Korea. The people who complain on TL (like myself) are mostly sick of watching endless TvTs in Code S, and "good" Protosses getting rolled by mediocre Zergs and Terrans in the GSL. Nobody complains about the ladder. Well, you can reasonably complain about shit like 1/1/1, which actually does affect people playing at Masters+, but in PvZ you can still kill the Zerg with gimmicky 2 base play really easily. Even WhiteRa rolled Ret in the MLG Global Invitational with the same all-in twice. But there's no way any of the top Korean Zergs would lose to stupid crap like that. | ||
havox_
Germany442 Posts
On September 23 2011 01:58 HubertFelix wrote: Show nested quote + On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Maybe cuz you hear this from the top EU/NA pros - and they probably are way better than the average Masters+GM player and are therefore closer (skillwise) to the Koreans than the low Masters players are? | ||
Micket
United Kingdom2163 Posts
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FrodaN
754 Posts
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Condor Hero
United States2931 Posts
It only says September 13 but idk exactly what they mean. Blizz just takes forever to do anything (maybe not such a bad thing if it's game balance) but it's frustrating as hell to see Protoss getting smashed left and right in GSL and Blizz still trying to make changes to completely curb stomp 4-gate in PvP (the latest patch). In the case of the patches, it just makes them look 2 months behind the pro scene. | ||
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RaGe
Belgium9947 Posts
On September 23 2011 01:55 Brotocol wrote: Show nested quote + On September 23 2011 01:48 MisterFred wrote: Terran IMBA. Just look at the Korean numbers. Now imagine eliminating Korean masters and just going with GM. The numbers would probably get worse. Professional Terran dominance isn't a fluke. The race is just better. And I'm not exactly the easiest sell on this... I play random and Terran is my worst race, but it's still clear to me. Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. Well said. I also want to point out that matchmaking makes all winrates tend toward 50%. * The only case where this does not apply is tournaments, where matchmaking is not done algorithmically. * The definition of balance means that, for 2 players of the same skill level, the game should be perfectly even. How do we isolate the skill level variable? We can't. But the closest we can do is make some assumptions: (1) There is less variability (lower std. deviation) in the highest tournaments and (2) The more up to date a given scene's metagame is, the more viable it is. Thus, we really should be looking at GSL for the closest picture of balance that we can get, as it's the closest situation in terms of reflecting equal skill levels (tapering off on the high end, and thus not as highly variable as other tournaments/scenes), and metagame advancement. PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. Say, for instance, take 2 silver league players who are playing at skill levels 100 and 95, respectively (hypothetical values of course). Meaning that one is outplaying the other. And yet, the latter opponent wins. That is imbalance. Verdict: This looks like damage control, as it misrepresents these stats as "raw stats," whereas in reality, matchmaking has influenced them heavily. Yeah, I can't believe blizzard still hasn't understood that they're not working on raw data. | ||
Tsubbi
Germany7996 Posts
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Zombie_Velociraptor
274 Posts
I mean, if for example Terran was to be made so underpowered that someone with Master's level 'skill' can barely hold their own vs mid-level Diamond Zerg & Protoss players, ladder stats would appear largely normal anyway? Am I missing something here? | ||
Dommk
Australia4865 Posts
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Treemonkeys
United States2082 Posts
On September 23 2011 02:05 branflakes14 wrote: Show nested quote + On September 23 2011 01:58 Sated wrote: Pretty sure tournaments are the only legit values to use. The ladder tries to balance people to 50% win/loss so the numbers are irrelevant. EDIT: Yeah but protoss players act like they have the sames issues as korean protoss on GSL. I'm not stupid, I know that I don't have those problems at my level because there are so many other things that come into effect at my level (like not being able to micro well, or getting supply blocked too often). However, the game shouldn't be balanced according to my level, it should be balanced according to the pro-level - that's the only way SC2 can be a legitimate e-sport! Gotta agree with this. And weighing master league wins as heavily as GM wins is like weighing a code A win as heavily as a code S win. I don't see how GM would be any better. Every time I watch GM streams they usually seem to be playing against someone obviously inferior to them in skill. Even top GM vs. low GM would still have this problem. | ||
Condor Hero
United States2931 Posts
On September 23 2011 02:10 Zombie_Velociraptor wrote: Why exactly does Blizzard think that ladder winrate percentages are an indication of balance, when they have themselves designed the ladder to match players so that their winrates are roughly 50%? I mean, if for example Terran was to be made so underpowered that someone with Master's level 'skill' can barely hold their own vs mid-level Diamond Zerg & Protoss players, ladder stats would appear largely normal anyway? Am I missing something here? No you got it right. Seems like Blizz is trying to let the community know they're aware of the issue. | ||
Teejing
Germany1360 Posts
Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD | ||
StoRm_res
Switzerland891 Posts
You can't have a matchmaking system which keeps winrates at 50% and then look at the win ratios, that just sounds silly to me ^^ | ||
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Teoita
Italy12246 Posts
1) we would need to know the math behind them as well as behind mmr calculations. Without this those are just meaningless numbers. 2) maps are widely different from those used in pro play 3) ladder counts less than actual tournaments since high level players practice and refine builds for tournaments mostly, more than playing to win. | ||
Thorakh
Netherlands1788 Posts
Interesting nonetheless. | ||
goswser
United States3548 Posts
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AmericanUmlaut
Germany2578 Posts
I am Protoss. If PvZ is horribly imbalanced and we all start winning 100% of our games, we will indeed experience upward MMR pressure until we hit about a 50/50 ratio of wins and losses. However, if we assume that PvT is pretty balanced, the result will be that we've got something like an 80% win rate against Z, balanced out by a 20% winrate against the Terran players we're being matched up against (who are beating us in a balanced matchup because they're much better than we are). The overall result is that we stabilize at even numbers of wins and losses, but our matchup winrates will still be clearly skewed. Of course, that means that the numbers Blizzard gives us aren't necessarily enough to see where an imbalance lies, even if it shows that there is an imbalance. If PvT shows Toss losing more than half their games, it could mean that Terran is OP in TvP, but it could also mean that Zerg is UP in ZvP and Toss are getting matched up against excessively skilled Terrans as a result. | ||
Brotocol
243 Posts
On September 23 2011 02:10 RaGe wrote: Show nested quote + On September 23 2011 01:55 Brotocol wrote: On September 23 2011 01:48 MisterFred wrote: Terran IMBA. Just look at the Korean numbers. Now imagine eliminating Korean masters and just going with GM. The numbers would probably get worse. Professional Terran dominance isn't a fluke. The race is just better. And I'm not exactly the easiest sell on this... I play random and Terran is my worst race, but it's still clear to me. Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. Well said. I also want to point out that matchmaking makes all winrates tend toward 50%. * The only case where this does not apply is tournaments, where matchmaking is not done algorithmically. * The definition of balance means that, for 2 players of the same skill level, the game should be perfectly even. How do we isolate the skill level variable? We can't. But the closest we can do is make some assumptions: (1) There is less variability (lower std. deviation) in the highest tournaments and (2) The more up to date a given scene's metagame is, the more viable it is. Thus, we really should be looking at GSL for the closest picture of balance that we can get, as it's the closest situation in terms of reflecting equal skill levels (tapering off on the high end, and thus not as highly variable as other tournaments/scenes), and metagame advancement. PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. Say, for instance, take 2 silver league players who are playing at skill levels 100 and 95, respectively (hypothetical values of course). Meaning that one is outplaying the other. And yet, the latter opponent wins. That is imbalance. Verdict: This looks like damage control, as it misrepresents these stats as "raw stats," whereas in reality, matchmaking has influenced them heavily. Yeah, I can't believe blizzard still hasn't understood that they're not working on raw data. I don't want QQ about Blizzard being all corporate these days, but the more I think of it, the more I realize this is all PR. Even on the official forums, people (including some professional statisticians!) discussed the flaws of using Blizzard's data model as an indicator of balance over the last year. But there's only so many times that it can be said, after which the reasonable people get sick of saying the same thing. Then, Blizzard's statement wins out. I find myself starting from scratch, each time Blizz releases numbers, having to explain again how wrong the approach is. | ||
SniXSniPe
United States1938 Posts
On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. | ||
Zombie_Velociraptor
274 Posts
On September 23 2011 02:17 AmericanUmlaut wrote: Everyone complaining about the ladder shifting everyone to their 50/50 point, you're not thinking the math through enough. I am Protoss. If PvZ is horribly imbalanced and we all start winning 100% of our games, we will indeed experience upward MMR pressure until we hit about a 50/50 ratio of wins and losses. However, if we assume that PvT is pretty balanced, the result will be that we've got something like an 80% win rate against Z, balanced out by a 20% winrate against the Terran players we're being matched up against (who are beating us in a balanced matchup because they're much better than we are). The overall result is that we stabilize at even numbers of wins and losses, but our matchup winrates will still be clearly skewed. Of course, that means that the numbers Blizzard gives us aren't necessarily enough to see where an imbalance lies, even if it shows that there is an imbalance. If PvT shows Toss losing more than half their games, it could mean that Terran is OP in TvP, but it could also mean that Zerg is UP in ZvP and Toss are getting matched up against excessively skilled Terrans as a result. That doesn't make these numbers any less useless and flawed, though. | ||
Enhancer_
Canada320 Posts
One of the many tools that are used to assess balance in StarCraft II are the relative win rates for each race versus the others called adjusted win percentages. What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, an adjusted win percentage can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. Combining information from millions of games being played, hundreds of thousands of players, their hidden skill rating, and a little math, we can generate reasonably accurate figures to compare how successful each race really is versus the others. We can then categorize these stat by league, region, specific stretches of time, or any other way we might want to arrange the data for analysis. The end result is the information that we use (in combination with many other resources) to piece together a picture of what current StarCraft II balance looks like. While it's impossible to say whether or not their math behind "factoing in player skill" is complete BS or not, it's important that they're at least trying, apparently. | ||
Zombie_Velociraptor
274 Posts
On September 23 2011 02:18 SniXSniPe wrote: Show nested quote + On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. And then how many of these 12/12 are advancing to Ro16, compared? l0l | ||
MyNameIsAlex
Greece827 Posts
And according to that PvZ and TvZ is both balanced (+- 2% is quite a good number to achieve), while PvT seems broken. The changes in the patch though are ridiculous compared to the percentages. also: I want to see the Ps/Ts that cry about Z... 57 and 59% wratio guys and you cry? Really? | ||
Cofo
United States1388 Posts
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crms
United States11933 Posts
TvZ on NA/EU is just.. ![]() NA/EU zergs are bad? P isn't as terrible as we think? No good KR P players? What is the madness. also, fuck terran. ;e | ||
Soma.bokforlag
Sweden448 Posts
if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? | ||
Warlock40
601 Posts
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Joseph123
Bulgaria1144 Posts
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Zaphid
Czech Republic1860 Posts
Yeah, and I'm masters and that league should be ignored maybe with the exception of top3 | ||
Shalaiyn
Netherlands2735 Posts
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NonY
8750 Posts
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crms
United States11933 Posts
On September 23 2011 02:18 SniXSniPe wrote: Show nested quote + On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. yeah all the previous code S P/Z got kicked out to code A by terrans. ![]() | ||
Alpino
Brazil4390 Posts
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Brotocol
243 Posts
On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. | ||
Zaphid
Czech Republic1860 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Maybe they are already preparing a next patch, but honestly it still makes no sense, especially when we don't have time frame in which they were collected and they JUST released a patch which is bound to shuffle them around a bit. Or they want to make feedback on those numbers, though there's pretty loud "fix toss" coming from TL | ||
MuseMike
United States1339 Posts
On September 23 2011 02:18 SniXSniPe wrote: Show nested quote + On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. Not anymore. Naniwa, MC, Tassadar, HerO, Weekend, Shiny, Alicia, Trickster, Sase all lost. Falling out of Code A is Naniwa, MC, Tassadar, Weekend, Shinystar, Alicia, Trickster and Sase. | ||
renaissanceMAN
United States1840 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? my thoughts exactly, seems as if they're looking for an excuse to say the game is balanced I play terran and I still think that there are some incredibly unbalanced parts of the game | ||
Zorkmid
4410 Posts
On September 23 2011 02:13 Teejing wrote: So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. SHAME ON YOU BLIZZARD Here's a thought. Since there are only 50 or 60 players that have a chance to be Code S in the GSL, couldn't it just be that the better players happened to pick terran? I'd rather look at the HUGE sample sizes that Blizzard provides than a 32 man tournament. | ||
SiguR
Canada2039 Posts
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Amui
Canada10567 Posts
I'm not surprised about lower levels inflating Protoss winrates against terran though, in the absence of good kiting, splitting and multitasking and army, Colossus/zealots do FAR more damage than against better players. There is definitely something the Korean Terrans know PvT that the European and American don't though...Ladder definitely shows some trends but I'd hate to think what happens in Korea if we could see just Korean GM. | ||
Condor Hero
United States2931 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because Blizz can't stop doing things that makes their community go "lol...." | ||
crms
United States11933 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? I think it's because balance issues are about the most significant outcry of the community in RTS gaming. While these numbers are basically nonsensical they make balance (to a casual viewer) seem pretty damn good. These numbers alleviate some of the mass hysteria regarding balance for people who take everything blizzard say as gospel (a lot of fucking people). Blizzard throws out nice looking balanced numbers and 99% think, wow the game is pretty balanced, 1% (TL nerds, redditors etc.,) are left scratching their head with the same balance concerns they've always had. | ||
QTIP.
United States2113 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? They want to interact with the community and try to establish some rationale behind whatever balance changes they made for 1.4, and make going into the future. (I'm guessing) | ||
Brotocol
243 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? I could be wrong, but as far as I can tell, there's an increasing unrest in online communities related to balance. That recent TL article which discusses Protoss balance (and MC's fall from GSL) springs to mind. The official forums are also full of balance complaints. I'd say that this is a cautious PR move by Blizzard. | ||
tehemperorer
United States2183 Posts
On September 23 2011 02:25 Zorkmid wrote: Show nested quote + On September 23 2011 02:13 Teejing wrote: So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. SHAME ON YOU BLIZZARD Here's a thought. Since there are only 50 or 60 players that have a chance to be Code S in the GSL, couldn't it just be that the better players happened to pick terran? I'd rather look at the HUGE sample sizes that Blizzard provides than a 32 man tournament. What defines "better players?" Ones with a better win ratio? Those players are all high level players, but it's clear that Terran have tools to deal with pretty much any situation, and for these tools there is a lower barrier to acquisition for them compared to Protoss and Zerg because of the flexibility of Terran's early units: you can basically do anything you like and be safe behind pure marine (early pressure, saves gas) or mm (stronger early pressure, takes a bit of gas) | ||
Gladiator6
Sweden7024 Posts
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pPingu
Switzerland2892 Posts
Edit: master and grandmaster, this numbers are near to useless :/ | ||
Dommk
Australia4865 Posts
On September 23 2011 02:27 Condor Hero wrote: Show nested quote + On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because Blizz can't stop doing things that makes their community go "lol...." Or maybe they genuinely feel like they want to give the community some insight given the heightened amount of balance whine lately. They have done this before, it seems to me they just keep tabs on the community because whenever they post these numbers is when ever there is a lot of crying about balance within the community (more than usual) | ||
sitromit
7051 Posts
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Hikari
1914 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Probably the demand of them are high: they are most likely going to release the numbers during balance discussions during the upcoming blizzcon anyway. | ||
RinconH
United States512 Posts
Sadly, this is the 1st season I didn't buy a pass because TvT all-day is boring. | ||
ahronee
38 Posts
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renaissanceMAN
United States1840 Posts
On September 23 2011 02:33 RinconH wrote: The only thing that matters are the results in the GSL. Sadly, this is the 1st season I didn't buy a pass because TvT all-day is boring. lol I think TvT is the most exciting of all the mirror matchups, and so does my roommate who plays protoss | ||
Brotocol
243 Posts
On September 23 2011 02:30 Dommk wrote: Show nested quote + On September 23 2011 02:27 Condor Hero wrote: On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because Blizz can't stop doing things that makes their community go "lol...." Or maybe they genuinely feel like they want to give the community some insight given the heightened amount of balance whine lately. They have done this before, it seems to me they just keep tabs on the community because whenever they post these numbers is when ever there is a lot of crying about balance within the community (more than usual) Why the misleading numbers though? For the entire last year, actual statisticians have taken a whack at Blizzard's win rate stats, on the forums. No blue poster ever replied. And this latest batch of stats still does not address the criticisms of their approach. They're simply "putting it out there" calculatedly. They know these are not close to being valid, but will refrain from even talking about that. It's disingenuous to publish such numbers. The majority who see them will assume that the game is perfect. | ||
Pred8oar
Germany281 Posts
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Condor Hero
United States2931 Posts
On September 23 2011 02:30 Dommk wrote: Show nested quote + On September 23 2011 02:27 Condor Hero wrote: On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because Blizz can't stop doing things that makes their community go "lol...." Or maybe they genuinely feel like they want to give the community some insight given the heightened amount of balance whine lately. They have done this before, it seems to me they just keep tabs on the community because whenever they post these numbers is when ever there is a lot of crying about balance within the community (more than usual) Well honestly I don't feel that much insight was given. Many people have mentioned that win rates will tend to 50% given the MMR system (otherwise wtf is the point of the MMR system). They include Masters players when they should've just given GM numbers (no offense to Masters players, I'm Masters myself but I don't think I'm close to pros or my games should be any basis for balance). | ||
sekritzzz
1515 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? I can't agree more with this type of question. What is even worst is that Blizzard isn't even consistent with the way they display their data nor the timing of their data. Last I remember they gave us separate leagues and the timing of it just seems weird and random. | ||
TERRANLOL
United States626 Posts
On September 23 2011 02:27 crms wrote: Show nested quote + On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? I think it's because balance issues are about the most significant outcry of the community in RTS gaming. While these numbers are basically nonsensical they make balance (to a casual viewer) seem pretty damn good. These numbers alleviate some of the mass hysteria regarding balance for people who take everything blizzard say as gospel (a lot of fucking people). Blizzard throws out nice looking balanced numbers and 99% think, wow the game is pretty balanced, 1% (TL nerds, redditors etc.,) are left scratching their head with the same balance concerns they've always had. Interestingly enough though, I don't think there are any numbers blizzard or anyone could release that would ever satisfy those individuals who are concerned about balance anyway. In all reality you really can't prove that the game is balanced. | ||
Hikari
1914 Posts
On September 23 2011 02:30 tehemperorer wrote: Show nested quote + On September 23 2011 02:25 Zorkmid wrote: On September 23 2011 02:13 Teejing wrote: So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. SHAME ON YOU BLIZZARD Here's a thought. Since there are only 50 or 60 players that have a chance to be Code S in the GSL, couldn't it just be that the better players happened to pick terran? I'd rather look at the HUGE sample sizes that Blizzard provides than a 32 man tournament. What defines "better players?" Ones with a better win ratio? Those players are all high level players, but it's clear that Terran have tools to deal with pretty much any situation, and for these tools there is a lower barrier to acquisition for them compared to Protoss and Zerg because of the flexibility of Terran's early units: you can basically do anything you like and be safe behind pure marine (early pressure, saves gas) or mm (stronger early pressure, takes a bit of gas) I would like to add that at a time when siege tanks are more powerful, a time when stim takes a lot shorter time to research, non-Terran like fruitdealer still manage to take the GSL. Skill can overcome all "imbalances". It is very difficult to judge how skillful a player is. It may be too much coincidence that a high majority of "good players" pick the same race. | ||
Zzoram
Canada7115 Posts
Oh, and the obvious point that the top players don't play ladder much, they play each other in customs, they haven't addressed that. | ||
xsnac
Barbados1365 Posts
pvt in top50 gm is death . im from the bottom of my hearth sure . | ||
maddogawl
United States63 Posts
On September 23 2011 02:10 Zombie_Velociraptor wrote: Why exactly does Blizzard think that ladder winrate percentages are an indication of balance, when they have themselves designed the ladder to match players so that their winrates are roughly 50%? I mean, if for example Terran was to be made so underpowered that someone with Master's level 'skill' can barely hold their own vs mid-level Diamond Zerg & Protoss players, ladder stats would appear largely normal anyway? Am I missing something here? You do realize Blizzard does realize this. Theres a video that they did at Blizzcon where they discuss how they analyze balance, and they say themselves that they can't look at straight w/l ratios. They have behind the scenes skill values for each player that they analyze as well. Check out the video if you can. Blizzard designers are a lot smarter than people on the forums give them credit for. | ||
QTIP.
United States2113 Posts
On September 23 2011 02:36 Pred8oar wrote: And because of this np was nerfed? gj blizzard you fail. Yeah just ignore the underlined section where they say that these % are not all they consider. | ||
BronzeKnee
United States5217 Posts
On September 23 2011 02:03 hotwings wrote: The changes in the patch make no sense when you look at those statistics. Blizzard y u no make sense >:o This is a great post. Obviously if Blizzard was balancing the game based in part on these stats, they would not have balanced it all in the way that they did. | ||
Rob28
Canada705 Posts
On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yeah, in the bronze league maybe. look at master/GM stats, they are better indicators since top level guys don't lose as much due to micro/macro or just inexperience... And the top stats paint a very visible Protoss UP problem. | ||
galivet
288 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Releasing these stats is a PR move where Blizzard tries to reassure and impress us by demonstrating that they devote some effort to thinking about game balance using complicated math. If players lose faith in the balance of the game then it becomes less entertaining both for players and for tournament viewers, and that bodes poorly for Blizzard. In a game as complicated as SC2, no one can concretely prove balance or imbalance; all anyone can do is battle to influence people's perceptions of game balance (which is all that matters in terms of how players and viewers spend their money anyway). So it's actually more interesting to think about the numbers that Blizzard didn't release, but easily could have. For example: the stats for Korean GM only. The stats for top-20 GM across all regions. Charts of how the win rations have changed over time. The more information Blizzard leaves out of the picture they show us, the more confident we can be that Blizzard is just advertising to us, not informing us. | ||
TERRANLOL
United States626 Posts
On September 23 2011 02:36 sekritzzz wrote: Show nested quote + On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? I can't agree more with this type of question. What is even worst is that Blizzard isn't even consistent with the way they display their data nor the timing of their data. Last I remember they gave us separate leagues and the timing of it just seems weird and random. You talk about is as if there is some big conspiracy regarding something terrible. It's not really like there are that many reasons we can point to that blizzard would want to say to us that the game is balanced. It's obviously a response to Protoss' recent poor performance in the GSL. But don't talk about it as if Blizzard is committing some travesty that just sounds silly. | ||
Serashin
235 Posts
I guess everyone knows how the ladder system works. I seriusly think Blizzard dont want a balanced game for whatever reason. Can some mind that currently in top form enlighten me what Blizzard gains from posting nosense and basicly does nothing else then propaganda of wrong balance measurement. I still remember there was balance talk and HoTs testing i guess it was for the Zerg player Sen. who has some cute forcefield video in youtube and someone else. I remember aswell that this what got showed was nosense aswell for the most part the last thing i can think of that the whole Blizzard management and teams etc alltogether are infected by a virus that drains there IQ and they get controled from some Terran overmind that murdered already Blizzard people and they are forced to act as they do now. User was temp banned for this post. | ||
Zocat
Germany2229 Posts
1 day? 1 week? Since S3 start? Since last patch? | ||
Brotocol
243 Posts
On September 23 2011 02:39 TERRANLOL wrote: Show nested quote + On September 23 2011 02:36 sekritzzz wrote: On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? I can't agree more with this type of question. What is even worst is that Blizzard isn't even consistent with the way they display their data nor the timing of their data. Last I remember they gave us separate leagues and the timing of it just seems weird and random. You talk about is as if there is some big conspiracy regarding something terrible. It's not really like there are that many reasons we can point to that blizzard would want to say to us that the game is balanced. It's obviously a response to Protoss' recent poor performance in the GSL. But don't talk about it as if Blizzard is committing some travesty that just sounds silly. It's not a big conspiracy, that would be silly. But it's a company that is covering its ass in the face of growing outcries over some poor decisions that they made. | ||
headbus
Canada173 Posts
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Deleted User 183001
2939 Posts
Also, there's this thing on the ladder called MMR. Because it will have you play people on your MMR, you can be a lot better than someone and play Protoss, but beat them because you're just a lot better than them. How the ladder works is that it is supposed to keep things 50%. The ladder is by no means a demonstration of balance. | ||
maddogawl
United States63 Posts
On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Its too small of a sample size to make any accusations about balance. Out of 32 players all of them could be a single race although unlikely and still the game could be balanced. What matters more is the top players in a much larger quantity ( 100, 1000, etc ) even 100 is too small of a sample set, so looking at all players in Code S, Code A, and Code B with w/l ratios would yield better information because in theory all these players should be relatively close in skill. | ||
DNA61289
United States665 Posts
On September 23 2011 01:55 Brotocol wrote: Show nested quote + On September 23 2011 01:48 MisterFred wrote: Terran IMBA. Just look at the Korean numbers. Now imagine eliminating Korean masters and just going with GM. The numbers would probably get worse. Professional Terran dominance isn't a fluke. The race is just better. And I'm not exactly the easiest sell on this... I play random and Terran is my worst race, but it's still clear to me. Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. Well said. I also want to point out that matchmaking makes all winrates tend toward 50%. * The only case where this does not apply is tournaments, where matchmaking is not done algorithmically. * The definition of balance means that, for 2 players of the same skill level, the game should be perfectly even. How do we isolate the skill level variable? We can't. But the closest we can do is make some assumptions: (1) There is less variability (lower std. deviation) in the highest tournaments and (2) The more up to date a given scene's metagame is, the more viable it is. Thus, we really should be looking at GSL for the closest picture of balance that we can get, as it's the closest situation in terms of reflecting equal skill levels (tapering off on the high end, and thus not as highly variable as other tournaments/scenes), and metagame advancement. PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. Say, for instance, take 2 silver league players who are playing at skill levels 100 and 95, respectively (hypothetical values of course). Meaning that one is outplaying the other. And yet, the latter opponent wins. That is imbalance. Real life example: 1-1-1 happening at lower leagues. That is imbalanced if an inferior player beats a superior one. Verdict: This looks like damage control, as it misrepresents these stats as "raw stats," whereas in reality, matchmaking has influenced them heavily. This is really well thought out response, I can't help but come to the same conclusion. | ||
nemo14
United States425 Posts
On September 23 2011 02:24 Brotocol wrote: Show nested quote + On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. You're wrong. A diamond terran who can't remember to split his bio will lose to infestors constantly. A gold zerg who can't remember to scout properly will lose to a 6rax every time he sees it. A platinum protoss who can't remember to watch the minimap will lose to a ling/nydus all-in basically every time he encounters it. Not every strategy that silver-leaguers can pull off can be defended with silver-league map awareness, micro, etc. | ||
jinorazi
Korea (South)4948 Posts
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Zaphid
Czech Republic1860 Posts
On September 23 2011 02:48 nemo14 wrote: Show nested quote + On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. You're wrong. A diamond terran who can't remember to split his bio will lose to infestors constantly. A gold zerg who can't remember to scout properly will lose to a 6rax every time he sees it. A platinum protoss who can't remember to watch the minimap will lose to a ling/nydus all-in basically every time he encounters it. Not every strategy that silver-leaguers can pull off can be defended with silver-league map awareness, micro, etc. That's exactly what makes you improve, people's skill isn't static | ||
Kazeyonoma
United States2912 Posts
blizz doesn't give info to help quell the masses, masses cry foul and claim blizzard doesn't know what it's doing. You can't go by just pure GM rankings. that's only 200 people per region, statistically it is too low to be able to balance upon, you have to include masters because at least in korea, lots of master level players are borderline pro or GM level but the 200 max system prevents them from being moved up until someone in GM falls out. Take what you want away from this blog post, but to flame blizzard for even giving us any information is horseshit. You can be skeptical, or you can try to interpret it into other subsets of data, but you have to believe that blizzard has ALL of the numbers. Our stats, even from the best of our community, is based off of partial data mining utilizing tools like sc2ranks (love you!) to try to collect the best data we can, but blizzard literally has it ALL. You have no clue why the neural parasite change happened. Maybe in their data, they can do a search where it says, in PvZ when games get past X time, and Infestors are out. Games with Neural parasite are won 90% of the time by zerg, games without are closer to 50%. See, a statistic like that, something that only blizzard can easily filter, would indicate there is some sort of disparity in PvZ when Neural is used. That's not to say they immediately made the change like the blog post said. It's possible this initial inference lead them to then further investigate the "possible problem" and look at it closer, looking further at variances of data, and upon their research and despite shifting meta game changes, the PvZ + Neural statistics have remained outside of the 55/45 win rate range they like to see. So they then hit the balance team to figure out a suitable fix, apply to PTR and test how that alters their data. It's easy to look at JUST these overall win rates and see PvZ isn't lop sided why nerf NP blizz? and QQ heavily, but we don't have the data, and we will never have all of the data. They have spreadsheets that are probably so sophisticated we couldn't dream of imitating them. As a former theorycrafter for WoW we used to try to create simulation spreadsheets to mimic that of blizzard, and several times we came close, but even blizzard employees would post that while impressed upon our reverse engineering of data to create our own spreadsheets, ours were fundamentally flawed for an overall viewpoint, but useful for our specific needs. SC2 has probably more possible iterations and changes due to unit compositions and macro/micro than in WoW, so I can only imagine their findings to be even harder to balance and their spreadsheets even more sophisticated. So please, while it's easy to try to judge blizzard upon this release and their recent patch changes, the blog itself says these numbers ARE NOT THE ONLY REASONING FOR CHANGES. /rant off | ||
Grummler
Germany743 Posts
On September 23 2011 02:44 JudicatorHammurabi wrote: Also, there's this thing on the ladder called MMR. Because it will have you play people on your MMR, you can be a lot better than someone and play Protoss, but beat them because you're just a lot better than them. How the ladder works is that it is supposed to keep things 50%. The ladder is by no means a demonstration of balance. Try to read what is written above these numbers. Are you seriously thinking that Blizzard forgot about their own matchmaking system? That would make you look very stupid. Actually i think this might be true, so i am going to quote the important part for you, in case you have trouble finding it: What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, an adjusted win percentage can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. Source: See OP. | ||
nemo14
United States425 Posts
On September 23 2011 02:51 Zaphid wrote: Show nested quote + On September 23 2011 02:48 nemo14 wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. You're wrong. A diamond terran who can't remember to split his bio will lose to infestors constantly. A gold zerg who can't remember to scout properly will lose to a 6rax every time he sees it. A platinum protoss who can't remember to watch the minimap will lose to a ling/nydus all-in basically every time he encounters it. Not every strategy that silver-leaguers can pull off can be defended with silver-league map awareness, micro, etc. That's exactly what makes you improve, people's skill isn't static Exactly. Game balance does not scale evenly down the skill curve, but when you can overcome that obstacle by just getting better then it isn't an issue. | ||
Serashin
235 Posts
On September 23 2011 02:38 maddogawl wrote: Show nested quote + On September 23 2011 02:10 Zombie_Velociraptor wrote: Why exactly does Blizzard think that ladder winrate percentages are an indication of balance, when they have themselves designed the ladder to match players so that their winrates are roughly 50%? I mean, if for example Terran was to be made so underpowered that someone with Master's level 'skill' can barely hold their own vs mid-level Diamond Zerg & Protoss players, ladder stats would appear largely normal anyway? Am I missing something here? You do realize Blizzard does realize this. Theres a video that they did at Blizzcon where they discuss how they analyze balance, and they say themselves that they can't look at straight w/l ratios. They have behind the scenes skill values for each player that they analyze as well. Check out the video if you can. Blizzard designers are a lot smarter than people on the forums give them credit for. i figured how roughly their "skill values" work and they are nowhere near smart picked. Just because they dont wanna tell the comunity how exactly its measured ( what is of course wrong measurement) doesnt make it smart from them. I give you a comparision there are tests for IQ and stuff but hell they are wrong measurement aswell. There are roughly okish measurement but great differences are never point out able. Also how they can have a "oh so smart measurement" if their basic game maths and ladder system is wrong to show balance of the game. Also what Tyler said its nothing visible that forces them to show their statics. And i have it roughly figured after playing 8 k ladder games sir. All what a healthly mind learns after 8 k ladder games or their meassurement of 10 k games to be capable of knowing every little bit of the game is ... Congratulations you found out that this game is nowhere near balanced. Im honestly wanting that achievment and a Trollface as Avatar for it. | ||
tztztz
Germany314 Posts
there you have it. i don't get the all the blizzard hate. what do you want them to do? do you really believe you know more than blizzard about their matchmaking systen and about balancing the game? | ||
BronzeKnee
United States5217 Posts
On September 23 2011 02:39 BronzeKnee wrote: Show nested quote + On September 23 2011 02:03 hotwings wrote: The changes in the patch make no sense when you look at those statistics. Blizzard y u no make sense >:o This is a great post. Obviously if Blizzard was balancing the game based in part on these stats, they would not have balanced it all in the way that they did. | ||
Sabu113
United States11060 Posts
Does explain the perceptions of zerg and Terrans on the forums. Wierd. I can think of a few stories that might explain it but they're all a bit too hand wavey. | ||
crms
United States11933 Posts
On September 23 2011 02:39 Rob28 wrote: Show nested quote + On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yeah, in the bronze league maybe. look at master/GM stats, they are better indicators since top level guys don't lose as much due to micro/macro or just inexperience... Read.. the.. tables.. The numbers are much better for Z in lower leagues. When you look at Master/GM as you suggested.. P was favored over Z 57% in NA and EU. It was 'balanced' *cough* in KR at 49%. | ||
Asshat
593 Posts
On September 23 2011 02:19 Zombie_Velociraptor wrote: Show nested quote + On September 23 2011 02:18 SniXSniPe wrote: On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. And then how many of these 12/12 are advancing to Ro16, compared? l0l Actually most of the zerg players have been advancing so far. There will be 3 terrans at best in the ro8 and there could be as many as 6 zergs. 2 guaranteed for each race. | ||
EnderSword
Canada669 Posts
On September 23 2011 02:24 Brotocol wrote: Show nested quote + On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. That's non-sensical. Certain elements of the game require more and less skill, and there may be imbalance at different levels of play. Take a few examples... The MarineKing: A Terran and Zerg are fighting, and 10 banelings begin rolling towards 20 marines on creep. At Bronze level, 20 marines are going to die At Plat-Dia type level, some marines are likely going to die at MKP level, The 20 marines will be split into 20 groups and the banelings will do nothing. The HongUn: A Zerg and Protoss are fighting, 40 Roaches attack 30 Blink Stalkers At Bronze level, both armies basically get destroyed, the fight is simply determined by the concave. At Plat-Dia level, The Stalkers will edge it out, taking a lot of damage, blinking away some but losing many. At HongUn level all 30 stalkers will be blinked away perfectly as their shields run out, while HongUn reads a book about cashews. The DRG 6 Colossus and Gateway units march out as a deathball At Bronze level, the Protoss rolls over a horribly positioned zerg player, despite trapping his own zealots behind his Stalkers. 6 Infestors are killed with full energy because he A-moved them with the army. At Plat-Dia level, Several Colossus are NPed and FG coats the army...Zerg likely loses, but send Protoss packing back home to rebuild to fight again. At DRG level, you don't have a Deathball, you died at the 9-10 minute mark to a ling/roach faceroll supported by Infestors and ITs There's units and tactics the scale well, and those that do not. That's why it's so difficult to actually balance for everyone. | ||
ThaZenith
Canada3116 Posts
You can see those large differences in the Mast+GM category, but they don't mean anything because Master's can't actually play the game that well, and GM can be iffy. (on the NA/Europe servers more than Korean) | ||
Ownos
United States2147 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because protoss balance in the GSL/Korea is a hot topic right now? I'm not really confident in these numbers. If I switched to terran and started doing really well, the system will just think I improved a lot since skill is measured only by win rates. But this is all guessing at a system we don't fully have the details of. Another example, if I didn't switch and due to a horrible build that terrans are using I start losing. But I eventually even out vs bad terrans who aren't aware of the build or can't execute well or just plain bad. Then my win rates will even out again. This might explain: "It’s fairly common, for example, for a new strategy or build order to skew the numbers in favor of a particular race for a brief period, until the metagame catches up and the counter strategies spread through the community. " Would it really just be a metagame shift or me facing worse opponents. These stats don't tell me that, hence: Still, while they may be interesting, it’s important to emphasize that these numbers aren't the last word in our balance analysis. People are reading too much into these stats and too eager to hop onto the very popular Blizzard hate train. But it is fairly obvious damage control as even TL is allowing threads and articles to cite balance issues. | ||
