• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:43
CET 23:43
KST 07:43
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice2Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
BW General Discussion It's March 3rd BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2397 users

[D] LotV Economy Discussion - Page 30

Forum Index > SC2 General
Post a Reply
Prev 1 28 29 30 31 Next All
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-11-20 01:41:17
November 20 2014 01:39 GMT
#581
Wouldn't this mean that 1 and 2 base attacking styles must be viable ways of starting out a macro game?
If blizzard was content with the HOTS model of 1 or 2 base=all-in, 3 base= macro, then they wouldn't change the economy at all.

Isn't the forcing of players to expand going against this design principle? If yes, then why should we allow the forcing of players to expand rather than providing incentives?


Chances are you are asking a question noone at Blizzard can answer right now.

Besides TvZ in HOTS (too an extent), there is a positive correlation with action and the time a player stays at 1 or 2 bases. By staying at fewer bases, players can invest more into aggressive options without being overly punished if they don't do a critical amount of damage. But when you already run out of minerals in your main at like 12 minute mark, you need to think about expanding from the get-go.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 20 2014 01:39 GMT
#582
On November 20 2014 09:46 Hider wrote:
Show nested quote +
On November 20 2014 05:22 The_Red_Viper wrote:
On November 20 2014 04:34 Hider wrote:
On November 20 2014 04:30 NrG.ZaM wrote:
On November 20 2014 01:40 Hider wrote:
Disadvantage of BW economy:
- I think it will require "dumb" workers (but maybe there are other solutions here)


Cool post, but just to respond to this bit, I'm not sure it will require workers to be as dumb as they were in BW. Workers being dumb and drifting back and forth all the time was only part of why the economies worked they way they did. The other big part was the time it takes a worker to mine a mineral patch was different than the time it took to return cargo and get back to the patch again.

In SC2, so far at least, that time has lined up, so you could efficiently with two workers per patch (roughly). Without changing the AI behavior, just changing mining time might replicate BW economy, to an extent. Then, anything above 1 worker per patch will yield diminishing returns, allowing use of more than 3 bases at a time (hopefully without having the bulk of your supply be workers :p).


Well I know Starbow couldn't really find any other solution than to make workers a bit dumber.

What does that mean?
All you have to do is make the mining time longer than the travel time between a mineral notch and the command center (and back ofc)
Right now workers kinda wait a bit i guess, i guess you mean that?
I have no idea how long they really wait or if changing this would be bad at all?
"dumber" just sounds so negative :D


Yes and I think that was done by making workers dumber.
I guess by dumber I mean that they respond a bit worse when you move around with them. Not the end of the world, but I rather have my normal responsive workers if you can get the same type of gameplay with another approach.

The workers in starbow respond as in sc2 as far as i know.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-11-20 01:48:27
November 20 2014 01:42 GMT
#583
On November 20 2014 10:39 Foxxan wrote:
Show nested quote +
On November 20 2014 09:46 Hider wrote:
On November 20 2014 05:22 The_Red_Viper wrote:
On November 20 2014 04:34 Hider wrote:
On November 20 2014 04:30 NrG.ZaM wrote:
On November 20 2014 01:40 Hider wrote:
Disadvantage of BW economy:
- I think it will require "dumb" workers (but maybe there are other solutions here)


Cool post, but just to respond to this bit, I'm not sure it will require workers to be as dumb as they were in BW. Workers being dumb and drifting back and forth all the time was only part of why the economies worked they way they did. The other big part was the time it takes a worker to mine a mineral patch was different than the time it took to return cargo and get back to the patch again.

In SC2, so far at least, that time has lined up, so you could efficiently with two workers per patch (roughly). Without changing the AI behavior, just changing mining time might replicate BW economy, to an extent. Then, anything above 1 worker per patch will yield diminishing returns, allowing use of more than 3 bases at a time (hopefully without having the bulk of your supply be workers :p).


Well I know Starbow couldn't really find any other solution than to make workers a bit dumber.

