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Breadth of Gameplay in SC2 - Page 40

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
Yenticha
Profile Joined July 2010
257 Posts
March 19 2012 08:56 GMT
#781
Wooow, I love that post! This is so smart. Feels like it addresses a lot of issues people have with SC2 in the most elegant/subtle way.
As soon as I get to play SC2 again, I'll try this. Thanks, and I do hope this catches on!
TzTz
Profile Blog Joined April 2010
Germany511 Posts
Last Edited: 2012-03-19 09:31:02
March 19 2012 09:08 GMT
#782
On March 19 2012 17:45 VictorJones wrote:
Show nested quote +
Honner United Kingdom. March 19 2012 17:14 wrote:
Anyone got a decent collection of highish level replays from this yet? Skimming the thread I've spotted 2 7mineral replays uploaded, not any 6mineral ones (and the two uploaded were met with replies that they should try the 6min maps instead).


I have a low master PvZ on 6m Devo where I mess up a lot and lose slowly over time :3 It's a good example of how having less resources causes both sides to fight more small battles so if you can forgive my horrible blink stalker use and zelot targeting it's a pretty fun scrappy game! I'm not sure if you want something more professional
(To be fair, I wanted to blink up on the high ground but he sniped my obs at the exact moment I was telling my stalkers to blink so that's why I lost that second engagement... Using excuses to save my pride)


Replay here:
http://replayfu.com/download/2zxPzf


Liked your replay

Specifically there were some situations where one player had an overwhelming force, and based on normal SC2 games i thought "okay that's gg", but the game went on. There are less units. You have more bases. Less units take even longer to kill bases, AND you have more bases left even if they kill one. So you can use that time to gather up some defense at your next base.

Whenever someone took a hit, sure it gave them a disadvantage, but the game went on. And you describe it perfectly when you say you lose slowly over time. That's how it ought to be.

Really loving the idea, and even more when i see the results.

I think this could do wonders to prevent those 20 minute games where suddenly someone just won...

But we'll have to see. SC2 had 2 years to develop with 8m2g, so we should give this some time and try to promote it. Great to see a 6m1hyg tournament coming up (http://www.sc2sea.com/showthread.php?s=4b28dd9e7fc1f6ee07651b0abfd8820d&p=80222#post80222)

edit: Btw you should be able to change the amount of minerals a mule mines via the data-editor, so balancing that would not be a problem at all, you can just do it via the maps and you don't depend on blizzard.
Garmer
Profile Joined October 2010
1286 Posts
March 19 2012 09:17 GMT
#783
OMG now you can make 1 factory tank like in BW, YAY! the only downside it's the exhaustion of vespene gas, that occur more quickly(you have 2500 instead of 5000)
halpimcat
Profile Joined September 2011
215 Posts
March 19 2012 09:25 GMT
#784
To anyone who Played these maps and either love it or hate it, POST YOUR REPLAYS!! Whether you're bronze Or gm, give the community a chance to see what this is all about and how the idea actually plays out. I myself am extremely curious about these changes, but living in Korea and only being able to play on the Korea servers, I am quite limited in my ability to play myself. Also pm me if anyone has a Korean account and would like to play with me
Garmer
Profile Joined October 2010
1286 Posts
March 19 2012 09:35 GMT
#785
i just tried it quickly against the AI, and there is a problem of "gas storage" too low, should be 5k for the rest is great!
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
March 19 2012 10:16 GMT
#786
Didn't have a chance to read this until now, but goes without saying that I support the general ideas presented by Barrin. I don't have the time to read through the discussion in the comments, so excuse me if I happen to repeat some things below.

Answering the quote from Plexa: I believe the economy of SC2 and unit design choices present in the game are much more intrinsically linked than proponents of your argument seem to think. The way mineral gathering, saturation, etc. works has forced SC2's unit design in a particular direction. Changing or tweaking units could still prove to do great things for SC2. But tweaking units to be more similar to how they were in BW, or the mere act of adding powerful spell casters (like the defiler) with the current economic system intact would just destroy the game (in my opinion). I could never see it being properly balanced.

Prior to posting my "Analysis of Macro" thread, I actually set out to prove the hypothesis that macro mechanics were the real "culprit". During the course of gathering all the data for the article I realized it didn't fit the way I'd imagined it would. As a result I sort of stumbled upon this different approach of mineral gathering rates and saturation rates. The fact that I entirely scrapped my initial idea (which, believe me, I'd spent a considerable time theorizing around) and went with a different angle based purely off of experimental data always strengthened my conviction in the results and claims I put forward in that thread.

With that said, I'm still highly sceptical about being able to achieve the goals we want to achieve without the help of the two mentioned changes only Blizzard can make. Less mineral patches with everything else remaining intact will serve to conform build orders even faster. Not at all sure if that would increase variety or restrict it. Hard to speculate.

One thing my friend NullCurrent (from TPW) and me experimented with a month or two back was spacing out mineral fields in order to simulate the same sort of worker wandering and progression of gathering rates as in BW. It made for horribly ugly looking bases but it seemed to work decently. Unfortunately we haven't explored that path any further since.