Welmu
Finland3295 Posts
On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? There are tons and tons of lower level Zerg players in EU ladder at least. I somehow manage to play almost every day against Z player who I havent seen before, but almost never against unknown T or P | ||
nemo14
United States425 Posts
On September 23 2011 02:59 Sabu113 wrote: So they aren't going to fix toss soon. Interesting. Does explain the perceptions of zerg and Terrans on the forums. Wierd. I can think of a few stories that might explain it but they're all a bit too hand wavey. When all anyone knows how to do is either cheese or slowly macro up to 200 and then a-move while frantically watching the battle, protoss is pretty good. | ||
ScoutingDrone
Canada54 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because Blizzard want to show us the balance of each matchup? ..... | ||
Maluk
France987 Posts
On September 23 2011 01:56 Keula wrote: I also want to point out that matchmaking makes all winrates tend toward 50%. * The only case where this does not apply is tournaments, where matchmaking is not done algorithmically. * The definition of balance means that, for 2 players of the same skill level, the game should be perfectly even. How do we isolate the skill level variable? We can't. But the closest we can do is make some assumptions: (1) There is less variability (lower std. deviation) in the highest tournaments and (2) The more up to date a given scene's metagame is, the more viable it is. Thus, we really should be looking at GSL for the closest picture of balance that we can get, as it's the closest situation in terms of reflecting equal skill levels (tapering off on the high end, and thus not as highly variable as other tournaments/scenes), and metagame advancement. I want to answer to this because it represents very well a common opinion about what the easiest way to find equally skilled players is. Actually, top level tournaments could be the worst place to try to find players of the same skill level, just because in such tournaments a lot comes down to the players and the players only. The best player in the world could actually be just way better than the other players, period. Just take a look at others sports like tennis. In the top level, we have the absolute contrary of "players of the same skill level". For a long period of time, Nadal has just been way better than any other guy, period. The top level tennis tournaments weren't at all a place where you could find players of the same skill level. Everyone knew Nadal was gonna win anyway, and I don't think there is any imbalance coming into play in a tennis match. Point being that I don't understand why so many people think GSL can indicate even something about balance. At the GSL it is very possible that the best players just win, just like in other sports. And just because they play awesome and, sometimes, have a level that can't be compared to their opponents'. Mvp against any terran is absolutely one sided, as well as Nestea against zerg, for example. And Mvp could be crushing through tosses and zergs just for the same reason why he is crushing through terrans. And if eSports are just like normal sports, it's not too much of a shocking thing that the top32 is not evolving very quickly. | ||
Deleted User 183001
2939 Posts
On September 23 2011 02:54 Grummler wrote: Show nested quote + On September 23 2011 02:44 JudicatorHammurabi wrote: Also, there's this thing on the ladder called MMR. Because it will have you play people on your MMR, you can be a lot better than someone and play Protoss, but beat them because you're just a lot better than them. How the ladder works is that it is supposed to keep things 50%. The ladder is by no means a demonstration of balance. Try to read what is written above these numbers. Are you seriously thinking that Blizzard forgot about their own matchmaking system? That would make you look very stupid. Actually i think this might be true, so i am going to quote the important part for you, in case you have trouble finding it: Show nested quote + What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, an adjusted win percentage can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. Source: See OP. And besides being a rude nazi, can you tell me how Blizzard does that "removing the skewing effects of the matchmaker and factoring in player skill"? What exactly is "skewing effects" referring to at that? A slight hiccup where someone plays someone not exactly on their MMR? Btw, I didn't in the least imply Blizzard forgot about their matchmaking system, or whatever you're trying to say. Don't put words in my mouth. If the player skill is MMR as opposed to division points/rank, that's already factored in and that's what I was talking about. Maybe you should read Brotocol's big post on the first page. It explains things quite well. User was warned for this post | ||
tyrless
United States485 Posts
On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. | ||
Chylo
United States220 Posts
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polysciguy
United States488 Posts
On September 23 2011 01:55 Brotocol wrote: Show nested quote + On September 23 2011 01:48 MisterFred wrote: Terran IMBA. Just look at the Korean numbers. Now imagine eliminating Korean masters and just going with GM. The numbers would probably get worse. Professional Terran dominance isn't a fluke. The race is just better. And I'm not exactly the easiest sell on this... I play random and Terran is my worst race, but it's still clear to me. Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. Well said. I also want to point out that matchmaking makes all winrates tend toward 50%. * The only case where this does not apply is tournaments, where matchmaking is not done algorithmically. * The definition of balance means that, for 2 players of the same skill level, the game should be perfectly even. How do we isolate the skill level variable? We can't. But the closest we can do is make some assumptions: (1) There is less variability (lower std. deviation) in the highest tournaments and (2) The more up to date a given scene's metagame is, the more viable it is. Thus, we really should be looking at GSL for the closest picture of balance that we can get, as it's the closest situation in terms of reflecting equal skill levels (tapering off on the high end, and thus not as highly variable as other tournaments/scenes), and metagame advancement. PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. Say, for instance, take 2 silver league players who are playing at skill levels 100 and 95, respectively (hypothetical values of course). Meaning that one is outplaying the other. And yet, the latter opponent wins. That is imbalance. Real life example: 1-1-1 happening at lower leagues. That is imbalanced if an inferior player beats a superior one. Verdict: This looks like damage control, as it misrepresents these stats as "raw stats," whereas in reality, matchmaking has influenced them heavily. ^^ What he said Blizzard takes no account of the matchmaking system which is DESIGNED to keep players at a 50% win rate | ||
Soulriser
United States192 Posts
however, to people who actually know whats going on, these numbers just look like a pile of shit. because in reality, thats pretty much what they are. there is no point to revealing this, and without giving the math or other reasons for their 'balance' changes, then it just makes blizzard look stupid. :/ i mean, giving out these numbers say "zerg is fine, the NP was pointless", which makes everyone get pretty pissed at blizzard. however, if they released something like, "well we nerfed NP because..." then that would make them look more intelligent. tldr; the OP blog is merely a financial move that makes the majority of players think the game it great. the rest of us are disgusted by the lack of information that this actually gives us. | ||
ShootingStars
1475 Posts
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cHaNg-sTa
United States1058 Posts
On September 23 2011 02:18 SniXSniPe wrote: Show nested quote + On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. That's cuz all the good Terrans are in Code S XD | ||
-_-
United States7081 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? My opinion is Blizzard understand that many Protoss player believe their race is by far the weakest, and the numbers Blizzard released arguable shows that the game is reasonably well balanced. I'd be interested in seeing these numbers for every week since June. It would be interesting to see which snapshot of the dynamic numbers they chose to release. | ||
Deleted User 183001
2939 Posts
On September 23 2011 03:07 Soulriser wrote: I think the big point that people are making here sortof goes back to what Tyler said: that blizzard has no incentive to release these numbers. They released the numbers to make it appear to a massive audience that the game is fine, which is a business move that gets more players to buy the game and continue playing.(blizzard doesnt make all of their money from just pro players guys) however, to people who actually know whats going on, these numbers just look like a pile of shit. because in reality, thats pretty much what they are. there is no point to revealing this, and without giving the math or other reasons for their 'balance' changes, then it just makes blizzard look stupid. :/ i mean, giving out these numbers say "zerg is fine, the NP was pointless", which makes everyone get pretty pissed at blizzard. however, if they released something like, "well we nerfed NP because..." then that would make them look more intelligent. tldr; the OP blog is merely a financial move that makes the majority of players think the game it great. the rest of us are disgusted by the lack of information that this actually gives us. Basically this. It's nothing more than propaganda. It's also a great idiot test for anyone who doesn't know that the ladder basically tends win rates toward 50%, which is how it is designed. I wish some of the trolls (I say trolls, because no one could possibly be so ignorant) in this thread that claim the game is completely balanced with not the slightest flaw. The fact that Blizzard is being quite cryptic, and making silly PR moves like this that don't say anything, says enough that they're just trying to appeal even if they have to resort to silly methods like this. I don't know, I need only look to Korea to see this game has a ton of work that needs to be done to fix it up. | ||
strength
United States493 Posts
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Sbrubbles
Brazil5776 Posts
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usethis2
2164 Posts
On September 23 2011 02:52 Kazeyonoma wrote: blizz gives info to help quell the masses, masses cry foul and pick it apart. blizz doesn't give info to help quell the masses, masses cry foul and claim blizzard doesn't know what it's doing. You can't go by just pure GM rankings. that's only 200 people per region, statistically it is too low to be able to balance upon, you have to include masters because at least in korea, lots of master level players are borderline pro or GM level but the 200 max system prevents them from being moved up until someone in GM falls out. Take what you want away from this blog post, but to flame blizzard for even giving us any information is horseshit. You can be skeptical, or you can try to interpret it into other subsets of data, but you have to believe that blizzard has ALL of the numbers. Our stats, even from the best of our community, is based off of partial data mining utilizing tools like sc2ranks (love you!) to try to collect the best data we can, but blizzard literally has it ALL. You have no clue why the neural parasite change happened. Maybe in their data, they can do a search where it says, in PvZ when games get past X time, and Infestors are out. Games with Neural parasite are won 90% of the time by zerg, games without are closer to 50%. See, a statistic like that, something that only blizzard can easily filter, would indicate there is some sort of disparity in PvZ when Neural is used. That's not to say they immediately made the change like the blog post said. It's possible this initial inference lead them to then further investigate the "possible problem" and look at it closer, looking further at variances of data, and upon their research and despite shifting meta game changes, the PvZ + Neural statistics have remained outside of the 55/45 win rate range they like to see. So they then hit the balance team to figure out a suitable fix, apply to PTR and test how that alters their data. It's easy to look at JUST these overall win rates and see PvZ isn't lop sided why nerf NP blizz? and QQ heavily, but we don't have the data, and we will never have all of the data. They have spreadsheets that are probably so sophisticated we couldn't dream of imitating them. As a former theorycrafter for WoW we used to try to create simulation spreadsheets to mimic that of blizzard, and several times we came close, but even blizzard employees would post that while impressed upon our reverse engineering of data to create our own spreadsheets, ours were fundamentally flawed for an overall viewpoint, but useful for our specific needs. SC2 has probably more possible iterations and changes due to unit compositions and macro/micro than in WoW, so I can only imagine their findings to be even harder to balance and their spreadsheets even more sophisticated. So please, while it's easy to try to judge blizzard upon this release and their recent patch changes, the blog itself says these numbers ARE NOT THE ONLY REASONING FOR CHANGES. /rant off I have to agree with this for the most part. And to those who demand Blizzard release how they determine a players "skill" - well, as much as I'd like to know that it probably won't help community understanding at all. If anything community will pick and choose certain part of the big, giant formular/process to their partisan interest. I am assuming there will be a situation report following sooner or later. The data released is likely from patch 1.35~1.36 period. There are many interesting intricacies if you try to read the sub-tables, which can be explained right/wrong many ways. And Blizzard tries to track as much data as possible to get a more accurate picture. I for one do not believe Blizzard released this data to "quell" any outrage because if you look at the data the game doesn't exactly look balanced, especially those are the "adjusted" numbers. | ||
Tsubbi
Germany7996 Posts
to the average tl user and above releasing these numbers is more worrying than anything, cuz they imply that blizzard doesn't see a balance problem despite the hilarious terran domination | ||
Ownos
United States2147 Posts
On September 23 2011 02:54 Grummler wrote: Show nested quote + On September 23 2011 02:44 JudicatorHammurabi wrote: Also, there's this thing on the ladder called MMR. Because it will have you play people on your MMR, you can be a lot better than someone and play Protoss, but beat them because you're just a lot better than them. How the ladder works is that it is supposed to keep things 50%. The ladder is by no means a demonstration of balance. Try to read what is written above these numbers. Are you seriously thinking that Blizzard forgot about their own matchmaking system? That would make you look very stupid. Actually i think this might be true, so i am going to quote the important part for you, in case you have trouble finding it: Show nested quote + What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, an adjusted win percentage can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. Source: See OP. People are just questioning the convenient effects of this black box adjustment. "Let me use this algorithm that I won't show you to conveniently demonstrate that all win rates are 50%." It all comes down to trusting their word. ![]() | ||
polysciguy
United States488 Posts
On September 23 2011 03:09 cHaNg-sTa wrote: Show nested quote + On September 23 2011 02:18 SniXSniPe wrote: On September 23 2011 02:13 Teejing wrote: those numbers are useless ! Players are matched by skill so ofc it will be close to 50% win. If we only take gm+ masters its terrible too! There could be 1 Protoss, 1 zerg and 198 terrans in GM only and if those 2 players would win 70% of their matches you would think Zerg and Protoss are super overpowered, when in fact 99% of the players in that gm league are terran ! win % dont mean shit in that context. you would need z, t and P players of the exact same skill to play each others hundreds of times to get a meaningful win % statistics, but how u determine 100% equal skills of the players? Those numbers are SHIT, screw this shit! The best way to determine race balance in sc2 right now is to look at the very top positions of leagues and tourneys. Just look what races place highly in tourneys or even better, look what races are present in the GSL code S. GSL right now has the highest density of skill, if by a small or large margin can be debated, but not the fact that in the end it has. So just watch gsl code s player list: 20 T , 7 Z and 5 P Concluding we can say that Terran dominates at the highest skill level right now. I am not saying for blizzard to nerf the shit out of terran now, this is a another topic, BUT those BULLSHIT numbers from blizzard presented here are a LIE. God i got mad seeing those bullshit numbers, deceiving us and padding their shoulders the same time. SHAME ON YOU BLIZZARD If you are going to reference GSL, at least make an effort to note the race stats for Code A: 12 P 12 Z 8 T. That's cuz all the good Terrans are in Code S XD Id quote the stats of the race makeup that actually made it through to the round of 16the but I don't have a way to get them, but I would bet that it switches quite a bit | ||
R3N
740 Posts
On September 23 2011 03:07 tyrless wrote: Show nested quote + On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. can bet my left nut on you're a terran lol. Seriously the code S race balance shouldn't be the only important stat (well it actually isn't a stat ![]() | ||
exog
Norway279 Posts
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Aterons_toss
Romania1275 Posts
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vojnik
Macedonia923 Posts
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Sueco
Sweden283 Posts
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Amui
Canada10567 Posts
On September 23 2011 03:07 tyrless wrote: Show nested quote + On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. I would agree with you that statistically Code S having the race representation it does doesn't necessarily mean anything. What statistics can't tell you is how stupid looking and unfair some of the matchups look, TvP far more than TvZ/ZvP with the exception of possibly MVP v July with the ghosts. When I see mutalisks dancing around a Terran push looking for stray units, that looks fair. When I see a certain terran get utterly dominated by a Protoss in a macro game, and then decide to do a 1/1/1 allin twice in a row to try and pick up an easy win(2 seasons in a row), I realize that the statistics really are quite meaningless. It's very hard/impossible for blizzard to do this with ladder, but looking at the manner in which games are won and lost at the highest level can be quite telling. | ||
Brotocol
243 Posts
On September 23 2011 03:00 EnderSword wrote: Show nested quote + On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. That's non-sensical. Certain elements of the game require more and less skill, and there may be imbalance at different levels of play. Take a few examples... The MarineKing: A Terran and Zerg are fighting, and 10 banelings begin rolling towards 20 marines on creep. At Bronze level, 20 marines are going to die At Plat-Dia type level, some marines are likely going to die at MKP level, The 20 marines will be split into 20 groups and the banelings will do nothing. The HongUn: A Zerg and Protoss are fighting, 40 Roaches attack 30 Blink Stalkers At Bronze level, both armies basically get destroyed, the fight is simply determined by the concave. At Plat-Dia level, The Stalkers will edge it out, taking a lot of damage, blinking away some but losing many. At HongUn level all 30 stalkers will be blinked away perfectly as their shields run out, while HongUn reads a book about cashews. The DRG 6 Colossus and Gateway units march out as a deathball At Bronze level, the Protoss rolls over a horribly positioned zerg player, despite trapping his own zealots behind his Stalkers. 6 Infestors are killed with full energy because he A-moved them with the army. At Plat-Dia level, Several Colossus are NPed and FG coats the army...Zerg likely loses, but send Protoss packing back home to rebuild to fight again. At DRG level, you don't have a Deathball, you died at the 9-10 minute mark to a ling/roach faceroll supported by Infestors and ITs There's units and tactics the scale well, and those that do not. That's why it's so difficult to actually balance for everyone. What you're picking apart is my rough summary of how it "scales down." I neglected to mention some details, because I already addressed how it scales down. I refer you to my first post in this thread (p1). You're just dwelling on the expression "scales down." I used that to avoid repeating my paragraph. I'll reiterate below: I said that it's inconsistent at lower levels, but balance CAN affect lower levels, albeit not consistently. An example of this is 1-1-1. Can a platinum player lose due to balance? It's absolutely possible and definitely does happen. So lower levels are affected, although not uniformly. Hence why it should be balanced for the higher tiers, but that doesn't mean the lower tiers are completely unaffected. When people say "it doesn't affect me, I'm in gold," that's not correct. It can affect a gold or silver league player. Statements like "I'm only in Diamond, it doesn't affect me" are straight up wrong. In the very first post I made, I explained that it's not EVENLY scaled down, but it still did affect lower leagues. | ||
infinity2k9
United Kingdom2397 Posts
On September 23 2011 01:48 MisterFred wrote: Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Everything else is metagame shift, but honestly, who cares, all those players will have about 50% win rate and the meta game will never be constant because they aren't good enough to smooth it out. Exactly this is what i don't get... how the fuck is this supposed to show balance? Their matchmaking system deliberately evens everyone out. If they are basing balance on stats like these it's ridiculous. And don't tell me they magically remove the MMR effects and somehow get someones 'true' skill level decided. | ||
Zanno
United States1484 Posts
surprising, although i don't feel it should be | ||
Bro_Stone
United States510 Posts
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repsac
91 Posts
fast, smart terrans are the best. | ||
ZaaaaaM
Netherlands1828 Posts
If blizzard went into making 1.4 with this in mind, the changes in the patch boggle my mind lol. On September 23 2011 03:25 Bro_Stone wrote: Hmm... these stats basically mean nothing since the MMR is designed to keep players at 50-50 Did you even read any of it? Obviously not, so why are so commenting. | ||
tztztz
Germany314 Posts
On September 23 2011 03:19 Ownos wrote: Show nested quote + On September 23 2011 02:54 Grummler wrote: On September 23 2011 02:44 JudicatorHammurabi wrote: Also, there's this thing on the ladder called MMR. Because it will have you play people on your MMR, you can be a lot better than someone and play Protoss, but beat them because you're just a lot better than them. How the ladder works is that it is supposed to keep things 50%. The ladder is by no means a demonstration of balance. Try to read what is written above these numbers. Are you seriously thinking that Blizzard forgot about their own matchmaking system? That would make you look very stupid. Actually i think this might be true, so i am going to quote the important part for you, in case you have trouble finding it: What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, an adjusted win percentage can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. Source: See OP. People are just questioning the convenient effects of this black box adjustment. "Let me use this algorithm that I won't show you to conveniently demonstrate that all win rates are 50%." It all comes down to trusting their word. ![]() i don't get why it's such a problem to trust their word. why has mistrust always have to be the default position? why has it to be "propaganda" an not just blizzard being so kind and releasing some stats? the math they're using is probably to complicated to understand for 99% of the people on this thread. | ||
Makura
United States317 Posts
On September 23 2011 03:00 EnderSword wrote: Show nested quote + On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. That's non-sensical. Certain elements of the game require more and less skill, and there may be imbalance at different levels of play. Take a few examples... The MarineKing: A Terran and Zerg are fighting, and 10 banelings begin rolling towards 20 marines on creep. At Bronze level, 20 marines are going to die At Plat-Dia type level, some marines are likely going to die at MKP level, The 20 marines will be split into 20 groups and the banelings will do nothing. The HongUn: A Zerg and Protoss are fighting, 40 Roaches attack 30 Blink Stalkers At Bronze level, both armies basically get destroyed, the fight is simply determined by the concave. At Plat-Dia level, The Stalkers will edge it out, taking a lot of damage, blinking away some but losing many. At HongUn level all 30 stalkers will be blinked away perfectly as their shields run out, while HongUn reads a book about cashews. The DRG 6 Colossus and Gateway units march out as a deathball At Bronze level, the Protoss rolls over a horribly positioned zerg player, despite trapping his own zealots behind his Stalkers. 6 Infestors are killed with full energy because he A-moved them with the army. At Plat-Dia level, Several Colossus are NPed and FG coats the army...Zerg likely loses, but send Protoss packing back home to rebuild to fight again. At DRG level, you don't have a Deathball, you died at the 9-10 minute mark to a ling/roach faceroll supported by Infestors and ITs There's units and tactics the scale well, and those that do not. That's why it's so difficult to actually balance for everyone. XD Well spoken And to actually address the issue: I think this, while doesnt conclusively say anything about balance, kills arguments that many were making claiming inverse statistics | ||
ComplexConf
Ireland161 Posts
Everyone in this community is always going on about balance issues and Blizzard throws a bone to us, showing us the statistics that they have gathered and then most of the people here go off on how this is a PR stunt and how MMR screws with the statistics basically nullifying them of giving any resemblance of importance and meaning whatsoever.. I feel that people are really really trollish nowadays... Also if MMR actually works and I for one feel it does somewhat then being matchmaked against someone on your skill level is a better way of gathering statistics then letting someone play vs whatever MMR and mass losing and winning. Cus basically I could play 20 times vs someone with more skill then me, lose everytime vs his race and then call out IMBA ? Last point I will make is that the Blizzard post actually mentions "we can generate reasonably accurate figures to compare how successful each race really is versus the others." NOTE RESONABLY... also... "The end result is the information that we use (in combination with many other resources)"...NOTE IN COMBINATION WITH MANY OTHER RES... there are a lot more but I'll end with this one: "Still, while they may be interesting, it’s important to emphasize that these numbers aren't the last word in our balance analysis. It’s easy to make too much of them, and there’s a lot more that goes into balance analysis. It's best to consider stats like these as a point of interest and one step along the path to fine tuning balance, rather than the final destination." | ||
R0YAL
United States1768 Posts
On September 23 2011 01:54 aristarchus wrote: Wow, the gap in P performance between NA/EU and KR is insane. Either KR has much worse protoss players and much better zerg players or... something is fishy. My guess is that mostly it's just that there is an imbalance, but only at the very, very top of the skill spectrum. But who knows. Could just be the top players in each place (which is a pretty small set) happened to pick different races disproportionately often. There's really no way to know from the data. Anyone who thinks Blizzard has an easy job to do in balancing the game is very wrong. The thing is that its pointless to balance the game based on anything other than the highest level of play. It doesnt even make sense to balance a game based on terrible play... If it is balanced at the highest level then you work on the aspects where you are weak and improve. There is no point in "balancing for every skill level" especially when there is a system that ranks you based on skill and puts you up against players of the same skill. I literally do not get Blizzards logic. If protoss is getting smashed at the highest level of play then there is obviously a problem and their results based on players who play bad matters zero whatsoever. | ||
ComplexConf
Ireland161 Posts
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Bro_Stone
United States510 Posts
On September 23 2011 03:25 ZaaaaaM wrote: PvZ 57%, I guess that was 40% before 1.4 and 99% after 1.4, but because its been only 2 days it goes up to 57%? If blizzard went into making 1.4 with this in mind, the changes in the patch boggle my mind lol. Show nested quote + On September 23 2011 03:25 Bro_Stone wrote: Hmm... these stats basically mean nothing since the MMR is designed to keep players at 50-50 Did you even read any of it? Obviously not, so why are so commenting. Yes, your reply to my comment is SO helpful... trololol? lol... | ||
Huragius
Lithuania1506 Posts
On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b | ||
usethis2
2164 Posts
Of course there is an absurd BS like 1-1-1, and I am sure Blizzard is aware of that. (per their own words, they track every data available on a daily basis) But if you look at the GSL code S, what you see is: 1. Massive cheese fest in group stage 2. Lots of build order wins/loses in later rounds The pinacle example of #2 is the finals. The GSL finals, the way GomTV has setup (usually a week after the semis), more often than not award the one who has better prepared for the opponent. Players will come up with specific and optimized builds per map and try to outdo the opponents, with the added ingredient called "mind games". This is why you often see one-sided matches as the deeper the rounds go. There are definitely balance implications that can be gleaned from GSL, especially in earlier rounds/group stages. But you really can't say the GSL is the end-all of the balance barometer. | ||
miyuki
Finland47 Posts
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happyness
United States2400 Posts
So even though it's balanced it's just an awful MU that both P and Z hate | ||
QTIP.
United States2113 Posts
On September 23 2011 03:33 Huragius wrote: Show nested quote + On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? | ||
willz22912
United States255 Posts
The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. | ||
tyrless
United States485 Posts
On September 23 2011 03:19 R3N wrote: Show nested quote + On September 23 2011 03:07 tyrless wrote: On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. can bet my left nut on you're a terran lol. Seriously the code S race balance shouldn't be the only important stat (well it actually isn't a stat ![]() I hope you weren't attached to your left nut because you just lost it ![]() User was temp banned for this post. | ||
Huragius
Lithuania1506 Posts
On September 23 2011 03:34 QTIP. wrote: Show nested quote + On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? Proving ? Inca vs Nestea finals and such ? There are boat loads of reliable proofs in GSL, all you need to do is to watch the games and not to blindly follow statistics. | ||
polysciguy
United States488 Posts
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usethis2
2164 Posts
On September 23 2011 03:38 Huragius wrote: Proving ? Inca vs Nestea finals and such ? There are boat loads of reliable proofs in GSL, all you need to do is to watch the games and not to blindly follow statistics. As I mentioned in previous pages, the GSL finals are the worst place to look at balance because most of the time it's about who prepared better against the opponent. That's why you see so many one-sided finals and/or build order wins/losses despite the community yearning for an "epic" final. | ||
nt-rAven
Canada405 Posts
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tztztz
Germany314 Posts
On September 23 2011 03:38 Huragius wrote: Show nested quote + On September 23 2011 03:34 QTIP. wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? Proving ? Inca vs Nestea finals and such ? There are boat loads of reliable proofs in GSL, all you need to do is to watch the games and not to blindly follow statistics. maybe nestea is better than inca... | ||
MasterKush
United Kingdom568 Posts
You would never see KR&EU represented together "vs." NA for example...kinda confusing. | ||
Amui
Canada10567 Posts
On September 23 2011 03:38 Huragius wrote: Show nested quote + On September 23 2011 03:34 QTIP. wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? Proving ? Inca vs Nestea finals and such ? There are boat loads of reliable proofs in GSL, all you need to do is to watch the games and not to blindly follow statistics. Inca got to the finals on his admittedly impressive PvP and all-inning a teammate 3x. Inca was realistically only a PvP specialist, he was never actually that good at the other matchups. I've watched every single game involving a protoss, and while I agree sometimes their play does "suck shit", other times they make zero visible mistakes and still lose. | ||
R0YAL
United States1768 Posts
On September 23 2011 03:30 ComplexConf wrote: The thing is R0yal that although toss have been failing left and right lately. We cannot conclude anything at this given time. One patch at a time, one meta game at a time, we grow wiser... Yeah, sorry it does not always mean there is a problem, the metagame fluctuates a lot. However looking at the race distribution in Code S (which most people recognize as the highest level) you can definitely tell if there is a perceivable problem in one way or another. Terrans outnumber Zerg and Protoss combined, that shouldnt happen @_@' It is also possible that Terran players are also just straight up better than Zerg and Protoss players so that is another factor you have to consider. I don't think this is the case though. Anyhow, I know that things will turn out ok in the end. I'd like it to be the end now though! ![]() | ||
happyness
United States2400 Posts
On September 23 2011 03:33 Huragius wrote: Show nested quote + On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b Sorry, but this is a really dumb post. Watch Alicia vs. Select in Code A. Now I'm glad Select won(foreigners fighting!), but Alicia's macro was much better in all three games. Because Select actually knows how to control his ghosts (unlike the majority of terrans) and use abusive tactics that protoss don't have at their disposal. Korean Terrans(and select) show how good the terran race can be. It's not the Korean protoss that suck shit, it's the foreigner terran. | ||
Brotocol
243 Posts
On September 23 2011 03:40 polysciguy wrote: If people don't like comparing to GAL how about looking at other prominent tourneys. What were the racial distributions of the last couple MLG finals? What about the most recent dreamhack? The problem is the unevenness of the skill levels. If NesTea beats Goody, does that tell you anything about balance? GSL, on the other hand, has the highest skill levels, tapering off in the "diminishing returns" part of skill, where the differences are a lot more compressed. @usethis2: You raise some valid criticisms, and those are indeed limitations of looking at GSL. Nonetheless, it's the closest we've got to controlling the "skill" variable. It's definitely not a perfect solution to use GSL. But imho it sure as hell beats Blizzard's internal statistics. | ||
Ownos
United States2147 Posts
On September 23 2011 03:26 tztztz wrote: Show nested quote + On September 23 2011 03:19 Ownos wrote: On September 23 2011 02:54 Grummler wrote: On September 23 2011 02:44 JudicatorHammurabi wrote: Also, there's this thing on the ladder called MMR. Because it will have you play people on your MMR, you can be a lot better than someone and play Protoss, but beat them because you're just a lot better than them. How the ladder works is that it is supposed to keep things 50%. The ladder is by no means a demonstration of balance. Try to read what is written above these numbers. Are you seriously thinking that Blizzard forgot about their own matchmaking system? That would make you look very stupid. Actually i think this might be true, so i am going to quote the important part for you, in case you have trouble finding it: What's an adjusted win percentage? While the math behind calculating an adjusted win percentage is extremely complex, an adjusted win percentage can be summed up as the 'true' win percentage of a given race, produced by removing the skewing effects of the matchmaker and factoring in player skill. Source: See OP. People are just questioning the convenient effects of this black box adjustment. "Let me use this algorithm that I won't show you to conveniently demonstrate that all win rates are 50%." It all comes down to trusting their word. ![]() i don't get why it's such a problem to trust their word. why has mistrust always have to be the default position? why has it to be "propaganda" an not just blizzard being so kind and releasing some stats? the math they're using is probably to complicated to understand for 99% of the people on this thread. That and people will cherry pick parts of the formula, claim they are a PhD in math and stats, and try to a make a case why their race is weak and the forums will be filled with this nonsense for months. Also, every time Blizzard releases such stats it is always a positive for them. So it's easy to mistrust the stats as Blizzard is looking out for themselves. Even if they released stats that showed imbalance, people would still complain and use that as proof that Blizzard were dropped on their heads at birth. As Blizzard, you just can't win no matter what you do. | ||
Reborn8u
United States1761 Posts
I think they need to set higher standards, I don't think 45%-55% with 5% variance is acceptable. I'd also like to see the numbers of just GM and also I've always questioned how the account for actual skill for a race. For example how many (race X) players would go up or down in ranking if they played a different race. | ||
Megiddosc
United States966 Posts
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QTIP.
United States2113 Posts
On September 23 2011 03:38 Huragius wrote: Show nested quote + On September 23 2011 03:34 QTIP. wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? Proving ? Inca vs Nestea finals and such ? There are boat loads of reliable proofs in GSL, all you need to do is to watch the games and not to blindly follow statistics. That's not proof. That only proves is that Nestea is a much better player than Inca. How the hell does that prove your original statement that Protoss players "suck shit" compared to Korean Terrans? Way to stay on topic. | ||
Eishi_Ki
Korea (South)1667 Posts
On September 23 2011 03:06 ScoutingDrone wrote: Show nested quote + On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Because Blizzard want to show us the balance of each matchup? ..... You confuse what they're doing with their purpose for doing so. In my eyes, Blizzard wants to make it seem like it's doing a better job that it is. I ignored the non-Masters and GM stats because I don't give two shites about that. In EVERY SINGLE MATCHUP, Terran is favoured (none of this +-5% nonsense). Although Blizzard acknowledges that this is simply data, a much better indication is a) what the pros say and b) the racial distribution at the highest levels (GSL, MLG placement rankings for the last 4 events etc.) I really hope Blizzard realises soon that very few people care about the balance at lower levels. It was well known in BW that a struggling iCCUP Zerg could switch to Protoss and after a few days of purely working on their mechanics, could achieve a much higher ranking than they could as Zerg because frankly, Protoss was easier to learn. No one cared about that because the game at the pro level was extremely evenly balanced with no pros complaining about perceived imbalance and no glaring distribution stats in the OSL, MSL or Proleague. Fix your game before everyone loses interest in it. /rant | ||
QTIP.
United States2113 Posts
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moofang
508 Posts
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Deleted User 183001
2939 Posts
On September 23 2011 03:33 Huragius wrote: Show nested quote + On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b I'll give you a stick, and I'll drive an M2 Bradley. Then I'll say you did poorly not because you had a stick against an IFV, but because you're not skilled. | ||
ForeverSleep
Canada920 Posts
On September 23 2011 03:35 tyrless wrote: Show nested quote + On September 23 2011 03:19 R3N wrote: On September 23 2011 03:07 tyrless wrote: On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. can bet my left nut on you're a terran lol. Seriously the code S race balance shouldn't be the only important stat (well it actually isn't a stat ![]() I hope you weren't attached to your left nut because you just lost it ![]() wow such arrogance... | ||
polysciguy
United States488 Posts
On September 23 2011 03:43 Brotocol wrote: Show nested quote + On September 23 2011 03:40 polysciguy wrote: If people don't like comparing to GAL how about looking at other prominent tourneys. What were the racial distributions of the last couple MLG finals? What about the most recent dreamhack? The problem is the unevenness of the skill levels. If NesTea beats Goody, does that tell you anything about balance? GSL, on the other hand, has the highest skill levels, tapering off in the "diminishing returns" part of skill, where the differences are a lot more compressed. @usethis2: You raise some valid criticisms, and those are indeed limitations of looking at GSL. Nonetheless, it's the closest we've got to controlling the "skill" variable. True but if the top 8 are all korean terrains and the highest protoss is 20thDESIGNED then that should show that there is something going on | ||
Achaia
United States643 Posts
On September 23 2011 03:42 tztztz wrote: Show nested quote + On September 23 2011 03:38 Huragius wrote: On September 23 2011 03:34 QTIP. wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? Proving ? Inca vs Nestea finals and such ? There are boat loads of reliable proofs in GSL, all you need to do is to watch the games and not to blindly follow statistics. maybe nestea is better than inca... Haha pretty much. I think NesTea right now is pretty much better than almost any other SC2 player alive. Perhaps MVP is on his level right now but that dude is unstoppable. On a not related to the topic, I feel like I'm unfairly weighing these stats lol. I play Zerg and my win rate vs Terran over the last month is like 2 - 30. Obviously DRG and NesTea over there in Korea have some secret figured out haha. | ||
Teejing
Germany1360 Posts
you make it sound like the trend we have seen is less terrans in gsl code S. This is wrong. The trend is more and more terrans. Another point is that gsl maps are less terran favoured than blizzard maps. The only pro-balance faxt here is that 1.4 did indeed nerf terran and buff the other races. | ||
Condor Hero
United States2931 Posts
On September 23 2011 03:33 Huragius wrote: Show nested quote + On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b So good Koreans just pick Terran? What kind logic is that? Even if it's true and the game is perfectly balanced among people of similar skill level but better people pick Terran then the game is still fucked because one race is favored by the players. Doesn't matter why they picked it (more options, more versatile, better music etc.) then Blizz fucked up by making one race really desirable in a game with only three races. | ||
willz22912
United States255 Posts
On September 23 2011 03:34 QTIP. wrote: Show nested quote + On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? There's racial imbalance that's hard to see sometimes, and then there's players just straight up sucking. I'll name two different PvZ games and hopefully you know what happened. Game 1 = HuK vs Coca at MLG Raleigh Tal'darim Altar. Game 2 Hero vs Idra at DH Valencia on Metalopolis. Can you look at either of those games objectively and draw a conclusion relating that one race is imbalanced versus the other. In summary of those games if you haven't seen them, G1 Huk was completely blind and had 0 intel on what Coca was doing, and was trying to be greedy getting a fast 3rd until Coca rushed him with ling/infested terrans/infestors and smashed him. G2 Idra was at multiple points ahead of Hero, but fell apart due to Hero's harassment and multi-tasking. If we are trying to be objectively honest in terms of balance as much as possible, how could you use any of those two games as indicating which race is either ahead or imbalanced? There are extremely logical and visible reasons why the players/races lost the way they did. Are you going to scream imbalance/ P is UP / Z is OP, or are you going to see that it is quite hard to balance a game even at pro levels if people are just playing poorly. What games then do we use as an example of imbalance, or showing trends of imbalance, if we keep seeing games where players, not the races, make mistakes. | ||
QTIP.