What does that mean?
All you have to do is make the mining time longer than the travel time between a mineral notch and the command center (and back ofc)
Right now workers kinda wait a bit i guess, i guess you mean that?
I have no idea how long they really wait or if changing this would be bad at all?
"dumber" just sounds so negative :D


Yes and I think that was done by making workers dumber.
I guess by dumber I mean that they respond a bit worse when you move around with them. Not the end of the world, but I rather have my normal responsive workers if you can get the same type of gameplay with another approach.

The workers in starbow respond as in sc2 as far as i know.


Hmm, maybe I am thinking of a different period then. But there was definitely one point in time where the workers felt dumber.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 20 2014 01:44 GMT
#584
On November 20 2014 10:42 Hider wrote:
Show nested quote +
On November 20 2014 10:39 Foxxan wrote:
On November 20 2014 09:46 Hider wrote:
On November 20 2014 05:22 The_Red_Viper wrote:
On November 20 2014 04:34 Hider wrote:
On November 20 2014 04:30 NrG.ZaM wrote:
On November 20 2014 01:40 Hider wrote:
Disadvantage of BW economy:
- I think it will require "dumb" workers (but maybe there are other solutions here)


Cool post, but just to respond to this bit, I'm not sure it will require workers to be as dumb as they were in BW. Workers being dumb and drifting back and forth all the time was only part of why the economies worked they way they did. The other big part was the time it takes a worker to mine a mineral patch was different than the time it took to return cargo and get back to the patch again.

In SC2, so far at least, that time has lined up, so you could efficiently with two workers per patch (roughly). Without changing the AI behavior, just changing mining time might replicate BW economy, to an extent. Then, anything above 1 worker per patch will yield diminishing returns, allowing use of more than 3 bases at a time (hopefully without having the bulk of your supply be workers :p).


Well I know Starbow couldn't really find any other solution than to make workers a bit dumber.

What does that mean?
All you have to do is make the mining time longer than the travel time between a mineral notch and the command center (and back ofc)
Right now workers kinda wait a bit i guess, i guess you mean that?
I have no idea how long they really wait or if changing this would be bad at all?
"dumber" just sounds so negative :D


Yes and I think that was done by making workers dumber.
I guess by dumber I mean that they respond a bit worse when you move around with them. Not the end of the world, but I rather have my normal responsive workers if you can get the same type of gameplay with another approach.

The workers in starbow respond as in sc2 as far as i know.


Hmm, maybe I am thinking of a differnet period then. But there was definitely one point in time where the workers felt dumber.

Yes u are right, at one point they moved really strange. A long time ago now.

One thing to note in starbow is its not 100% bw economy as far as i know. So you might be right, dumber workers might be needed or maybe just a fix to hardcoding or something should work.
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 20 2014 01:56 GMT
#585
On November 20 2014 04:20 Swift118 wrote:
Is LotV in beta currently? When I see statements like "No LOTV action starts slower because you are forced to take bases superfast which means you can't afford to invest the same amount into army units" it seems to be talking in definites rather tha typical theorycrafting waffle where we still are very unsure to how things will play out.



I have to agree with this. Just because you're using maths in your reasoning doesn't mean you're proving anything. If you let yourself pick and chose what to focus on and what to ignore then you can prove anything. That's mostly what I'm seeing in these posts, people arguing for the conclusions that fit their own narative. Plugging in mathamatics where it fits and using hand-waving conjecture to fill in the gaps.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 02:22 GMT
#586
On November 20 2014 10:56 turtles wrote:
Show nested quote +
On November 20 2014 04:20 Swift118 wrote:
Is LotV in beta currently? When I see statements like "No LOTV action starts slower because you are forced to take bases superfast which means you can't afford to invest the same amount into army units" it seems to be talking in definites rather tha typical theorycrafting waffle where we still are very unsure to how things will play out.



I have to agree with this. Just because you're using maths in your reasoning doesn't mean you're proving anything. If you let yourself pick and chose what to focus on and what to ignore then you can prove anything. That's mostly what I'm seeing in these posts, people arguing for the conclusions that fit their own narative. Plugging in mathamatics where it fits and using hand-waving conjecture to fill in the gaps.


