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[D] LotV Economy Discussion - Page 21

Forum Index > SC2 General
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fruity.
Profile Joined April 2012
England1711 Posts
November 14 2014 18:57 GMT
#401
On November 09 2014 05:08 iamcaustic wrote:
View the sister thread on Battle.net


Upon watching the Legacy of the Void exhibition matches yesterday, I was left with extreme disappointment. Rather than looking to fix a number of game play aspects I consider undesirable, it seems like Blizzard is building on top of them and pushing them even further. The biggest of these is the economy in SC2.

One of the most intriguing aspects of the original StarCraft, to me, was the idea of resource acquisition. Getting another base was a key pillar in your overall strategy, not something you just expected to keep taking at an incredible pace (the current SC2) or worse, were forced into taking at an incredible pace (introduced in LotV).

To explain why I consider Blizzard’s methodology to economy in SC2 to be undesirable, I have to first explain the economy of Brood War (Author’s Note: this isn’t meant to be a SC2 vs. BW thing, but a more abstract discussion on the role of economy in an economic-based RTS). So, let’s talk Brood War.

Brood War’s Economic Model

In the original game, worker mining efficiency was on a gradient scale (http://www.teamliquid.net/forum/brood-war/89939-ideal-mining-thoughts). What this means is the more saturated your base was, the less efficient its output. For example, 2 bases with 8 workers per base would mine more minerals than 1 base with 16 workers. What this did was provide a minor advantage to the player who expanded over someone sitting on lower base numbers. This is a clear incentive for players to expand without thoroughly punishing players who wanted to play an aggressive game and expand later.

On the flip side (and the most important), losing a base against an opponent with similar base count didn’t necessarily mean the end of the game. You’d lose the base (300 or 400 mineral investment) and would suffer only a minor income efficiency disadvantage — assuming you managed to preserve your workers. This provided clear opportunities for gaining advantages to the aggressive player while allowing the possibility for bounce-backs by the defensive one.

The overall result was a very back-and-forth game, where in many cases players were more interested in killing workers than taking out a town hall structure. Killing workers is a more harassment-oriented task, while killing a base is a more frontal-attack sort of thing. This differentiation is very important to note, and will show why Blizzard is having a hard time dissipating the death ball-oriented game play in SC2, even 4.5 years after its release.

The Problem with SC2 Economy

Unlike BW, SC2 has extremely efficient mining up to a 24-worker cap. 1-2 workers per patch mine at 100% efficiency, while only the 3rd worker sees a difference in its efficiency (still efficient on far patches, but loses some efficiency on close patches). This means only 6 workers out of 24 lose any real mining efficiency. The consequence of this is three-fold:

First, it originally meant that 1 base economy was too strong vs. a player that tried to expand. We saw the consequences in early WoL, when expanding was a near impossibility due to a combination of map design and no real immediate economic incentive. The base would eventually start to pay off via superior worker count, but players would often die before that kicked in.

Blizzard’s approach was to introduce numerous balance changes that heavily nerfed one-base play. This caused early game to become stale, as one-base play no longer provided much incentive to punish a FE player. So, we now see FE from pretty much every race in every match-up (it’s gotten to the point where things like triple CC is considered a “standard” TvZ build). This was the approach of a design team that didn’t want to modify the economy. Fair enough, what else are you gonna do?

Second, it meant a hard economic efficiency cap on 3 bases. This is by far the biggest complaint in the SC2 community. There’s simply no real incentive to take a 4th base until one of your other bases starts mining out, unless the game is so stale that you want to bank a huge amount of vespene and start converting your army to a gas-heavy death ball in the late game.

Third, the emphasis of economic disruption is placed on destroying bases instead of killing workers. This is also partly perpetuated by the macro mechanics of the three races. I’m sure Blizzard has received plenty of feedback regarding Terrans losing their mineral lines, but still have plenty of economy via huge MULE drops. Still, between macro mechanics and mining efficiency, in many cases you’re better off to destroy the town hall to slow down the opponent’s economy for an extended period of time. This switches the game play narrative from multi-pronged harassment to one of big frontal assaults.

The consequences of this changed narrative mean a greater inclination toward death ball play styles, as well as a huge snowball effect: the death of a base many times means the end of the game. Either the attacker crushes through the defender’s army to take the base (game over) or we’re looking at something like a base trade (game over for someone, anyway).