United States2113 Posts
On September 23 2011 03:45 JudicatorHammurabi wrote: Show nested quote + On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b I'll give you a stick, and I'll drive an M2 Bradley. Then I'll say you did poorly not because you had a stick against an IFV, but because you're not skilled. Exactly. You ride a bicycle and I'll ride a motorbike. I beat you in a race. You are less skilled, and compared to me, "you suck shit." | ||
Gimmickkz
154 Posts
#surprise #jk | ||
synkronized
United States125 Posts
On September 23 2011 03:49 willz22912 wrote: Show nested quote + On September 23 2011 03:34 QTIP. wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? There's racial imbalance that's hard to see sometimes, and then there's players just straight up sucking. I'll name two different PvZ games and hopefully you know what happened. Game 1 = HuK vs Coca at MLG Raleigh Tal'darim Altar. Game 2 Hero vs Idra at DH Valencia on Metalopolis. Can you look at either of those games objectively and draw a conclusion relating that one race is imbalanced versus the other. Good references. I saw both of those games and both showed some of the nasty potential that each race is capable of. | ||
kemsley
United Arab Emirates137 Posts
Why do we need figures with huge amounts of variables - we watch GSL? They use a far smaller sample of equally matched players on more balanced maps. No set of numbers is going to convince me that there is not a MAJOR imbalance that is ruining the game. This is pretty weak imo | ||
Koshi
Belgium38799 Posts
Didn't know that :o. | ||
sitromit
7051 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Isn't it obvious? PR and damage control. GSL is Blizzard's flagship tournament. There's been an outcry recently about imbalance, with 20 Terrans in Code S. Even Tastosis are beginning every cast saying things like "we have a lot of TvT today, but what can you do? We have 1 Zerg too, so it's not so bad..." etc. | ||
Salteador Neo
Andorra5591 Posts
Also, lol at korean zergs being so much better at ZvP than the rest of the world ![]() | ||
deathly rat
United Kingdom911 Posts
Many people have pointed out that the ladder automatically makes everyone's ratio in the 50% region due to MMR. This is true however this is irrespective of which races are played, so for example Protoss has a 53% win record PvT but this is balanced in the MMR by it's 47% record PvZ. In this case you can suggest imbalances depending on your statistical significance tolerance (which seem arbitrary by Blizzard in this article). In Europe PvT is 54% and PvZ is 48%, totalling 102%. This to me can only be explained by the fact that there must be more PvZ matches being played than PvT. Of course in Masters league and above the skill ceiling is unlimited so MMR doen't affect the stats once you actually get in that league. This however doesn't take into account how many people of each race got into the top division. In my opinion the total numbers of players of each race in Masters+ is a better indication of balance than the results within this division. | ||
TORTOISE
United States515 Posts
Terran's obvious imbalance and Blizzard's lack of action is killing what could become a beautiful game and E-sport. Polt Prime has spoken recently that he believes Terran players are getting wins they shouldn't be getting if the game were balanced. Terrancraft won't keep me watching. | ||
Nourek
Germany188 Posts
On September 23 2011 01:55 Brotocol wrote: PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. The balance problems for lower leagues are in many cases different than at a high level. For one thing, you can always try to get high level yourself (though many simply don't have the time to do that). Secondly, lower levels players might not be able to play well enough for "high level op" strats to make an impact. Or they can't defend well enough for a strat that is balanced at high level. In any case, Blizzard should definitely focus on high level balance primarily, but I don't think they should completely ignore the effects on lower skilled players. They paid for the game, too, you know. | ||
R0YAL
United States1768 Posts
On September 23 2011 03:49 willz22912 wrote: Show nested quote + On September 23 2011 03:34 QTIP. wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b And how would you go about reliably proving that? If there is an inherent imbalance in the Protoss race can we agree that their play would also tend to "suck shit" as you so elegantly put it? There's racial imbalance that's hard to see sometimes, and then there's players just straight up sucking. I'll name two different PvZ games and hopefully you know what happened. Game 1 = HuK vs Coca at MLG Raleigh Tal'darim Altar. Game 2 Hero vs Idra at DH Valencia on Metalopolis. Can you look at either of those games objectively and draw a conclusion relating that one race is imbalanced versus the other. In summary of those games if you haven't seen them, G1 Huk was completely blind and had 0 intel on what Coca was doing, and was trying to be greedy getting a fast 3rd until Coca rushed him with ling/infested terrans/infestors and smashed him. G2 Idra was at multiple points ahead of Hero, but fell apart due to Hero's harassment and multi-tasking. If we are trying to be objectively honest in terms of balance as much as possible, how could you use any of those two games as indicating which race is either ahead or imbalanced? There are extremely logical and visible reasons why the players/races lost the way they did. Are you going to scream imbalance/ P is UP / Z is OP, or are you going to see that it is quite hard to balance a game even at pro levels if people are just playing poorly. What games then do we use as an example of imbalance, or showing trends of imbalance, if we keep seeing games where players, not the races, make mistakes. Very very VERY yes. So many people blindy whine about imbalance based on matches between PLAYERS. Its not Zerg vs Protoss, its Huk vs Coca.. Since the players do not share 100% equal skill (plus even more variables that you need to factor in) you can not fairly compare the races on a balance perspective alone. It is much more complicated than that. | ||
kemsley
United Arab Emirates137 Posts
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gurrpp
United States437 Posts
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Brotocol
243 Posts
On September 23 2011 04:02 Nourek wrote: Show nested quote + On September 23 2011 01:55 Brotocol wrote: PS. A common misconception of "balance for the highest levels" is that imbalance doesn't affect lower leagues. It affects any game with equal skill level players, where one has to work harder than the other to achieve the same result. The entire "balance only affects the highest leagues" is wrong. It affects high leagues consistently, but can also happen, albeit inconsistently, at lower leagues. The balance problems for lower leagues are in many cases different than at a high level. For one thing, you can always try to get high level yourself (though many simply don't have the time to do that). Secondly, lower levels players might not be able to play well enough for "high level op" strats to make an impact. Or they can't defend well enough for a strat that is balanced at high level. In any case, Blizzard should definitely focus on high level balance primarily, but I don't think they should completely ignore the effects on lower skilled players. They paid for the game, too, you know. I elaborated on it further already, a few pages back (as well as on page 1) fyi. My mistake was saying "scale down." It suggests consistent scaling. I should have said it differently! My entire point was not that Blizz should balance for low levels. Simply, people who say "I'm only in Diamond, so I'm not affected by imbalance" are wrong. Balance can affect anyone. But yes, definitely, the highest level should be the target for balance. | ||
Marou
Germany1371 Posts
I think blizzard has been doing a great job with balance since the beta BUT this post is like "hey guys look we know the game is balance stop complaining" ~_~ | ||
Zorkmid
4410 Posts
On September 23 2011 04:02 R0YAL wrote: Very very VERY yes. So many people blindy whine about imbalance based on matches between PLAYERS. Its not Zerg vs Protoss, its Huk vs Coca.. Since the players do not share 100% equal skill (plus even more variables that you need to factor in) you can not fairly compare the races on a balance perspective alone. It is much more complicated than that. EXACTLY! That's why we use big ass sample sizes in statistics. Not N=32. | ||
Huragius
Lithuania1506 Posts
On September 23 2011 03:49 QTIP. wrote: Show nested quote + On September 23 2011 03:45 JudicatorHammurabi wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b I'll give you a stick, and I'll drive an M2 Bradley. Then I'll say you did poorly not because you had a stick against an IFV, but because you're not skilled. Exactly. You ride a bicycle and I'll ride a motorbike. I beat you in a race. You are less skilled, and compared to me, "you suck shit." A Terran with a bicycle would beat a protoss with a motorbike in a race. Just say'in. And honestly, I'm not going to argue with constant LR thread whiners.Overall at current state of TL talking about balance is waste of time sadly I couldn't resist it this time. And if you think that Sage/MC/Hero is as good as MVP/Bomber/Polt or Nestea/DRG/Losira, then it is your problem that you are living in an illusionary world. | ||
whatthefat
United States918 Posts
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Psychlone
Canada90 Posts
On September 23 2011 03:43 happyness wrote: Show nested quote + On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b Sorry, but this is a really dumb post. Watch Alicia vs. Select in Code A. Now I'm glad Select won(foreigners fighting!), but Alicia's macro was much better in all three games. Because Select actually knows how to control his ghosts (unlike the majority of terrans) and use abusive tactics that protoss don't have at their disposal. Korean Terrans(and select) show how good the terran race can be. It's not the Korean protoss that suck shit, it's the foreigner terran. That series was the saddest thing I ever saw for Protoss (I'm Zerg). There was nothing poor Alicia could do. Select was good, but so was Alicia. It should have been a very close match, but Select just RoFLStomped him. Blizz thinks the Marauder is the problem. It's not. EMP is obviously the problem (and MULEs) Marauders just make it worse because you can't even flee from the fight you can't win. The imbalance is glaringly obvious, moreso than in the age of mass reapers TvZ. Why MULEs don't have a cooldown is beyond me. Zerg and Protoss mechanics are nowhere near as forgiving the MULE. You can't get back in a game you had lost because of Chrono Boost or Larva Inject/Creep tumors. | ||
Dragar
United Kingdom971 Posts
As for how Blizzard do the statistics, it probably needs someone versed in Beysian statistics to work out how the calculation is done and explain it on the forums. | ||
Brotocol
243 Posts
On September 23 2011 04:08 Huragius wrote: Show nested quote + On September 23 2011 03:49 QTIP. wrote: On September 23 2011 03:45 JudicatorHammurabi wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b I'll give you a stick, and I'll drive an M2 Bradley. Then I'll say you did poorly not because you had a stick against an IFV, but because you're not skilled. Exactly. You ride a bicycle and I'll ride a motorbike. I beat you in a race. You are less skilled, and compared to me, "you suck shit." A Terran with a bicycle would beat a protoss with a motorbike in a race. Just say'in. And honestly, I'm not going to argue with constant LR thread whiners.Overall at current state of TL talking about balance is waste of time sadly I couldn't resist it this time. And if you think that Sage/MC/Hero is as good as MVP/Bomber/Polt or Nestea/DRG/Losira, then it is your problem that you are living in an illusionary world. But do you think ST_Virus, Noblesse and Sjow are better than MC, Sage and Hero? Polt said it best - there are many Terrans in Code S who don't deserve to be there. | ||
Logros
Netherlands9913 Posts
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1st_Panzer_Div.
United States621 Posts
On September 23 2011 04:09 Psychlone wrote: Show nested quote + On September 23 2011 03:43 happyness wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b Sorry, but this is a really dumb post. Watch Alicia vs. Select in Code A. Now I'm glad Select won(foreigners fighting!), but Alicia's macro was much better in all three games. Because Select actually knows how to control his ghosts (unlike the majority of terrans) and use abusive tactics that protoss don't have at their disposal. Korean Terrans(and select) show how good the terran race can be. It's not the Korean protoss that suck shit, it's the foreigner terran. That series was the saddest thing I ever saw for Protoss (I'm Zerg). There was nothing poor Alicia could do. Select was good, but so was Alicia. It should have been a very close match, but Select just RoFLStomped him. Blizz thinks the Marauder is the problem. It's not. EMP is obviously the problem (and MULEs) Marauders just make it worse because you can't even flee from the fight you can't win. The imbalance is glaringly obvious, moreso than in the age of mass reapers TvZ. Why MULEs don't have a cooldown is beyond me. Zerg and Protoss mechanics are nowhere near as forgiving the MULE. You can't get back in a game you had lost because of Chrono Boost or Larva Inject/Creep tumors. This is well thought out and I agree with everything you say here. | ||
willz22912
United States255 Posts
On September 23 2011 03:48 Teejing wrote: @ willz : you make it sound like the trend we have seen is less terrans in gsl code S. This is wrong. The trend is more and more terrans. Another point is that gsl maps are less terran favoured than blizzard maps. The only pro-balance faxt here is that 1.4 did indeed nerf terran and buff the other races. My main point was to show the flaws of the GSLs, but I'll go more into detail about the Terran problem. The trend has always been more Terrans in the GSL. Going from the very beginning, it was always 3-4 more Terrans than the next highest race in terms of #s, either due to more people liking Terran or racial imbalance. I'm stating that using the GSL by itself is flawed because of its tournament structure and the ease of staying in Code S. If you started with 12-14 Terrans but because of the structure you never lost any and slowly gained and gained and gained, wouldn't you end up with 20 Terrans eventually? The other thing is that T is generally accepted as being the best to hold of cheeses with, and that is a huge factor to consider due to the GSL and the bo1 situation in the ro32. Is it racial imbalance that one race is just simply better at being defensive and winning the most bo1s when that's the tournament format? Besides that, I'll show the Terran trend from the very beginning. GSL August 9 Protoss - 15 Terran - 8 Zerg GSL July 11 Protoss - 13 Terran - 8 Zerg GSL Super Tournament 16 Protoss - 29 Terran - 19 Zerg out of 64 players GSL May 12 Protoss - 13 Terran - 7 Zerg GSL March 6 Protoss - 12 Terran - 14 Zerg GSL January 9 Protoss - 14 Terran - 9 Zerg GSL Open S3 12 Protoss - 24 Terran - 27 Zerg out of 64 players GSL Open S2 20 Protoss - 29 Terran - 15 Zerg out of 64 players GSL Open S1 27 Protoss - 21 Terran - 16 Zerg out of 64 players. What do you deem an acceptable +/- for it not to be racially skewed? I'm willing to accept +/- 3 out of 32 total players. And it seems that yes, for the most part, there have always been slightly higher T numbers than the other two races, but by not that significant until GSL October. And I'm stating my theory that not just racial balance comes into play, but the GSL format for deciding who stays in and who goes out. If you wanted to cheese out Nestea or MC in a bo1 because you know they were very good players and probably better in the late game, is that the game's fault, the tournament's fault, or the player's fault? | ||
DamnCats
United States1472 Posts
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ManOnBoy
37 Posts
so blizzard saw an almost 60% win P v Z and their solution is to.... NERF INFESTOR'S NP? is this a JOKE? | ||
iamke55
United States2806 Posts
On September 23 2011 03:35 tyrless wrote: Show nested quote + On September 23 2011 03:19 R3N wrote: On September 23 2011 03:07 tyrless wrote: On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. can bet my left nut on you're a terran lol. Seriously the code S race balance shouldn't be the only important stat (well it actually isn't a stat ![]() I hope you weren't attached to your left nut because you just lost it ![]() Since you've got such an arrogant attitude, you must be really confident that you're right, right? Prove it. Calculate the probability of there being at least 20 Terrans in Code S assuming the game is balanced, and show why this statistic is a "meaningless number" as you call it. Should be no problem for you since you are so well educated in basic statiscal analysis! Oh and it's a 30 day ban if you're unable to do it after posting with such a condescending tone. | ||
pwadoc
271 Posts
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ImmortalTofu
United States1254 Posts
On September 23 2011 03:45 JudicatorHammurabi wrote: Show nested quote + On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b I'll give you a stick, and I'll drive an M2 Bradley. Then I'll say you did poorly not because you had a stick against an IFV, but because you're not skilled. Hahah, beautiful On September 23 2011 04:16 iamke55 wrote: Show nested quote + On September 23 2011 03:35 tyrless wrote: On September 23 2011 03:19 R3N wrote: On September 23 2011 03:07 tyrless wrote: On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. can bet my left nut on you're a terran lol. Seriously the code S race balance shouldn't be the only important stat (well it actually isn't a stat ![]() I hope you weren't attached to your left nut because you just lost it ![]() Since you've got such an arrogant attitude, you must be really confident that you're right, right? Prove it. Calculate the probability of there being at least 20 Terrans in Code S assuming the game is balanced, and show why this statistic is a "meaningless number" as you call it. Should be no problem for you since you are so well educated in basic statiscal analysis! Oh and it's a 30 day ban if you're unable to do it after posting with such a condescending tone. Thanks iamke, for kicking the arrogant people off of this forum. I'm truly interested in his results... | ||
tztztz
Germany314 Posts
On September 23 2011 04:17 pwadoc wrote: Why the fuck doesn't blizzard just explain the math? maybe because it's complicated as hell? | ||
MarkIV
12 Posts
The other way i enjoy SC is watching high level tournaments. I find mirror match ups to be much less entertaining that vs race ones. I guess what I'm saying is balance the game at the highest level so i can see a 33/33/33 gsl because the mmr system will take care of shit at my level. | ||
Ripper41
284 Posts
if terran were OP the players would be matched vs better opponents and still have only 50% win rate. I would think these numbers would only be indicative of some sort of circular imbalance where a race wins most matches against one race and loses to another. | ||
joyeaux
United States169 Posts
On September 23 2011 01:48 MisterFred wrote: Lower than high masters - don't make me laugh. MMR should keep everything near 50%. Not necessarily true. imagine a patch under which terran soundly beat zerg 70%/30%, protoss soundly beat terran 70%/30%, and zerg soundly beat protoss 70%/30%. Assuming equal race distribution, people with equal MMRs in lower league would be noticing the match-up imbalances. Of course, MMR will cover up imbalances (below GM) once you have two races balanced and one race better or worse, or if you have a race that's at a disadvantage in all of it's match-ups (excluding mirrors), and another race clearly at an advantage in all of it's match-ups (again, excluding mirrors). Nevertheless, you are correct in assuming that the GM numbers alone (without masters watering them down) would be pretty bad. | ||
Namu
United States826 Posts
On September 23 2011 04:09 Psychlone wrote: Show nested quote + On September 23 2011 03:43 happyness wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b Sorry, but this is a really dumb post. Watch Alicia vs. Select in Code A. Now I'm glad Select won(foreigners fighting!), but Alicia's macro was much better in all three games. Because Select actually knows how to control his ghosts (unlike the majority of terrans) and use abusive tactics that protoss don't have at their disposal. Korean Terrans(and select) show how good the terran race can be. It's not the Korean protoss that suck shit, it's the foreigner terran. That series was the saddest thing I ever saw for Protoss (I'm Zerg). There was nothing poor Alicia could do. Select was good, but so was Alicia. It should have been a very close match, but Select just RoFLStomped him. Blizz thinks the Marauder is the problem. It's not. EMP is obviously the problem (and MULEs) Marauders just make it worse because you can't even flee from the fight you can't win. The imbalance is glaringly obvious, moreso than in the age of mass reapers TvZ. Why MULEs don't have a cooldown is beyond me. Zerg and Protoss mechanics are nowhere near as forgiving the MULE. You can't get back in a game you had lost because of Chrono Boost or Larva Inject/Creep tumors. lol.. even koreans (who HATE terran generally, in playxp) couldn't defend for alicia because he played terribly. I have no idea why you guys think alicia played well that series. He threw the first game away by upgrading storm like 3 minutes late (which he tweeted about), and second game he didn't prepare for drops, had basically 0 stalkers, and ended the game with close to 3000 minerals in bank. All alicia had to do to prevent those type of drop play was to have stalkers in his main base. Once you get thrown off by a medivac drop, subsequent drops will throw you off balance more and more so the initial drop defense is the most important. Select played well but alicia played pretty badly in the series.. However, I think TvP is imbalanced right now due to 1/1/1, and ghosts (once you get like 8+ ghosts). The reason 1/1/1 is too strong is because when toss lacks t3 units (i.e. colossus, ht) marine tank banshee combo is too cost efficient with good micro. IMO they need to buff high templar movement speed, tweak ghost cost maybe (not sure about this one), and make banshees cost more gas (125 maybe?). | ||
Sackings
Canada457 Posts
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Arcanefrost
Belgium1257 Posts
57% pvz seems weird, I thought I wasn't the only one who lost nearly everything since the fungal changes. | ||
Jermstuddog
United States2231 Posts
On September 23 2011 04:15 willz22912 wrote: GSL August 9 Protoss - 15 Terran - 8 Zerg GSL January 9 Protoss - 14 Terran - 9 Zerg GSL Super Tournament 16 Protoss - 29 Terran - 19 Zerg out of 64 players there have always been slightly higher T numbers than the other two races, but by not that significant until GSL October. Did you just gloss over those three (3/9) examples? As a matter of fact... the only time Terran ISN'T the most numerous race in GSL it has been slightly beaten by Zerg. You could claim that this indicates Zerg being OP except they always follow that up with being the least represented race the next month. Anyway, the fact that Terran is by far the most numerous race in the GSL this season isn't the issue. It's the fact that they are ALWAYS the most numerous race (with few, brief exceptions) and the margin that they lead by is growing. THAT is the issue... | ||
NotSorry
United States6722 Posts
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DeepBlu2
United States975 Posts
It's definitely important though, to not take these too serious, however. Alot of the games may just be 1/1/1, 11/11, etc... I'll be playing more BW until it gets more stable. | ||
gideel
1503 Posts
the first table with all leagues gives you zero information about what the current situation is since none of these players play at a high level... unless blizz wants to fix "balance" for the lower tiers which i dont think is their main objective.. the stats there are irrelevant i dont want to bash but grouping masters & GM for US/EU is a complete joke.. im a masters NA myself and i can say that most masters especially in the lower and even higher echelon are full of really bad players would have been more sensible to just post GM win rates to be honest... | ||
KWest
United States59 Posts
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Little-Chimp
Canada948 Posts
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Tommie
China658 Posts
On September 23 2011 04:23 Arcanefrost wrote: These stats mean nothing, if you really want a good view on balance you need to look at the macrogames only, because for example things like 111 really don't affect pvt in general and give a false result. 57% pvz seems weird, I thought I wasn't the only one who lost nearly everything since the fungal changes. LOL. Most stupid post ever. If you want a good view on balance you need to take all one bases and cheeses into account as well. Lets say there are two races and in mid-lategame 3base vs 3base it is an even battle. Now one of them has a very strong all in that requires a very specific opening and one of them doesn't. Which one is going to go in the midgame with an advantage? . These stats are really funny. Look at the number of korean grandmaster terrans, not at the winrates. Only the best Z and P manage to stay up there, amongst a legion terrans. The ladder system will always get the winrates back to 50 percent, unless the imbalance is extreme. Only at the top of the ranks will imbalances appear, not in the win percentages but in the number of P, Z and T. Edit: offcourse only GM league matters. US and Eu Master leaguers are not of such skill that their results can tell us anything about the game. Lets just wait and see what 1.4 brings. | ||
Jermstuddog
United States2231 Posts
Blizz is definitely following these numbers and making changes accordingly. | ||
Papulatus
United States669 Posts
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NotSorry
United States6722 Posts
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Geo.Rion
7377 Posts
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sitromit
7051 Posts
On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator of who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? | ||
willz22912
United States255 Posts
On September 23 2011 04:24 Jermstuddog wrote: Show nested quote + On September 23 2011 04:15 willz22912 wrote: GSL August 9 Protoss - 15 Terran - 8 Zerg GSL January 9 Protoss - 14 Terran - 9 Zerg GSL Super Tournament 16 Protoss - 29 Terran - 19 Zerg out of 64 players there have always been slightly higher T numbers than the other two races, but by not that significant until GSL October. Did you just gloss over those three examples? As a matter of fact... the only time Terran ISN'T the most numerous race in GSL it has been slightly beaten by Zerg. You could claim that this indicates Zerg being OP except they always follow that up with being the least represented race the next month. Anyway, the fact that Terran is by far the most numerous race in the GSL this season isn't the issue. It's the fact that they are ALWAYS the most numerous race (with few, brief exceptions) and the margin that they lead by is growing. THAT is the issue... Yes that is the issue. The point I again, was trying to make was that GSL itself is flawed because of it's turnover rate. Do you really expect 20 Terrans to not stay 20 Terrans for a very long time, since like I stated, only 8 out of 32 people can drop out of Code S every tournament. That is not enough turnover. From the very beginning GSL has had more Terran, is that exclusively due to race imbalance or just more people/better people playing Terran? As a side note, Terran is also good at holding off cheeses the best. GSL Code S Ro32 is 2 bo1s. It is easy for Terran to either 1) cheese their opponent 2) hold off the opponent's cheese and win the bo1. You only need go 2-0 or 2-1 in your group to advance. (2 or 3 games) Is it the tournament's fault for the format, the player's fault for resorting to cheese, the game's fault for having bad balance, that is causing these results. It is not simply one of the above by itself. Also I wouldn't really use GSL Super Tournament since it's a 64 man tournament inviting anyone with enough GSL points from the previous seasons, Code A/S combined to participate. I was just scrolling down Liquipedia and copying the results. You'll notice I used mostly Code S tournaments. | ||
Namu
United States826 Posts
On September 23 2011 04:34 sitromit wrote: Show nested quote + On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. | ||
NotSorry
United States6722 Posts
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QTIP.
United States2113 Posts
On September 23 2011 04:08 Huragius wrote: Show nested quote + On September 23 2011 03:49 QTIP. wrote: On September 23 2011 03:45 JudicatorHammurabi wrote: On September 23 2011 03:33 Huragius wrote: On September 23 2011 03:08 ShootingStars wrote: Korea results ONLY matter. Look at TvP Korea... haha unbalanced there X_X With all the respect to the koreans protoss (compared to korean Terrans)- they suck shit. Honestly, you have to be very ignorant not to admit that. Most of the GSL games from Protoss looks really sad compared to Terrans/Zergs. And If Korea results are the only ones who matter, then the problem isn't protoss. It's their players.b I'll give you a stick, and I'll drive an M2 Bradley. Then I'll say you did poorly not because you had a stick against an IFV, but because you're not skilled. Exactly. You ride a bicycle and I'll ride a motorbike. I beat you in a race. You are less skilled, and compared to me, "you suck shit." A Terran with a bicycle would beat a protoss with a motorbike in a race. Just say'in. And honestly, I'm not going to argue with constant LR thread whiners.Overall at current state of TL talking about balance is waste of time sadly I couldn't resist it this time. And if you think that Sage/MC/Hero is as good as MVP/Bomber/Polt or Nestea/DRG/Losira, then it is your problem that you are living in an illusionary world. Way to run and hide from any meaningful discussion. First you make a terrible joke regarding alien races riding motor bikes, then you label me a LR thread whiner. One is off topic, and the other is assumptive and incorrect. Good job. How about if I were to say: "And honestly (as you like to put it) I'm not going to argue with blind Terran fanboys like yourself who QQ about KA." (You see how retarded and assumptive this is?) I'll just ignore the fact that to back up your argument about Protoss players being "less skilled" relative to Terrans, you pointed to Inca vs Nestea. A PvZ for fucks sake. This is of course where as you say if you "watched the games" instead of "blindly looking at statistics" you would realize that Nestea is probably 100 times the SC2 player that Inca. Are MC / Alicia / Tester so much worse than MVP / Bomber / Polt that all 3 should be eliminated from the GSL entirely? That's not an illusionary world buddy - that's the world we live in. | ||
sitromit
7051 Posts
On September 23 2011 04:36 Namu wrote: Show nested quote + On September 23 2011 04:34 sitromit wrote: On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced. | ||
ExO_
United States2316 Posts
![]() User was warned for this post | ||
Heavenly
2172 Posts
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Sackings
Canada457 Posts
On September 23 2011 04:48 Heavenly wrote: Did Blizzard really just group me along with players like Kiwikaki in regards to balance for NA? Lol? And attempt to place numbers about Z balance in a map pool where close positions still exist? just imagine if the GSL used ladder maps lol, it would be 32/32 terran | ||
polysciguy
United States488 Posts
1 terran 2-3 zerg 4-5 terran 6-7 protoss 8-9 terran 10 protoss, 11 terran 12 protoss 13-14 terran 15 zerg 16 terran 17 protoss 18-20 zerg -----for a total count of 9 terran 5 protoss and 6 zerg in the top 20 top 20 mlg anaheim: 1-4 terran 5 zerg 6 terran 7-8 protoss 9 zerg 10 terran 11-13 zerg 14-15 protoss 16 zerg 17-19 terran 20 protoss-----for a total count of 9 terran 5 protoss 6 zerg interestingly the total count stays the same with terran doubling every other race nearly, the only difference is the order in which the races finish. | ||
andrewlt
United States7702 Posts
On September 23 2011 04:34 Geo.Rion wrote: i wonder what Koreans do in ZvP, i lose like almost every "normal" game. And every game when i try to do some of the Korean builds i lose, like 100% It does sound like Zerg win percentage gets a huge drop in the mid skill levels (US/EU Masters and GM) when the early Zerg rushes are not as effective anymore. But their win percentage goes back up in the Korean Masters and GM level where players are better at managing their larva and that crucial balance between economy and unit production. PvT, on the other hand, is just a straight up drop the more skilled the players become. | ||
Stanlot
United States5742 Posts
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NotSorry
United States6722 Posts
On September 23 2011 04:54 Stanlot wrote: But who wins more in mirror match ups!? The Korean | ||
Tommie
China658 Posts
There is something called player skill, which ranges between 80 and 120. The chance of a player winning a match is player1skill/(player1skill+player2skill). Now there is a big bias toward T such that for terran the formula becomes something like player1skill/(player1skill+player2skill)*some number greater than 1. There is an infinite bath of Z and P and T sitting below. What is going to happen? Well, T is gonna have quite a high winrate until the P and Z get demoted into the infinite bath. Until your 150 player league reaches equlibrium. Then the number of Z and P who make their way into the league will be as high as the number who drop out. Winrates will then approach 50 percent for all races. The number of T, however will be large. I just explained korean GM league and GSL code A/S for you guys. To say something about balance you can't look at the numbers but you need to think about them as well. Even better: you can look at the actual game. Which player needs to be afraid? Which player has better scouting options? Which player has the initiative? Which player has the most options? To me it seems blatantly obvious which race is the strongest, just by tech tree design, scouting, mobility and sturdiness but it doesn't bother me from enjoying the game. Edit: almost forgot the single most important thing when discussing balance. MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS MAPS | ||
Reborn8u
United States1761 Posts
These are the numbers I got from sc2 ranks about 15 minutes ago. Top 200 NA = 37.5% Terran / 33.5% Zerg / 28% Protoss / 1% Random Top 200 Korea = 39% Terran / 25% Zerg / 35% Protoss / 1% Random Top 200 Europe = 36% Terran / 33% Zerg / 31% Protoss / (no randoms) Here are some sexy pie charts + Show Spoiler + ![]() ![]() ![]() The thing we really need to be asking about balance is why are the random players performing so poorly in Europe. There are 100% more in Korea and NA ![]() | ||
Wuster
1974 Posts
On September 23 2011 04:42 sitromit wrote: Show nested quote + On September 23 2011 04:36 Namu wrote: On September 23 2011 04:34 sitromit wrote: On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced. Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran. If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary). I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom. | ||
Secret05
United States342 Posts
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figq
12519 Posts
For now I can only say good news for foreign zergs - they have room for improvement. DRG pretty much confirmed this on "Live on three". | ||
Geo.Rion
7377 Posts
On September 23 2011 04:54 andrewlt wrote: Show nested quote + On September 23 2011 04:34 Geo.Rion wrote: i wonder what Koreans do in ZvP, i lose like almost every "normal" game. And every game when i try to do some of the Korean builds i lose, like 100% It does sound like Zerg win percentage gets a huge drop in the mid skill levels (US/EU Masters and GM) when the early Zerg rushes are not as effective anymore. But their win percentage goes back up in the Korean Masters and GM level where players are better at managing their larva and that crucial balance between economy and unit production. PvT, on the other hand, is just a straight up drop the more skilled the players become. And you made that conclusion based on...? Well, you just made that conclusion, without any proof whatsoever. Zerg is the least rush-dependant race, making up such assumptions is just silly. And these stats are pre-patch if i understand correctly, and it's 57-57-48, now after protoss buffs and infestor nerfs i wonder how those will turn out. | ||
ale_jrb
United Kingdom72 Posts
On September 23 2011 05:01 figq wrote: We got adjust-trolled again. I wish we had the access to the non-adjusted stats, because something tells me they are even more out of control. For now I can only say good news for foreign zergs - they have room for improvement. DRG pretty much confirmed this on "Live on three". The non-adjusted stats (or stats taken from sc2ranks etc.) would be completely useless, because they'll have been adjusted by the ladder to be 50%. That's the whole point of matchmaking. The reason they can quote these stats is because they do realise they aren't working with raw data - they have to adjust the percentages from the ladder, because otherwise everything is equal. Of course, the data from just the GM league and tournaments is also useless, because the sample size is much, much too small to mean anything. In a statistical sample, if any individual element (i.e. one player) can have a noticeable effect on the final result, the final result is meaningless. Thus, in tournaments, the results are related much more to player skill than balance. | ||
Ammanas
Slovakia2166 Posts
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sitromit
7051 Posts
On September 23 2011 04:59 Wuster wrote: Show nested quote + On September 23 2011 04:42 sitromit wrote: On September 23 2011 04:36 Namu wrote: On September 23 2011 04:34 sitromit wrote: On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced. Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran. If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary). I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom. BF Hellion nerf only really effects TvT. They're worse against Marines now, but they're still just as effective vs. Zerglings, and it only takes a +1 upgrade for them to two-shot Drones like before. And 5 in game seconds is going to effect what exactly? 11/11? Come on... Terrans in GSL out-macroing Zerg and trading armies with incredible cost efficiency until the Zerg can't keep up? 5 seconds is going to change that? | ||
Bobster
Germany3075 Posts
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Bobster
Germany3075 Posts
On September 23 2011 04:58 Reborn8u wrote: The thing we really need to be asking about balance is why are the random players performing so poorly in Europe. There are 100% more in Korea and NA ![]() 1% is not 100% more than 0% ![]() | ||
Heavenly
2172 Posts
On September 23 2011 05:11 Bobster wrote: Looks like Korea needs some better Protoss. The best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs. | ||
polysciguy
United States488 Posts
On September 23 2011 05:13 Heavenly wrote: Show nested quote + On September 23 2011 05:11 Bobster wrote: Looks like Korea needs some better Protoss. The best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs. kiwikakki would be scary if he went to korea | ||
mrtomjones
Canada4020 Posts
On September 23 2011 01:52 Shewklad wrote: Show nested quote + On September 23 2011 01:51 R3N wrote: PvZ 57% on both NA and EU. I thought 'toss is UP? Yes, the people on Sotg might want you to think that. Paying attention to a server where the grand master players aren't all even quality players(combatex etc can be in GM on NA) and trying to talk about balance at the highest level just doesnt work. look at Korea if you want balance. | ||
Sabu113
United States11060 Posts
On September 23 2011 05:13 Heavenly wrote: Show nested quote + On September 23 2011 05:11 Bobster wrote: Looks like Korea needs some better Protoss. Funny, because the best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs. Actually I've always wondered why Foreign Terrans are so (relatively) terrible. Foreign toss /do/ have the rep for workin the hardest / great mechanics (Nani/Huk) so they're good results make sense. Foreign Terrans while quite a few have a rep for mechanical issues (Thor/Sjow/Goody slow players according to other pros from comments from HSC to SOTG) should concievably be doing much much better than they have in tournaments. If GSL wasn't so horrific I would be more sympathetic to how close balance might be even at the top level. (Ofc we could call all foreign terrans crap but that gets us no where and is just as bad as calling MC, Alicia and San crap). | ||
Heavenly
2172 Posts
On September 23 2011 05:17 Sabu113 wrote: Show nested quote + On September 23 2011 05:13 Heavenly wrote: On September 23 2011 05:11 Bobster wrote: Looks like Korea needs some better Protoss. Funny, because the best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs. Actually I've always wondered why Foreign Terrans are so (relatively) terrible. Foreign toss /do/ have the rep for workin the hardest / great mechanics (Nani/Huk) so they're good results make sense. Foreign Terrans while quite a few have a rep for mechanical issues (Thor/Sjow/Goody slow players according to other pros from comments from HSC to SOTG) should concievably be doing much much better than they have in tournaments. If GSL wasn't so horrific I would be more sympathetic to how close balance might be even at the top level. (Ofc we could call all foreign terrans crap but that gets us no where and is just as bad as calling MC, Alicia and San crap). Probably because it seems they rarely timing attack and usually go for macro games. Same for most foreigners. Seems like if Koreans see you doing something slightly off (July being the extreme example) they know if they make so-and-so at so-and-so time they can just go and kill you, whereas a lot of foreign terrans are like "alright" then sit back and continue doing their own thing. Korean server looks pretty hyperaggressive and very punishing for small mistakes. Thorzain seems to do okay in Korea but maybe his speed is holding him back since he has around 180ish apm. | ||
meadbert
United States681 Posts
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andrewlt
United States7702 Posts
On September 23 2011 05:07 Geo.Rion wrote: Show nested quote + On September 23 2011 04:54 andrewlt wrote: On September 23 2011 04:34 Geo.Rion wrote: i wonder what Koreans do in ZvP, i lose like almost every "normal" game. And every game when i try to do some of the Korean builds i lose, like 100% It does sound like Zerg win percentage gets a huge drop in the mid skill levels (US/EU Masters and GM) when the early Zerg rushes are not as effective anymore. But their win percentage goes back up in the Korean Masters and GM level where players are better at managing their larva and that crucial balance between economy and unit production. PvT, on the other hand, is just a straight up drop the more skilled the players become. And you made that conclusion based on...? Well, you just made that conclusion, without any proof whatsoever. Zerg is the least rush-dependant race, making up such assumptions is just silly. And these stats are pre-patch if i understand correctly, and it's 57-57-48, now after protoss buffs and infestor nerfs i wonder how those will turn out. It's a hypothesis, not a conclusion. The Blizzard graphs do clearly show a huge increase in PvZ win percentage when going from everybody to NA/EU Masters/GM then going back down when Korean Masters/GM is taken to account. What caused it is unclear. I'm just making a stab based on how I think people of different skill levels play. | ||
eloist
United States1017 Posts
On September 23 2011 05:20 meadbert wrote: I don't get it. Shouldn't the matchmaker system make it so you play against players you have a 50/50 shot of beating? How can Zergs in GM/Masters on NA be winning only 43% of their games? Does that imply a bug in the whole matchmaking system? You should read the text that goes along with those numbers. Blizzard has all the intermediate numbers that the matchmaker uses so they can effectively backsolve. | ||
Barbiero
Brazil5259 Posts
On September 23 2011 05:20 meadbert wrote: I don't get it. Shouldn't the matchmaker system make it so you play against players you have a 50/50 shot of beating? How can Zergs in GM/Masters on NA be winning only 43% of their games? Does that imply a bug in the whole matchmaking system? They have a way to make it so the statistics aren't affected that way. It's a huge-ass formula shown at Blizzcon last year, and seems to be quite accurate. | ||