How else can we prove we're smarter than blizzard? Brows were made for beating, and that's just what they'll do. Say something against me and I'll browbeat over you.
Hark, what baseball through yonder window breaks?
PineapplePizza
Profile Joined June 2010
United States749 Posts
November 20 2014 02:46 GMT
#587
I'm not understanding some of the responses in this thread. They broke the old system, and aren't bright enough to realize they never really wanted a big change to begin with, and too prideful to admit that they messed up to go back to the old system.

The old system of gradient mining and solitary, unlimited geyser has worked extremely well for more than a decade, and it's what the sequel was largely built upon.

I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.

There are some ideas that would work really well for something like FFA, (like super-rich mineral nodes located near the center of the map that use unbuildable terrain or some other gimmick to force long-distance mining) but might be harmful to other 'types' of maps or gamemodes.

"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Falling
Profile Blog Joined June 2009
Canada11437 Posts
Last Edited: 2014-11-20 02:56:59
November 20 2014 02:56 GMT
#588
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 03:38 GMT
#589
On November 20 2014 11:56 Falling wrote:
Show nested quote +
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.


For the same reason map makers could just change the ai/movement/etc... of the peons and tournaments could just use the "fixed" SC2 instead of the ladder SC2.

Meaning they won't.
Hark, what baseball through yonder window breaks?
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-11-20 18:39:50
November 20 2014 03:53 GMT
#590
On November 20 2014 10:56 turtles wrote:
Show nested quote +
On November 20 2014 04:20 Swift118 wrote:
Is LotV in beta currently? When I see statements like "No LOTV action starts slower because you are forced to take bases superfast which means you can't afford to invest the same amount into army units" it seems to be talking in definites rather tha typical theorycrafting waffle where we still are very unsure to how things will play out.



I have to agree with this. Just because you're using maths in your reasoning doesn't mean you're proving anything. If you let yourself pick and chose what to focus on and what to ignore then you can prove anything. That's mostly what I'm seeing in these posts, people arguing for the conclusions that fit their own narative. Plugging in mathamatics where it fits and using hand-waving conjecture to fill in the gaps.


I think I made the cause and effect quite clear, which should make it possible for someone that disagrees to point out the flaw in my argments. Just dismissing my post by principle doesn't serve any purpose.
Falling
Profile Blog Joined June 2009
Canada11437 Posts
Last Edited: 2014-11-20 04:29:06
November 20 2014 04:23 GMT
#591
On November 20 2014 12:38 Thieving Magpie wrote:
Show nested quote +
On November 20 2014 11:56 Falling wrote:
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.


For the same reason map makers could just change the ai/movement/etc... of the peons and tournaments could just use the "fixed" SC2 instead of the ladder SC2.

Meaning they won't.

Yes... but mineral changes would be pretty simple. Like as simple as eliminating gold minerals and rocks at every third base. Maybe it isn't (I tried out SC2 map editor and was confused as hell) but in bw at least it was super easy to change mineral values- and in fact something map-makers regularly did to block Terran cc's from floating to island bases for free. This is right in line with the sort of thing map-makers have already done to fix Blizzards maps- buildings blocking bottom of ramps, forcing players to spawn in cross-positions, etc.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-11-20 05:35:10
November 20 2014 05:33 GMT
#592
On November 20 2014 12:38 Thieving Magpie wrote:
Show nested quote +
On November 20 2014 11:56 Falling wrote:
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.


For the same reason map makers could just change the ai/movement/etc... of the peons and tournaments could just use the "fixed" SC2 instead of the ladder SC2.

Meaning they won't.

You guys seem to be confused in the fact that are the mapmakers the ones that set up the 8m2g rule on the maps, but you are wrong on that, it is Blizzard the one that only allows ladder and tournament maps to have that set up under the pretext that it would confuse new players, Many (all) the mapmakers think this is retarded, and usually (a bunch of the time) make maps that break this ladder rule, because it is a huge constrain in map design, but if you want to have your map in ladder then you must comply and make all the mineral lines be 8m2g or 6m2g for gold bases, Bel'shir vestige and Daybreak used to have 6m1g bases near the center of the map, such bases where changed or removed to fit ladder standards.