That's all the time I had for now. Great thread Barrin. Made me happy to read, and to see someone else putting in a lot of effort in these sort of ideas. I hope Blizzard reads it.
UniQ.eu
Profile Joined July 2010
Sweden82 Posts
March 19 2012 10:34 GMT
#787
Some people have been requesting replays, and I've been playing some games on these maps.
Just a few minutes i played vs another masters player (I am masters as well). It might not be the best game, but it illustrates the need for more bases and the longer early and midgame phases.

Again, I think this is a great initiative and it deserves more testing!

http://drop.sc/136144
Tiazi
Profile Joined February 2010
Netherlands761 Posts
March 19 2012 11:19 GMT
#788
Really great thread. Loved the read.

Lets try it! I dont see why not?

gogo make a tournament!
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
aGGy
Profile Joined September 2010
Israel31 Posts
March 19 2012 11:42 GMT
#789
Too hardcore for me, midmaster EU player. ~_~
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
March 19 2012 11:56 GMT
#790
On March 19 2012 19:16 LaLuSh wrote:
Didn't have a chance to read this until now, but goes without saying that I support the general ideas presented by Barrin. I don't have the time to read through the discussion in the comments, so excuse me if I happen to repeat some things below.

Answering the quote from Plexa: I believe the economy of SC2 and unit design choices present in the game are much more intrinsically linked than proponents of your argument seem to think. The way mineral gathering, saturation, etc. works has forced SC2's unit design in a particular direction. Changing or tweaking units could still prove to do great things for SC2. But tweaking units to be more similar to how they were in BW, or the mere act of adding powerful spell casters (like the defiler) with the current economic system intact would just destroy the game (in my opinion). I could never see it being properly balanced.

Prior to posting my "Analysis of Macro" thread, I actually set out to prove the hypothesis that macro mechanics were the real "culprit". During the course of gathering all the data for the article I realized it didn't fit the way I'd imagined it would. As a result I sort of stumbled upon this different approach of mineral gathering rates and saturation rates. The fact that I entirely scrapped my initial idea (which, believe me, I'd spent a considerable time theorizing around) and went with a different angle based purely off of experimental data always strengthened my conviction in the results and claims I put forward in that thread.

With that said, I'm still highly sceptical about being able to achieve the goals we want to achieve without the help of the two mentioned changes only Blizzard can make. Less mineral patches with everything else remaining intact will serve to conform build orders even faster. Not at all sure if that would increase variety or restrict it. Hard to speculate.

One thing my friend NullCurrent (from TPW) and me experimented with a month or two back was spacing out mineral fields in order to simulate the same sort of worker wandering and progression of gathering rates as in BW. It made for horribly ugly looking bases but it seemed to work decently. Unfortunately we haven't explored that path any further since.

That's all the time I had for now. Great thread Barrin. Made me happy to read, and to see someone else putting in a lot of effort in these sort of ideas. I hope Blizzard reads it.

Yous should try with the spreading out of mineral patches more
John 15:13
Prillan
Profile Joined August 2011
Sweden350 Posts
Last Edited: 2012-03-19 14:15:57
March 19 2012 12:16 GMT
#791
If you're looking for replays remember that you can filter for these maps over at drop.sc.

6m1hyg Devolution (Currently 11 replays)
6m1hyg Entombed Valley (Currently 8 replay)
7m2g Entombed Valley (Currently 1 replay)

Playhem should do a tournament with these maps
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
vienna_k
Profile Joined October 2011
Austria12 Posts
March 19 2012 12:29 GMT
#792
Wow! I love this, lets try it.
takkuri
Profile Joined August 2010
Australia11 Posts
Last Edited: 2012-03-19 14:15:02
March 19 2012 14:13 GMT
#793
Here's a few GM games from SEA Server. You can really tell that these guys haven't played this map before.

A few quick first impressions:

Comebacks are very possible. In the ZvT between xGKingMafia and Danosaur, Mafia loses quite a few drones to bunker pressure at the start, and decides to follow it up with a ling/bling push, which also does minimal damage. 25 minutes or so later, he ends up winning the game. Very back and forth for the most part, fun to watch. No one maxes until the 26 min mark.

Zerg were going for mutas a lot faster.

Losing takes a lot longer. In delete vs danosaur, delete loses a lot of probes/units early on, then holds on for another 10 or so minutes (and honestly had a chance, not just like the people who float buildings around and won't quit)

The early game tends to be lasting a lot longer, with more early pushes involving smaller units numbers

One base pushes don't seem to be quite as effective (with the exception of a pretty creative reaper build I saw haha)

All said and done though, I don't quite think these replays are a good showcase for this idea. Players were not familiar at all, and mostly seemed to be trying to make their old strategies work out somehow. Also, this is such a small sample size, that you can't really draw any major conclusions (hell, this could all just be the placebo effect).