WarrickHunt
United Kingdom393 Posts
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Tommylew
Wales2717 Posts
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Lysanias
Netherlands8351 Posts
On September 23 2011 05:14 polysciguy wrote: Show nested quote + On September 23 2011 05:13 Heavenly wrote: On September 23 2011 05:11 Bobster wrote: Looks like Korea needs some better Protoss. The best protoss from the rest of the world have gone there (Naniwa, Huk, Sase). Looks like North America needs some better zergs. kiwikakki would be scary if he went to korea Not really, kiwikakki is a good western protoss but so is Naniwa and look at what happens, skill in korea is just so much higher, i see him doing medicure at most. If he stays longer like a Huk though who knows. But thousands koreans vs the few foreigners that come over i never see a foreign player dominate or win a GSL tbh. % is just to low. | ||
figq
12519 Posts
On September 23 2011 05:07 ale_jrb wrote: The very top of the ladder is not 50%. But I get your point, it's actually useful for the all league analysis. As about tournaments, I agree that any system that isn't round-robin actually skews the results too much (snowball effect). Currently the closest to RR is probably NASL regular season, and last time they released the stats, everything looked pretty balanced. (Koreans incl.)Show nested quote + On September 23 2011 05:01 figq wrote: We got adjust-trolled again. I wish we had the access to the non-adjusted stats, because something tells me they are even more out of control. For now I can only say good news for foreign zergs - they have room for improvement. DRG pretty much confirmed this on "Live on three". The non-adjusted stats (or stats taken from sc2ranks etc.) would be completely useless, because they'll have been adjusted by the ladder to be 50%. That's the whole point of matchmaking. The reason they can quote these stats is because they do realise they aren't working with raw data - they have to adjust the percentages from the ladder, because otherwise everything is equal. Of course, the data from just the GM league and tournaments is also useless, because the sample size is much, much too small to mean anything. In a statistical sample, if any individual element (i.e. one player) can have a noticeable effect on the final result, the final result is meaningless. Thus, in tournaments, the results are related much more to player skill than balance. | ||
PuercoPop
Peru277 Posts
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Heavenly
2172 Posts
On September 23 2011 05:24 WarrickHunt wrote: finally, i knew i wasnt the only person feeling zerg is still the worst The worst on the generally bad NA server maybe. I have no idea how a lot of the people I face on the NA server get into masters. Ling/infestor seems to propel a lot of bad players into it because that's a particularly hard combo around NA diamond level, as well as various other ez-mode cheeses for the other races. | ||
kubiks
France1328 Posts
On September 23 2011 04:59 Wuster wrote: I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Well I'm not sure the "diversity" in code A will last long, we don't even know if there will be a protoss from code A in the up/down. On September 23 2011 04:16 iamke55 wrote: Show nested quote + On September 23 2011 03:35 tyrless wrote: On September 23 2011 03:19 R3N wrote: On September 23 2011 03:07 tyrless wrote: On September 23 2011 02:42 headbus wrote: 7 Zergs, 5 Protoss in GSL code S. That should be enough to convince people that terran is stronger. Anybody who is convinced by those most meaningless numbers is in fact ignorant and uneducated to basic statistical analysis. Which most of the whiners in this thread are, not to mention the terrible reading comprehension I'm seeing (there are actually people here bringing up the matchmaking system in their arguments). Sometimes I forget that there are just a lot of uneducated/inexperienced kids posting here. Sorry haters but Blizzard does in fact have people who are much smarter/more experienced than you who work fulltime on this. can bet my left nut on you're a terran lol. Seriously the code S race balance shouldn't be the only important stat (well it actually isn't a stat ![]() I hope you weren't attached to your left nut because you just lost it ![]() Since you've got such an arrogant attitude, you must be really confident that you're right, right? Prove it. Calculate the probability of there being at least 20 Terrans in Code S assuming the game is balanced, and show why this statistic is a "meaningless number" as you call it. Should be no problem for you since you are so well educated in basic statiscal analysis! Oh and it's a 30 day ban if you're unable to do it after posting with such a condescending tone. I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ![]() This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... | ||
Paladia
802 Posts
If you lose in Master or lower, it may be due to balance but then it is easy to compensate, you just have to practice a bit more or watch some replays. Where it matters is at the highest tier of play, where everyone puts countless hours per day into the game and do everything in their power to become the best. At that point, there is little you can do to compensate for the game balance. As such, it has been shown that currently Protoss cannot compete successfully while Terran is likely too strong. Where there are 20 Terran, 7 Zerg and 5 Protoss in Code S. It is unjust and uninspiring to have people play professionally for 12 hours per day only to lose in tournaments because they picked the wrong race, as such, game balance at that level of play is of utmost importance. Currently, Terran is much more complete and safe than the other races, they have all the tools you could possibly want. I am not even sure what Blizzard could add to Terran in the expansion. As for the adjusted stats, it is a bit odd to post them. The skill adjustment will make sure that a Protoss who loses a lot, is considered a worse player and as such is deserves a lower win %, even if he is called Alicia or MC. The adjustment simply leans all stats torwards 50%, making the game appear much more balanced than it is. | ||
jormando
Finland24 Posts
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jdseemoreglass
United States3773 Posts
Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? | ||
Cyrak
Canada536 Posts
On September 23 2011 04:48 Heavenly wrote: Did Blizzard really just group me along with players like Kiwikaki in regards to balance for NA? Lol? And attempt to place numbers about Z balance in a map pool where close positions still exist? I was thinking this exact same thing. It makes me really shake my head to think that I'm part of a statistic that's being used to justify game balance. I still lose half my games because of a bad forcefield or reacting too slowly to a drop. It's laughable to think that anything below GM is a factor in balance discussions. To be honest nothing outside GM in Korea should be a factor. | ||
mr_chapy
Ecuador33 Posts
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windsupernova
Mexico5280 Posts
Lets see in GM in Korea PvZ is at 43% which shows that the MU is T favoured by a huge amount, it may not be the 30 ish percent that the GSL shows but we have to remember that GSL has many many less games. Overall the same theme of the MU being T favoured. PvZ is at 48% still shows that the MU now is Z favoured but to a lesser extent, which again is still consistent with the Z>P theme, but its still to a lesser extent.Well tbh this is the stat that diverges the most, but overall it seems correctish. TvZ is at 52% which shows that T have a slightly easier time in the MU but overall the MU is not really imba. Still shows that T is doing well in both non mirror MUs. And also they say this is not their final say on Balance(for all those who say that they should watch tourneys, gomtvtvtvtvtvtvtv, qq, etc..) I get the feeling that some people saw "ladder" and winrates that don't spell doom and gloom(which again taking into account that Tourneys generally have much less games,which tends to make the stats seem more volatile) as they wanted them to be and get upset over it. No comment on the all leagues I'm just looking at the GM ratings. And seriously people need to look up how the matchmaking works before making crap up. The matchmaking indeed wants you to have a GLOBAL 50% winrate, other than that it doesn't care much about what race it matches you. But yeah yeah its "DC" I am sure they are happy to show that PvT is at 43% in Korea lol. I am kinda glad about the korean stats because that means they know that P is having a hard time atm(especially against T) and that T could use a little slowing down as they are favoured in both of their MUs | ||
windsupernova
Mexico5280 Posts
On September 23 2011 05:41 mr_chapy wrote: these numbers are completely meaningless. Well the M+GM may hold some slight significance but even those are not completely usefull in regards to balance. In balance discussions the only thing that really matters is Top Of The Wolrd level of play, like gsl code S , maybe code A and some top noch Foreign tournaments. I would like to see those numbers..... hey...20+terrans in code S... thats a meaningfull number.... They have said that they look at the results of top tournaments... several times they have said that Oh god why do people think they are balancing solely on this? Its even on the Screenshot, they say that this is not the final say on balance. | ||
laee
Germany137 Posts
Its funny they have to consult all the master league games to gloss over their statistics. Now we know they balancing for casuals or what do they want to tell us with this shitload of figures crap? | ||
Brotocol
243 Posts
On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? This is a fantastic post. Supposedly, the answer lies within the super complex formula that Blizz adjusts the statistics with. But I don't see how B.net could assess skill level as an independent variable from win/loss. I'm very skeptical about this. My semi-subjective take: this supports that we should look at GSL. It's the closest thing we've got to minimizing skill discrepancies. People have pointed out valid limitations to this approach. But it really is the closest thing we've got. If we want to examine balance, then we absolutely must minimize skill variations in our observed set of matches. | ||
RvB
Netherlands6233 Posts
On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? That's why Blizzard made this huge ass formula, sure it's impossible the calculate skill level but they try to get as close as they can. They probably also calculate a margin of error with it and all that stuff. It's all educated guessing in the end. | ||
Tsubbi
Germany7996 Posts
On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? that's exactly what i was getting at a few pages ago, but your post is way more eloquent this is just the fundamental flaw with "adjusted" winrates, it's a useless concept to measure balance | ||
kubiks
France1328 Posts
On September 23 2011 05:47 RvB wrote: That's why Blizzard made this huge ass formula, sure it's impossible the calculate skill level but they try to get as close as they can. They probably also calculate a margin of error with it and all that stuff. It's all educated guessing in the end. What the guy saying about the fact that you can't distinguish between balance and skill is still right, and a big ass formula is just gonna hide this fact... However I think that with the mirroir match-up (and teh other matchup) you can have an approximation of the skill so maybe the big ass formula is doing the things right ![]() | ||
ChriseC
Germany440 Posts
ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? | ||
GentleDrill
United Kingdom672 Posts
On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? This idea works for your 2-man example but with a sample size of thousands it is quite reasonable to assume that skill is more-or-less even across all races. | ||
Telenil
France484 Posts
Yet when Blizzard comes with its own number, it's "those numbers are meaningless" all over the place. So I wonder, if you say Blizzard stats aren't reliable, would you say the same about any other W/L ratio? | ||
happyness
United States2400 Posts
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jarf1337
United States146 Posts
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galivet
288 Posts
This is purely about maximizing entertainment: a tournament is more entertaining if you have the full mix of matchups from beginning up through the Ro4. To understand the reason, consider the current GSL season: Almost all protoss have been eliminated very early in the season, so protoss fans aren't going to get much entertainment value out of the rest of the tournament. Even terran fans may get tired of the endless TvT and wish for a little more TvP and TvZ for the sake of variety. To maximize the entertainment value of tournaments, you have to throw your "real" notions of game balance out the window; they don't matter. You have to compensate for factors that have nothing to do with game balance, such as: 1. One race may not have as many good players. 2. One race may not have as many players who entered the tournament. Even under these circumstances, for the tournament to be entertaining for *all* of the fans, you have to ensure that the race with fewer players/fewer good players make it to the final rounds of the tournament -- even if you have to give them an artificial boost that allows the lesser skilled players to win. To put it simply, I would be in favor of doubling stalker DPS if it meant that I got to enjoy watching more matches in a GSL season, even though that wouldn't be a fair change. I don't care about game fairness since I watch much more often than I play. I care about seeing the race I like to watch win an equal share of games to the players of the other two races, fairness be damned. If making the game completely fair accomplishes that, then great! If not, then fuck fairness -- just make it entertaining. E-sports is about entertainment, pure and simple. Blizzard needs to do what it takes to keep the entertainment value high, even if it makes the game unfair. e: A side-effect of this approach is that over time the game actually does become fair, and the fairness becomes easier to maintain. When pros don't need to all pick Terran to have the best chance of making money in tournaments, they spread out across the races, equalizing the race-skill and race-playercount gaps that we may currently have. After that has occurred, then just by ensuring roughly-equal win ratios at the top level of play Blizzard will be sure that the game really is skill-fair at that level, because skill will have evenly distributed across the races. | ||
polysciguy
United States488 Posts
On September 23 2011 05:58 happyness wrote: Has anyone calculated the probability of there being 20/32 terrans in the GSL assuming the 96 top players are 32 of each race? And how would you solve that? kubiks did I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ) This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... | ||
Cyrak
Canada536 Posts
On September 23 2011 05:54 Telenil wrote: What strikes me is that whenever you have the "win ratio of the month" post updated, people go "poor [race with less than 50%], makes me sad. [Race with more than 50%] is OP atm." Yet when Blizzard comes with its own number, it's "those numbers are meaningless" all over the place. So I wonder, if you say Blizzard stats aren't reliable, would you say the same about any other W/L ratio? The reason people say the numbers are meaningless is that they are made up primarily of bad players or casual players (all of masters pretty much). When people look at pro gamer win rates, particularly Korea-only pro gamer win rates, they should be able to get a better idea of game balance because all the statistics produced are from extremely strong players clashing with other extremely strong players. Do you really think it's valuable to know what the race win rates are in the bronze-masters skill range? If so please explain their value so the rest of us can be enlightened. | ||
RisingTide
Australia769 Posts
On September 23 2011 05:54 Telenil wrote: What strikes me is that whenever you have the "win ratio of the month" post updated, people go "poor [race with less than 50%], makes me sad. [Race with more than 50%] is OP atm." Yet when Blizzard comes with its own number, it's "those numbers are meaningless" all over the place. So I wonder, if you say Blizzard stats aren't reliable, would you say the same about any other W/L ratio? It's because Blizzard's numbers have been 'adjusted'. We have no idea what the actual numbers are, just these vague percentages. There is also the fact that they lump masters and grand masters as though there is anything close to a comparison. As a middling masters player I don't think my games should really be taken into too much consideration concerning balance. Most of the time when I lose, it's because I'm bad. Lastly, these numbers are found from games on the ladder maps, where things like close position spawns and 'rush maps' that blizzard seems to love would have a pretty serious effect on the game. | ||
decaf
Austria1797 Posts
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Condor Hero
United States2931 Posts
On September 23 2011 05:59 jarf1337 wrote: The fact that it has to exceed a 60/40 ratio is the scariest part of the article for me. With the number of games that they have to analyze(100,000's), we shouldn't be seeing such a large gap in win-rates if we are assuming a balanced state. If the game reaches a 60/40 ratio, that matchup would be basically unplayable. Yeah I don't think ZvP with Void/Colo vs Roach/Hydra ever reached 60/40 and even then you had tons and tons of Idra fans saying it was unplayable. | ||
Animostas
United States568 Posts
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SeaSwift
Scotland4486 Posts
On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. | ||
flowSthead
1065 Posts
On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? You're right, but then I have a question to ask you. How do you measure balance at all? So many people on TL talk about how BroodWar was perfectly balanced, but according to your logic, this would never be the case. And judging by what Artosis said on the last SOTG, none of that was dependent on player skill or racial balance, but map balance. "The Legend of the Fall" means Protoss win more in the Fall because there are more Protoss favored maps in the Fall? That doesn't sound particularly balanced. I mean I understand the general principle that you cannot balance in a vacuum without maps, but if you are balancing around maps then doesn't racial balance become negligible? If there is a huge imbalance, then if you make a certain race favored on a map, then it might even things out so that players of equal skill will have a 50% win ratio. All of that assumes that you know what skill level everyone is, which you point we do not. So what is the answer then? How do you do this when you can never accurately judge how much skill someone has? | ||
Corrosive
Canada3741 Posts
people drop people cheese frequently just for fun or a quick win people leave for no reason people do stupid strategies just for fun people generally mess around even in high leagues so how does this show balance proof? | ||
Noev
United States1105 Posts
On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? Yeah thats something i don't understand also, if there system tries to keep everyone at a 50/50 point then these numbers are irrelevant because even if one match up is broken or imbalanced the system will just place them vs people worse until they are able to win in that match up. I guess it could be counter acted by them doing really well in the other two match ups but still it something to think about is this really balance or just there system working really well. | ||
Cyrak
Canada536 Posts
Balancing for the lowest common denominator is the absolute least important consideration when balancing a competitive game. If the game is horribly skewed for lower leagues but is 50/50/50 in pro play then I'd consider that perfectly balanced. I don't know how many people share my sensibilities on this issue however. I'm just really disturbed because this is reminding me of the logic behind WoW arena balance. | ||
figq
12519 Posts
On September 23 2011 05:54 GentleDrill wrote: Yes, they work with this assumption as an axiom. Supported also by the expectation that people will switch races to adapt to imbalances.Show nested quote + On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? This idea works for your 2-man example but with a sample size of thousands it is quite reasonable to assume that skill is more-or-less even across all races. So balance = average score across all players ; skill = individual score compared to the average. Using both at the same time means the curve becomes more skewed towards the average. All extremes (bad and good) are made even more negligible than they already are. Which is kind of redundant and silly. | ||
happyness
United States2400 Posts
On September 23 2011 05:59 polysciguy wrote: Show nested quote + On September 23 2011 05:58 happyness wrote: Has anyone calculated the probability of there being 20/32 terrans in the GSL assuming the 96 top players are 32 of each race? And how would you solve that? kubiks did Show nested quote + I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ) This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... Thanks, though that seems really low. Fuck it's been too long since I took stats.... | ||
QurtStarcraft
United States162 Posts
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Condor Hero
United States2931 Posts
On September 23 2011 06:05 flowSthead wrote: Show nested quote + On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? You're right, but then I have a question to ask you. How do you measure balance at all? So many people on TL talk about how BroodWar was perfectly balanced, but according to your logic, this would never be the case. And judging by what Artosis said on the last SOTG, none of that was dependent on player skill or racial balance, but map balance. "The Legend of the Fall" means Protoss win more in the Fall because there are more Protoss favored maps in the Fall? That doesn't sound particularly balanced. I mean I understand the general principle that you cannot balance in a vacuum without maps, but if you are balancing around maps then doesn't racial balance become negligible? If there is a huge imbalance, then if you make a certain race favored on a map, then it might even things out so that players of equal skill will have a 50% win ratio. All of that assumes that you know what skill level everyone is, which you point we do not. So what is the answer then? How do you do this when you can never accurately judge how much skill someone has? In a perfect world, players of equal skill levels exerting equal effort has equal chance to win but that will never happen. The closest thing would be to balance around the highest skill level, have a good solid base (which we don't have since P/Z are both, at least, not as developed as T) then use maps to smooth out metagame changes. SC1 wasn't balanced, and for years BW wasn't considered balanced either but eventually as progamer skill ceiling rose balance was acceptable and Korean mapmakers were really good at making maps that solved small problems. We probably shouldn't expect a balanced game until the Protoss expansion is out. Normally this would be fine but it's annoying as fuck to see the game Blizz wants to be next great esports not complete while thousands of dollars and people's careers on the line in a really volatile industry. | ||
coupons
United States23 Posts
On September 23 2011 06:07 Cyrak wrote: I think the most disturbing part of this post is the implication that balancing for all skill levels is something that should be a highly rated priority. Balancing for all skill levels is pretty important. The problem for Blizzard, though, is just that. The range of skills can be and is so great that the smallest change might end up with an incredible impact. Small minor things like a few seconds build time increases for Barracks might not reflect much in the lower leagues, but it impacts and changes the timings of build orders in higher leagues. The 30 second increase to Warp Gate tech (several patches ago) doesn't seem like much in most of Bronze - Gold because the player skills don't revolve heavily around minute timings, but it created a huge impact of 4gate timing pushes in Plat and Diamond. Should it be a highly rated priority? Maybe, depending on the perspective you're taking. Blizzard is probably focusing more energy into getting Heart of the Swarm ready, instead of bothering too much with the ladder balance. It's just a speculation, but one that makes sense for me. But even if it were Blizzard's number one priority, it's not something they can willy nilly tweak around as often as they would like. During the Beta, patches by the dozens were being dished out left and right, but now that the game has entered what is more or less a stable state, they're just wary of pushing out balance patches because it might just overturn the balance they've set up already. | ||
Mindcrime
United States6899 Posts
On September 23 2011 06:03 SeaSwift wrote: Show nested quote + On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. | ||
Condor Hero
United States2931 Posts
On September 23 2011 06:05 Corrosive wrote: I don't understand. They're using ladder for stastics, but its pretty widely known that--- people drop people cheese frequently just for fun or a quick win people leave for no reason people do stupid strategies just for fun people generally mess around even in high leagues so how does this show balance proof? Well across a large enough sample (which Blizz has access to, I'm just not sure what time period this particular set of data comes from) the stuff you listed becomes irrelevant. | ||
polysciguy
United States488 Posts
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SeaSwift
Scotland4486 Posts
On September 23 2011 06:15 Mindcrime wrote: Show nested quote + On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. | ||
ShatterZer0
United States1843 Posts
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Servius_Fulvius
United States947 Posts
On September 23 2011 06:05 Corrosive wrote: I don't understand. They're using ladder for stastics, but its pretty widely known that--- people drop people cheese frequently just for fun or a quick win people leave for no reason people do stupid strategies just for fun people generally mess around even in high leagues so how does this show balance proof? It's intended to say "look, we compiled a ton of data and this is what it shows". I'd argue that any faults in their calculations come from their "true win" percentage. They called it "extremely complex math", no doubt to scare away almost everyone. I'd be interested in seeing and making sense of the equations and seeing the assumptions they make. Anyway, I'm sure their reasoning at least on people dropping is that so few people do it that it isn't statistically noticeable OR they're able to exclude data points for games lasting less than a minute. Anywho, given the situation in Korea: we can always look to the Koreans to see how we can abuse in-game mechanics. Take the 2 rax marine/scv all-in in TvZ last fall - it was clearly broken, most TvZ's in GSL were marine/scv all-ins, and terrans dominated. It wasn't just them who figured it out - it clearly spread far enough that the win/loss percentages were significantly affected (obviously since I'm not Blizzard, I can't say this for sure, but it's a reasonable assumption given their system). Anyway, we saw Koreans abuse BFH at MLG, 1-1-1 in a ton of Protoss matches, close-spawn bunker rushes on Xel Naga, pylon and supply depot blocks on ramps, etc. Koreans aren't the only ones to exploit imbalances to their advantage, but they're clearly better at it. I feel that Masters/GM should be a better indicator of balance since these players are more likely to follow tournament scenes and metagame shifts. It lowers the sample pool significantly, but the better players will give a better indicator of where the balance is. | ||
Dragar
United Kingdom971 Posts
On September 23 2011 06:21 SeaSwift wrote: Show nested quote + On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which obviouly exist (and must be reasonably accurate) as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. | ||
Miller
United States77 Posts
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Wuster
1974 Posts
On September 23 2011 05:31 kubiks wrote: Show nested quote + On September 23 2011 04:59 Wuster wrote: I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Well I'm not sure the "diversity" in code A will last long, we don't even know if there will be a protoss from code A in the up/down. Hence me saying hopeful, we know already that there are only going to be 2 or 3 terrans advancing to up/downs this season. Protoss has their own issues with Zerg, true, but that points more to Protoss being UP than Terran being OP (I mean there's no T in PvZ so what else can you conclude if P sucks in PvT and PvZ in GSL anyways). Funny enough all 4 Protoss in the Ro16 are facing Zergs. On September 23 2011 05:10 sitromit wrote: Show nested quote + On September 23 2011 04:59 Wuster wrote: On September 23 2011 04:42 sitromit wrote: On September 23 2011 04:36 Namu wrote: On September 23 2011 04:34 sitromit wrote: On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced. Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran. If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary). I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom. BF Hellion nerf only really effects TvT. They're worse against Marines now, but they're still just as effective vs. Zerglings, and it only takes a +1 upgrade for them to two-shot Drones like before. And 5 in game seconds is going to effect what exactly? 11/11? Come on... Terrans in GSL out-macroing Zerg and trading armies with incredible cost efficiency until the Zerg can't keep up? 5 seconds is going to change that? You'd be surprised, 5 seconds was enough to kill Reapers after all. Getting +1 for your BFH sounds trivial, but that requires an armory, meaning to get the same 2-shotting on drones you are investing a lot, also delaying things quite a bit. Think of the time/resource investement especially if your plan is Bio instead of Mech. I would certainly expect much fewer BFH drops to harass while massing up a huge bio-ball ala MGL Anaheim. | ||
Paladia
802 Posts
On September 23 2011 05:44 windsupernova wrote: Show nested quote + On September 23 2011 05:41 mr_chapy wrote: these numbers are completely meaningless. Well the M+GM may hold some slight significance but even those are not completely usefull in regards to balance. In balance discussions the only thing that really matters is Top Of The Wolrd level of play, like gsl code S , maybe code A and some top noch Foreign tournaments. I would like to see those numbers..... hey...20+terrans in code S... thats a meaningfull number.... They have said that they look at the results of top tournaments... several times they have said that Its even on the Screenshot, they say that this is not the final say on balance. They said just the opposite. At Blizzcon they said, and I quote. "We don't tend to look too much at tournament results". They also said that, in regards to balance: "We play our game a lot. Everyone who works on balance is a diamond random player. So we get to see all the match-ups and all the maps." | ||
SpinmovE
Canada119 Posts
On September 23 2011 06:34 Wuster wrote: Show nested quote + On September 23 2011 05:31 kubiks wrote: On September 23 2011 04:59 Wuster wrote: I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Well I'm not sure the "diversity" in code A will last long, we don't even know if there will be a protoss from code A in the up/down. Hence me saying hopeful, we know already that there are only going to be 2 or 3 terrans advancing to up/downs this season. Protoss has their own issues with Zerg, true, but that points more to Protoss being UP than Terran being OP (I mean there's no T in PvZ so what else can you conclude if P sucks in PvT and PvZ in GSL anyways). Funny enough all 4 Protoss in the Ro16 are facing Zergs. Show nested quote + On September 23 2011 05:10 sitromit wrote: On September 23 2011 04:59 Wuster wrote: On September 23 2011 04:42 sitromit wrote: On September 23 2011 04:36 Namu wrote: On September 23 2011 04:34 sitromit wrote: On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced. Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran. If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary). I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom. BF Hellion nerf only really effects TvT. They're worse against Marines now, but they're still just as effective vs. Zerglings, and it only takes a +1 upgrade for them to two-shot Drones like before. And 5 in game seconds is going to effect what exactly? 11/11? Come on... Terrans in GSL out-macroing Zerg and trading armies with incredible cost efficiency until the Zerg can't keep up? 5 seconds is going to change that? You'd be surprised, 5 seconds was enough to kill Reapers after all. Getting +1 for your BFH sounds trivial, but that requires an armory, meaning to get the same 2-shotting on drones you are investing a lot, also delaying things quite a bit. Think of the time/resource investement especially if your plan is Bio instead of Mech. I would certainly expect much fewer BFH drops to harass while massing up a huge bio-ball ala MGL Anaheim. The reason reapers died off isn't because of any 5 second timing change. It's because reaper speed now requires a factory and you require a supply depot before you can build a barracks... | ||
Jomer
United States32 Posts
The point of statistics is to be able to make decisions using facts and not feelings. Discrediting statistics without acknowledging this is... wait for it... dumb. If Blizzard's goal in releasing these numbers is to perform damage control, then they are right to do so: as most of us reading this are not M/GM Koreans, our experience is going to (in aggregate) resemble these numbers more than GSL Code S. That being said, and this for statistical purposes is anecdotal (read: meaningless), I am not playing actively because I find playing as Protoss to be unnecessarily frustrating for reasons that have been elaborated on elsewhere. Blizzard's damage control should tell me that, since I am not Korean M/GM, there is still a good time to be had. However, while adversity builds character and all that, I am not interested in ice-skating uphill (hat tip to Blade). In my case, at least, their efforts are wasted. | ||
windsupernova
Mexico5280 Posts
On September 23 2011 06:40 Paladia wrote: Show nested quote + On September 23 2011 05:44 windsupernova wrote: On September 23 2011 05:41 mr_chapy wrote: these numbers are completely meaningless. Well the M+GM may hold some slight significance but even those are not completely usefull in regards to balance. In balance discussions the only thing that really matters is Top Of The Wolrd level of play, like gsl code S , maybe code A and some top noch Foreign tournaments. I would like to see those numbers..... hey...20+terrans in code S... thats a meaningfull number.... They have said that they look at the results of top tournaments... several times they have said that Its even on the Screenshot, they say that this is not the final say on balance. They said just the opposite. At Blizzcon they said, and I quote. "We don't tend to look too much at tournament results". They also said that, in regards to balance: "We play our game a lot. Everyone who works on balance is a diamond random player. So we get to see all the match-ups and all the maps." http://us.battle.net/sc2/en/blog/994847 + Show Spoiler + The StarCraft II developers feel that it’s important to take a look at the various tools that are employed in defining balance. At first, each one of these tools looks like it could be the one answer you need -- but it becomes clear over time that no single tool provides the perfect solution to balance. Instead, it takes multiple tools and a complete understanding of what those tools tell the designers. So what tools do the developers use? Player Feedback Player feedback is perhaps the best tool available to the development team, as it allows for many voices to be heard across a variety of skill levels and experiences. This method also represents the largest pool of players. While data is a great tool, raw stats don’t qualify what players are experiencing from their perspectives. By reading the forums and getting feedback from the community team, the developers can gain insight into how the community is playing the game, what units they're using, and what difficulties or successes they're having. There are drawbacks to utilizing player feedback exclusively. Sometimes the loudest of voices aren't portraying their experiences accurately, and the many can easily drown out a single voice that has different, yet important information the development team needs to make balancing decisions. Pro Feedback Pro players represent another important balancing tool to the development team. These players have a high skill level and understand the minute details of the game. They are also a great resource for critical feedback. On the downside, these players are generally very focused on one particular race and represent a very small subset of the community. When taking these players into account, it’s important to note that they may not know exactly why they lost a match -- whether it was due to their own error or an actual imbalance to the race, ability, or unit they are using. Tournaments Tournaments can be a great resource for observing games played at a very high skill level. When watching these matches, however, it’s important to look at the games individually and not just the end results. A talented player like Fruit Dealer may just be so good that he was going to win no matter what race he played. However, each game can give some insight into where the holes within the balance might lie. Players in these tournaments are generally very good at finding these holes and taking advantage of them, and it’s the development team’s job to keep an eye out and determine if something needs to be changed. The weakness in looking only at tournaments lies in knowing that there’s no way to be certain that matches are equal. All it really takes is a single poor performance to keep a top player from progressing. Play the Games You Make There’s no better way to see what players are experiencing firsthand than to play the game yourself. It’s a good way to get into the trenches, analyze gameplay, and find out what’s fun, what’s not fun, what tactics work and don’t work, and so on. However, while the development team consists of players of every skill level, the team is only so large -- and even with additional feedback from within the company, it can sometimes take time before the next new strategy gets to our team. Spreadsheets Spreadsheets are a great tool for looking at straight damage numbers, how fast or slow units are made, how often, what combinations of units are used, unit costs, and more. What spreadsheets don’t tell the developers is the how or why. While designers can take a look at the sizes of armies and make adjustments to building times , spreadsheets can’t really take into account pathing, terrain, micromanagement, unit size, random target acquisition, and other factors which only occur in a real game. Make Combat Make Combat is a great in-house simulation tool that allows the development team to run various scenarios with units to see how they stack up against each other, but running one simulation isn’t enough. Simulations need to be run multiple times before any sort of pattern begins to take shape -- if there’s even a pattern to be seen. Unlike a spreadsheet, Make Combat can take a look at unit pathing and can even allow micro to be employed if the developers wants to drill down a little bit more. What the simulation doesn’t do well is take into account all the myriad combinations of units or terrain. While it’s a handy tool, it’s only one of many, and results can’t always be taken at face value. maybe you are misinterpreting stuff? | ||
polysciguy
United States488 Posts
On September 23 2011 06:30 Dragar wrote: Show nested quote + On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. | ||
Babybawler33
4 Posts
On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter User was banned for this post. | ||
RisingTide
Australia769 Posts
On September 23 2011 06:47 Babybawler33 wrote: Show nested quote + On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter Quality first post man, welcome to the forums... | ||
Dragar
United Kingdom971 Posts
On September 23 2011 06:45 polysciguy wrote: Show nested quote + On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. First, they aren't looking at skill. They just use results of matches and probability distribution for winning a match for any two players. That's not skill, it's just how likely they are to win. And Blizz sure seem good at knowing that. Their matchmaker works, right? Second, it's irrelevent whether or not people 'cheese', or suffer build order losses, or are better at playstyles. If a 'cheese' is giving one race a 90% win rate against one race (of course I'm sure nobody claims such a build exists and writes guides on TL claiming so and how to do it...) then that's part of the game, and that race is OP because of that build. Same with having a more favourable build order lottery, or being better at early or late game. That's how overpowered builds (or cheese) get nerfed. Why do you think it takes three pylons to wall off the bottom of a ramp now? Another way is because cheese often indicates bad design if it's very powerful. | ||
jdseemoreglass
United States3773 Posts
On September 23 2011 06:05 flowSthead wrote: Show nested quote + On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? You're right, but then I have a question to ask you. How do you measure balance at all? So many people on TL talk about how BroodWar was perfectly balanced, but according to your logic, this would never be the case. And judging by what Artosis said on the last SOTG, none of that was dependent on player skill or racial balance, but map balance. "The Legend of the Fall" means Protoss win more in the Fall because there are more Protoss favored maps in the Fall? That doesn't sound particularly balanced. I mean I understand the general principle that you cannot balance in a vacuum without maps, but if you are balancing around maps then doesn't racial balance become negligible? If there is a huge imbalance, then if you make a certain race favored on a map, then it might even things out so that players of equal skill will have a 50% win ratio. All of that assumes that you know what skill level everyone is, which you point we do not. So what is the answer then? How do you do this when you can never accurately judge how much skill someone has? Well, this community doesn't measure skill from a simple "how many games do they win" perspective. We look at very subjective things that can't be measured mathematically, such as game sense, micro, multitasking, mechanics, strategic thinking, etc. When looking at these these it's possible to get a rough idea of the relative skill of players, and that can be used to perhaps assess whether a player should/shouldn't be winning as much as they are/aren't. Of course it is a pretty subjective process, but when you've got more than a decade to study the game people start to reach a consensus on these issues. | ||
hejakev
Sweden518 Posts
On September 23 2011 06:47 Babybawler33 wrote: Show nested quote + On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter Great advice! Do you offer coaching? I'm in diamond and have trouble executing such complex strategies as making motherships and throwing sentries in there. | ||
Babybawler33
4 Posts
On September 23 2011 06:51 RisingTide wrote: Show nested quote + On September 23 2011 06:47 Babybawler33 wrote: On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter Quality first post man, welcome to the forums... Yeah....it was a bad post, but I'm just tired of reading about toss complaining. I'm sure that there is many people that don't post that would agree with me as well. | ||
polysciguy
United States488 Posts
On September 23 2011 06:47 Babybawler33 wrote: Show nested quote + On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter we've been complaining about emp since the beginning, and what happened, instead of emp dropping all energy it drops only 100.......awesome, such a huge change......i mean it still pretty much accomplishes the exact same effect it did before the change, unless you managed to keep a couple sentries alive from when you first made them and never used any energy on them. and if you play terran, i don't really think you are in a position to complain about a-moving an army. | ||
Babybawler33
4 Posts