Also any mapmaker can already do wherever the fuck it wants with his maps, it does not matter if i make all my maps have infinity minerals, because such maps will not be used by Blizzard and WCS tournaments, and if a map is not used by Blizzard it may very well not exist at all and i quote Destiny on his Destiny II:
"Ahh I would but I feel like my tournament is less accessible and less "relevant" if players are playing on non-WCS maps. "
Source.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 05:41 GMT
#593
On November 20 2014 14:33 Uvantak wrote:
Show nested quote +
On November 20 2014 12:38 Thieving Magpie wrote:
On November 20 2014 11:56 Falling wrote:
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.


For the same reason map makers could just change the ai/movement/etc... of the peons and tournaments could just use the "fixed" SC2 instead of the ladder SC2.

Meaning they won't.

You guys seem to be confused in the fact that are the mapmakers the ones that set up the 8m2g rule on the maps, but you are wrong on that, it is Blizzard the one that only allows ladder and tournament maps to have that set up under the pretext that it would confuse new players, Many (all) the mapmakers think this is retarded, and usually (a bunch of the time) make maps that break this ladder rule, because it is a huge constrain in map design, but if you want to have your map in ladder then you must comply and make all the mineral lines be 8m2g or 6m2g for gold bases, Bel'shir vestige and Daybreak used to have 6m1g bases near the center of the map, such bases where changed or removed to fit ladder standards.

Also any mapmaker can already do wherever the fuck it wants with his maps, it does not matter if i make all my maps have infinity minerals, because such maps will not be used by Blizzard and WCS tournaments, and if a map is not used by Blizzard it may very well not exist at all and i quote Destiny on his Destiny II:
"Ahh I would but I feel like my tournament is less accessible and less "relevant" if players are playing on non-WCS maps. "
Source.


Six in one hand, half dozen the other.

My point remains that map makers could very easily make any change they want--but don't because in the end they want to be "legitimate" and that means maintaining whatever system that Blizzard implements.

It was in answer to the question of "why not change workers so its hard coded and map makers can't just change the map" and my answer being that we can already change the hard code (to a degree) and hence can have any system we damn please without Blizzards help. We just don't because of legitimacy issues. If SC2 pros were ONLY teamhouse players and did not include ladder warriors, then yes we can have any map we want. But most pros are simply ladder warriors and hence can't practice for tournaments unless tournaments uses the ladder maps.
Hark, what baseball through yonder window breaks?
turtles
Profile Blog Joined August 2011
Australia360 Posts
November 20 2014 07:11 GMT
#594
On November 20 2014 12:53 Hider wrote:
Show nested quote +
On November 20 2014 10:56 turtles wrote:
On November 20 2014 04:20 Swift118 wrote:
Is LotV in beta currently? When I see statements like "No LOTV action starts slower because you are forced to take bases superfast which means you can't afford to invest the same amount into army units" it seems to be talking in definites rather tha typical theorycrafting waffle where we still are very unsure to how things will play out.



I have to agree with this. Just because you're using maths in your reasoning doesn't mean you're proving anything. If you let yourself pick and chose what to focus on and what to ignore then you can prove anything. That's mostly what I'm seeing in these posts, people arguing for the conclusions that fit their own narative. Plugging in mathamatics where it fits and using hand-waving conjecture to fill in the gaps.


I think I made the cause and effect quite clear, and thus should make it possible for someone that disagrees to point out the flaw in my argments. Just dismissing my post by principle doesn't serve any purpose at all.



I wasn't directing that at you but at the conversation in general. Everyone has had things to say that I both agree with and disagree with. If I wanted to go back over the last 30 pages of conversation with a highlighter and highlight everything I think is baseless conjecture or even outright contradictions I would run out of ink in the highlighter. But at the same time there is some good conversation and ideas floating around.

But that's what they MOSTLY are. Ideas, feelings, hunches etc. Some solidly grounded and well reasoned and others less so. But throwing a few equations into your ideas doesn't mean you've mathamatically proved anything.