How LotV (Currently) Exacerbates The Problem

By reducing mineral patches from 1500 to 1000 minerals, none of the problems with SC2 economy are addressed. Instead, losing an expansion becomes even more critical, as you are now faced with less time and fewer resources to reclaim additional resources before you find yourself mined out.

This is building on the snowball effect instead of dispersing it. It’s providing further incentive for frontal assaults instead of encouraging multi-pronged harassment. It’s setting games up for more base trades.

I do not see any way in which the current economic modifications improve game play, except by artificially forcing more than 3 bases not through incentivized advantages, but because players are literally running out of money faster. I think this approach is terrible for the game.

A Better Solution

I would much prefer to see Blizzard implement a more gradient mining efficiency system to SC2. For example:

1 worker per patch = 100% efficiency
2 workers per patch = 80% efficiency
3 workers per patch = 60% efficiency
etc.

These are tuneable numbers that can easily be used to balance the system. I’ve already described the effects of such as system and why I think it’d be good for the game, so I won’t be redundant.

I’d also like to see Blizzard take a look at its current economic macro systems. There should be more emphasis on killing workers than killing bases in terms of economic impact. I won’t pretend to have a perfect solution for this one, but I hope it’s something Blizzard will consider. Some ideas could include a cooldown on MULE call-down (prevent mass MULE drops) or removing MULE and preventing chronoboost from targeting the Nexus itself, etc. while looking to re-work larva inject, maybe scale it back or something. The overall idea being: you lose a lot of workers, you’re going to feel it for a while.

Discuss

I’d like to hear your thoughts about this: do you like/dislike the current SC2 economy? How do you feel about the changes currently introduced in LotV? Do you think gradient mining efficiency is a better solution or not, and why?


A very insightful write up, I hope it reaches those who can change things for the better. Another problem with the number of workers at the start of the game is that it reduces (eliminates?) The chance for cheese at the start of the game. This point was brought up by Scarlet in her recent interview with TL.

When I first started SC2 I used to get So frustrated with cheese type plays, but as I've learnt more I see them as just another tool to potentially be used. Reducing the chance for a cheese play (at the top level) Can only hurt the game. Will we have incredible games like Flash vs. Stardust (game 1, MerryGoRound, 2014 Kespa cup) in LoTV, if the oportunities to cheese is reduced? Games like these which throw a CURVEBALL make great watching, period. To see this level of amazing crisis-micro-management.. Please don't potentially thwart this..
Ex Zerg learning Terran. A bold move.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 14 2014 19:11 GMT
#402
Another way of explaining the difference between SC2 and BW economy is to say that in BW you're rewarded both for taking more bases and for building more workers, but that in SC2 you're only ever rewarded for one of those. So you don't need to expand while you're saturating your mineral line, but once this completes building workers is pointless unless accompanied by a new base. The theoretical effect is the reduction of strategic options because at every point one option is closed off from you.

In practice it's quite different though. I think that's why Hider always says that the economy is not the biggest issue with SC2, because these theoretical considerations are rather oversimplified. So for instance, building new workers is never really a choice in BW, while in SC2 you're almost always rewarded for building more workers as you get to replace ones you lose through harassment and you get to save up ones to Maynard later on etc. I think there are some unpleasant edge cases (e.g. two-base contains, early three bases) that might benefit from BW economy but that's unproven and it's not certain whether you can't achieve the same by some tuning differences (e.g. more / less mineral patches per base).

I also want to highlight one benefit (I suppose) of the BW system, which is that losing one worker is not as significant there. This helps with various things: there are side benefits like not punishing terrans for using workers to construct buildings. It also provides some resilience against harassment while ensuring that the stakes are high because every next worker that dies is yet more significant. Aside from this it promotes comeback potential as your worker deficit becomes less significant as the game continues, counteracting some of the exponential economy growth that sometimes plagues the game.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2014-11-14 19:32:53
November 14 2014 19:32 GMT
#403
I love the way TheDwf explains things. I was never quite warm to these changes but I couldn't put my finger on it precisely.

I mean, 6 workers at the start of the game was working nicely, why change that?
maru lover forever
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 14 2014 19:43 GMT
#404
On November 15 2014 04:32 Incognoto wrote:
I love the way TheDwf explains things. I was never quite warm to these changes but I couldn't put my finger on it precisely.

I mean, 6 workers at the start of the game was working nicely, why change that?