On September 23 2011 06:53 hejakev wrote: Show nested quote + On September 23 2011 06:47 Babybawler33 wrote: On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter Great advice! Do you offer coaching? I'm in diamond and have trouble executing such complex strategies as making motherships and throwing sentries in there. I could write a novel but I really don't want to. No need to be sarcastic...this is a discussion isn't it? | ||
aksfjh
United States4853 Posts
On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? I know this will probably be buried under piles of "ZOMG BLIZZARD IS BLIND AND WE'RE ALL SMARTER!" but there is a way to determine the value of 2+ unknown variables. It's called systems of equations. Here is a link: http://library.thinkquest.org/20991/alg2/systems.html In this case, Blizzard can take some variables to measure, like average skill, skill deviation, and racial balance. You combine these with knowns, like race, winner, and rating before game. The end equation USUALLY looks something like this: Ax+By+Cz=Q The capital letters are the numbers you know, and the small letters are the variables. You do this over a long period of time and you end up with a multitude of numbers for your knowns. Since this involves behavioral unpredictability and an imperfect system, you're going to get a bunch of equations that can't be solved by systems of equations. This is where things like linear algebra and statistics comes in with a least squares approach to determine the best fit approximations for each variable. The beauty of this approach isn't just that you can determine things like overall balance, but you can also track balance across skill levels and see learning curves of each race, or population/skill shifts as they occur. In short, please shut up about stuff you don't know. The second you think something is "common sense," stop yourself and do a little research into the subject to make sure it really is common sense. | ||
RisingTide
Australia769 Posts
On September 23 2011 06:52 Dragar wrote: Show nested quote + On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. First, they aren't looking at skill. They just use results of matches and probability distribution for winning a match for any two players. That's not skill, it's just how likely they are to win. And Blizz sure seem good at knowing that. Their matchmaker works, right? Second, it's irrelevent whether or not people 'cheese', or suffer build order losses, or are better at playstyles. If a 'cheese' is giving one race a 90% win rate against one race (of course I'm sure nobody claims such a build exists and writes guides on TL claiming so and how to do it...) then that's part of the game, and that race is OP because of that build. Same with having a more favourable build order lottery, or being better at early or late game. That's how overpowered builds (or cheese) get nerfed. Why do you think it takes three pylons to wall off the bottom of a ramp now? Another way is because cheese often indicates bad design if it's very powerful. A thing to note about overpowered builds is that even if they are rarely used, that doesn't stop them from being overpowered. I don't think something like 1/1/1 is performed with nearly the frequency or precision on NA as it is on KOR, and as such it won't affect the win percentages there as strongly, but that doesn't mean that it might not be overpowered. | ||
Babybawler33
4 Posts
On September 23 2011 06:54 polysciguy wrote: Show nested quote + On September 23 2011 06:47 Babybawler33 wrote: On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter we've been complaining about emp since the beginning, and what happened, instead of emp dropping all energy it drops only 100.......awesome, such a huge change......i mean it still pretty much accomplishes the exact same effect it did before the change, unless you managed to keep a couple sentries alive from when you first made them and never used any energy on them. and if you play terran, i don't really think you are in a position to complain about a-moving an army. Yeah because playing as a terran you A-move, right? I mean you have to micro vikings, spread units, emp, studder step, etc. | ||
Paladia
802 Posts
On September 23 2011 06:44 windsupernova wrote: Show nested quote + On September 23 2011 06:40 Paladia wrote: On September 23 2011 05:44 windsupernova wrote: On September 23 2011 05:41 mr_chapy wrote: these numbers are completely meaningless. Well the M+GM may hold some slight significance but even those are not completely usefull in regards to balance. In balance discussions the only thing that really matters is Top Of The Wolrd level of play, like gsl code S , maybe code A and some top noch Foreign tournaments. I would like to see those numbers..... hey...20+terrans in code S... thats a meaningfull number.... They have said that they look at the results of top tournaments... several times they have said that Its even on the Screenshot, they say that this is not the final say on balance. They said just the opposite. At Blizzcon they said, and I quote. "We don't tend to look too much at tournament results". They also said that, in regards to balance: "We play our game a lot. Everyone who works on balance is a diamond random player. So we get to see all the match-ups and all the maps." http://us.battle.net/sc2/en/blog/994847 + Show Spoiler + The StarCraft II developers feel that it’s important to take a look at the various tools that are employed in defining balance. At first, each one of these tools looks like it could be the one answer you need -- but it becomes clear over time that no single tool provides the perfect solution to balance. Instead, it takes multiple tools and a complete understanding of what those tools tell the designers. So what tools do the developers use? Player Feedback Player feedback is perhaps the best tool available to the development team, as it allows for many voices to be heard across a variety of skill levels and experiences. This method also represents the largest pool of players. While data is a great tool, raw stats don’t qualify what players are experiencing from their perspectives. By reading the forums and getting feedback from the community team, the developers can gain insight into how the community is playing the game, what units they're using, and what difficulties or successes they're having. There are drawbacks to utilizing player feedback exclusively. Sometimes the loudest of voices aren't portraying their experiences accurately, and the many can easily drown out a single voice that has different, yet important information the development team needs to make balancing decisions. Pro Feedback Pro players represent another important balancing tool to the development team. These players have a high skill level and understand the minute details of the game. They are also a great resource for critical feedback. On the downside, these players are generally very focused on one particular race and represent a very small subset of the community. When taking these players into account, it’s important to note that they may not know exactly why they lost a match -- whether it was due to their own error or an actual imbalance to the race, ability, or unit they are using. Tournaments Tournaments can be a great resource for observing games played at a very high skill level. When watching these matches, however, it’s important to look at the games individually and not just the end results. A talented player like Fruit Dealer may just be so good that he was going to win no matter what race he played. However, each game can give some insight into where the holes within the balance might lie. Players in these tournaments are generally very good at finding these holes and taking advantage of them, and it’s the development team’s job to keep an eye out and determine if something needs to be changed. The weakness in looking only at tournaments lies in knowing that there’s no way to be certain that matches are equal. All it really takes is a single poor performance to keep a top player from progressing. Play the Games You Make There’s no better way to see what players are experiencing firsthand than to play the game yourself. It’s a good way to get into the trenches, analyze gameplay, and find out what’s fun, what’s not fun, what tactics work and don’t work, and so on. However, while the development team consists of players of every skill level, the team is only so large -- and even with additional feedback from within the company, it can sometimes take time before the next new strategy gets to our team. Spreadsheets Spreadsheets are a great tool for looking at straight damage numbers, how fast or slow units are made, how often, what combinations of units are used, unit costs, and more. What spreadsheets don’t tell the developers is the how or why. While designers can take a look at the sizes of armies and make adjustments to building times , spreadsheets can’t really take into account pathing, terrain, micromanagement, unit size, random target acquisition, and other factors which only occur in a real game. Make Combat Make Combat is a great in-house simulation tool that allows the development team to run various scenarios with units to see how they stack up against each other, but running one simulation isn’t enough. Simulations need to be run multiple times before any sort of pattern begins to take shape -- if there’s even a pattern to be seen. Unlike a spreadsheet, Make Combat can take a look at unit pathing and can even allow micro to be employed if the developers wants to drill down a little bit more. What the simulation doesn’t do well is take into account all the myriad combinations of units or terrain. While it’s a handy tool, it’s only one of many, and results can’t always be taken at face value. maybe you are misinterpreting stuff? No, what you post is a summary by a community manager (Nethaera). You can find my quote at (8 minutes exactly into it). | ||
RandomAccount#49059
United States2140 Posts
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hejakev
Sweden518 Posts
On September 23 2011 06:54 Babybawler33 wrote: Show nested quote + On September 23 2011 06:53 hejakev wrote: On September 23 2011 06:47 Babybawler33 wrote: On September 23 2011 06:34 Miller wrote: If Blizzard really feels PvT is balanced or that Protoss even close to OP then its time to make the dreaded switch to Terran... Sigh I wish they would post recent tourney stats... Its all about the Terrans that utilize EMP, the lower level even Masters Terrans don't. Seperate GM from Masters and lets see what it looks like because Masters is closer to diamond than GM as far as competition goes. Anyways, off to learn Terran now so sad =\ GL Protoss You protoss players cry too much...."Oh shit, I can't A-move anymore ![]() I think it's time for toss players to QQ less and play smarter Great advice! Do you offer coaching? I'm in diamond and have trouble executing such complex strategies as making motherships and throwing sentries in there. I could write a novel but I really don't want to. No need to be sarcastic...this is a discussion isn't it? I didn't think a line like "QQ less and play smarter" warranted serious response. These aren't the Blizzard forums where you can tell people to make certain units and consider it a legitimate contribution to the discussion. | ||
eleaf
526 Posts
On September 23 2011 06:45 polysciguy wrote: Show nested quote + On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. You are partially correct. Cheese wont be take into consideration here. This winning percentage estimation system is only result based. But I do believe they have another system to solve the strategy imbalance. In all, they have all the data. They can do whatever they want. And data dont lie. Yet here majority of the members just make conclusion based on their instinct. | ||
DarkRise
1644 Posts
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windsupernova
Mexico5280 Posts
On September 23 2011 06:57 Paladia wrote: Show nested quote + On September 23 2011 06:44 windsupernova wrote: On September 23 2011 06:40 Paladia wrote: On September 23 2011 05:44 windsupernova wrote: On September 23 2011 05:41 mr_chapy wrote: these numbers are completely meaningless. Well the M+GM may hold some slight significance but even those are not completely usefull in regards to balance. In balance discussions the only thing that really matters is Top Of The Wolrd level of play, like gsl code S , maybe code A and some top noch Foreign tournaments. I would like to see those numbers..... hey...20+terrans in code S... thats a meaningfull number.... They have said that they look at the results of top tournaments... several times they have said that Its even on the Screenshot, they say that this is not the final say on balance. They said just the opposite. At Blizzcon they said, and I quote. "We don't tend to look too much at tournament results". They also said that, in regards to balance: "We play our game a lot. Everyone who works on balance is a diamond random player. So we get to see all the match-ups and all the maps." http://us.battle.net/sc2/en/blog/994847 + Show Spoiler + The StarCraft II developers feel that it’s important to take a look at the various tools that are employed in defining balance. At first, each one of these tools looks like it could be the one answer you need -- but it becomes clear over time that no single tool provides the perfect solution to balance. Instead, it takes multiple tools and a complete understanding of what those tools tell the designers. So what tools do the developers use? Player Feedback Player feedback is perhaps the best tool available to the development team, as it allows for many voices to be heard across a variety of skill levels and experiences. This method also represents the largest pool of players. While data is a great tool, raw stats don’t qualify what players are experiencing from their perspectives. By reading the forums and getting feedback from the community team, the developers can gain insight into how the community is playing the game, what units they're using, and what difficulties or successes they're having. There are drawbacks to utilizing player feedback exclusively. Sometimes the loudest of voices aren't portraying their experiences accurately, and the many can easily drown out a single voice that has different, yet important information the development team needs to make balancing decisions. Pro Feedback Pro players represent another important balancing tool to the development team. These players have a high skill level and understand the minute details of the game. They are also a great resource for critical feedback. On the downside, these players are generally very focused on one particular race and represent a very small subset of the community. When taking these players into account, it’s important to note that they may not know exactly why they lost a match -- whether it was due to their own error or an actual imbalance to the race, ability, or unit they are using. Tournaments Tournaments can be a great resource for observing games played at a very high skill level. When watching these matches, however, it’s important to look at the games individually and not just the end results. A talented player like Fruit Dealer may just be so good that he was going to win no matter what race he played. However, each game can give some insight into where the holes within the balance might lie. Players in these tournaments are generally very good at finding these holes and taking advantage of them, and it’s the development team’s job to keep an eye out and determine if something needs to be changed. The weakness in looking only at tournaments lies in knowing that there’s no way to be certain that matches are equal. All it really takes is a single poor performance to keep a top player from progressing. Play the Games You Make There’s no better way to see what players are experiencing firsthand than to play the game yourself. It’s a good way to get into the trenches, analyze gameplay, and find out what’s fun, what’s not fun, what tactics work and don’t work, and so on. However, while the development team consists of players of every skill level, the team is only so large -- and even with additional feedback from within the company, it can sometimes take time before the next new strategy gets to our team. Spreadsheets Spreadsheets are a great tool for looking at straight damage numbers, how fast or slow units are made, how often, what combinations of units are used, unit costs, and more. What spreadsheets don’t tell the developers is the how or why. While designers can take a look at the sizes of armies and make adjustments to building times , spreadsheets can’t really take into account pathing, terrain, micromanagement, unit size, random target acquisition, and other factors which only occur in a real game. Make Combat Make Combat is a great in-house simulation tool that allows the development team to run various scenarios with units to see how they stack up against each other, but running one simulation isn’t enough. Simulations need to be run multiple times before any sort of pattern begins to take shape -- if there’s even a pattern to be seen. Unlike a spreadsheet, Make Combat can take a look at unit pathing and can even allow micro to be employed if the developers wants to drill down a little bit more. What the simulation doesn’t do well is take into account all the myriad combinations of units or terrain. While it’s a handy tool, it’s only one of many, and results can’t always be taken at face value. maybe you are misinterpreting stuff? No, what you post is a summary by a community manager (Nethaera). You can find my quote at http://www.youtube.com/watch?v=CMWw6W9IVdw&feature=player_detailpage#t=480s (8 minutes exactly into it). yeah I have seen that. Maybe I am interpreting differently than you but what I got from that is that just don't base off on the results of the tourney, but on the games themeselves.I guess we will have to agree to disagree, maybe I am being too positive hahaha. | ||
aksfjh
United States4853 Posts
On September 23 2011 06:56 RisingTide wrote: Show nested quote + On September 23 2011 06:52 Dragar wrote: On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. First, they aren't looking at skill. They just use results of matches and probability distribution for winning a match for any two players. That's not skill, it's just how likely they are to win. And Blizz sure seem good at knowing that. Their matchmaker works, right? Second, it's irrelevent whether or not people 'cheese', or suffer build order losses, or are better at playstyles. If a 'cheese' is giving one race a 90% win rate against one race (of course I'm sure nobody claims such a build exists and writes guides on TL claiming so and how to do it...) then that's part of the game, and that race is OP because of that build. Same with having a more favourable build order lottery, or being better at early or late game. That's how overpowered builds (or cheese) get nerfed. Why do you think it takes three pylons to wall off the bottom of a ramp now? Another way is because cheese often indicates bad design if it's very powerful. A thing to note about overpowered builds is that even if they are rarely used, that doesn't stop them from being overpowered. I don't think something like 1/1/1 is performed with nearly the frequency or precision on NA as it is on KOR, and as such it won't affect the win percentages there as strongly, but that doesn't mean that it might not be overpowered. The assumption is that if it is overpowered, you will see it used in almost exclusivity. Why wouldn't you want a free win? | ||
polysciguy
United States488 Posts
On September 23 2011 07:01 eleaf wrote: Show nested quote + On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. You are partially correct. Cheese wont be take into consideration here. This winning percentage estimation system is only result based. But I do believe they have another system to solve the strategy imbalance. In all, they have all the data. They can do whatever they want. And data dont lie. Yet here majority of the members just make conclusion based on their instinct. id argue that they are making conclusions based on actual results | ||
Vindicare605
United States16081 Posts
I wonder what it is about Zergs in Korea vs the rest of the world. The overall Master's/GM win rate for that race in particular is much different than the others. | ||
Bashion
Cook Islands2612 Posts
| ||
polysciguy
United States488 Posts
On September 23 2011 07:03 Vindicare605 wrote: Game's a lot more balanced than Forum QQ would have you believe from the looks of things. But then again I knew that before I saw these stats. I wonder what it is about Zergs in Korea vs the rest of the world. The overall Master's/GM win rate for that race in particular is much different than the others. tournament results back up the qq more than they back up those statistics | ||
shinyA
United States473 Posts
| ||
Wuster
1974 Posts
On September 23 2011 06:42 SpinmovE wrote: Show nested quote + On September 23 2011 06:34 Wuster wrote: On September 23 2011 05:31 kubiks wrote: On September 23 2011 04:59 Wuster wrote: I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Well I'm not sure the "diversity" in code A will last long, we don't even know if there will be a protoss from code A in the up/down. Hence me saying hopeful, we know already that there are only going to be 2 or 3 terrans advancing to up/downs this season. Protoss has their own issues with Zerg, true, but that points more to Protoss being UP than Terran being OP (I mean there's no T in PvZ so what else can you conclude if P sucks in PvT and PvZ in GSL anyways). Funny enough all 4 Protoss in the Ro16 are facing Zergs. On September 23 2011 05:10 sitromit wrote: On September 23 2011 04:59 Wuster wrote: On September 23 2011 04:42 sitromit wrote: On September 23 2011 04:36 Namu wrote: On September 23 2011 04:34 sitromit wrote: On September 23 2011 03:35 willz22912 wrote: I'd just like to chime in for everyone who is trying to use GSL as a sort of balance discussion topic. While GSL is generally accepted as the highest level SC2 tournament in the world, with the best players, it can't be used exclusively on it's own without support as some unquestionable fact. The fact is that people seem to forget that the GSL is in itself not perfect as a tournament or as a structure. Do we not all forget the open seasons and the difference it is in terms of skill level today, it took a long time for certain "average" players who everyone didn't think belonged in code S to fall down with the up/down format. Remember how the ro32 is set up for both Code A and S. Before in Code S, the bottom two in groups were always sent into the up and downs with 1 person from code A coming up, with the top 2 of those 3 players making it back into Code S. Now the turnover is better for code A -> S but still the same for Code S. There is still only 8 people out of a 32 man tournament that could potentially lose Code S every season. Then there's code A Ro32 which is just a bo3 and if you lose you are knocked into code B which everyone knows is insanely difficulty to get back into code A. My final point regarding the GSL is the group structure in ro32 code S. While people cannot handle multiple bo3s because of time constraints, this leaves us with the much worse outcome in terms of player potential, 2 bo1s and a 3rd potentially for a tiebreaker. Will you not agree that a single bo1 is not enough of a factor to determine who is the better player? Nerves aside in a tournament setting, this also increases the chances of cheese being seen in people's strategies since it's only a bo1 and if you cheese well, you generally have a high chance of just straight up winning which is why cheese is so popular. And I think most people would generally agree that a cheese game is 1) not fun for viewers, 2) not indicative of a players true skill. Remember IMmvp in GSL March? He got baneling busted twice in a row by July in an "upset" and fell to up and downs, and then lost in up and downs to two protosses and fell into code A. Now look at him, 3 time GSL champion with another high chance of winning a 4th title. Do people not slump and do weird results happen in the group stages. Yes and yes. Don't keep using GSL as a stand alone #s game since even out of 20 Terrans, at most 8 can go into up and downs every season, so getting the GSL to be racially balanced will take a long time regardless of game balance because of the tournament format. This makes absolutely no sense and here's why. If everything were as random as you say, ie Bo1s not a good indicator who is better, by skill or by power of having picked the right race, all races would fare equally well. It's random after all, a matter of chance. How is it that Terran always seems to get lucky? Why has Terran representation in the GSL consistently gone higher and higher every season? No, what he is saying is that even if the game becomes balanced now after 1.4 or subsequent patches, it will take more than one season, probably like 3 for the terran number to go down to the appropriate ammount. He's saying that the number of races in GSL will lag behind the actual current balance. We already know that. But there's nothing in the balance changes that actually significantly effects Terran. So we're stuck with this situation for the foreseeable future, and for a good while afterwards, even if Terran eventually gets balanced. Blue flame hellion and Barrack build time weren't significant nerfs? GSL is still playing with the old patch, let's wait and see before we complain that nothing changed for Terran. If you want to see the balance shifting, you have to look at Code A, and of the qualifiers, only 2 were Terran who faced a TvT to get in. Code A is much more diverse overall as well. While, as stated before Code S is set up to keep people in it (Artosis mentioned that having consistent players in Code S lets Gom give them a surrogate salary). I think you could argue that the bottom of Code S really isn't that different from the middle/top of Code A. And the balance in Code A has steadily gotten better, while before it was the opposite, with Code S having the better ratio and Code A being Terran dominant. So it make sense that Code S would eventually become Terran dominant, just like looking at Code A today gives hope that Code S will again diversify. Just look at the list of players who have gone from Code S to Code B, I'll skip the Protoss because so many people will insist they fell out due to imbalance. Maka, Leenock, Byun, Kyrix, TheWind, Boxer (if he's not Code A quality what does that mean to everyone who placed behind him at MLG and NASL?), Jinro (a former MLG champion), ect. Code S and A don't have a huge skill divide except maybe at the very top (MVP cruising through Code A when he got knocked down), so it's not all doom and gloom. BF Hellion nerf only really effects TvT. They're worse against Marines now, but they're still just as effective vs. Zerglings, and it only takes a +1 upgrade for them to two-shot Drones like before. And 5 in game seconds is going to effect what exactly? 11/11? Come on... Terrans in GSL out-macroing Zerg and trading armies with incredible cost efficiency until the Zerg can't keep up? 5 seconds is going to change that? You'd be surprised, 5 seconds was enough to kill Reapers after all. Getting +1 for your BFH sounds trivial, but that requires an armory, meaning to get the same 2-shotting on drones you are investing a lot, also delaying things quite a bit. Think of the time/resource investement especially if your plan is Bio instead of Mech. I would certainly expect much fewer BFH drops to harass while massing up a huge bio-ball ala MGL Anaheim. The reason reapers died off isn't because of any 5 second timing change. It's because reaper speed now requires a factory and you require a supply depot before you can build a barracks... That was a month later and the final nail in the coffin. But reaper openings were very rare after the 5 second went in, since the timings for reaper openings were already very slim. | ||
jdseemoreglass
United States3773 Posts
On September 23 2011 06:55 aksfjh wrote: Show nested quote + On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? I know this will probably be buried under piles of "ZOMG BLIZZARD IS BLIND AND WE'RE ALL SMARTER!" but there is a way to determine the value of 2+ unknown variables. It's called systems of equations. Here is a link: http://library.thinkquest.org/20991/alg2/systems.html In this case, Blizzard can take some variables to measure, like average skill, skill deviation, and racial balance. You combine these with knowns, like race, winner, and rating before game. The end equation USUALLY looks something like this: Ax+By+Cz=Q The capital letters are the numbers you know, and the small letters are the variables. You do this over a long period of time and you end up with a multitude of numbers for your knowns. Since this involves behavioral unpredictability and an imperfect system, you're going to get a bunch of equations that can't be solved by systems of equations. This is where things like linear algebra and statistics comes in with a least squares approach to determine the best fit approximations for each variable. The beauty of this approach isn't just that you can determine things like overall balance, but you can also track balance across skill levels and see learning curves of each race, or population/skill shifts as they occur. In short, please shut up about stuff you don't know. The second you think something is "common sense," stop yourself and do a little research into the subject to make sure it really is common sense. It is impossible to solve for two variables in a single equation. It is possible if you have multiple independent equations. And we don't. Even though the games played are all different, the resulting equation is the same no matter how many times you run it. ie. Skill + Balance = Result. It doesn't matter how many players, how many games, at some point you are going to have to make an assumption about balance or player skill. There is nothing in statistics or any other kind of mathematics that will be able to solve two dependent variables in a single equation. So long as the ONLY metric being used is win ratio, then Blizzard only has a single equation. In short, please don't tell me to shut up. What I'm talking about is common sense, and basic mathematics. Blizzard puts a big complicated equation on the board and people's eyes glaze over, but at the end of the day it is nothing more than two variables in a single equation. | ||
Sumwar
Canada199 Posts
| ||
Dragar
United Kingdom971 Posts
On September 23 2011 07:05 Bashion wrote: what scares me is that Blizz can use those Protoss numbers as an excuse to nerf the race even more. What scares me are imagining the Z numbers in America/EU after the patch. | ||
polysciguy
United States488 Posts
On September 23 2011 07:06 shinyA wrote: Why is there no GM only? in my opinion, it would show a drastic imbalance. though they could do that and just claim a small sample size. | ||
eleaf
526 Posts
On September 23 2011 07:03 polysciguy wrote: Show nested quote + On September 23 2011 07:01 eleaf wrote: On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. You are partially correct. Cheese wont be take into consideration here. This winning percentage estimation system is only result based. But I do believe they have another system to solve the strategy imbalance. In all, they have all the data. They can do whatever they want. And data dont lie. Yet here majority of the members just make conclusion based on their instinct. id argue that they are making conclusions based on actual results Well, u got to trust the 12k+ paid Ph.D's from Blizzard cuz they are suppose to be much better in mathematics than the community member here. Ppl always thought they are smarter, but 99.9% of them cant figure out why they just cant have a A+ on their statistic class ![]() | ||
Elean
689 Posts
On September 23 2011 07:03 Vindicare605 wrote: Game's a lot more balanced than Forum QQ would have you believe from the looks of things. But then again I knew that before I saw these stats. I wonder what it is about Zergs in Korea vs the rest of the world. The overall Master's/GM win rate for that race in particular is much different than the others. They don't use infestors as much, that's probably the main reason. | ||
eleaf
526 Posts
On September 23 2011 07:08 jdseemoreglass wrote: Show nested quote + On September 23 2011 06:55 aksfjh wrote: On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? I know this will probably be buried under piles of "ZOMG BLIZZARD IS BLIND AND WE'RE ALL SMARTER!" but there is a way to determine the value of 2+ unknown variables. It's called systems of equations. Here is a link: http://library.thinkquest.org/20991/alg2/systems.html In this case, Blizzard can take some variables to measure, like average skill, skill deviation, and racial balance. You combine these with knowns, like race, winner, and rating before game. The end equation USUALLY looks something like this: Ax+By+Cz=Q The capital letters are the numbers you know, and the small letters are the variables. You do this over a long period of time and you end up with a multitude of numbers for your knowns. Since this involves behavioral unpredictability and an imperfect system, you're going to get a bunch of equations that can't be solved by systems of equations. This is where things like linear algebra and statistics comes in with a least squares approach to determine the best fit approximations for each variable. The beauty of this approach isn't just that you can determine things like overall balance, but you can also track balance across skill levels and see learning curves of each race, or population/skill shifts as they occur. In short, please shut up about stuff you don't know. The second you think something is "common sense," stop yourself and do a little research into the subject to make sure it really is common sense. It is impossible to solve for two variables in a single equation. It is possible if you have multiple independent equations. And we don't. Even though the games played are all different, the resulting equation is the same no matter how many times you run it. ie. Skill + Balance = Result. It doesn't matter how many players, how many games, at some point you are going to have to make an assumption about balance or player skill. There is nothing in statistics or any other kind of mathematics that will be able to solve two dependent variables in a single equation. So long as the ONLY metric being used is win ratio, then Blizzard only has a single equation. In short, please don't tell me to shut up. What I'm talking about is common sense, and basic mathematics. Blizzard puts a big complicated equation on the board and people's eyes glaze over, but at the end of the day it is nothing more than two variables in a single equation. have to say, you are not understanding their equation/method at all. balance is not a variable. your equation is far more wrong. | ||
polysciguy
United States488 Posts
On September 23 2011 07:08 eleaf wrote: Show nested quote + On September 23 2011 07:03 polysciguy wrote: On September 23 2011 07:01 eleaf wrote: On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. You are partially correct. Cheese wont be take into consideration here. This winning percentage estimation system is only result based. But I do believe they have another system to solve the strategy imbalance. In all, they have all the data. They can do whatever they want. And data dont lie. Yet here majority of the members just make conclusion based on their instinct. id argue that they are making conclusions based on actual results Well, u got to trust the 12k+ paid Ph.D's from Blizzard cuz they are suppose to be much better in mathematics than the community member here. Ppl always thought they are smarter, but 99.9% of them cant figure out why they just cant have a A+ on their statistic class ![]() 12k+ phd's and 6 years of development should have yielded a game that was almost completely balanced already | ||
Gladiator6
Sweden7024 Posts
On September 23 2011 07:08 eleaf wrote: Show nested quote + On September 23 2011 07:03 polysciguy wrote: On September 23 2011 07:01 eleaf wrote: On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. You are partially correct. Cheese wont be take into consideration here. This winning percentage estimation system is only result based. But I do believe they have another system to solve the strategy imbalance. In all, they have all the data. They can do whatever they want. And data dont lie. Yet here majority of the members just make conclusion based on their instinct. id argue that they are making conclusions based on actual results Well, u got to trust the 12k+ paid Ph.D's from Blizzard cuz they are suppose to be much better in mathematics than the community member here. Ppl always thought they are smarter, but 99.9% of them cant figure out why they just cant have a A+ on their statistic class ![]() You are correct sir but I don't think they judge everything based on statistics. | ||
Vindicare605
United States16081 Posts
On September 23 2011 07:06 polysciguy wrote: Show nested quote + On September 23 2011 07:03 Vindicare605 wrote: Game's a lot more balanced than Forum QQ would have you believe from the looks of things. But then again I knew that before I saw these stats. I wonder what it is about Zergs in Korea vs the rest of the world. The overall Master's/GM win rate for that race in particular is much different than the others. tournament results back up the qq more than they back up those statistics You realize that Tournament results come from a ridiculously small pool of players right? Blizzard's sample size in those stats is made up of literally MILLIONS of games played. You can't argue with that with results pooled from less than a couple hundred games played by less than 100 total players. There's just way too many variables to take into consideration and not nearly large enough of a sample size to draw any real conclusions from. | ||
Grumbels
Netherlands7031 Posts
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Azriel
Mexico462 Posts
Montlhy statistics I could take more seriously, but only one specific day...? ![]() | ||
Vindicare605
United States16081 Posts
On September 23 2011 07:08 Dragar wrote: Show nested quote + On September 23 2011 07:05 Bashion wrote: what scares me is that Blizz can use those Protoss numbers as an excuse to nerf the race even more. What scares me are imagining the Z numbers in America/EU after the patch. Acknowledging that Terrans received two nerfs one of them which cut Blue Flame damage by 50% which was the core of a strategy that skewed the win rate in favor of Terrans in TvZ, while Protoss have a longer Blink research time which was the core of a strategy of theirs, I don't think you're going to see the Zerg win rate drop nearly as much as you'd think. | ||
Vindicare605
United States16081 Posts
On September 23 2011 07:13 Amaranthine wrote: September 13? this data is taken from one day of games? that's not enough information to claim the match-ups are balanced... Montlhy statistics I could take more seriously, but only one specific day...? ![]() That's when the data was compiled. They don't say when they began or stopped collecting the data they merely mean they compiled and analyzed it on that day. You really think all of those numbers are based on one day only? You really have no faith in Blizzard to do a thorough job do you? | ||
Dragar
United Kingdom971 Posts
On September 23 2011 07:13 Vindicare605 wrote: Show nested quote + On September 23 2011 07:08 Dragar wrote: On September 23 2011 07:05 Bashion wrote: what scares me is that Blizz can use those Protoss numbers as an excuse to nerf the race even more. What scares me are imagining the Z numbers in America/EU after the patch. Acknowledging that Terrans received two nerfs one of them which cut Blue Flame damage by 50% which was the core of a strategy that skewed the win rate in favor of Terrans in TvZ, while Protoss have a longer Blink research time which was the core of a strategy of theirs, I don't think you're going to see the Zerg win rate drop nearly as much as you'd think. That's true, I had forgotten blink was delayed heavily. I guess we'll see how it pans out; I like that Blizzard release the numbers even if (or maybe because? ![]() | ||
polysciguy
United States488 Posts
On September 23 2011 07:11 Vindicare605 wrote: Show nested quote + On September 23 2011 07:06 polysciguy wrote: On September 23 2011 07:03 Vindicare605 wrote: Game's a lot more balanced than Forum QQ would have you believe from the looks of things. But then again I knew that before I saw these stats. I wonder what it is about Zergs in Korea vs the rest of the world. The overall Master's/GM win rate for that race in particular is much different than the others. tournament results back up the qq more than they back up those statistics You realize that Tournament results come from a ridiculously small pool of players right? Blizzard's sample size in those stats is made up of literally MILLIONS of games played. You can't argue with that with results pooled from less than a couple hundred games played by less than 100 total players. There's just way too many variables to take into consideration and not nearly large enough of a sample size to draw any real conclusions from. perhaps but they are also the pool of players closest together in skill, | ||
eleaf
526 Posts
On September 23 2011 07:10 polysciguy wrote: Show nested quote + On September 23 2011 07:08 eleaf wrote: On September 23 2011 07:03 polysciguy wrote: On September 23 2011 07:01 eleaf wrote: On September 23 2011 06:45 polysciguy wrote: On September 23 2011 06:30 Dragar wrote: On September 23 2011 06:21 SeaSwift wrote: On September 23 2011 06:15 Mindcrime wrote: On September 23 2011 06:03 SeaSwift wrote: On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? AHHHHHHHHHHHHHH There really should be a link that is required viewing for every new TL member to the Blizzcon in which they explain their way of taking away that. Oh, and the squillions of other posts that ask exactly the same question. Basically, Blizzard has a fucking huge equation to remove the matchmaking system from the equation (allegedly), among other things. So NO, the 50% win/lose ratio SHOULDN'T have any impact. Without the formula to examine, there's no fucking reason to believe that. You can find the formula, look for Blizzcon 2010 then search for part 3(?) of the panel section, AFAIK, then pause when they show the formula and take it down. Nope, it meant literally nothing to me either. http://www.youtube.com/watch?v=t2OmxEP13d4&feature=player_embedded# At 2.50. It looks (to me) like a Bayesian-esque sort of analysis. The basic process appears iterative; they start with a prior distribution (probably flat) and produce a posterior distribution by feeding it the result of a game, by using the win-percentage probability distributions for each player, for each race. Note that this doesn't need to know any true sense of skill, it just needs to know the outcome of the match and the predicted win percentages for those players - the latter of which are obviously accurate as it uses them for match-making. The process is repeated over and over, adding the results of all the thousand (millions?) of matches taking place on Battlenet, with the previous posterior distribution becoming the new prior distribution each time the process is run. Eventually one hopes the distribution converges on a distribution from which the win percentages can then be simply extracted, as a simple function of league level. I will have to think about this some more, but this makes sense and I think should work. I don't think they are trying to 'scare' anyone away, as some other posters seem to imply. I think they don't want to have to wheel their math-guy out to give a series of long, dry seminars to explain Bayesian analysis. Personally, given how the match-maker seems to work pretty well, I'm inclined to take their word for this process working to the level of accuracy (+/-5%) that they claim. it makes some sense...not the equation but the simple example that they gave....but it doesn't seem liek it would work in practice they said they don't take into account how the player wins....perhaps the million zerg player have cheesed their way to victory.....that doesn't make the matchup balanced or say much about the skills of the player. 2 it doesn't take into account that some players are better against certain races or racial playstyles than others, meaning that there isn't a static "skill" that they can look at. example: idra is great at the long game, so if you play against him and play a macro game and lose, assuming races are balanced, that means hes better, however if you rush him early and he loses that doesn't mean that you are a better player, just better against that long view style. 3. it doesn't take into account pure build order losses, i don't really see how it could. you can't take into account all the variables that affect a player and put them into a formula, its not possible. it also doesn't take into account that most of the pro's don't actually ladder for practice they ladder to refine a build or get a new build down. You are partially correct. Cheese wont be take into consideration here. This winning percentage estimation system is only result based. But I do believe they have another system to solve the strategy imbalance. In all, they have all the data. They can do whatever they want. And data dont lie. Yet here majority of the members just make conclusion based on their instinct. id argue that they are making conclusions based on actual results Well, u got to trust the 12k+ paid Ph.D's from Blizzard cuz they are suppose to be much better in mathematics than the community member here. Ppl always thought they are smarter, but 99.9% of them cant figure out why they just cant have a A+ on their statistic class ![]() 12k+ phd's and 6 years of development should have yielded a game that was almost completely balanced already They are supposed to ... but skill is the factor that keeps changing and make the math complicated. If they were allow to limit the apm to 20, they might actually design a perfect balanced game. | ||