Replays here: http://drop.sc/packs/683

I'll try hunt down some more replays (and harrass clan members into playing some more ^^)
halpimcat
Profile Joined September 2011
215 Posts
March 19 2012 14:22 GMT
#794
On March 19 2012 17:45 VictorJones wrote:
Show nested quote +
Honner United Kingdom. March 19 2012 17:14 wrote:
Anyone got a decent collection of highish level replays from this yet? Skimming the thread I've spotted 2 7mineral replays uploaded, not any 6mineral ones (and the two uploaded were met with replies that they should try the 6min maps instead).


I have a low master PvZ on 6m Devo where I mess up a lot and lose slowly over time :3 It's a good example of how having less resources causes both sides to fight more small battles so if you can forgive my horrible blink stalker use and zelot targeting it's a pretty fun scrappy game! I'm not sure if you want something more professional
(To be fair, I wanted to blink up on the high ground but he sniped my obs at the exact moment I was telling my stalkers to blink so that's why I lost that second engagement... Using excuses to save my pride)


Replay here:
http://replayfu.com/download/2zxPzf

I just watched the replay and it's really fun to watch. You can even stare at the minimap and nowhere else all game and it feels so different, much more diverse.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 19 2012 14:32 GMT
#795
--- Nuked ---
Zahir
Profile Joined March 2012
United States947 Posts
March 19 2012 14:33 GMT
#796
I can't really make a post that does the OP justice, but I would like to congratulate Barrin for putting so much work into an idea with real potential for improving the game.

I think his analysis of what effect mineral/gas reduction would have, is the best that possibly could have been done without a large sample of games to look at. However, I would caution that the law of unintended consequences means that the picture probably won't be as rosy as portrayed in the OP. A good portion of the games coming back seem to have suffered from balance issues, PvZ in particular.

I hope mapmakers start adopting some of the ideas here, particularly the one about spreading minerals. I think it might be possible with savvy resource placement to at least partly mimic the desired effects of 6/7m while still conforming to current ladder-map rules. We could even see tournament games using the lesser resources concept!

Planning to join the 7m channel and try some games as soon as I can get back to my house.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
tjosan
Profile Joined January 2010
Sweden120 Posts
March 19 2012 14:35 GMT
#797
On March 19 2012 23:13 takkuri wrote:
+ Show Spoiler +
Here's a few GM games from SEA Server. You can really tell that these guys haven't played this map before.

A few quick first impressions:

Comebacks are very possible. In the ZvT between xGKingMafia and Danosaur, Mafia loses quite a few drones to bunker pressure at the start, and decides to follow it up with a ling/bling push, which also does minimal damage. 25 minutes or so later, he ends up winning the game. Very back and forth for the most part, fun to watch. No one maxes until the 26 min mark.

Zerg were going for mutas a lot faster.

Losing takes a lot longer. In delete vs danosaur, delete loses a lot of probes/units early on, then holds on for another 10 or so minutes (and honestly had a chance, not just like the people who float buildings around and won't quit)

The early game tends to be lasting a lot longer, with more early pushes involving smaller units numbers

One base pushes don't seem to be quite as effective (with the exception of a pretty creative reaper build I saw haha)


All said and done though, I don't quite think these replays are a good showcase for this idea. Players were not familiar at all, and mostly seemed to be trying to make their old strategies work out somehow. Also, this is such a small sample size, that you can't really draw any major conclusions (hell, this could all just be the placebo effect).

Replays here: http://drop.sc/packs/683

I'll try hunt down some more replays (and harrass clan members into playing some more ^^)

Yeah I'm afraid a lot of it might be a less explored game mode lending itself to both players wanting it to play out a certain way. Otoh, if it did work out this would make sc2 twice the game.
son1dow
Profile Joined May 2009
Lithuania322 Posts
Last Edited: 2012-03-19 15:15:08
March 19 2012 15:00 GMT
#798
Barrin, what do you think about the spreaded out mineral idea that LaLuSh suggested? Or did I miss the answer? [ More than on the March 19th's answer, that is. Have you considered putting it in the maps? ]

Oh, and thank you for doing this. This is one of the most interesting articles I've read on SC2. Possibly one of the most beneficial for the game, too, but you already know that.

PS. Have you guys considered putting up a replay box/website for this? Maybe contact some of those replay sites and have them make a separate place for it. Not only having enough replays to watch through but also enough replays to analyze by length, base numbers, race win percentages and other stats like that might prove extremely beneficial. it probably has been said, but whatever.

Play more Quake.
HeavenResign
Profile Joined April 2011
United States702 Posts
March 19 2012 15:19 GMT
#799
I would chip in a few bucks for a Shoutcraft style tournament on these maps for sure. What we need at this point is some money on the line so pros/semi-pro's look at these maps and not think

"Sweet, let's play a few games on this map and have fun"

but think

"Okay, these are the maps. What can I do to win?",

and thus seeing the results from there.
KookyMonster
Profile Joined January 2012
United States311 Posts
March 19 2012 15:34 GMT
#800
Fantastic read. It will be interesting to see implemented, especially with the balance of PvZ. Maybe it will happen in an expac, because like you said, there are two of them.
Paper is Imba. Scissors is fine. -Rock
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