Cause people don't like the downtime at the beginning apparently.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 14 2014 20:45 GMT
#405
On November 14 2014 20:00 kuroshiro wrote:
The economy growth isn't exactly exponential at the start. It would only be so if you always spent a fixed percentage of your income on workers. Mostly your income is a constant slope (as you produce workers one at a time), up until you get a new CC, at which the constant slope increases to a new value, which stays constant until you get a new CC etc. Using a very tenuous assumption that you go on to spend a constant percentage of your income on CCs, you could then approximate that over /long/ timescales the economy scales exponentially.

Thus UNTIL you get a new CC, the 12 worker change translates to a simple time-shift. AFTER that, we're talking about exponential growth/

Now if you timeshift one exponential from another identical exponential, and look at the differences (say in income), then the size of the difference is also an exponential (maths in wolfram alpha http://www.wolframalpha.com/input/?i=Plot e^(t+1) - e^(t)).

I hope this helps to explain the results you're seeing.


There's something I don't get.

If until you get a second CC, the worker change is simply a time-shift, then why doesn't that time-shift translate to the rest of the game?

If I start a game 30 seconds late (time shift) and then I do the exact same build, why don't I max out 30 seconds later (instead of the difference in minutes seen by thedwf's benchmark)?
maru lover forever
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 14 2014 20:49 GMT
#406
On November 15 2014 05:45 Incognoto wrote:
Show nested quote +
On November 14 2014 20:00 kuroshiro wrote:
The economy growth isn't exactly exponential at the start. It would only be so if you always spent a fixed percentage of your income on workers. Mostly your income is a constant slope (as you produce workers one at a time), up until you get a new CC, at which the constant slope increases to a new value, which stays constant until you get a new CC etc. Using a very tenuous assumption that you go on to spend a constant percentage of your income on CCs, you could then approximate that over /long/ timescales the economy scales exponentially.

Thus UNTIL you get a new CC, the 12 worker change translates to a simple time-shift. AFTER that, we're talking about exponential growth/

Now if you timeshift one exponential from another identical exponential, and look at the differences (say in income), then the size of the difference is also an exponential (maths in wolfram alpha http://www.wolframalpha.com/input/?i=Plot e^(t+1) - e^(t)).

I hope this helps to explain the results you're seeing.


There's something I don't get.

If until you get a second CC, the worker change is simply a time-shift, then why doesn't that time-shift translate to the rest of the game?

If I start a game 30 seconds late (time shift) and then I do the exact same build, why don't I max out 30 seconds later (instead of the difference in minutes seen by thedwf's benchmark)?

It's because TheDwf is using two different builds. If you read his post carefully I think what he's stating is that he had to update his build based on the new parameters and this allowed him to play greedier.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 14 2014 21:09 GMT
#407
Found this on iaguz's blog:

What I do like about [the 12 starting workers] change is that it actually favours Terran. You see, Protoss in HotS are able to finish their 12th probe faster then Terran thanks to their Chronoboost ability. Now we both start at 12 and therefore they will have less minerals in the early game. Hah. Thanks David!


Another subtle effect of the new economy.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
November 14 2014 21:16 GMT
#408
On November 14 2014 08:56 TronJovolta wrote:
Show nested quote +
On November 14 2014 06:58 mishimaBeef wrote:
" I love RTS with all my heart and turned off Life / Classic game just couldn't watch."

Funny you brought up that game. I wanted health bar off this game so bad. If it's gonna be tempests dancing around for 30 minutes at least let me watch them in all their beauty!

User was warned for this post


Why on earth was he warned for this post? lmfao.

If you have a question about moderation take it to website feedback please.
Moderatorlickypiddy
TheDwf
Profile Joined November 2011
France19747 Posts
November 14 2014 21:18 GMT
#409
On November 14 2014 22:23 Cascade wrote:
Thanks for reply, that clarifies things.

So all in all, it seems pretty consistent with a constant 90 second shift, if you don't hold your economy back.

- The cc is less than 90 seconds ahead, as it is built an scv later and less starting resources. I'd expect a bit closer to 90'', but within errors I'd say.

- stim is 65'' early, which is close enough to 90 I'd say.

- medivacs 100'' early, close enough to 90''.

- 50 scv would have been 1'30'' according to your information, if you had continued building them in hots. Not done due to wanting more production.

- third 120''-150''. More than 90'', but again seems to mainly due to choice (preferring production and units).

- Everything after that is delayed due to scv hold and later third.