Vindicare605
United States16081 Posts
On September 23 2011 07:16 polysciguy wrote: Show nested quote + On September 23 2011 07:11 Vindicare605 wrote: On September 23 2011 07:06 polysciguy wrote: On September 23 2011 07:03 Vindicare605 wrote: Game's a lot more balanced than Forum QQ would have you believe from the looks of things. But then again I knew that before I saw these stats. I wonder what it is about Zergs in Korea vs the rest of the world. The overall Master's/GM win rate for that race in particular is much different than the others. tournament results back up the qq more than they back up those statistics You realize that Tournament results come from a ridiculously small pool of players right? Blizzard's sample size in those stats is made up of literally MILLIONS of games played. You can't argue with that with results pooled from less than a couple hundred games played by less than 100 total players. There's just way too many variables to take into consideration and not nearly large enough of a sample size to draw any real conclusions from. perhaps but they are also the pool of players closest together in skill, I have to disagree highly with that. The difference in skill level between MVP and say.... Ensnare is pretty substantial. The difference in skill level between Nestea and say... Inca in ZvP was astronomical. The numbers that come from the GSL are heavily skewed by individual player skill, and because the sample size is so small that affects the total results much more so than stats pulled from a much higher sample size. You'd know this obviously if you've taken even a brief intro to Statistics. | ||
Umpteen
United Kingdom1570 Posts
Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. | ||
Koshi
Belgium38799 Posts
On September 23 2011 05:31 kubiks wrote: I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ![]() This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... To be fair, 0.05% is for exactly 20 Terrans. Probability for 20 or more Terrans should be (guessing) around 0.4%? ![]() I need sleep. Long day and tomorrow won't be better, I re- check it when I am @work. | ||
Vindicare605
United States16081 Posts
On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. | ||
kubiks
France1328 Posts
On September 23 2011 07:21 Koshi wrote: Show nested quote + On September 23 2011 05:31 kubiks wrote: I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ![]() This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... To be fair, 0.05% is for exactly 20 Terrans. Probability for 20 or more Terrans should be (guessing) around 0.4%? ![]() I need sleep. Long day and tomorrow won't be better, I re- check it when I am @work. Well I don't have to make any more calculation to say you that the probability to have 20 or more terran is not much more than 0.05%. In fact for each terran you had you divide the chances by 2 (from the 2^(n-k)), and you still decrease a little more (because binomial coeeficient decrease when you are after the middle). The max would be 0.1% (and it's below that). | ||
Paladia
802 Posts
On September 23 2011 07:21 Koshi wrote: Show nested quote + On September 23 2011 05:31 kubiks wrote: I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ![]() This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... To be fair, 0.05% is for exactly 20 Terrans. Probability for 20 or more Terrans should be (guessing) around 0.4%? ![]() I need sleep. Long day and tomorrow won't be better, I re- check it when I am @work. Instead counting the probability of there being 20 or more Terrans in Code S doesn't really change anything. It just makes it 0.069% instead of 0.05%. As such, your guess is completely off. Or in reverse, there is a 99.93% chance that something other than player skill is causing code S to have so many Terrans. | ||
arbitrageur
Australia1202 Posts
On September 23 2011 01:56 Keula wrote: So according to this Zerg struggle the most in EU and NA. Tournament results kinda showed that but I didnt think that there is such a difference between korea and the rest. I suspect it's because zerg is a race that requires a huge amount of skill. | ||
radiatoren
Denmark1907 Posts
The rest of the numbers are rather inconclusive. T might also have an advantage against P, but that is speculative. The sample is not as diverse as most would think. It was only data from one day (september 13.). Having a weeks data would be much more convincing as more of the good players would be in the dataset. Also remember that a huge patch just hit the servers. Therefore don't get too hung up on the numbers. They are historical and can't be used for the game as it stands now. | ||
Kaxon
United States117 Posts
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JustPassingBy
10776 Posts
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Amui
Canada10567 Posts
On September 23 2011 07:52 Kaxon wrote: Interesting that Zerg is really struggling in NA/EU at the master+ level. Also highlights the point that balance at the GSL level isn't necessarily the same as balance at other levels. A year after release, top zergs, without pressure, hit every single larva inject and every single larva made from the injects gets turned into a drone unless they suspect pressure. They hit as many injects as possible when faced with an attack, and in general have more stuff. I don't think Protoss or Terran has that same level of difficulty, but such potential. With minimal pressure I can have just as much stuff as a pro just by never forgetting pylons and constantly building stuff. Looking at a lot of the zergs around my level, by 10 minutes they've missed 1-2 full injects usually. While it is incredibly difficult to hit every single inject, I think that is the reason why the top zergs are fully capable of making the matchup look imbalanced against protoss. | ||
Wuster
1974 Posts
On September 23 2011 07:45 Paladia wrote: Show nested quote + On September 23 2011 07:21 Koshi wrote: On September 23 2011 05:31 kubiks wrote: I know I shouldn't post this but It seemed quite funny to caculate so I tryed. If we consider that the game is balance means there is a uniform distribution on the code S spots for the 3 races (so basically we can toss a dice for each code S spot , so we throw 32 dices and look what is the result). Now the probability that terran got k (20 here) spot in code S which have n players (32 here) is : (n! 2^(n-k))/(k!(n-k)! 3^n). It's quite ugly but I'm not sure it's possible to make a better formula (well at least it works for n=1 and n=2 ![]() This formula gives that the probability that there is 20 terrans out of 32 players is 0,05%. In comparison the probability that there is 12 terran is 12% and 11 terran is 14%.... To be fair, 0.05% is for exactly 20 Terrans. Probability for 20 or more Terrans should be (guessing) around 0.4%? ![]() I need sleep. Long day and tomorrow won't be better, I re- check it when I am @work. Instead counting the probability of there being 20 or more Terrans in Code S doesn't really change anything. It just makes it 0.069% instead of 0.05%. As such, your guess is completely off. Or in reverse, there is a 99.93% chance that something other than player skill is causing code S to have so many Terrans. The danger of using straight probability is that Code S was not seeded at once or even over a short period of time, so existing trends going as far back as the Open Season when maps were heavily Terran Favored, tanks did 50 dmg period take time to filter out. I went into more detail in an earlier post, but I think the warning signs was when Code A was basically a TvT fest, now we're seeing the results. And even if Blizzard patched out all imbalance today, it'll take at a few seasons for Code S to have a more balanced distribution. | ||
Sukari
Australia183 Posts
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redemption289
United States9 Posts
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Holykitty
Netherlands246 Posts
korean GM vs GM win rates are all that matters for people concerned about balance, and even then id argue that ladder stats are meaningless | ||
Snorkle
United States1648 Posts
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Deleted User 183001
2939 Posts
On September 23 2011 08:17 Snorkle wrote: The fact that these stats are from the ladder means that they are on ladder maps. Ladder maps are not used in tournaments because they are terrible. Sure protoss might have a high winrate vs zerg on maps with no real third for zerg to take but seriously... blizz we don't give a fuck about the ladder balance. Including masters in the second group of stats removes its small bit of validity. Rather, explain to us with your pretty numbers and algorithms how this has come to pass http://wiki.teamliquid.net/starcraft2/2011_Global_StarCraft_II_League_October/Code_S This reminds me of some spoof of those diabetes treatment commercials with Wilford Brimley where he says he eats people with "diabeetus", realizes what he says, stutters and looks uncomfortable, not knowing what to say, and then says "Have a nice day!" I think Blizzard would be just the same way in answering that question lol ![]() | ||
Umpteen
United Kingdom1570 Posts
On September 23 2011 07:23 Vindicare605 wrote: Show nested quote + On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. I don't think it works like that. QQ is a statistic in itself, something to include (very carefully) alongside the NA and Korean ladder results. You have to take outbursts like the one sparked by 1-1-1 in TvP with a pinch of salt, because they come and go with evolving strategies, and the state of Code S will inevitably stiffen the spine of those with an anti-Terran agenda. But summed and averaged, QQ can I think give valuable insight above and beyond win/loss figures (as I outlined above). Let's face it: how often and for how long have Terrans been genuinely stuck for an answer, in any matchup? The race is so well put-together that the obvious answer has pretty much always been the right one, and racing to almost any combination of tech has yielded powerful builds. It's not been like Zerg, scratching their heads because the obvious Roach counter to Hellions fucks them over almost as badly as letting the hellions in, or Protoss trying to find an answer to 1-1-1 that isn't an auto-loss to a quick barracks switch if scouted. This is a separate issue from how difficult the races are to play, execution-wise; I just feel that P and Z have always been playing catch-up, which is not imbalance per se. | ||
Sueco
Sweden283 Posts
Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. QTF User was warned for this post | ||
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Jibba
United States22883 Posts
On September 23 2011 07:23 Vindicare605 wrote: Show nested quote + On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant. The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition. If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game. Not to mention these "stats" are a world of difference away from the type of useful quantitative measuring you would find in any sort of research, or even in other sports' statistical tracking such as Sabremetrics. There is always context to the numbers, and in this case they present none. I can only hope they're not relying on them too heavily. | ||
Agh
United States987 Posts
Would much rather see the data for peak mmr. edit: Also meant to put in what the post above me said. The fact they even include the lower leagues in statistics is bad for the game. Refer to my sig, it was an actual quote from blizzard. | ||
vict1019
United States401 Posts
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yandere991
Australia394 Posts
Getting your templars emp'd is bad play but sniping templars while taking a swim in storm is apparently gosu. | ||
blade55555
United States17423 Posts
On September 23 2011 08:38 Jibba wrote: Show nested quote + On September 23 2011 07:23 Vindicare605 wrote: On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant. The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition. If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game. Pretty much this. Ladder statistics mean absolutely nothing tournaments are what matter and the statistics for those. | ||
b0t
Luxembourg37 Posts
I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM. If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis. | ||
jinixxx123
543 Posts
On September 23 2011 08:40 blade55555 wrote: Show nested quote + On September 23 2011 08:38 Jibba wrote: On September 23 2011 07:23 Vindicare605 wrote: On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant. The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition. If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game. Pretty much this. Ladder statistics mean absolutely nothing tournaments are what matter and the statistics for those. clearly someone does not read, they ( and i mean blizzard) mentioned thats its one of the many methods they use to find out what the game balance is looking like. There is a blizzcon video where they went threw in detail over about 8 different things they use. However i see why they post these results , Alot of idiots on the battlenet forums in lower leagues actually think balance affects them and trash the game at every instance . Look at protoss, so many NA players complaining Protoss is so much shit but in their league they rape terran and zerg ( talking about the average player on battlenet), yet the bandwagon is huge for the Protoss is so much crap arguement. anyway, i dont care, balance makes no difference to me, for the top 1% of players maybe, but for the rest of us, mechanics /strategy execution /multitasking ability is our downfall. | ||
secretary bird
447 Posts
I bet you guys didnt even look at the numbers because you already knew what you wanted to say. So a perfect 1/3 distribution means perfect balance huh? 32 isnt even dividable by 3 so I guess its impossible might as well give up on balance. What about the fact that everyone and their mother plays terran in Korea should we take that into account? Na that just proves the imbalance obviously. There were only 6 korean terrans in code A but who gives a fuck they re low level scrubs lolol. | ||
usethis2
2164 Posts
On September 23 2011 08:46 b0t wrote: >>Do you feel this is an accurate depiciton of the current state of the game? I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM. If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis. I think the new, objective APM measurement might also be one of many tools Blizzard could utilize to determines the balance. But I can't believe how many people are so negative about Blizzard's capability of balancing the games. They have explained many times the complicated nature of balancing. It's hard to imagine Blizzard not considering almost everything that's been said in this thread already. They can make mistakes, yes, but it's silly to think that Blizzard doesn't have the data/idea on how to balance as some make out to be. | ||
.Sic.
Korea (South)497 Posts
On September 23 2011 02:02 QTIP. wrote: Show nested quote + On September 23 2011 01:58 HubertFelix wrote: On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League. Plat was the highest league in beta you retard. | ||
yandere991
Australia394 Posts
On September 23 2011 09:04 .Sic. wrote: Show nested quote + On September 23 2011 02:02 QTIP. wrote: On September 23 2011 01:58 HubertFelix wrote: On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League. Plat was the highest league in beta you retard. Considering that he mentioned FD first it would be normal to assume that when the game "came out" it means retail release. And yes after retail release my zerg opponents quoted Idra after a match back when I was gold league. | ||
megapants
United States1314 Posts
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infinity2k9
United Kingdom2397 Posts
On September 23 2011 06:05 flowSthead wrote: Show nested quote + On September 23 2011 05:40 jdseemoreglass wrote: When it comes to "measuring" balance, Blizzard has some of the most ass-backwards logic I've ever heard in my life. Every game that's played on battlenet is a function of two dependent variables: skill and balance. If you don't know one, it is mathematically impossible to calculate the other. This is an undeniable common sense fact. If you don't know what the balance is, you can't calculate a player's relative "skill." After you've falsely and incorrectly assumed you know what a players skill is, you can't use that number to somehow assess the balance of the game. It makes no fucking sense! Am I the only one who sees this? Let me break it down to kindergarten level for you... Let's say Idra and MC play 10 games together. MC wins 6, Idra wins 4. Now... did MC win more because of balance or because of skill? YOU CAN'T KNOW THAT SIMPLY FROM THE WIN/LOSS STATISTICS! No matter how many millions of games were played, it would be absolutely impossible to know if MC was winning more because of skill or balance. You cannot calculate EITHER with win ratios. And so long as they are both dependent and unknown variables, you won't ever, ever, be able to figure them out independently. Is Blizzard really this stupid, or do they assume everyone else is? You're right, but then I have a question to ask you. How do you measure balance at all? So many people on TL talk about how BroodWar was perfectly balanced, but according to your logic, this would never be the case. And judging by what Artosis said on the last SOTG, none of that was dependent on player skill or racial balance, but map balance. "The Legend of the Fall" means Protoss win more in the Fall because there are more Protoss favored maps in the Fall? That doesn't sound particularly balanced. I mean I understand the general principle that you cannot balance in a vacuum without maps, but if you are balancing around maps then doesn't racial balance become negligible? If there is a huge imbalance, then if you make a certain race favored on a map, then it might even things out so that players of equal skill will have a 50% win ratio. All of that assumes that you know what skill level everyone is, which you point we do not. So what is the answer then? How do you do this when you can never accurately judge how much skill someone has? No one thinks BW was perfectly balanced. But it's so difficult that in every game any level of player will always make mistakes, so any advantages/disadvantages can be overcome. Maps are definitely what people look at more than racial, but it does follow a slight general pattern of Z > P > T > Z. It never felt particularly unfair when you always felt you could play better. | ||
.Sic.
Korea (South)497 Posts
On September 23 2011 09:07 yandere991 wrote: Show nested quote + On September 23 2011 09:04 .Sic. wrote: On September 23 2011 02:02 QTIP. wrote: On September 23 2011 01:58 HubertFelix wrote: On September 23 2011 01:57 QTIP. wrote: I think what we are looking at here is the trickle-down effect. Metagame transfer Korean -> EU/NA takes some time. Yeah but protoss players act like they have the sames issues as korean protoss on GSL. Same thing could be said for Zerg players when everyone but FD was winning. Pointless statement. I remember when the first game came out, Zerg's were quoting Idra in Platinum League. Plat was the highest league in beta you retard. Considering that he mentioned FD first it would be normal to assume that when the game "came out" it means retail release. And yes after retail release my zerg opponents quoted Idra after a match back when I was gold league. Pretty sure idra was always in the highest league on ladder, as he was consistently making it through gsl open seasons and placing top 32 to top 8 | ||
Channel Pressure
United States62 Posts
On September 23 2011 02:24 Brotocol wrote: Show nested quote + On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. | ||
shadymmj
1906 Posts
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Reborn8u
United States1761 Posts
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Condor Hero
United States2931 Posts
On September 23 2011 08:39 vict1019 wrote: So balanced. People need to stop believing everything the Protoss players on SOTG say. And never watch GSL. | ||
Demonace34
United States2493 Posts
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chadissilent
Canada1187 Posts
On September 23 2011 08:46 b0t wrote: >>Do you feel this is an accurate depiciton of the current state of the game? I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM. If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis. APM is a fucking terrible metric to base skill on. I have ~130apm in high masters. I beat dignitas.merz with his 400+ apm ZvT. Does that mean Zerg is imbalanced, I'm a better player than merz, or things just happened to go my way one game? Conversely, is a 200apm spammer (80 adjusted apm on 1.4) more skilled than a 120 apm (110 adjusted apm on 1.4) player? | ||
RevoNinja
United States59 Posts
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Protosnake
France295 Posts
Now the icing on the cake, we just learn that PvZ was P favored anyway. I have no idea what's blizzard doing. And i wonder if they do. | ||
Barbiero
Brazil5259 Posts
On September 23 2011 09:54 RevoNinja wrote: The real reason toss is struggling right now is becuase up until now they have had the easiest race and now when its starting to get more towards balance(which is still far away) they are having trouble because they havent dont anything to adapt like zergs and terrans, they are just less skilled than other progammers in my opinion. (No this isnt and idra Smurf) The last phrase gives you away IdrA :\ jokes aside, it's funny to think that Protoss havent had to "adapt" even after warpgate nerf, KA removal and VR changes. I have to agree however that they are in a situation similar to Zergs a few months ago, that had to basically guess how to defend themselves against 4gate variations(anyone remembers MC's 5gate nexus cancel?), now they are the ones struggling. | ||
birdkicker
United States752 Posts
On September 23 2011 09:54 RevoNinja wrote: The real reason toss is struggling right now is becuase up until now they have had the easiest race and now when its starting to get more towards balance(which is still far away) they are having trouble because they havent dont anything to adapt like zergs and terrans, they are just less skilled than other progammers in my opinion. (No this isnt and idra Smurf) I have to agree... protoss progamers just seem so less skilled compared to the zerg and still they are in even footing. | ||
BenAD
Australia28 Posts
My biggest worry is that if long term we have Terran domination in things like the GSL, that I will stop watching professional starcraft and then my own desire to ladder myself will go with it. | ||
reneg
United States859 Posts
On September 23 2011 10:03 BenAD wrote: From my personal view point, my biggest concern is that the games at the pro level to watch are interesting and right now they feel a little too predictable based on the match up. I play random on the ladder at the moment, although I feel Protoss is my main race if I had to pick it and I feel a lot of the supposed imbalances between races don't really affect me. Of course that mostly is because I am not that great at the game. My biggest worry is that if long term we have Terran domination in things like the GSL, that I will stop watching professional starcraft and then my own desire to ladder myself will go with it. What would be a good way to get around that though? I mean, should we have a certain number of race-slots open for each race, to keep a more balanced number in the GSL? I'll admit i stopped watching a while ago, and have absolutely no desire to watch GSL with 20 terrans i mean, it's just interesting to think about what we need to change in order to keep the game fun and watchable, because that's where the money comes from, people ACTUALLY watching EDIT: On September 23 2011 06:06 Noev wrote: Show nested quote + On September 23 2011 05:52 ChriseC wrote: there are some things that i dont understand ladder system tries to keep you to 50% win/lose ratio, so isnt it representitive at all? Yeah thats something i don't understand also, if there system tries to keep everyone at a 50/50 point then these numbers are irrelevant because even if one match up is broken or imbalanced the system will just place them vs people worse until they are able to win in that match up. I guess it could be counter acted by them doing really well in the other two match ups but still it something to think about is this really balance or just there system working really well. Yea, but blizzard also adjusts the win percentages, so if they happened to put me (Plat) vs. HuK, and i got demolished, it wouldn't weigh that win as much as if huk played another GM player. They use their formula and back out who should have won based on MMR, they don't just look at raw win percentages (This is based off the fact that they said, "We have adjusted for win percentages" in their quote) | ||
wishbones
Canada2600 Posts
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NicolBolas
United States1388 Posts
On September 23 2011 09:38 Channel Pressure wrote: Show nested quote + On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". | ||
motiust
Australia97 Posts
so 45%:55% anything outside of that would mean a significant in imbalance, so I'm not sure why blizzard said "its only after the ratio exceeds 40%:60% ?????? | ||
Treva
United States533 Posts
On September 23 2011 10:19 motiust wrote: In statistic math, anything outside of 5% difference is consisted significant. so 45%:55% anything outside of that would mean a significant in imbalance, so I'm not sure why blizzard said "its only after the ratio exceeds 40%:60% ?????? Gonna guess meta game shifts make the stats fluctuate further than the 45/55 range without any actual imbalance being there, just people figuring new things out and I would agree that a big meta game shift could make MUs act tahat way. But I do agree with their cut off, 40/60 seems too far. | ||
baubo
China3370 Posts
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Sabu113
United States11060 Posts
On September 23 2011 10:36 baubo wrote: FWIW, from listening to the Chinese commentators of GSL games and their thoughts on Chinese terrans, they seem to attribute the imbalance not to the race itself, but the fact that terran simply has a higher skill cap. People say this often but I never see a good argument to support the claim. The way the majority of terran players handle drops... it's not that impressive. In fact, the notable low apm pro gamers are Terrans. The race seems to cover for mechanical shortcomings. Ghost play has been pretty subpar up til this point and isn't comparable to storm placement imo or feedback useage. Siege tanks aren't used that often so I wouldn't give them props for strategic wisdom as I would a BW terran.... | ||
SilentCrono
United States1420 Posts
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vict1019
United States401 Posts
On September 23 2011 09:47 Condor Hero wrote: Show nested quote + On September 23 2011 08:39 vict1019 wrote: So balanced. People need to stop believing everything the Protoss players on SOTG say. And never watch GSL. Right, because a few series represent thousands of games. You are correct Mr.Math. | ||
Clbull
United Kingdom1439 Posts
On September 23 2011 01:38 chadissilent wrote: Nerf Fungal Growth. User was warned for this post It's been nerfed already. Check the 1.4 patch notes. | ||
windsupernova
Mexico5280 Posts
On September 23 2011 10:40 Sabu113 wrote: Show nested quote + On September 23 2011 10:36 baubo wrote: FWIW, from listening to the Chinese commentators of GSL games and their thoughts on Chinese terrans, they seem to attribute the imbalance not to the race itself, but the fact that terran simply has a higher skill cap. People say this often but I never see a good argument to support the claim. The way the majority of terran players handle drops... it's not that impressive. In fact, the notable low apm pro gamers are Terrans. The race seems to cover for mechanical shortcomings. Ghost play has been pretty subpar up til this point and isn't comparable to storm placement imo or feedback useage. Siege tanks aren't used that often so I wouldn't give them props for strategic wisdom as I would a BW terran.... Tanks are used in 2 of the Terran MUs....... Why do people act as if this was launch and all Terran are doing is MMM? APM has never implied skill. IIRC Flash doesn't have the highest APM in BW and I don't think anybody will claim he is not the most skilled player | ||
polysciguy
United States488 Posts
On September 23 2011 08:54 secretary bird wrote: gtfo with your Code S whining, yea 20 terrans we know its mentioned in every thread on TL. I bet you guys didnt even look at the numbers because you already knew what you wanted to say. So a perfect 1/3 distribution means perfect balance huh? 32 isnt even dividable by 3 so I guess its impossible might as well give up on balance. What about the fact that everyone and their mother plays terran in Korea should we take that into account? Na that just proves the imbalance obviously. There were only 6 korean terrans in code A but who gives a fuck they re low level scrubs lolol. how about we look at the makeup of races that made it to the round of 16 in code a protoss, 33% make it trhough terran 62.5% make it through zerg 58% make it through and no a perfect distribution would be 11/11/10 | ||
Arisen
United States2382 Posts
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Fanatic-Templar
Canada5819 Posts
On September 23 2011 09:54 RevoNinja wrote: The real reason toss is struggling right now is becuase up until now they have had the easiest race and now when its starting to get more towards balance(which is still far away) they are having trouble because they havent dont anything to adapt like zergs and terrans, they are just less skilled than other progammers in my opinion. (No this isnt and idra Smurf) I suspect reality is quite the opposite. Protoss started using every unit in their techtree while still in the beta, while Terrans especially figured Marine/Marauder/Medivac was the solution to everything. The result was that the races were balanced accordingly - so that the entire Protoss techtree matched up well against a fraction of other races', essentially crippling them. Now Terrans have finally, after a year, realised that they can actually use others of the awesome units at their disposal, so they're at the position Protoss were long, long ago. Except the Protoss have been repeatedly nerfed from that time. | ||
zanmat0
188 Posts
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firehand101
Australia3152 Posts
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NarutO
Germany18839 Posts
I can't say I'd like a Protoss or Zerg buff but the game should be balanced at the highest level of competition which is Korea and all others have to step up their game, because they do not lose because of balance , they lose cause of their mistakes and not enough abuse of their races' strength. | ||
GMonster
686 Posts
On September 23 2011 13:45 mTw|NarutO wrote: As I have my problems against Protoss and even more against Zerg I know its completely my fault to begin with as the Koreans show how its done. I can't say I'd like a Protoss or Zerg buff but the game should be balanced at the highest level of competition which is Korea and all others have to step up their game, because they do not lose because of balance , they lose cause of their mistakes and not enough abuse of their races' strength. well you got to remember that the 1/1/1 is executed the best, and the most popular in korea. And not only was it insanely hard to stop, but also the threat of it was there which altered a lot of the meta game. Plus, Protoss is also on the end of a meta game shift. Was only a couple months (MVP in code A) where Terran were struggling in the matchup and nothing has really changed since then. Blizzard won't nerf terran (if they do) for a long time (couple months). | ||
jeebuzzx
Canada365 Posts
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Brotocol
243 Posts
On September 23 2011 10:18 NicolBolas wrote: Show nested quote + On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). | ||
tomatriedes
New Zealand5356 Posts
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eugalp
United States203 Posts
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Sumadin
Denmark588 Posts
Also people who complain about the 60:40 ratio. I don't think blizzard consider the game balanced just because of a say 59:41 ratio but rather 60:40 is the level where their alarms goes off. It is the level where they can't just rely on quick metagame changes and must take action. Kaydium amulet was originally removed be course PvT had a 60:40 ratio at the time aswell. | ||
K3Nyy
United States1961 Posts
On September 23 2011 14:09 Brotocol wrote: Show nested quote + On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. | ||
hunall
United States11 Posts
Blizzard has millions of games available to gather data from if the game is balanced every match up should have a 50% win rate based on sample sizes that large a ladder that looks like this shows that imbalances exist we just are not being given the correct information to see where the imbalance comes from. code S vs code A numbers discussions actually can show us an interesting trend 20 Terrans in code S and only 8 in code A shows the depressed win rate that Umpteen brought up that a skill 80 X player would look as good as a skill 85 Y player forcing skill 80 Y players to play skill 75 X players. i feel that this can be used tentatively as evidence at the highest level at leave that terrans are given an edge(how often do we hear GREAT EMPS vs bad force fields) A good question is where worry about balance do we even think is possible to balance the game at all skill levels do we cater to the ladders the majority of the pop or the vast minority that have to entertain thousands of people and actually provides revenue. personally i feel you let ladders deal with imbalance and let them feel the rush of learning how to hold of a strategy, while allowing for an esport to exist at high levels. | ||
FYRE
New Zealand314 Posts
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Brotocol
243 Posts
On September 23 2011 14:54 K3Nyy wrote: Show nested quote + On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. | ||
sicajung
United Kingdom297 Posts
On September 23 2011 15:08 Brotocol wrote: Show nested quote + On September 23 2011 14:54 K3Nyy wrote: On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. lower level players have tonnes and tonnes of flaw and mistake in their gameplay. balance shud be the last thing they need to focus to. | ||
HellionDrop
281 Posts
On September 23 2011 15:08 Brotocol wrote: Show nested quote + On September 23 2011 14:54 K3Nyy wrote: On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. i think imbalance affects lower leagues in a different way. it happens when an imba strat takes a lot less effort from one side to execute to a good enough level. | ||
K3Nyy
United States1961 Posts
On September 23 2011 15:08 Brotocol wrote: Show nested quote + On September 23 2011 14:54 K3Nyy wrote: On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. No. If Terran messes up the 1-1-1, it's not the 1-1-1 anymore meaning it's not an imbalanced build. That means the Protoss can beat it consistently therefore it is not imbalanced. It doesn't make sense to me what you're saying. Nobody would ever blame imbalance over a botched 1-1-1 even if he won. By your logic, 6 pools would be imbalanced because nobody knows how to stop them in bronze league. Banelings vs Terran would be imbalanced for everybody lower than Grandmasters. Dark Templar openers would be overpowered and will insta-win vs anyone in lower leagues. Some things can't be balanced in the lower leagues. When lower league players completely mess up a build order, expand at 15 mins or make 20 workers throughout the entire game, the game simply can not be balanced. Not to mention a lot of lower league people just don't understand the game enough to understand what they're supposed to be doing or what to build. | ||
Vindicare605
United States16081 Posts
On September 23 2011 08:38 Jibba wrote: Show nested quote + On September 23 2011 07:23 Vindicare605 wrote: On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant. The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition. If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game. Not to mention these "stats" are a world of difference away from the type of useful quantitative measuring you would find in any sort of research, or even in other sports' statistical tracking such as Sabremetrics. There is always context to the numbers, and in this case they present none. I can only hope they're not relying on them too heavily. Well you're touching on exactly the problem. First off, the absolute top level is so incredibly small that it's almost impossible to use any sort of quantitative data to balance it. How then DO you balance it? Qualitatively? That's open to an incredible amount of bias. Second, if you're balancing around something other than quantitative data, you have to approach map balance in a very different way. Do you nerf a race just because of an abuse of a single map mechanic or do you adjust the map? This is the exact sort of way that Gom tries to balance its own tournament internally, which is what tournaments SHOULD do, but Blizzard's job isn't just to balance the game for tournament play but for as everyone as much as possible. Using quantitative data and methods makes the most sense. I don't really see how else you can do it. | ||
Kimla
Sweden400 Posts
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Brotocol
243 Posts
On September 23 2011 15:32 K3Nyy wrote: Show nested quote + On September 23 2011 15:08 Brotocol wrote: On September 23 2011 14:54 K3Nyy wrote: On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. No. If Terran messes up the 1-1-1, it's not the 1-1-1 anymore meaning it's not an imbalanced build. That means the Protoss can beat it consistently therefore it is not imbalanced. It doesn't make sense to me what you're saying. Nobody would ever blame imbalance over a botched 1-1-1 even if he won. By your logic, 6 pools would be imbalanced because nobody knows how to stop them in bronze league. Banelings vs Terran would be imbalanced for everybody lower than Grandmasters. Dark Templar openers would be overpowered and will insta-win vs anyone in lower leagues. Some things can't be balanced in the lower leagues. When lower league players completely mess up a build order, expand at 15 mins or make 20 workers throughout the entire game, the game simply can not be balanced. Not to mention a lot of lower league people just don't understand the game enough to understand what they're supposed to be doing or what to build. I didn't say that things should be balanced for the lower leagues. I've said several times that it should be balanced for higher leagues. Please go back and read my detailed explanations. I simply hold that balance can affect lower leagues. It's not consistent, because people mess up more; there's obviously degradation in skill and much more inconsistency. Nobody is saying that Blizzard should consider lower leagues for balance. However, balance is a problem that can be felt at any level. Even 1 unfair situation, however much rarer it may be at lower leagues, should not happen imho. | ||
LAN-f34r
New Zealand2099 Posts
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Adreme
United States5574 Posts
On September 23 2011 13:30 zanmat0 wrote: 60/40 is still "acceptable" for Blizzard? Do they realize that if 100,000 games per day are played within a 60/40 matchup, 10,000 of those games should have actually been won by the other player? They certainly have a strange definition of Balance. Its called a statistical deviation. 10000 of those games by blizzards formula "should" have been won by the other player but no formula is perfect which is why any time you see a poll you will always see in the corner +-3% (sometimes more) because tehres always a deviation. | ||
K3Nyy
United States1961 Posts
On September 23 2011 15:46 Brotocol wrote: Show nested quote + On September 23 2011 15:32 K3Nyy wrote: On September 23 2011 15:08 Brotocol wrote: On September 23 2011 14:54 K3Nyy wrote: On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. No. If Terran messes up the 1-1-1, it's not the 1-1-1 anymore meaning it's not an imbalanced build. That means the Protoss can beat it consistently therefore it is not imbalanced. It doesn't make sense to me what you're saying. Nobody would ever blame imbalance over a botched 1-1-1 even if he won. By your logic, 6 pools would be imbalanced because nobody knows how to stop them in bronze league. Banelings vs Terran would be imbalanced for everybody lower than Grandmasters. Dark Templar openers would be overpowered and will insta-win vs anyone in lower leagues. Some things can't be balanced in the lower leagues. When lower league players completely mess up a build order, expand at 15 mins or make 20 workers throughout the entire game, the game simply can not be balanced. Not to mention a lot of lower league people just don't understand the game enough to understand what they're supposed to be doing or what to build. I didn't say that things should be balanced for the lower leagues. I've said several times that it should be balanced for higher leagues. Please go back and read my detailed explanations. I simply hold that balance can affect lower leagues. It's not consistent, because people mess up more; there's obviously degradation in skill and much more inconsistency. Nobody is saying that Blizzard should consider lower leagues for balance. However, balance is a problem that can be felt at any level. Even 1 unfair situation, however much rarer it may be at lower leagues, should not happen imho. Maybe I understood it wrong but you said this: + Show Spoiler + Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. From what I read here, it seems you want balance at skill level 5, even though it should be balanced for skill level 150. If I misinterpret this, I apologize. A bronze player can 6pool a gold player and still pull out a win, but that is not imbalance, even if there are gaps in skill. | ||
Brotocol
243 Posts