Yet everyone seems to feel justified in claiming absolute truth.
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
November 20 2014 13:16 GMT
#595
Making workers work at 60% efficiency or whatever that final number would turn out is a terrible idea imo, if you lose an expansion you pull your workers to another base temporarily or do you suggest we just put them somewhere idle?
Too weird to live, too rare to die.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 20 2014 14:36 GMT
#596
On November 20 2014 14:41 Thieving Magpie wrote:
Show nested quote +
On November 20 2014 14:33 Uvantak wrote:
On November 20 2014 12:38 Thieving Magpie wrote:
On November 20 2014 11:56 Falling wrote:
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.


For the same reason map makers could just change the ai/movement/etc... of the peons and tournaments could just use the "fixed" SC2 instead of the ladder SC2.

Meaning they won't.

You guys seem to be confused in the fact that are the mapmakers the ones that set up the 8m2g rule on the maps, but you are wrong on that, it is Blizzard the one that only allows ladder and tournament maps to have that set up under the pretext that it would confuse new players, Many (all) the mapmakers think this is retarded, and usually (a bunch of the time) make maps that break this ladder rule, because it is a huge constrain in map design, but if you want to have your map in ladder then you must comply and make all the mineral lines be 8m2g or 6m2g for gold bases, Bel'shir vestige and Daybreak used to have 6m1g bases near the center of the map, such bases where changed or removed to fit ladder standards.

Also any mapmaker can already do wherever the fuck it wants with his maps, it does not matter if i make all my maps have infinity minerals, because such maps will not be used by Blizzard and WCS tournaments, and if a map is not used by Blizzard it may very well not exist at all and i quote Destiny on his Destiny II:
"Ahh I would but I feel like my tournament is less accessible and less "relevant" if players are playing on non-WCS maps. "
Source.


Six in one hand, half dozen the other.

My point remains that map makers could very easily make any change they want--but don't because in the end they want to be "legitimate" and that means maintaining whatever system that Blizzard implements.

It was in answer to the question of "why not change workers so its hard coded and map makers can't just change the map" and my answer being that we can already change the hard code (to a degree) and hence can have any system we damn please without Blizzards help. We just don't because of legitimacy issues. If SC2 pros were ONLY teamhouse players and did not include ladder warriors, then yes we can have any map we want. But most pros are simply ladder warriors and hence can't practice for tournaments unless tournaments uses the ladder maps.

Oh absolutely, what is the point of creating a map for people to enjoy if no one plays it? Nonetheless people do spend the time doing stuff, look at Starbow, for years they developed the game, spending thousands of hours on it and not because of legitimacy, but because they wanted to make a good game, of course they daydreamed of legitimacy and what would happen if their game became an E-Sport as big as Starcraft, but the core of the development process was to make it a good game.

But for the rest of most normal human beings you are totally right on that it's a legitimacy issue, and it is hugely incremented by the fact that mapmakers do not have a very broad reach on the community, meaning that we can't draw a decent amount of the player base to play on our maps, we have to live and work with what we have, and if we alter something as important as the economy we must have in mind that it could scare away the players willing to play our maps.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Big J
Profile Joined March 2011
Austria16289 Posts
November 20 2014 14:47 GMT
#597
On November 20 2014 10:44 Foxxan wrote:
Show nested quote +
On November 20 2014 10:42 Hider wrote:
On November 20 2014 10:39 Foxxan wrote:
On November 20 2014 09:46 Hider wrote:
On November 20 2014 05:22 The_Red_Viper wrote:
On November 20 2014 04:34 Hider wrote:
On November 20 2014 04:30 NrG.ZaM wrote:
On November 20 2014 01:40 Hider wrote:
Disadvantage of BW economy:
- I think it will require "dumb" workers (but maybe there are other solutions here)


Cool post, but just to respond to this bit, I'm not sure it will require workers to be as dumb as they were in BW. Workers being dumb and drifting back and forth all the time was only part of why the economies worked they way they did. The other big part was the time it takes a worker to mine a mineral patch was different than the time it took to return cargo and get back to the patch again.

In SC2, so far at least, that time has lined up, so you could efficiently with two workers per patch (roughly). Without changing the AI behavior, just changing mining time might replicate BW economy, to an extent. Then, anything above 1 worker per patch will yield diminishing returns, allowing use of more than 3 bases at a time (hopefully without having the bulk of your supply be workers :p).