So I think the reason lotv feels faster is that you go for an earlier third, while the hots build holds economy (both scvs and expansion) around that time. I'd guess that you were behind in units with the lotv build around 8-9min compared to the hots build 90 seconds later? If you take into account that any toss timing will be about 90 seconds early as well, would you be vulnerable and have to hold economy at the same spot?

You're looking for a "90 seconds rule" that doesn't exist. For instance you have:

Expansion first → LotV is 40-45 seconds ahead
First tech building after MSC expand → LotV is 40-45 seconds ahead
Warpgate completes with a 1b 4g → LotV is 30-35 seconds ahead (4 chronos spent)

Protoss timings won't be 90 seconds earlier. Some of them are lined up with the completion of Warpgate which, all things being equal, completes "only" 35 seconds earlier (1'05 gate 2'10 core in LotV as opposed to 1'40 gate 2'45 core currently). Others are lined up with the completion of a third tech unit (3rd colo, 3rd Immortal, etc.) with the robo only being ~40-45 seconds earlier again.

If it rings any bell for ZvP experts, in LotV Nexus first into 2 gas 7g completes Warpgate at 5'55 (3 chronos, no MSC) and can have 11 gate units at a proxy Pylon at 6'35; 17 gate units at 7'05 with 800 gas value (100 gas left in the bank).

In PvT, MSC expand into 7g blink completes Blink at 7'40 (only one chrono) with 10 Stalkers ready at this time and 17 at 8'05 (~5-6 more than currently from memory).

With the build I tested, LotV has 100 supply at 8'30 when HotS has this at 10'.

As for how the new builds would fare against each other, I can't know exactly. Some things may snowball badly, or not. I can't tell how a forge 12 Cannon contain attempt vs pool 12 would go, for instance; or a proxy 2 rax vs pool/hatch first. I can't tell if a Blink attack would overwhelm a bio opening or would be completely non-viable because the timing at which the critical mass hits wouldn't even exist anymore. All of this is complex. But for their current bill of specifications...

More action
More opportunities to attack at any time, and a decrease in overall passive gameplay.
More harassment options
One of the core mechanisms through which Legacy of the Void aims to bring consistent action. More harass opportunities should help distinguish players who can manage their units effectively due to its high skill-ceiling and micro requirements.
Incentives to go on the offense
Spread players out more on the map and incentivize the use of mobile forces that can strike when there are openings (think low-risk Marine/Medivac drops).

... I don't see that happening, at all, with 12 workers at the start and -33% resources per base.

On November 15 2014 05:49 Grumbels wrote:
It's because TheDwf is using two different builds. If you read his post carefully I think what he's stating is that he had to update his build based on the new parameters and this allowed him to play greedier.

I used the exact same development in both cases. Gasless expand, go up to 3 rax, double gas, stim with the first 100 gas, fact with the 100 next one, 3 rax third as soon as possible, etc. The build wasn't modified, I made the same choices (except for the slight SCV cut in HotS, but it has little to no impact on how fast you max); otherwise there would be no point in doing this.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 14 2014 21:24 GMT
#410
On November 15 2014 06:18 TheDwf wrote:
Show nested quote +
On November 15 2014 05:49 Grumbels wrote:
It's because TheDwf is using two different builds. If you read his post carefully I think what he's stating is that he had to update his build based on the new parameters and this allowed him to play greedier.

I used the exact same development in both cases. Gasless expand, go up to 3 rax, double gas, stim with the first 100 gas, fact with the 100 next one, 3 rax third as soon as possible, etc. The build wasn't modified, I made the same choices (except for the slight SCV cut in HotS, but it has little to no impact on how fast you max); otherwise there would be no point in doing this.

Yes, but the exact sequencing is slightly different based on the new economy and this has the apparent effects you describe (semantics, I know). Some people were wondering why it's not purely a time shift and that's what I wanted to address. Actually, it would help if you could restate which nuances create these differences since clearly most people missed it. :o
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
November 15 2014 01:21 GMT
#411
On November 15 2014 04:32 Incognoto wrote:
I love the way TheDwf explains things. I was never quite warm to these changes but I couldn't put my finger on it precisely.

I mean, 6 workers at the start of the game was working nicely, why change that?


i hope this actually go through... there are 2-5minutes on the beginning of the game that nothing happens, dont know why people are comparing times from Hots to LOV when both players are gonna be equal... so no advantage there
the only thing that is going to change is how fast you are going to get your army and how fast you are going to be without minerals from 1 base...