On September 23 2011 16:14 K3Nyy wrote: Show nested quote + On September 23 2011 15:46 Brotocol wrote: On September 23 2011 15:32 K3Nyy wrote: On September 23 2011 15:08 Brotocol wrote: On September 23 2011 14:54 K3Nyy wrote: On September 23 2011 14:09 Brotocol wrote: On September 23 2011 10:18 NicolBolas wrote: On September 23 2011 09:38 Channel Pressure wrote: On September 23 2011 02:24 Brotocol wrote: On September 23 2011 02:21 Soma.bokforlag wrote: matchmaking doesnt mean that a platinum terran gets matched against diamond zerg and toss and gold terran. if terran is OP this would show even in stats from lower leagues this is of course in the case that balance works the same across leagues, which it doesnt. it is extremely hard for blizzard to balance the game on all levels. what do you do if its balanced for masters and lower? patch the game just for GM and e-sports? Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. Im glad somebody said this! I dont know where people get this false notion that balancing the game "at the highest level of play" (I don't even know what that means) is bad for everyone else. If the game is balanced at the highest level, it will logically be balanced at every level. Your skill/lack of skill is non-sequitur. This has been demonstrated in every competative game that has been patched, particularly broken "tiers" in fighting games. Actually no, that does not logically follow. Let us assume that "skill" is a quantity that can be objectively measured. Now, let us say you have a game that is perfectly balanced if both players have 100 skill. This means that, in games that 100 skill players play, they will each win ~50% of the time. Let's suppose that one of the races in the game has a strategy that requires 50 skill to execute. The other races can defend the strategy, but defending it requires 75 skill. If you don't yave 75 skill, you will lose to the strategy ~70% of the time. Now, the game is still perfectly balanced at the 100 skill level, because the defending player has enough skill to defend the strategy successfully. But at the 60 skill level, if you put two 60 skill players together, the one who has access to the 50-skill strat will consistently beat any player up to 75 skill. You might say that this is an artificial problem. But it isn't; this is reality, and it always has been for StarCraft. Rushes are that kind of strategy. Defending rushes is always harder than executing them. Defending rushes requires more skill than executing them. Early game timing attacks are the same way: defending requires more work. You have to scout. You have to know that the strategy exists. You have to see signs of the strategy, so you have to know what to scout for. And then you have to execute a defense of it. For 100 skill players, that's easy. For 60 skill players, it's beyond their current abilities. Therefore, they will consistently lose to 50 skill players. This is why rushes in lower leagues are common: because they are the most effective way to win when you don't have much skill. So no, balance for high level play does not "automatically scale down to all levels". I already addressed this. Everyone is dwelling on the expression "scales down." The entire point was that lower skill levels can be affected by balance/ So, when someone says "I'm only in diamond, bro, so balance doesn't affect me," that's wrong. It just affects you less consistently, so Blizzard should not take it as a reference for balance (they should use the highest level available). However, if you lose to 1-1-1 in gold, you can't say "I'm in gold so I can't complain about 1-1-1," that's wrong. Please view my previous posts on this matter (one of them is on page 1). I find a lot of holes in your logic. You can't complain about the 1-1-1 in gold league because nobody at that skill level will ever do it right. How can you ever balance a game where lower level players can not execute builds correctly, have almost no micro and constantly float minerals? If a gold league Terran decides to 1-1-1 a Protoss, I am pretty sure the push will not come on time, nor will they have the number of units that they should've had. If the Protoss loses to that push, it is not because it's imbalance, because that push was NOT the 1-1-1. The Protoss would've stopped that push easily if he was any better. Yea, if he was much better than the T, such that the P player played properly and the T botches a 1-1-1. That doesn't sound balanced to me. Balance can affect lower leagues. It just doesn't consistently affect them. But it's possible to lose to an imbalance. No. If Terran messes up the 1-1-1, it's not the 1-1-1 anymore meaning it's not an imbalanced build. That means the Protoss can beat it consistently therefore it is not imbalanced. It doesn't make sense to me what you're saying. Nobody would ever blame imbalance over a botched 1-1-1 even if he won. By your logic, 6 pools would be imbalanced because nobody knows how to stop them in bronze league. Banelings vs Terran would be imbalanced for everybody lower than Grandmasters. Dark Templar openers would be overpowered and will insta-win vs anyone in lower leagues. Some things can't be balanced in the lower leagues. When lower league players completely mess up a build order, expand at 15 mins or make 20 workers throughout the entire game, the game simply can not be balanced. Not to mention a lot of lower league people just don't understand the game enough to understand what they're supposed to be doing or what to build. I didn't say that things should be balanced for the lower leagues. I've said several times that it should be balanced for higher leagues. Please go back and read my detailed explanations. I simply hold that balance can affect lower leagues. It's not consistent, because people mess up more; there's obviously degradation in skill and much more inconsistency. Nobody is saying that Blizzard should consider lower leagues for balance. However, balance is a problem that can be felt at any level. Even 1 unfair situation, however much rarer it may be at lower leagues, should not happen imho. Maybe I understood it wrong but you said this: + Show Spoiler + Misconception. What it really means to "balance for the highest level of play" is that the strongest play must be balanced, but this should automatically scale down to all levels because skill levels are relative. If it's balanced for players that have skill levels of 150, then it should automatically ensure balance for skill level 5. From what I read here, it seems you want balance at skill level 5, even though it should be balanced for skill level 150. If I misinterpret this, I apologize. A bronze player can 6pool a gold player and still pull out a win, but that is not imbalance, even if there are gaps in skill. Hey, don't apologize! You're putting up some good points. I just don't claim that the lower leagues are "balanced" - simply that it's possible to experience imbalance in a lower league. The lower you go, the more unlikely it is to experience it. And if Blizzard balances properly for the top levels, that should eliminate imbalanced situations at the lower levels too. They already don't happen consistently, and they would happen even less often if there were top-level balance. In a nutshell: it can happen. It could happen even less often if high level balance were achieved. Anyway, I feel like my "scaling down" comment is on the verge of derailing the thread. Let's take it into PMs please. | ||
writer22816
United States5775 Posts
On September 23 2011 05:59 galivet wrote: Most people define "game balance" as a condition where players of equal skill have an equal chance of winning. But I actually care about a different kind of balance: For e-sports to thrive, you need to have equal ratios of all three races competitive in tournament play -- meaning that each race gets a roughly-equal slice of victory pie in the major tournaments, whether it's fair or not. This is purely about maximizing entertainment: a tournament is more entertaining if you have the full mix of matchups from beginning up through the Ro4. To understand the reason, consider the current GSL season: Almost all protoss have been eliminated very early in the season, so protoss fans aren't going to get much entertainment value out of the rest of the tournament. Even terran fans may get tired of the endless TvT and wish for a little more TvP and TvZ for the sake of variety. To maximize the entertainment value of tournaments, you have to throw your "real" notions of game balance out the window; they don't matter. You have to compensate for factors that have nothing to do with game balance, such as: 1. One race may not have as many good players. 2. One race may not have as many players who entered the tournament. Even under these circumstances, for the tournament to be entertaining for *all* of the fans, you have to ensure that the race with fewer players/fewer good players make it to the final rounds of the tournament -- even if you have to give them an artificial boost that allows the lesser skilled players to win. To put it simply, I would be in favor of doubling stalker DPS if it meant that I got to enjoy watching more matches in a GSL season, even though that wouldn't be a fair change. I don't care about game fairness since I watch much more often than I play. I care about seeing the race I like to watch win an equal share of games to the players of the other two races, fairness be damned. If making the game completely fair accomplishes that, then great! If not, then fuck fairness -- just make it entertaining. E-sports is about entertainment, pure and simple. Blizzard needs to do what it takes to keep the entertainment value high, even if it makes the game unfair. e: A side-effect of this approach is that over time the game actually does become fair, and the fairness becomes easier to maintain. When pros don't need to all pick Terran to have the best chance of making money in tournaments, they spread out across the races, equalizing the race-skill and race-playercount gaps that we may currently have. After that has occurred, then just by ensuring roughly-equal win ratios at the top level of play Blizzard will be sure that the game really is skill-fair at that level, because skill will have evenly distributed across the races. Wow...thank god you are not designing this game | ||
Brett
Australia3820 Posts
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rfoster
United States1005 Posts
On September 23 2011 18:18 Brett wrote: Who really cares about these numbers? The nature of blizzard's system will force them close together anyway.... They are meaningless... I'm pretty sure Blizzard takes that into account, i mean if you can think of it in 5 seconds, you`d think the people analyzing the data know it. You are right that it is pushed torward 50% that is probably why they say match-ups are not imbalanced until 60/40 which seems way off to if you don't think about it. | ||
sleepingdog
Austria6145 Posts
On September 23 2011 18:26 gogatorsfoster wrote: Show nested quote + On September 23 2011 18:18 Brett wrote: Who really cares about these numbers? The nature of blizzard's system will force them close together anyway.... They are meaningless... I'm pretty sure Blizzard takes that into account, i mean if you can think of it in 5 seconds, you`d think the people analyzing the data know it. You are right that it is pushed torward 50% that is probably why they say match-ups are not imbalanced until 60/40 which seems way off to if you don't think about it. if P was immensely buffed, some better Ts would fall out of GM and some worse Ps would get in. Then - since those Ps would still suck compared to gosu-Ts - would probably end up with a win/loss-ration below 50%. Balanced? I agree that Blizz "knows" it, but they use the data to "convince" the community, everything is right - when it's not. | ||
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Jibba
United States22883 Posts
On September 23 2011 15:40 Vindicare605 wrote: I think qualitatively is fine, but you move slowly and try to study the full effect that every change will have. Do they have the staff capable of doing it? No, not really. Blizzard should be balancing the game for tournament play, and the maps should be updated accordingly. This is all the ideal situation, of course, but instead what we have is just a mishmash of half casual, half competitive ideas and the outcome is somewhat lacking.Show nested quote + On September 23 2011 08:38 Jibba wrote: On September 23 2011 07:23 Vindicare605 wrote: On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant. The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition. If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game. Not to mention these "stats" are a world of difference away from the type of useful quantitative measuring you would find in any sort of research, or even in other sports' statistical tracking such as Sabremetrics. There is always context to the numbers, and in this case they present none. I can only hope they're not relying on them too heavily. Well you're touching on exactly the problem. First off, the absolute top level is so incredibly small that it's almost impossible to use any sort of quantitative data to balance it. How then DO you balance it? Qualitatively? That's open to an incredible amount of bias. Second, if you're balancing around something other than quantitative data, you have to approach map balance in a very different way. Do you nerf a race just because of an abuse of a single map mechanic or do you adjust the map? This is the exact sort of way that Gom tries to balance its own tournament internally, which is what tournaments SHOULD do, but Blizzard's job isn't just to balance the game for tournament play but for as everyone as much as possible. Using quantitative data and methods makes the most sense. I don't really see how else you can do it. Even if they did incorporate quantitative data, it should be more detailed than just overall data. It needs to be stuff about who wins in what minute of the game, amount of minerals/gas needed, and a bunch of other measurements. The general statistics are including a bunch of low quality games that could easily be weeded out by adding those constraints. | ||
ceaRshaf
Romania4926 Posts
And balance ideally should be verified on two perfect AIs. Since we don't have them we must go the very next best thing: Korean players. | ||
Satiinifi
Finland192 Posts
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NarutO
Germany18839 Posts
On September 23 2011 19:19 Satiini wrote: Would be really interesting to see how these numbers change with game lenghts, example TvZ games onwards from 25min+ or so, how do those end up ? It actually doesn't matter how strong one race is in some stages of the game. If Zerg can't reach lategame because of imbalance or disadvantages there's no point in not adjusting the game. Ofcourse you have to take into account the Korean players. Ofcourse NesTea with his individual skill makes for good games, but most Zergs for example still suffer and die easily. You have to take a look into the proscene, but do not take a few examples out of there that are probably outstanding. If both races have even chances of reaching all stages of the game you can begin adjusting the strength of different units and aspects which will lead to hopefully - just the lategame. As in nerf broodlords in damage output etc. I understand what you mean I think, but I still don't think I agree with what you are saying. And I do also hate TvZ Lategame. :o! I can imagine on absolute highest level TvZ 25+ will lead in insanely close games, as Zerg is sick powerful, but Terran with good control and upgrades as well as bases can make good use of the ghost. | ||
Satiinifi
Finland192 Posts
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NarutO
Germany18839 Posts
On September 23 2011 19:24 Satiini wrote: Actually I didn't mean it would matter something, I was just curious. :D Haha :D! Sorry ... put too much into it then :-) | ||
sleepingdog
Austria6145 Posts
On September 23 2011 19:23 mTw|NarutO wrote: Show nested quote + On September 23 2011 19:19 Satiini wrote: Would be really interesting to see how these numbers change with game lenghts, example TvZ games onwards from 25min+ or so, how do those end up ? It actually doesn't matter how strong one race is in some stages of the game. If Zerg can't reach lategame because of imbalance or disadvantages there's no point in not adjusting the game. Ofcourse you have to take into account the Korean players. Ofcourse NesTea with his individual skill makes for good games, but most Zergs for example still suffer and die easily. You have to take a look into the proscene, but do not take a few examples out of there that are probably outstanding. If both races have even chances of reaching all stages of the game you can begin adjusting the strength of different units and aspects which will lead to hopefully - just the lategame. As in nerf broodlords in damage output etc. I understand what you mean I think, but I still don't think I agree with what you are saying. And I do also hate TvZ Lategame. :o! I can imagine on absolute highest level TvZ 25+ will lead in insanely close games, as Zerg is sick powerful, but Terran with good control and upgrades as well as bases can make good use of the ghost. I agree with you - and still I think if you only fix the "first" part of a respective match-up, then you may end up exacerbating a problem in the "second" part. TvZ early/mid to lategame is perfect for that. If we assume (!) that early/mid is terran favoured, we can further assume that in those games that reach lategame, terran will have an advantage (unless they screwed up). Meaning, if terrans can't end the game, they at least will go into the lategame ahead. Now if statistics show that games that last longer have a higher zerg-win-ratio, then fixing the early-midgame will completely throw off the balance. Because if zergs even manage to win a good portion of games in lategame when they enter lategame being behind, then it can be expected that they will dominate in a unseen fashion if they have the potential to reach lategame on even footing. Meaning, if these assumptions hold, Blizz can't possibly fix early/midgame scenarios without looking into the lategame scenarios at the exact same time. | ||
JerKy
Korea (South)3013 Posts
Wonder what the overall world percentages are? | ||
Paladia
802 Posts
On September 23 2011 09:53 chadissilent wrote: Show nested quote + On September 23 2011 08:46 b0t wrote: >>Do you feel this is an accurate depiciton of the current state of the game? I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM. If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis. APM is a fucking terrible metric to base skill on. I have ~130apm in high masters. I beat dignitas.merz with his 400+ apm ZvT. Does that mean Zerg is imbalanced, I'm a better player than merz, or things just happened to go my way one game? Conversely, is a 200apm spammer (80 adjusted apm on 1.4) more skilled than a 120 apm (110 adjusted apm on 1.4) player? In all studies I've seen, there is a very strong correlation between APM and skill. It isn't perfect but in many ways it is a better indicator than win ratio in a match made-scenario. Using Dreamhack as an example. The average finishing position of the people with the top 10 highest APM was 16.5. The average position of the bottom 10 APM was 28. As such, there is a very strong correlation between APM and how far they got in the tournament. So, to prove your point, please come up with a real life statistical analysis that shows that higher APM on average does not indicate a generally higher skill. A thought experiment you can do on yourself is. If you got to choose who to represent you in a tournament out of two groups, would you rather randomly get one out of a group with very low APM (50) or out of a group with high APM (300)? The answer should be quite obvious, and it is obvious due to APM on average correlates to higher skill. | ||
[F_]aths
Germany3947 Posts
On September 23 2011 02:22 Liquid`Tyler wrote: To prove that the balance is not that bad as some guys believe.I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? | ||
Phenrock
United Kingdom132 Posts
I certainly find this interesting. I don't know how useful showing these stats are, but it helps provide the general public a good indication that Blizzard do look at somes stats. Whether it can provide some significant analysis to balance issues, is the question. The most important stat to me that is not shown is how have the wins occured? Are the percentage of types of wins balanced for each race? I'd like to see data (if even possible) for race % wins on all ins, late game battles, mid game battles, early battles, macro superiority, mistakes from opponent for particular match ups. Even if the results are balanced, if a certain race requires more all ins to win than another is this really balanced, or just style of race? Are these matches matched up on actualy skill level - If so how is this determined for a balanced result? wins/loss, MMR, apm, macro management, micro managaement. How are these data collected to determine equal skill level are paired against one another compared to race picked Popularity of races - is there a skew in races in a certain direction, compared to demographic in top postions. If say the game is truly balanced and then surely the most popular race will take up the top positions. Compared to say if the most popular race, results in taking up lower positions, something would need to be addressed? New strategies/build orders- as mention it can skew the results of data in this snapshot so I'm glad it was mentioned, if new strategies skew the results in a certain period in time, because a certain race may not of have worked out a good counter yet. The main cause of concern in this area, would be how to determine if the race can possibly counter this new strategy. When is it necessary to step in, rather than just letting the meta game catch up. In game Unit composition - If all it takes is just one unit spamming one ability to address and hard counter a particular strategy, is that enough for the game to be balanced? Question on accessibility of race? How does one determine the accessibility of a race, does one race take less skill to master compared to another, even if a mastered race vs a mastered race is balanced. The balance in lower skilled users can be skewed. Sorry more questions than answers, as balance is a very hard to address. However I actually think Blizzard providing a snapsot of at least the results is very interesting for how balance analysis is reached. The results is probably the most important data, but the other factors I've mentioned and probably lots I have missed could be just as important than just the results. | ||
MilesTeg
France1271 Posts
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MilesTeg
France1271 Posts
On September 23 2011 20:10 [F_]aths wrote: Show nested quote + To prove that the balance is not that bad as some guys believe.On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Honestly the numbers look worse than I thought... | ||
KristianJS
2107 Posts
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Slunk
Germany768 Posts
On September 23 2011 18:29 sleepingdog wrote: Show nested quote + On September 23 2011 18:26 gogatorsfoster wrote: On September 23 2011 18:18 Brett wrote: Who really cares about these numbers? The nature of blizzard's system will force them close together anyway.... They are meaningless... I'm pretty sure Blizzard takes that into account, i mean if you can think of it in 5 seconds, you`d think the people analyzing the data know it. You are right that it is pushed torward 50% that is probably why they say match-ups are not imbalanced until 60/40 which seems way off to if you don't think about it. if P was immensely buffed, some better Ts would fall out of GM and some worse Ps would get in. Then - since those Ps would still suck compared to gosu-Ts - would probably end up with a win/loss-ration below 50%. Balanced? I agree that Blizz "knows" it, but they use the data to "convince" the community, everything is right - when it's not. No offense, but this is the srupidest attempt at logical thinking I've ever read in my life. | ||
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Jibba
United States22883 Posts
On September 23 2011 19:23 mTw|NarutO wrote: Show nested quote + On September 23 2011 19:19 Satiini wrote: Would be really interesting to see how these numbers change with game lenghts, example TvZ games onwards from 25min+ or so, how do those end up ? It actually doesn't matter how strong one race is in some stages of the game. If Zerg can't reach lategame because of imbalance or disadvantages there's no point in not adjusting the game. Ofcourse you have to take into account the Korean players. Ofcourse NesTea with his individual skill makes for good games, but most Zergs for example still suffer and die easily. You have to take a look into the proscene, but do not take a few examples out of there that are probably outstanding. If both races have even chances of reaching all stages of the game you can begin adjusting the strength of different units and aspects which will lead to hopefully - just the lategame. As in nerf broodlords in damage output etc. I understand what you mean I think, but I still don't think I agree with what you are saying. And I do also hate TvZ Lategame. :o! I can imagine on absolute highest level TvZ 25+ will lead in insanely close games, as Zerg is sick powerful, but Terran with good control and upgrades as well as bases can make good use of the ghost. That's part of the analysis though. If Zergs win 60% lategame, but only 20% of Zergs get past the 15th minute, then that's something they should look into. I'd really like to know just how deep Blizzard's numbers go. If it's just win %s, then that's really bad. | ||
RvB
Netherlands6233 Posts
On September 23 2011 21:08 Jibba wrote: Show nested quote + On September 23 2011 19:23 mTw|NarutO wrote: On September 23 2011 19:19 Satiini wrote: Would be really interesting to see how these numbers change with game lenghts, example TvZ games onwards from 25min+ or so, how do those end up ? It actually doesn't matter how strong one race is in some stages of the game. If Zerg can't reach lategame because of imbalance or disadvantages there's no point in not adjusting the game. Ofcourse you have to take into account the Korean players. Ofcourse NesTea with his individual skill makes for good games, but most Zergs for example still suffer and die easily. You have to take a look into the proscene, but do not take a few examples out of there that are probably outstanding. If both races have even chances of reaching all stages of the game you can begin adjusting the strength of different units and aspects which will lead to hopefully - just the lategame. As in nerf broodlords in damage output etc. I understand what you mean I think, but I still don't think I agree with what you are saying. And I do also hate TvZ Lategame. :o! I can imagine on absolute highest level TvZ 25+ will lead in insanely close games, as Zerg is sick powerful, but Terran with good control and upgrades as well as bases can make good use of the ghost. That's part of the analysis though. If Zergs win 60% lategame, but only 20% of Zergs get past the 15th minute, then that's something they should look into. I'd really like to know just how deep Blizzard's numbers go. If it's just win %s, then that's really bad. I doubt they only have win %.. Blizzard can't be that stupid, besides they made this huge ass formula to calculate skill in it etc. If you do that much effort into getting win rates I doubt that's all the statistics they got. | ||
Holykitty
Netherlands246 Posts
seems that if everyone improves a bit more zvt atleast would be a fine match up. | ||
sleepingdog
Austria6145 Posts
On September 23 2011 21:05 Slunk wrote: Show nested quote + On September 23 2011 18:29 sleepingdog wrote: On September 23 2011 18:26 gogatorsfoster wrote: On September 23 2011 18:18 Brett wrote: Who really cares about these numbers? The nature of blizzard's system will force them close together anyway.... They are meaningless... I'm pretty sure Blizzard takes that into account, i mean if you can think of it in 5 seconds, you`d think the people analyzing the data know it. You are right that it is pushed torward 50% that is probably why they say match-ups are not imbalanced until 60/40 which seems way off to if you don't think about it. if P was immensely buffed, some better Ts would fall out of GM and some worse Ps would get in. Then - since those Ps would still suck compared to gosu-Ts - would probably end up with a win/loss-ration below 50%. Balanced? I agree that Blizz "knows" it, but they use the data to "convince" the community, everything is right - when it's not. No offense, but this is the srupidest attempt at logical thinking I've ever read in my life. You've convinced me, I take back what I said. Clearly we need to make terran stronger, since PvT has a win-rate above 50% over all leagues in NA/EU. | ||
Big J
Austria16289 Posts
There are approximatly 100times more games being played in master's than in GM, so you only have a everyone and a corrupted Masters table... Really doesn't say anything about balance among good players... PLEASE JUST GIVE US THE GRANDMASTER STATS and PLEASE TELL US HOW MANY GAMES IN WHICH TIME PERIOD AND ON WHICH PATCHES HAVE BEEN PLAYED! | ||
HaXXspetten
Sweden15718 Posts
PvT still not perfect though ![]() | ||
paralleluniverse
4065 Posts
On September 23 2011 01:52 Drunken.Jedi wrote: Well, this doesnt really say much. Blizzard bascially gave us a bunch of numbers, but didn't explain what those numbers actually mean, except in very vague terms. I would be very interested in how Blizzard gets those "adjusted" win percentages. As far as I can see, the only way to determine player skill accurately and objectively is to look at match results, but match results are already influenced by balance and if those numbers are based on that, they aren't useful for assessing balance. If it says in the table that PvT is 53%, then that means in a match between a Protoss and Zerg player of exactly equal skill, the probability of the Protoss player winning is 0.53. As for how it's calculated that's already been explained in a few threads, for example this one: http://www.teamliquid.net/forum/viewmessage.php?topic_id=250789 | ||
FeyFey
Germany10114 Posts
EU = Macro KR = Early aggression with no afterwards plan (sounds nicer then pure allin) NA = kinda everything played randomly. If you want high level take tournament winrates after around 500 played games taking out the imbalanced maps :p. But since i know zergs love to get to much drones in us/eu. And that terrans in KR only know allins. Those winrates in master/gm are not really an suprise. Its quiet interesting though that PvT is close to 50% in NA/EU. thought terrans would get poked to death there thanks to chargelots vs marauder. Anyway they can't buff zergs early game anymore, just like they can't nerf terrans early game to strong, or toss early game. | ||
MilesTeg
France1271 Posts
On September 23 2011 21:17 sleepingdog wrote: Show nested quote + On September 23 2011 21:05 Slunk wrote: On September 23 2011 18:29 sleepingdog wrote: On September 23 2011 18:26 gogatorsfoster wrote: On September 23 2011 18:18 Brett wrote: Who really cares about these numbers? The nature of blizzard's system will force them close together anyway.... They are meaningless... I'm pretty sure Blizzard takes that into account, i mean if you can think of it in 5 seconds, you`d think the people analyzing the data know it. You are right that it is pushed torward 50% that is probably why they say match-ups are not imbalanced until 60/40 which seems way off to if you don't think about it. if P was immensely buffed, some better Ts would fall out of GM and some worse Ps would get in. Then - since those Ps would still suck compared to gosu-Ts - would probably end up with a win/loss-ration below 50%. Balanced? I agree that Blizz "knows" it, but they use the data to "convince" the community, everything is right - when it's not. No offense, but this is the srupidest attempt at logical thinking I've ever read in my life. You've convinced me, I take back what I said. Clearly we need to make terran stronger, since PvT has a win-rate above 50% over all leagues in NA/EU. Well... I know you're not a bad poster but honestly your post made no sense at all. On September 23 2011 21:38 paralleluniverse wrote: Show nested quote + On September 23 2011 01:52 Drunken.Jedi wrote: Well, this doesnt really say much. Blizzard bascially gave us a bunch of numbers, but didn't explain what those numbers actually mean, except in very vague terms. I would be very interested in how Blizzard gets those "adjusted" win percentages. As far as I can see, the only way to determine player skill accurately and objectively is to look at match results, but match results are already influenced by balance and if those numbers are based on that, they aren't useful for assessing balance. If it says in the table that PvT is 53%, then that means in a match between a Protoss and Zerg player of exactly equal skill, the probability of the Protoss player winning is 0.53. As for how it's calculated that's already been explained in a few threads, for example this one: http://www.teamliquid.net/forum/viewmessage.php?topic_id=250789 It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. | ||
paralleluniverse
4065 Posts
On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. In very simple terms: If you recall conditional probability from school, they calculate the probability of winning conditional on MMR. | ||
paralleluniverse
4065 Posts
On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. I would also add that what they use is from the theory of Bayesian Inference, which is usually taught as a honors year math/stats course at most universities, so you won't understand the fine details of this method unless you have a university-level background in statistics. However, it is still very possible to understand the overall "big picture" view of what they're doing. Suppose there are 5 numbered balls in a bag. 1 - red 2 - red 3 - blue 4 - blue 5 - blue (A) What is the probability of drawing a ball numbered 4? Clearly it's 1/5. (B) For the balls that are blue balls, what is the probability of drawing a ball numbered 4? It's the number of balls that are both blue and numbered 4, out of the number of balls that are blue, that is 1/3. Now replace "less than 4" with "winning" and "blue ball" with "MMR equal to, say, 3000", then (A) corresponds to simply looking at unadjusted win ratios and (B) is in principle the method that Blizzard uses. The idea is to get the probability of drawing a ball numbered 4 when fixing the color of the ball, or in Blizzard terms, getting the probability of winning when fixing MMR, and that's done by taking the probability of both having a certain MMR and winning, divided by the probability of having that certain MMR, i.e. what we did in (B). Please tell me if my explanation isn't clear, I do actually want people to understand this idea. | ||
Steel
Japan2283 Posts
On September 23 2011 01:38 chadissilent wrote: Nerf Fungal Growth. Haha nice post especially when the matchups seem balanced... The only problem seems to be PvT but that's mainly because of 1/1/1 being strong even at the tip top level. If this goes on for longer there might be a balance issue (with T IMO) but maybe toss haven't figured out the optimal response yet... Or maybe it's a map issue. I mean, on GSL maps they get SO much more time to prepare whereas on Xel'naga Caverns, the lava map...most maps!! The Terran has to screw up hard to lose. Blizz should make the ladder maps more GSL-like and eliminate spawn position in my opinion, I think it would make 1/1/1 much weaker..and balance discussions could go from there. | ||
ElusoryX
Singapore2047 Posts
On September 23 2011 01:52 Andreas wrote: Interesting how NA and EU PvZ and TvZ winrates are so much higher than in Korea. Are Korean Zergs really that good? yes they are. they are highly aggressive and do pretty much everything lol | ||
flodeskum
Iceland1267 Posts
On September 23 2011 21:27 HaXXspetten wrote: Nice finally seeing Blizz release something like this, and also nice to see that it does reflect everything that we were expecting PvT still not perfect though ![]() Even if the win percentage was 50/50 I feel like PvT needs a bit of work. The games just look bad and are uncomfortable to play. Both races are allining each other and if the games go into the lategame they are often decided by a single one sided fight on either side. It's just bad. | ||
polysciguy
United States488 Posts
On September 23 2011 19:41 Paladia wrote: Show nested quote + On September 23 2011 09:53 chadissilent wrote: On September 23 2011 08:46 b0t wrote: >>Do you feel this is an accurate depiciton of the current state of the game? I feel SC2 is a very complex game and Blizzard does not have employees smart enough to balance it. These statistics are completely, absolutely, mega, super meaningless as the MMR score depends on the race balance. IMHO a better (not perfect) way is to look at APMs - what is the win rate of Protoss players with 135-140 APM against Terran players with 135-140 APM. If Blizzard cares about community's view on balance they should publish the anonymized row data, then everyone can run his own analysis. APM is a fucking terrible metric to base skill on. I have ~130apm in high masters. I beat dignitas.merz with his 400+ apm ZvT. Does that mean Zerg is imbalanced, I'm a better player than merz, or things just happened to go my way one game? Conversely, is a 200apm spammer (80 adjusted apm on 1.4) more skilled than a 120 apm (110 adjusted apm on 1.4) player? In all studies I've seen, there is a very strong correlation between APM and skill. It isn't perfect but in many ways it is a better indicator than win ratio in a match made-scenario. Using Dreamhack as an example. The average finishing position of the people with the top 10 highest APM was 16.5. The average position of the bottom 10 APM was 28. As such, there is a very strong correlation between APM and how far they got in the tournament. So, to prove your point, please come up with a real life statistical analysis that shows that higher APM on average does not indicate a generally higher skill. A thought experiment you can do on yourself is. If you got to choose who to represent you in a tournament out of two groups, would you rather randomly get one out of a group with very low APM (50) or out of a group with high APM (300)? The answer should be quite obvious, and it is obvious due to APM on average correlates to higher skill. correlation=/= causation. there is a strong correlation between ice cream sales and crime rates, does that meant that ice cream is the cause....no, in fact there is a 3rd factor that controls both, being weather. correlation doesn't mean anything more than that there is a relationship between the two. | ||
Ninja [X]
Korea (South)40 Posts
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sluggaslamoo
Australia4494 Posts
On September 23 2011 21:08 Jibba wrote: Show nested quote + On September 23 2011 19:23 mTw|NarutO wrote: On September 23 2011 19:19 Satiini wrote: Would be really interesting to see how these numbers change with game lenghts, example TvZ games onwards from 25min+ or so, how do those end up ? It actually doesn't matter how strong one race is in some stages of the game. If Zerg can't reach lategame because of imbalance or disadvantages there's no point in not adjusting the game. Ofcourse you have to take into account the Korean players. Ofcourse NesTea with his individual skill makes for good games, but most Zergs for example still suffer and die easily. You have to take a look into the proscene, but do not take a few examples out of there that are probably outstanding. If both races have even chances of reaching all stages of the game you can begin adjusting the strength of different units and aspects which will lead to hopefully - just the lategame. As in nerf broodlords in damage output etc. I understand what you mean I think, but I still don't think I agree with what you are saying. And I do also hate TvZ Lategame. :o! I can imagine on absolute highest level TvZ 25+ will lead in insanely close games, as Zerg is sick powerful, but Terran with good control and upgrades as well as bases can make good use of the ghost. That's part of the analysis though. If Zergs win 60% lategame, but only 20% of Zergs get past the 15th minute, then that's something they should look into. I'd really like to know just how deep Blizzard's numbers go. If it's just win %s, then that's really bad. Pretty much exactly what I was thinking, these stats are irrelevant to me. | ||
Tommie
China658 Posts
On September 23 2011 21:05 Slunk wrote: Show nested quote + On September 23 2011 18:29 sleepingdog wrote: On September 23 2011 18:26 gogatorsfoster wrote: On September 23 2011 18:18 Brett wrote: Who really cares about these numbers? The nature of blizzard's system will force them close together anyway.... They are meaningless... I'm pretty sure Blizzard takes that into account, i mean if you can think of it in 5 seconds, you`d think the people analyzing the data know it. You are right that it is pushed torward 50% that is probably why they say match-ups are not imbalanced until 60/40 which seems way off to if you don't think about it. if P was immensely buffed, some better Ts would fall out of GM and some worse Ps would get in. Then - since those Ps would still suck compared to gosu-Ts - would probably end up with a win/loss-ration below 50%. Balanced? I agree that Blizz "knows" it, but they use the data to "convince" the community, everything is right - when it's not. No offense, but this is the srupidest attempt at logical thinking I've ever read in my life. No it is very true. If one of the races is imbalanced it will show up in the number of players in the top leagues. We are seeing this both in code S and in the grandmaster leagues. | ||
Champ24
177 Posts
I may not "suck" at this game but I'm certainly not good enough for the minor imbalance issues to greatly influence the outcome of my matches. On a side note, try to not make statistics weigh on your opinion too heavily: There are lies, damned lies, and statistics - Mark Twain | ||
Jacobs Ladder
United States1705 Posts
On September 24 2011 00:25 Champ24 wrote: As a mid masters player, lumping my win/loss ratios with GMs and the best of the best pros is ludicrous. I may not "suck" at this game but I'm certainly not good enough for the minor imbalance issues to greatly influence the outcome of my matches. On a side note, try to not make statistics weigh on your opinion too heavily: There are lies, damned lies, and statistics - Mark Twain Ladder statistics, in particular, have so many additional factors that can be making them less useful. In other news, IMA CORSAIR! | ||
Vindicare605
United States16081 Posts