Well I know Starbow couldn't really find any other solution than to make workers a bit dumber.

What does that mean?
All you have to do is make the mining time longer than the travel time between a mineral notch and the command center (and back ofc)
Right now workers kinda wait a bit i guess, i guess you mean that?
I have no idea how long they really wait or if changing this would be bad at all?
"dumber" just sounds so negative :D


Yes and I think that was done by making workers dumber.
I guess by dumber I mean that they respond a bit worse when you move around with them. Not the end of the world, but I rather have my normal responsive workers if you can get the same type of gameplay with another approach.

The workers in starbow respond as in sc2 as far as i know.


Hmm, maybe I am thinking of a differnet period then. But there was definitely one point in time where the workers felt dumber.

Yes u are right, at one point they moved really strange. A long time ago now.

One thing to note in starbow is its not 100% bw economy as far as i know. So you might be right, dumber workers might be needed or maybe just a fix to hardcoding or something should work.


Well, all other experiements with Starbow were overwritten because they actually just wanted to make them behave exactly like Broodwar, right? The idea wasn't to recreate some Broodwar effects to Starbow but to reinstate Broodwar balance in all areas of Starbow.
As far as I remember it, even just the tinkering with mining times and income did have quite some of the desired effects and given that SC2 doesn't aim at actually being Broodwar+ I think even those kinds of changes would be a large step forward.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 20 2014 16:17 GMT
#598
--- Nuked ---
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 20 2014 18:33 GMT
#599
On November 21 2014 01:17 Laertes wrote:
Show nested quote +
On November 20 2014 23:36 Uvantak wrote:
On November 20 2014 14:41 Thieving Magpie wrote:
On November 20 2014 14:33 Uvantak wrote:
On November 20 2014 12:38 Thieving Magpie wrote:
On November 20 2014 11:56 Falling wrote:
I think if they want to change the economy, they should try something that doesn't involve the mineral line / geyser setup, so if it ends up being a problem, map-makers can just 'opt-out' of putting it in their maps. Think about watch-towers; they work great as a way for eliminating possible proxy locations without having to cover the center in unbuildable terrain and doodads, but they can suck for TvT, and make watching troop movements too simple.


Yeah that's one thing I've been thinking about this economy change. If that is their fix... is this something Blizzard can even control? Like if they change the worker ai to wander and therefore scale the economy like BW, that's a change hard-wired into the system. No getting around it. But if Kespa map-makers decide they want to go back to 1500... what's Blizzard going to do? They control the ladder, but tourneys can just decide to ignore it and use their own maps.


For the same reason map makers could just change the ai/movement/etc... of the peons and tournaments could just use the "fixed" SC2 instead of the ladder SC2.

Meaning they won't.

You guys seem to be confused in the fact that are the mapmakers the ones that set up the 8m2g rule on the maps, but you are wrong on that, it is Blizzard the one that only allows ladder and tournament maps to have that set up under the pretext that it would confuse new players, Many (all) the mapmakers think this is retarded, and usually (a bunch of the time) make maps that break this ladder rule, because it is a huge constrain in map design, but if you want to have your map in ladder then you must comply and make all the mineral lines be 8m2g or 6m2g for gold bases, Bel'shir vestige and Daybreak used to have 6m1g bases near the center of the map, such bases where changed or removed to fit ladder standards.

Also any mapmaker can already do wherever the fuck it wants with his maps, it does not matter if i make all my maps have infinity minerals, because such maps will not be used by Blizzard and WCS tournaments, and if a map is not used by Blizzard it may very well not exist at all and i quote Destiny on his Destiny II:
"Ahh I would but I feel like my tournament is less accessible and less "relevant" if players are playing on non-WCS maps. "
Source.


Six in one hand, half dozen the other.

My point remains that map makers could very easily make any change they want--but don't because in the end they want to be "legitimate" and that means maintaining whatever system that Blizzard implements.