Starting with 12 workers if we think about it is great change and i like the fact that i dont need to be spamming on the worker line for 2-3minutes just to make a depot/pylon.
How may help u?
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2014-11-15 02:22:15
November 15 2014 02:14 GMT
#412
OPs in the SC2 area should stop to compare aspects of the game with broodwar. What worked in broodwar is not automatically fine in SC2. SC2 is not broodwar with 3d graphics, it has a different balance, different game mechanics, different micro / macro focus and a different economy system.

With only clinging to broodwar, there could be no game which is better than it. Maybe it is not possible to be better than broodwar, but then at least lets use something different. If someone wants broodwar, he still can play it.

It is like talking how Picard should be like Kirk. Both are captains of an Enterprise, but both are set in a different time. Yet both fictional characters shape the universe of Star Trek.

You don't choose to play zerg. The zerg choose you.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 15 2014 03:40 GMT
#413
On November 15 2014 11:14 [F_]aths wrote:
OPs in the SC2 area should stop to compare aspects of the game with broodwar. What worked in broodwar is not automatically fine in SC2. SC2 is not broodwar with 3d graphics, it has a different balance, different game mechanics, different micro / macro focus and a different economy system.

With only clinging to broodwar, there could be no game which is better than it. Maybe it is not possible to be better than broodwar, but then at least lets use something different. If someone wants broodwar, he still can play it.

It is like talking how Picard should be like Kirk. Both are captains of an Enterprise, but both are set in a different time. Yet both fictional characters shape the universe of Star Trek.



This is just silly. To not attempt to draw parallels to things that worked in the past are ridiculous. The OP makes valid points on how different economic systems promote certain types of playstyles, which many consider a problem with SC2 and not a problem with BW.

pedduck
Profile Blog Joined August 2004
Thailand468 Posts
November 15 2014 05:44 GMT
#414
i am not going to hate this change until I get to try it my self. Sure, it could be terrible change but lets try it first guys. We all agree on that Hots need a lot of change.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 15 2014 05:49 GMT
#415
On November 15 2014 14:44 pedduck wrote:
i am not going to hate this change until I get to try it my self. Sure, it could be terrible change but lets try it first guys. We all agree on that Hots need a lot of change.

There are already two extension mods designed to allow us to test different economy methods (one replicates the LotV economy we saw at Blizzcon while the other creates an efficiency scaling effect as outlined in the OP). I highly recommend you try them out and see for yourself how they impact the game.
Twitter: @iamcaustic
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 15 2014 09:23 GMT
#416
On November 15 2014 12:40 FabledIntegral wrote:
Show nested quote +
On November 15 2014 11:14 [F_]aths wrote:
OPs in the SC2 area should stop to compare aspects of the game with broodwar. What worked in broodwar is not automatically fine in SC2. SC2 is not broodwar with 3d graphics, it has a different balance, different game mechanics, different micro / macro focus and a different economy system.

With only clinging to broodwar, there could be no game which is better than it. Maybe it is not possible to be better than broodwar, but then at least lets use something different. If someone wants broodwar, he still can play it.

It is like talking how Picard should be like Kirk. Both are captains of an Enterprise, but both are set in a different time. Yet both fictional characters shape the universe of Star Trek.



This is just silly. To not attempt to draw parallels to things that worked in the past are ridiculous. The OP makes valid points on how different economic systems promote certain types of playstyles, which many consider a problem with SC2 and not a problem with BW.



BW econ worked in the past
WC3 econ worked in the past
C&C econ worked in the past
Age of Empires econ worked in the past

Which one do you copy?
Hark, what baseball through yonder window breaks?
Yoav
Profile Joined March 2011
United States1874 Posts
November 15 2014 10:47 GMT
#417
On November 15 2014 18:23 Thieving Magpie wrote:
Show nested quote +
On November 15 2014 12:40 FabledIntegral wrote:
On November 15 2014 11:14 [F_]aths wrote:
OPs in the SC2 area should stop to compare aspects of the game with broodwar. What worked in broodwar is not automatically fine in SC2. SC2 is not broodwar with 3d graphics, it has a different balance, different game mechanics, different micro / macro focus and a different economy system.

With only clinging to broodwar, there could be no game which is better than it. Maybe it is not possible to be better than broodwar, but then at least lets use something different. If someone wants broodwar, he still can play it.