On September 23 2011 18:42 Jibba wrote: Show nested quote + I think qualitatively is fine, but you move slowly and try to study the full effect that every change will have. Do they have the staff capable of doing it? No, not really. Blizzard should be balancing the game for tournament play, and the maps should be updated accordingly. This is all the ideal situation, of course, but instead what we have is just a mishmash of half casual, half competitive ideas and the outcome is somewhat lacking.On September 23 2011 15:40 Vindicare605 wrote: On September 23 2011 08:38 Jibba wrote: On September 23 2011 07:23 Vindicare605 wrote: On September 23 2011 07:20 Umpteen wrote: There was a very long and well-presented thread some time ago detailing the effects imbalance would have on the ladder. I can't find it, unfortunately, but here's the short version: Take imaginary races A, B and C, and imagine we also have some magical way of knowing in advance exactly how 'skilled' all the players are so that when we place them in the ladder they are exactly where they should be (ie, where they should end up if the game were perfectly balanced). Then we let them play. Now suppose A is inherently favoured versus B, all other matchups equal. From the start, As will win > 50% of their games, Bs will win < 50%, and Cs will win 50%. This pushes As up the ladder, and Bs down the ladder. This stabilises when the extra losses As have versus better Cs counteract the diminishing racial benefit As get facing MUCH better Bs, and the same in reverse for Bs. At the point of stability, how does everyone feel? If you're an average A, you win AvB more than 50% of the time. You might get the niggling feeling that you're not having to work as hard for those wins as your opponents are. You lose AvC more than 50% of the time, and you might get the feeling that you're being outplayed. If you blame imbalance, you'll think C is overpowered and B underpowered. If you're an average B, you struggle against A, and might feel like they have an easier ride. You win BvC more than 50% of the time, and might feel like you're outplaying them. To the extent you blame imbalance, you'll think A is overpowered and C underpowered. If you're an average C, you win more often against A's and lose more often against B's. How you feel about this is hard to say. You might feel like the extra wins and losses are justified, or you might think B is overpowered and A is weak. In other words, everyone sees rock/paper/scissors, even though only one matchup is imbalanced. Now suppose A is favoured against both B and C. From our initial 'perfect' situation, As will tend to rise and Bs and Cs fall, stabilising when A's inherent advantage is countered by the higher skill of the Bs and Cs he's facing. At the point of stability, how does it feel? Everyone wins 50% of the time. Bs and Cs might feel like they have to work harder than As, so Bs and Cs will whine a lot, while As point to their 50% win/loss ratios and say 'QQ more noobs'. It's a similar situation if A is underpowered against B and C: everyone wins 50% of the time but As might feel like they have to work a bit harder. They'll whine a lot, and Bs and Cs will tell them to cut the QQ because the win/loss ratios are 50%. You can also directly superimpose combinations. Say A is overpowered against B and C, but particularly so against B. What will everyone see? Paper/scissors/stone again. Dealing with the extremes of the ladder You might expect, if A were underpowered, that bronze leagues would be overstuffed with As. But there are good reasons why this might not manifest. Firstly, any imbalance sufficiently pronounced as to be detectable in Bronze could induce a relatively higher drop-out rate of A players, reducing the numbers in those leagues. Secondly, not all imbalances (or balances) manifest at every level of skill (eg marine splitting), softening the effect towards the bottom of the ladder. The same reasoning applies if A is overpowered: we should not expect to see disproportionately fewer As in Bronze (more Bs and Cs might quit, and not all imbalances can manifest). However, we should see the effects at the higher end of play. Yes, the reduction in sample size does make the 'Flash Effect' a problem for analysis at the very top level, but there ought to be a sweet spot around the GM/Master level where the numbers involved are still high enough to be significant, but where any anomalous 'buoyancy' can still be detected. The Upshot The existence of single-matchup imbalances can be detected statistically (via paper/scissors/stone win/loss ratios) throughout the leagues, although pinpointing which matchup is imbalanced can be tricky (the order of paper/scissors/stone narrows it down to one of three). The existence of an OP or UP race, however - I cannot see how that can be detected at low to mid levels of play, no matter what maths you apply, because it looks exactly the same as if the races were balanced: close to 50% win ratios all round. It might sound daft, but very likely the only useful statistic for gauging balance below pro/gm/high masters is the amount of QQ coming from each race, because that exposes the sensations engendered by imbalance that are hidden by the matchmaking system. Looking at the figures provided, it seems safest to assume that the 'truth' lies somewhere between the NA and Korean numbers - in other words, Zerg is a little too predictable and easy to blindside, Terran a little too safe, resilient and flexible (relatively speaking). PvZ domination could well be an artifact of transient PvT weakness pushing good Protosses way down, so that they do better against Zergs, but it's hard to know when Blizzard have already eliminated some factors. In other words, no huge surprises. Even if the truth was somewhere between the Korean and NA results as you're suggesting. That still leaves it MOSTLY within the 5% ratio that Blizzard defines as acceptably balanced. No matter how you slice it, according to these stats the game is more balanced than the forum QQ would have you think. The usage of statistics for this purpose is still flawed. You can't view balance in SC2 solely through quantitative results from the ladder. I would argue almost all of their obtained results should be viewed as irrelevant. The game should be balanced at the highest level possible, and the number of players at the highest level is extremely, extremely small. I don't mean all of Code S, I mean smaller than that. On top of that, the ladder results are clouded by a relatively poor map pool that doesn't reflect competitive play, and simply the nature of playing a 1v1 ladder game is completely different than playing a 1v1 in competition. If a strategy is truly broken on Taldarim Altar TvZ, you're going to see it applied in competitive play first and most of the results on ladder won't reflect that the strategy is broken. Even among results for the MVP's and Nestea's, they way they operate on ladder is completely different because you have a random map selection, unknown opponent and unknown opponent race. Much of what they do is improvised to a certain extent, whereas in the GSL finals everything is mapped out through the early portions of the game. Not to mention these "stats" are a world of difference away from the type of useful quantitative measuring you would find in any sort of research, or even in other sports' statistical tracking such as Sabremetrics. There is always context to the numbers, and in this case they present none. I can only hope they're not relying on them too heavily. Well you're touching on exactly the problem. First off, the absolute top level is so incredibly small that it's almost impossible to use any sort of quantitative data to balance it. How then DO you balance it? Qualitatively? That's open to an incredible amount of bias. Second, if you're balancing around something other than quantitative data, you have to approach map balance in a very different way. Do you nerf a race just because of an abuse of a single map mechanic or do you adjust the map? This is the exact sort of way that Gom tries to balance its own tournament internally, which is what tournaments SHOULD do, but Blizzard's job isn't just to balance the game for tournament play but for as everyone as much as possible. Using quantitative data and methods makes the most sense. I don't really see how else you can do it. Even if they did incorporate quantitative data, it should be more detailed than just overall data. It needs to be stuff about who wins in what minute of the game, amount of minerals/gas needed, and a bunch of other measurements. The general statistics are including a bunch of low quality games that could easily be weeded out by adding those constraints. Well looking at the article again... Daxxari reassures us that the numbers we're seeing are not the last word on game balance nor are they the only word. I think they chose to release the win rates specifically because that is what the community has asked for. I still am not convinced that the entire game should be 100% balanced around tournament results; they should be taken into account where necessary and should be used as case studies to analyze what data shows but there are a ton of external factors involved in tournament play that skew the overall win rate that I don't think you should be balancing around. 1. The players are all very familiar with each other and their styles. I'm not talking familiar in the way that all of us know that Destiny likes to use Infestors, I'm talking these guys watch VOD after VOD analyzing every detail they can find of their opponent's play as they're practicing to defeat them. This isn't the sort of thing you see in the ladder. That kind of practice allows players to play a much different game than what you see on the ladder, if you're balancing the game entirely around tournament results, then you are balancing the game in large part based on the results of these very intense practice sessions. 2. Nerves to the extreme. Playing on the ladder is stressful enough, playing in front of an audience of people numbering the thousands and sometimes HUNDREDS of thousands is something else entirely. Not everyone handles that pressure equally. Do we weigh that when we look at tournament win rates? Do we just assume that all professionals are created equally when handling stressful situations? You can't. They aren't created equally in ANY sport. 3. Player skill level. Do you use MLG Anaheim as evidence of Terran imbalance? How can you when 5/6 Koreans occupying the top spot just HAPPENED to be Terran players that all came from the same team? That's just an example. When sample sizes are small, small variants in skill level that are common on the ladder have the potential to skew the results by an enormous margin. | ||
pedduck
Thailand468 Posts
If that's case then this figure is meaningless. | ||
Madkipz
Norway1643 Posts
On September 23 2011 20:10 [F_]aths wrote: Show nested quote + To prove that the balance is not that bad as some guys believe.On September 23 2011 02:22 Liquid`Tyler wrote: I'm kind of interested why Blizzard wants us to know this. As far as I know, there's no pressure on them to release these numbers. No one is waiting on them. And no one in the community is going to use them for anything. Blizzard simply wants us to know them... why? Its not even a map based statistic. Assuming perfect balance or at the very least decent balance then you should go by maps. These numbers are worthless information. | ||
Big J
Austria16289 Posts
On September 24 2011 00:25 Champ24 wrote: As a mid masters player, lumping my win/loss ratios with GMs and the best of the best pros is ludicrous. I may not "suck" at this game but I'm certainly not good enough for the minor imbalance issues to greatly influence the outcome of my matches. Exactly my point! Guess what blizzard, in my league - masters - Broodlords are great vs ghosts 80% of the time (because people are bad at chainsniping) This stats are useless crap. First of all Masters (at least in Europe), is a game of cheeses and mistakes. Second they are about laddergames, and everyone who has seen a progamer's stream knows how seriously they take those. | ||
MilesTeg
France1271 Posts
On September 23 2011 21:52 paralleluniverse wrote: Show nested quote + On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. In very simple terms: If you recall conditional probability from school, they calculate the probability of winning conditional on MMR. I could just be retarded but this doesn't make any sense to me. MMR is designed to be very volatile, winning against people with a higher MMR... only means that your MMR should be higher. On September 23 2011 21:55 paralleluniverse wrote: Show nested quote + On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. I would also add that what they use is from the theory of Bayesian Inference, which is usually taught as a honors year math/stats course at most universities, so you won't understand the fine details of this method unless you have a university-level background in statistics. However, it is still very possible to understand the overall "big picture" view of what they're doing. Suppose there are 5 numbered balls in a bag. 1 - red 2 - red 3 - blue 4 - blue 5 - blue (A) What is the probability of drawing a ball numbered 4? Clearly it's 1/5. (B) For the balls that are blue balls, what is the probability of drawing a ball numbered 4? It's the number of balls that are both blue and numbered 4, out of the number of balls that are blue, that is 1/3. Now replace "less than 4" with "winning" and "blue ball" with "MMR equal to, say, 3000", then (A) corresponds to simply looking at unadjusted win ratios and (B) is in principle the method that Blizzard uses. The idea is to get the probability of drawing a ball numbered 4 when fixing the color of the ball, or in Blizzard terms, getting the probability of winning when fixing MMR, and that's done by taking the probability of both having a certain MMR and winning, divided by the probability of having that certain MMR, i.e. what we did in (B). Please tell me if my explanation isn't clear, I do actually want people to understand this idea. I have a university-level background in statistics, and it still doesn't make sense. I am drunk and not in the best shape to think about this stuff, but wouldn't this only work if MMR was fixed (meaning they need another way to measure skill than MMR) ? The whole point of MMR is that it's constantly readjusted depending on your result... | ||
Msr
Korea (South)495 Posts
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Brotocol
243 Posts
On September 24 2011 02:30 Msr wrote: Stats on ladder are meaningless for many reasons, not to mention they have been caught changing unit values in ladder games to help certain players win. Huh? Can you elaborate on this please? | ||
Tantaburs
Canada1825 Posts
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Champ24
177 Posts
On September 24 2011 02:30 Msr wrote: Stats on ladder are meaningless for many reasons, not to mention they have been caught changing unit values in ladder games to help certain players win. Uh, you best back that claim up buddy. Too bad you won't be able to, cause this thread would turn epic in no time. | ||
dUTtrOACh
Canada2339 Posts
On September 24 2011 02:36 Brotocol wrote: Show nested quote + On September 24 2011 02:30 Msr wrote: Stats on ladder are meaningless for many reasons, not to mention they have been caught changing unit values in ladder games to help certain players win. Huh? Can you elaborate on this please? Does this mean there are people so bad, they need to be playing against an opponent with a HP handicap just to be able to win? Sad... If so, I commend the blizzard matchmaking system for being so advanced. Probably bullshit, though. | ||
Vindicare605
United States16081 Posts
On September 24 2011 02:40 Tantaburs wrote: Ladder win rates are pointless for discussing balance as the ladder is designed to keep everyone at 50% win rate. I still don't understand. Isn't bnet designed to get each player 50/50 win ratio? If that's case then this figure is meaningless. You both need to read the article. They use mathematical formulas specifically designed to account for the effects of the matchmaker. Honestly, it's remarkable how often people will comment on something without bothering to read it. If you don't care enough to read it, you obviously don't care enough to respond to it. | ||
windsupernova
Mexico5280 Posts
On September 24 2011 02:24 MilesTeg wrote: Show nested quote + On September 23 2011 21:52 paralleluniverse wrote: On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. In very simple terms: If you recall conditional probability from school, they calculate the probability of winning conditional on MMR. I could just be retarded but this doesn't make any sense to me. MMR is designed to be very volatile, winning against people with a higher MMR... only means that your MMR should be higher. Show nested quote + On September 23 2011 21:55 paralleluniverse wrote: On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. I would also add that what they use is from the theory of Bayesian Inference, which is usually taught as a honors year math/stats course at most universities, so you won't understand the fine details of this method unless you have a university-level background in statistics. However, it is still very possible to understand the overall "big picture" view of what they're doing. Suppose there are 5 numbered balls in a bag. 1 - red 2 - red 3 - blue 4 - blue 5 - blue (A) What is the probability of drawing a ball numbered 4? Clearly it's 1/5. (B) For the balls that are blue balls, what is the probability of drawing a ball numbered 4? It's the number of balls that are both blue and numbered 4, out of the number of balls that are blue, that is 1/3. Now replace "less than 4" with "winning" and "blue ball" with "MMR equal to, say, 3000", then (A) corresponds to simply looking at unadjusted win ratios and (B) is in principle the method that Blizzard uses. The idea is to get the probability of drawing a ball numbered 4 when fixing the color of the ball, or in Blizzard terms, getting the probability of winning when fixing MMR, and that's done by taking the probability of both having a certain MMR and winning, divided by the probability of having that certain MMR, i.e. what we did in (B). Please tell me if my explanation isn't clear, I do actually want people to understand this idea. I have a university-level background in statistics, and it still doesn't make sense. I am drunk and not in the best shape to think about this stuff, but wouldn't this only work if MMR was fixed (meaning they need another way to measure skill than MMR) ? The whole point of MMR is that it's constantly readjusted depending on your result... hahaha, sorry for nitpick but university level statistics background could go from: ¨I am a math major¨ ¨I have a masters in statistics¨ to ¨I took one statistics class¨ ¨I flunked out of statistics class¨ Hahaha, not trying to discredit you or anything. You might want to specify more next time | ||
Klive5ive
United Kingdom6056 Posts
On September 24 2011 00:25 Champ24 wrote: As a mid masters player, lumping my win/loss ratios with GMs and the best of the best pros is ludicrous. I may not "suck" at this game but I'm certainly not good enough for the minor imbalance issues to greatly influence the outcome of my matches. On a side note, try to not make statistics weigh on your opinion too heavily: There are lies, damned lies, and statistics - Mark Twain I completely agree. I play masters but I just do *whatever* and I think lots of Masters players are like that. Ex-BW players who have learned mechanics but just play for fun. Like I play Mutas in all my Z match-ups and bio always as T just because I find it fun. I think only top 30 Europe and GM Korea really matters in terms of balance. Obviously if masters league is like 65%+ in favour of one race then you need to consider why, but generally just balance for pro-gamers. | ||
aebriol
Norway2066 Posts
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TimeSpiral
United States1010 Posts
Its good to have these metrics, and to measure them over time, but basic-level statistical significance starts at 3x the standard deviation. Cool numbers. I wouldn't use them to support any arguments except maybe to speculate about the matchups across different regions. | ||
rpgalon
Brazil1069 Posts
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KissKiss
United Kingdom136 Posts
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snakeeyez
United States1231 Posts
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b0t
Luxembourg37 Posts
"There are lies, damn lies and statistics." | ||
paralleluniverse
4065 Posts
On September 24 2011 02:24 MilesTeg wrote: Show nested quote + On September 23 2011 21:52 paralleluniverse wrote: On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. In very simple terms: If you recall conditional probability from school, they calculate the probability of winning conditional on MMR. I could just be retarded but this doesn't make any sense to me. MMR is designed to be very volatile, winning against people with a higher MMR... only means that your MMR should be higher. Show nested quote + On September 23 2011 21:55 paralleluniverse wrote: On September 23 2011 21:50 MilesTeg wrote: It hasn't really been explained actually. No one knows what they are using to measure skill, if they take another parameter... I don't see how they can calculate "clean" win percentages that get rid of the MMR effect with the data they have. I would also add that what they use is from the theory of Bayesian Inference, which is usually taught as a honors year math/stats course at most universities, so you won't understand the fine details of this method unless you have a university-level background in statistics. However, it is still very possible to understand the overall "big picture" view of what they're doing. Suppose there are 5 numbered balls in a bag. 1 - red 2 - red 3 - blue 4 - blue 5 - blue (A) What is the probability of drawing a ball numbered 4? Clearly it's 1/5. (B) For the balls that are blue balls, what is the probability of drawing a ball numbered 4? It's the number of balls that are both blue and numbered 4, out of the number of balls that are blue, that is 1/3. Now replace "less than 4" with "winning" and "blue ball" with "MMR equal to, say, 3000", then (A) corresponds to simply looking at unadjusted win ratios and (B) is in principle the method that Blizzard uses. The idea is to get the probability of drawing a ball numbered 4 when fixing the color of the ball, or in Blizzard terms, getting the probability of winning when fixing MMR, and that's done by taking the probability of both having a certain MMR and winning, divided by the probability of having that certain MMR, i.e. what we did in (B). Please tell me if my explanation isn't clear, I do actually want people to understand this idea. I have a university-level background in statistics, and it still doesn't make sense. I am drunk and not in the best shape to think about this stuff, but wouldn't this only work if MMR was fixed (meaning they need another way to measure skill than MMR) ? The whole point of MMR is that it's constantly readjusted depending on your result... MMR is a random variable, and you can condition on a random variable, giving the probability of winning when MMR is fixed. If you have a university-level understanding of statistics, this post might be more complete: http://www.teamliquid.net/forum/viewmessage.php?topic_id=250789¤tpage=6#113 | ||
The Final Boss
United States1839 Posts
On September 23 2011 01:52 Andreas wrote: Interesting how NA and EU PvZ and TvZ winrates are so much higher than in Korea. Are Korean Zergs really that good? Have you seen players like ![]() ![]() ![]() ![]() But the stats are a little bit odd. Personally I think that with mechanical precision, Zerg can be super powerful, which might be why they're so strong in Korea. | ||
Qntc.YuMe
United States792 Posts
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Dommk
Australia4865 Posts
On September 24 2011 13:06 The Final Boss wrote: Show nested quote + On September 23 2011 01:52 Andreas wrote: Interesting how NA and EU PvZ and TvZ winrates are so much higher than in Korea. Are Korean Zergs really that good? Have you seen players like ![]() ![]() ![]() ![]() But the stats are a little bit odd. Personally I think that with mechanical precision, Zerg can be super powerful, which might be why they're so strong in Korea. Those players are amazing, but these statistics are averaged over 4000+ players. Not every Zerg in Korea is NesTea or Losira, infact I doubt 99% of them are even close to being as good as they are | ||
Sumadin
Denmark588 Posts
On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". | ||
infinity2k9
United Kingdom2397 Posts
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Madkipz
Norway1643 Posts
On September 24 2011 16:32 Sumadin wrote: Show nested quote + On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". if they were telling the truth would it not be more thorough? A map based statistic for instance? | ||
Sumadin
Denmark588 Posts
On September 24 2011 20:03 Madkipz wrote: Show nested quote + On September 24 2011 16:32 Sumadin wrote: On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". if they were telling the truth would it not be more thorough? A map based statistic for instance? Well the topic for the blog was to focus on overall race balance not the balance for individual maps. It is safe to assume through that most of them are within the margin of 60:40 for all races. History has also shown us that blizzard does care for map balance aswell. Jungle basin was removed from ladder mid-season because it grossly favored terran beyond what was acceptable. | ||
ScottChen
Taiwan29 Posts
On September 25 2011 00:20 Sumadin wrote: Show nested quote + On September 24 2011 20:03 Madkipz wrote: On September 24 2011 16:32 Sumadin wrote: On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". if they were telling the truth would it not be more thorough? A map based statistic for instance? Well the topic for the blog was to focus on overall race balance not the balance for individual maps. It is safe to assume through that most of them are within the margin of 60:40 for all races. History has also shown us that blizzard does care for map balance aswell. Jungle basin was removed from ladder mid-season because it grossly favored terran beyond what was acceptable. I am not so sure blizzard really cares about map balance. How long had Delta Quadrant existed in the ladder map pools? It's a super favored terran map. | ||
hobosrus
United States99 Posts
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chocolatebunny
301 Posts
so the game must be balanced. ![]() | ||
FluidKMC
United States45 Posts
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kofman
Andorra698 Posts
On September 26 2011 13:52 ScottChen wrote: Show nested quote + On September 25 2011 00:20 Sumadin wrote: On September 24 2011 20:03 Madkipz wrote: On September 24 2011 16:32 Sumadin wrote: On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". if they were telling the truth would it not be more thorough? A map based statistic for instance? Well the topic for the blog was to focus on overall race balance not the balance for individual maps. It is safe to assume through that most of them are within the margin of 60:40 for all races. History has also shown us that blizzard does care for map balance aswell. Jungle basin was removed from ladder mid-season because it grossly favored terran beyond what was acceptable. I am not so sure blizzard really cares about map balance. How long had Delta Quadrant existed in the ladder map pools? It's a super favored terran map. Metalopolis was removed because it was super zerg favored (60% winrate), and taldarim is also super zerg favored (60% winrate), but they kept it. | ||
brachester
Australia1786 Posts
On September 23 2011 01:56 Keula wrote: So according to this Zerg struggle the most in EU and NA. Tournament results kinda showed that but I didnt think that there is such a difference between korea and the rest. there is a big difference, Korean are much better skill wise, especially korean terran hence korean terran are dominating while foreign terran are not | ||
wattabeast
United States957 Posts
On September 26 2011 14:08 chocolatebunny wrote: and remembers guys. mirror matchups are always 50% win and 50% loss. so the game must be balanced. ![]() What about ties? :C | ||
Hetz
196 Posts
Nice stats, nothing new really. | ||
penguinking
United States23 Posts
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AcrossFiveJulys
United States3612 Posts
On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. | ||
Slusher
United States19143 Posts
On September 30 2011 06:56 AcrossFiveJulys wrote: Show nested quote + On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Pretty sure they do know they are just hoping that people don't recognize it. Hobo is correct, the MMR system will always artificially balance the game around your skill, in their own explanation they point out that sometimes a new build will create a week or two of 'imbalance' which is erased as the meta game shifts. You could just as easily say a new build will create a week or two of imbalance which is erased as the people abusing it rank up. | ||
figq
12519 Posts
On September 26 2011 14:58 wattabeast wrote: Ties are by nature imbalanced, Blizzard can't do much about it.Show nested quote + On September 26 2011 14:08 chocolatebunny wrote: and remembers guys. mirror matchups are always 50% win and 50% loss. so the game must be balanced. ![]() What about ties? :C | ||
worldsnap
Canada222 Posts
On September 26 2011 13:52 ScottChen wrote: Show nested quote + On September 25 2011 00:20 Sumadin wrote: On September 24 2011 20:03 Madkipz wrote: On September 24 2011 16:32 Sumadin wrote: On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". if they were telling the truth would it not be more thorough? A map based statistic for instance? Well the topic for the blog was to focus on overall race balance not the balance for individual maps. It is safe to assume through that most of them are within the margin of 60:40 for all races. History has also shown us that blizzard does care for map balance aswell. Jungle basin was removed from ladder mid-season because it grossly favored terran beyond what was acceptable. I am not so sure blizzard really cares about map balance. How long had Delta Quadrant existed in the ladder map pools? It's a super favored terran map. In fact, they have explicitly stated that they aren't trying to balance each and every map, that they want a variety of maps, and that tournaments should feel free (and are encouraged to) make their own maps that are more "balanced". | ||
worldsnap
Canada222 Posts
On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. That's why they are "Adjusted" win rates, it says so in their post, and they've talked about this before. They have taken your worry into account already. | ||
Perscienter
957 Posts
On September 30 2011 07:07 worldsnap wrote: Show nested quote + On September 26 2011 13:52 ScottChen wrote: On September 25 2011 00:20 Sumadin wrote: On September 24 2011 20:03 Madkipz wrote: On September 24 2011 16:32 Sumadin wrote: On September 24 2011 09:31 b0t wrote: The purpose of this blog post is to convince the community SC2 currently is balanced. The author didn't give a f*ck if PvT is really balanced, he just picked numbers in a way to make it look so. "There are lies, damn lies and statistics." So Blizzard only tells the truth when the truth fits your version of the game? Serriolsly i am tired of people trying to deny facts everytime blizzard posts some, or try to claim that blizzard couldn't make data out of their own statestics because"Technically the MMR makes all go closer to 50%". if they were telling the truth would it not be more thorough? A map based statistic for instance? Well the topic for the blog was to focus on overall race balance not the balance for individual maps. It is safe to assume through that most of them are within the margin of 60:40 for all races. History has also shown us that blizzard does care for map balance aswell. Jungle basin was removed from ladder mid-season because it grossly favored terran beyond what was acceptable. I am not so sure blizzard really cares about map balance. How long had Delta Quadrant existed in the ladder map pools? It's a super favored terran map. In fact, they have explicitly stated that they aren't trying to balance each and every map, that they want a variety of maps, and that tournaments should feel free (and are encouraged to) make their own maps that are more "balanced". Well, have they fixed the map distribution system? And if they maybe have fixed their manual (explained void ray damage stages, listed the number of attacks per type, introduced broodlings and interceptors etc.) maybe, just maybe I'll take their maths serious. | ||
Shiori
3815 Posts
On September 30 2011 06:56 AcrossFiveJulys wrote: Show nested quote + On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Apparently I am smarter than them. Regardless of their moronic statistics, anything which blatantly contradicts a prima facie observation needs to be supported substantively. Not just "oh, we have this inconclusive adjusted win rate from ladder which for whatever reason combines GM and master league (yes, including low masters who are basically mid-diamonds but inactive) and it shows that stuff is balanced" while meanwhile every tournament continues to be dominated--no, every series continues to be dominated--by terrans. this is not some coincidence. not every terran win is MVP. we have random, unexceptional terrans beating far better protoss and zerg (but particularly protoss) players. to add to that, there are no accepted, realistic, reliable, dependable responses to the ghost. even the 1-1-1, after over a month of wreaking havoc, is figured out only to the extent that protoss players have practiced the micro so hard that they can capitalize on terran mistakes. an excellently played 1-1-1 is still going to be extremely powerful and I fully maintain that it will continue to destroy protoss players of every league. blizzard's response? it's metagame. please. the 1-1-1 and ghost are far more problematic than 4gate ever was. they're up there with 5 rax reaper. why did something like 4gate get nerfed? why did the void ray get nerfed? why did KA get removed? NONE of these things were ever producing the sorts of winrates we're seeing now, and yet somehow blizzard has decided that the latter were balance issues whereas the former are simply metagame? yeah, i think they can shove their numbers. | ||
Shiori
3815 Posts
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Slusher
United States19143 Posts
On September 30 2011 07:08 worldsnap wrote: Show nested quote + On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. That's why they are "Adjusted" win rates, it says so in their post, and they've talked about this before. They have taken your worry into account already. adjusted most likely means unless otherwise specified, things like obvious drops, games under 1 min and outliers (accounts with records skewed from the main pack by a large margin like an account with a 100% winrate) are removed. | ||
worldsnap
Canada222 Posts
On September 30 2011 11:43 Slusher wrote: Show nested quote + On September 30 2011 07:08 worldsnap wrote: On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. That's why they are "Adjusted" win rates, it says so in their post, and they've talked about this before. They have taken your worry into account already. adjusted most likely means unless otherwise specified, things like obvious drops, games under 1 min and outliers (accounts with records skewed from the main pack by a large margin like an account with a 100% winrate) are removed. No, they talked about this. http://us.battle.net/sc2/en/blog/882511 they account for player "skill", ie their MMR | ||
worldsnap
Canada222 Posts
On September 30 2011 10:57 Shiori wrote: Show nested quote + On September 30 2011 06:56 AcrossFiveJulys wrote: On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Apparently I am smarter than them. Regardless of their moronic statistics, anything which blatantly contradicts a prima facie observation needs to be supported substantively. Not just "oh, we have this inconclusive adjusted win rate from ladder which for whatever reason combines GM and master league (yes, including low masters who are basically mid-diamonds but inactive) and it shows that stuff is balanced" while meanwhile every tournament continues to be dominated--no, every series continues to be dominated--by terrans. this is not some coincidence. not every terran win is MVP. we have random, unexceptional terrans beating far better protoss and zerg (but particularly protoss) players. to add to that, there are no accepted, realistic, reliable, dependable responses to the ghost. even the 1-1-1, after over a month of wreaking havoc, is figured out only to the extent that protoss players have practiced the micro so hard that they can capitalize on terran mistakes. an excellently played 1-1-1 is still going to be extremely powerful and I fully maintain that it will continue to destroy protoss players of every league. blizzard's response? it's metagame. please. the 1-1-1 and ghost are far more problematic than 4gate ever was. they're up there with 5 rax reaper. why did something like 4gate get nerfed? why did the void ray get nerfed? why did KA get removed? NONE of these things were ever producing the sorts of winrates we're seeing now, and yet somehow blizzard has decided that the latter were balance issues whereas the former are simply metagame? yeah, i think they can shove their numbers. man you should probably calm down. | ||
poor newb
United States1879 Posts
if they really wanted to show balance they should post the numbers from code S | ||
Shiori
3815 Posts
On September 30 2011 12:11 worldsnap wrote: Show nested quote + On September 30 2011 10:57 Shiori wrote: On September 30 2011 06:56 AcrossFiveJulys wrote: On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Apparently I am smarter than them. Regardless of their moronic statistics, anything which blatantly contradicts a prima facie observation needs to be supported substantively. Not just "oh, we have this inconclusive adjusted win rate from ladder which for whatever reason combines GM and master league (yes, including low masters who are basically mid-diamonds but inactive) and it shows that stuff is balanced" while meanwhile every tournament continues to be dominated--no, every series continues to be dominated--by terrans. this is not some coincidence. not every terran win is MVP. we have random, unexceptional terrans beating far better protoss and zerg (but particularly protoss) players. to add to that, there are no accepted, realistic, reliable, dependable responses to the ghost. even the 1-1-1, after over a month of wreaking havoc, is figured out only to the extent that protoss players have practiced the micro so hard that they can capitalize on terran mistakes. an excellently played 1-1-1 is still going to be extremely powerful and I fully maintain that it will continue to destroy protoss players of every league. blizzard's response? it's metagame. please. the 1-1-1 and ghost are far more problematic than 4gate ever was. they're up there with 5 rax reaper. why did something like 4gate get nerfed? why did the void ray get nerfed? why did KA get removed? NONE of these things were ever producing the sorts of winrates we're seeing now, and yet somehow blizzard has decided that the latter were balance issues whereas the former are simply metagame? yeah, i think they can shove their numbers. man you should probably calm down. i am perfectly calm, but it's frustrating to see people blindly accept blizzard's statistic when it's so detached from what we're observing in high level play. | ||
worldsnap
Canada222 Posts
On September 30 2011 12:24 Shiori wrote: Show nested quote + On September 30 2011 12:11 worldsnap wrote: On September 30 2011 10:57 Shiori wrote: On September 30 2011 06:56 AcrossFiveJulys wrote: On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Apparently I am smarter than them. Regardless of their moronic statistics, anything which blatantly contradicts a prima facie observation needs to be supported substantively. Not just "oh, we have this inconclusive adjusted win rate from ladder which for whatever reason combines GM and master league (yes, including low masters who are basically mid-diamonds but inactive) and it shows that stuff is balanced" while meanwhile every tournament continues to be dominated--no, every series continues to be dominated--by terrans. this is not some coincidence. not every terran win is MVP. we have random, unexceptional terrans beating far better protoss and zerg (but particularly protoss) players. to add to that, there are no accepted, realistic, reliable, dependable responses to the ghost. even the 1-1-1, after over a month of wreaking havoc, is figured out only to the extent that protoss players have practiced the micro so hard that they can capitalize on terran mistakes. an excellently played 1-1-1 is still going to be extremely powerful and I fully maintain that it will continue to destroy protoss players of every league. blizzard's response? it's metagame. please. the 1-1-1 and ghost are far more problematic than 4gate ever was. they're up there with 5 rax reaper. why did something like 4gate get nerfed? why did the void ray get nerfed? why did KA get removed? NONE of these things were ever producing the sorts of winrates we're seeing now, and yet somehow blizzard has decided that the latter were balance issues whereas the former are simply metagame? yeah, i think they can shove their numbers. man you should probably calm down. i am perfectly calm, but it's frustrating to see people blindly accept blizzard's statistic when it's so detached from what we're observing in high level play. it's not though. it's just detached from your preconceived notions of what's going on at high level play. it IS what's happening in masters+GM. Now if you want to talk GSL that's a different story, but balancing a game based on 32 players is going to be susceptible to huuuuge swings of overcompensation. | ||
Brotocol
243 Posts
On September 30 2011 10:57 Shiori wrote: Show nested quote + On September 30 2011 06:56 AcrossFiveJulys wrote: On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Apparently I am smarter than them. Regardless of their moronic statistics, anything which blatantly contradicts a prima facie observation needs to be supported substantively. Not just "oh, we have this inconclusive adjusted win rate from ladder which for whatever reason combines GM and master league (yes, including low masters who are basically mid-diamonds but inactive) and it shows that stuff is balanced" while meanwhile every tournament continues to be dominated--no, every series continues to be dominated--by terrans. this is not some coincidence. not every terran win is MVP. we have random, unexceptional terrans beating far better protoss and zerg (but particularly protoss) players. to add to that, there are no accepted, realistic, reliable, dependable responses to the ghost. even the 1-1-1, after over a month of wreaking havoc, is figured out only to the extent that protoss players have practiced the micro so hard that they can capitalize on terran mistakes. an excellently played 1-1-1 is still going to be extremely powerful and I fully maintain that it will continue to destroy protoss players of every league. blizzard's response? it's metagame. please. the 1-1-1 and ghost are far more problematic than 4gate ever was. they're up there with 5 rax reaper. why did something like 4gate get nerfed? why did the void ray get nerfed? why did KA get removed? NONE of these things were ever producing the sorts of winrates we're seeing now, and yet somehow blizzard has decided that the latter were balance issues whereas the former are simply metagame? yeah, i think they can shove their numbers. Well written, and I agree with your points wholeheartedly. I don't get how Protoss things instantly get nerfed. Nobody ever said KA was metagame, or void ray was metagame. The last patch even nerfed blink rush. Protoss is almost always on the receiving end of the nerf bat. Blink rush? Naw man, that's gotta go NOW! Also warpgate research, because we can't have Protoss players doing any kind of early warpgate offense. But 1-1-1? "That's metagame, man. Protoss players need to learn to deal with that." But perish the thought that anyone learn how to deal with blink rush, or void ray harrass (which aren't even as lopsided as 1-1-1 is in terms of how easy it makes it to win.) Why the double standard? edit: Anyone ever watch Law & Order (or any other TV courtroom drama show)? There's a cliché scenario which plays out like so: Prosecutor: "Mr. Defendant, have you seen the win rate statistics?" Defense: "Objection" Prosecutor: "Withdrawn!" That's what Blizzard is doing here, with this so called "balance snapshot." They concede that it's inconclusive, but they're calling it a balance snapshot and then withdrawing it, by saying "well, this isn't the only consideration for balance." Talk about disingenuous. But the perceptual damage is done. The majority has probably been swayed by these numbers. | ||
bgx
Poland6595 Posts
On September 23 2011 20:25 MilesTeg wrote: Wow the numbers look really bad for zerg. I am almost surprised by this because zerg is stronger than it used to be. I guess not enough though. dont misjudge ladder play is much worse for zergs than tournaments where they prepare for their opponents, you can see top zerg drop games in ladder because of many factors and it goes down the list also(master, diamond, gold ... etc), its just a characteristic of the race, there is really no cookie-cutter super safe way of play with limited scouting options (if the occurring of limited scouting option happen). | ||
Perscienter
957 Posts
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Flonomenalz
Nigeria3519 Posts
On September 30 2011 10:57 Shiori wrote: Show nested quote + On September 30 2011 06:56 AcrossFiveJulys wrote: On September 26 2011 14:06 hobosrus wrote: these numbers dont mean anything doesnt blizzard know that it matches people so that their winrate is constantly 50% so if a person's race is imbalanced he will be playing people who are better than him and make his winrate 50% and the game will say that he is evenly matched with these people even if it could just be a racial imbalance. Yeah, you're smarter than everyone with PhDs working in blizzard's matchmaking/statistics team. Apparently too smart to read their explanation of what the numbers mean. Apparently I am smarter than them. Regardless of their moronic statistics, anything which blatantly contradicts a prima facie observation needs to be supported substantively. Not just "oh, we have this inconclusive adjusted win rate from ladder which for whatever reason combines GM and master league (yes, including low masters who are basically mid-diamonds but inactive) and it shows that stuff is balanced" while meanwhile every tournament continues to be dominated--no, every series continues to be dominated--by terrans. this is not some coincidence. not every terran win is MVP. we have random, unexceptional terrans beating far better protoss and zerg (but particularly protoss) players. to add to that, there are no accepted, realistic, reliable, dependable responses to the ghost. even the 1-1-1, after over a month of wreaking havoc, is figured out only to the extent that protoss players have practiced the micro so hard that they can capitalize on terran mistakes. an excellently played 1-1-1 is still going to be extremely powerful and I fully maintain that it will continue to destroy protoss players of every league. blizzard's response? it's metagame. please. the 1-1-1 and ghost are far more problematic than 4gate ever was. they're up there with 5 rax reaper. why did something like 4gate get nerfed? why did the void ray get nerfed? why did KA get removed? NONE of these things were ever producing the sorts of winrates we're seeing now, and yet somehow blizzard has decided that the latter were balance issues whereas the former are simply metagame? yeah, i think they can shove their numbers. You're kind of right. Ghost EMP range 7-8 needs to happen. And Protoss deserve KA back imo. As a Zerg player, it is pitiful to watch top level TvP. Early game? Protoss prays they don't get 1/1/1'd. Late game? Protoss hopes T doesn't make ghosts. I mean really, both Zerg and Terran get an upgrade for their spellcasters energy, why not Toss? Aside from those OBVIOUS flaws, I think it's still too early to see how the 1/1/1 needs to be changed or whatnot. SC2 has only been out for 1-2 years or so guys... | ||
Xapti
Canada2473 Posts
Anyway... Big surprise... zergs in the hole again — particularly not surprising with the TvZ considering terran has been ahead forever in that match-up. I would be weary about saying PvT is imbalanced just because of Korea. Not to say it's not the case, but it could be just a fluke. Considering the somewhat recent and recent buffs in PvT, I wouldn't jump the gun. Maybe these stats could be a bit better if the maps used on the ladder weren't so bad. That's the way I see it. Aside from that, I think there should be some gameplay changes to zerg that need to be done REGARDLESS OF WIN RATE. People just complain too much about zerg's lack of casters, lack of effective micro ability, and even lack of useful or fun or tactical units. Hopefully heart of the swarm fixes this. | ||
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