It was in answer to the question of "why not change workers so its hard coded and map makers can't just change the map" and my answer being that we can already change the hard code (to a degree) and hence can have any system we damn please without Blizzards help. We just don't because of legitimacy issues. If SC2 pros were ONLY teamhouse players and did not include ladder warriors, then yes we can have any map we want. But most pros are simply ladder warriors and hence can't practice for tournaments unless tournaments uses the ladder maps.

Oh absolutely, what is the point of creating a map for people to enjoy if no one plays it? Nonetheless people do spend the time doing stuff, look at Starbow, for years they developed the game, spending thousands of hours on it and not because of legitimacy, but because they wanted to make a good game, of course they daydreamed of legitimacy and what would happen if their game became an E-Sport as big as Starcraft, but the core of the development process was to make it a good game.

But for the rest of most normal human beings you are totally right on that it's a legitimacy issue, and it is hugely incremented by the fact that mapmakers do not have a very broad reach on the community, meaning that we can't draw a decent amount of the player base to play on our maps, we have to live and work with what we have, and if we alter something as important as the economy we must have in mind that it could scare away the players willing to play our maps.


Most of the good things people create are built on dreams of success. Something that starcraft 2 ums and maps in general is sorely lacking. When people are too afraid to try, we see the stagnation as a result.


I miss having non-standard expansions.

Min only, gas only, islands, chokes, etc... Even WoLs resource system of gold bases is more fun than pure standard bases.
Hark, what baseball through yonder window breaks?
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2014-12-04 01:34:30
December 04 2014 01:33 GMT
#600
So I'm sure someone has already brought up the point to just lower the count of mineral chunks at bases as a good alternative to reducing their individual counts.

IG; instead of 8 as the standard, make it 6 or 7 minerals.

What are the pros and cons of this?

If I had to guess, I would say it simply slows the tech/expand options and people are forced to revert to 1-2 base plays as it's far too risky on that weak income to take bases.

So what is the solution? Does blizzard just admit defeat and revert to BW's econ model?

I personally hate the fact that efficiently operating bases require so many workers in sc2. 6 for gas instead of 3 or 4, 16-24 on minerals instead of like 12.

Most of your supply is workers. So you end up having players who have 70 workers (almost half their capacity) on 3 bases, with massive armies and a few units/pokes here and there to harass with.

Units are so precious that people are adverse to taking risks by sending medium sized groups of units to attack here and there all the time.



Imho, if they want to fix the economy. Change the gases to 2 workers each, and increase the intake of each worker via mining time or gather per trip total. That way we have more supply freed up, and workers are that much more valuable, and if someone wants to take multiple bases to have a monster macro income, they have to have the multitasking skill and map sense to maintain it.
RIP SPOR 11/24/11 NEVAR FORGET
Prev 1 28 29 30 31 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 220
JuggernautJason161
ROOTCatZ 53
CosmosSc2 43
StarCraft: Brood War
Sea 6256
nyoken 100
Shuttle 91
NaDa 15
Dota 2
monkeys_forever493
Counter-Strike
fl0m3345
Fnx 1770
Super Smash Bros
Mew2King45
Other Games
summit1g8271
Grubby4171
FrodaN1003
shahzam900
Beastyqt608
Liquid`Hasu180
C9.Mang0175
ToD161
Maynarde51
ViBE36
Organizations
Other Games
BasetradeTV190
Counter-Strike
PGL72
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 444
• musti20045 34
• davetesta25
• mYiSmile15
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Scarra1566
Other Games
• imaqtpie1128
• Shiphtur180
Upcoming Events
PiGosaur Cup
2h 17m
Replay Cast
10h 17m
Replay Cast
1d 1h
The PondCast
1d 11h
KCM Race Survival
1d 11h
WardiTV Winter Champion…
1d 13h
Replay Cast
2 days
Ultimate Battle
2 days
Light vs ZerO
WardiTV Winter Champion…
2 days
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
3 days
[ Show More ]
CranKy Ducklings
3 days
WardiTV Winter Champion…
3 days
MaxPax vs Spirit
Bunny vs Rogue
Cure vs SHIN
Solar vs Zoun
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Winter Champion…
4 days
Replay Cast
5 days
Replay Cast
5 days
Monday Night Weeklies
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-02
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.