It is like talking how Picard should be like Kirk. Both are captains of an Enterprise, but both are set in a different time. Yet both fictional characters shape the universe of Star Trek.



This is just silly. To not attempt to draw parallels to things that worked in the past are ridiculous. The OP makes valid points on how different economic systems promote certain types of playstyles, which many consider a problem with SC2 and not a problem with BW.



BW econ worked in the past
WC3 econ worked in the past
C&C econ worked in the past
Age of Empires econ worked in the past

Which one do you copy?


Probably the one that became a thriving, macro-based esport.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
November 15 2014 10:59 GMT
#418
On November 15 2014 19:47 Yoav wrote:
Show nested quote +
On November 15 2014 18:23 Thieving Magpie wrote:
On November 15 2014 12:40 FabledIntegral wrote:
On November 15 2014 11:14 [F_]aths wrote:
OPs in the SC2 area should stop to compare aspects of the game with broodwar. What worked in broodwar is not automatically fine in SC2. SC2 is not broodwar with 3d graphics, it has a different balance, different game mechanics, different micro / macro focus and a different economy system.

With only clinging to broodwar, there could be no game which is better than it. Maybe it is not possible to be better than broodwar, but then at least lets use something different. If someone wants broodwar, he still can play it.

It is like talking how Picard should be like Kirk. Both are captains of an Enterprise, but both are set in a different time. Yet both fictional characters shape the universe of Star Trek.



This is just silly. To not attempt to draw parallels to things that worked in the past are ridiculous. The OP makes valid points on how different economic systems promote certain types of playstyles, which many consider a problem with SC2 and not a problem with BW.



BW econ worked in the past
WC3 econ worked in the past
C&C econ worked in the past
Age of Empires econ worked in the past

Which one do you copy?


Probably the one that became a thriving, macro-based esport.


Oh you mean AoC? http://www.aoczone.net/viewtopic.php?f=3&t=104408

I'm just teasing you, though AoC as a game is on par with BW, easily.

The numbers in these threads speak for themselves though.




I still don't quite understand how the difference between hots's economy and lotv's economy is so huge. The difference between two exponentials is an exponential, yes.

However if I start my game of SC2 30 seconds later, I should in theory max out 30 seconds later. Why does this work when I start a game 30 seconds later, but not when I artificially cause a delay thanks to adding new workers? Given the builds are the same.
maru lover forever
Cloak
Profile Joined October 2009
United States816 Posts
November 15 2014 11:05 GMT
#419
It pretty much comes down to builds that were resource-dependent, like getting X units to attack, were made earlier, but builds that were tech-dependent, were generally untouched since the tech paths have been mostly unaffected. So races that have to tech up to respond to basic units or minimally teched units will have the most disadvantage.

They're not being very casual friendly about reducing the mineral count of each patch either. Casuals love to sit on one base. Forcing expansions leads to exponential mediocrity instantly. I'm not here to argue to change it because it's hard, but needless skillcap stuff isn't useful. Point is, is that most players do subsequently worse and worse on more bases and technically sitting on a fixed # of bases or fewer or slightly less scaling isn't bad. What matters is what the armies are doing. Are they all clumped and sitting at the natural? That's designs fault for not incentivizing constant warfare and risk. Blizzard's attempting to fix this by bringing the 200 supply fights earlier rather than fix the reason why we clamor to 200.

Win-state of the game is all opponent buildings destroyed. What is the win-state of Starcraft viewership? Watching players take risk. The skill required and drama is the entertainment. So what RTS attributes should be in a economy where we want two opposing resource pools to have multiple hedging bets all the time? The units should be relatively cheap compared to the future reserve. A secure future let's you take risk. But, the income from the resource gathering rate should be relatively comparable to the income of conquest or even favor conquest. This means that sitting on your butt is not as good as sitting on your butt with some units sent toward killing or even taking additional expansions. Finally, like others have said, there should be diminishing return on the same patch which will refocus harass onto the workers (more micro) rather than base snipes (anticlimactic). Allows more opportunity for novel strategy since it won't be so black and white to expand or not.
The more you know, the less you understand.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
November 15 2014 11:16 GMT
#420
untill we have all played it in out respective leagues i think we should should just wait. it might be the change in direction the game needed. trying to compare a game with a game 15 yrs or so older than it is silly. sc1 worked with what it had at the time. now we have more and gamers expect more. or we could be done with it and just re release bw
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