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[D] LotV Economy Discussion - Page 4

Forum Index > SC2 General
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Isuna
Profile Joined October 2012
Japan7 Posts
Last Edited: 2014-11-09 00:00:11
November 08 2014 23:59 GMT
#61
Didn't someone suggest increasing the mining time of a worker by a small percent so that two workers don't gather at perfect tandem? Wouldn't that be a solution to how to make the decreased efficiency visible?
スタークラフト2
Highways
Profile Joined July 2005
Australia6103 Posts
Last Edited: 2014-11-09 00:05:06
November 09 2014 00:04 GMT
#62
On November 09 2014 05:32 Charoisaur wrote:
no idea why they want to fix something which is not broken.
the current economy system is perfect, no reason to change it


It is currently broken, they need to fix it.
#1 Terran hater
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 09 2014 00:07 GMT
#63
On November 09 2014 08:36 iamcaustic wrote:
Show nested quote +
On November 09 2014 08:24 Thieving Magpie wrote:
On November 09 2014 06:53 iamcaustic wrote:
On November 09 2014 06:38 Fyodor wrote:
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?


Hmmm...

On November 09 2014 05:08 iamcaustic wrote:
(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).


This is about taking Blizzard's design goals and discussing how to best achieve the result. My personal take is that there are lessons to be learned from BW, but still encourage in the OP alternate thoughts and discussion regarding LotV's economy.


Not that I disagree with the OP, but he does present an assumed correct answer (BW Econ) and showcases a xenophobic disdain for things variant from his assumed correct answer.

An unbiased discussion would be:

"Full worker efficiency at 2 per mineral patch produces Y results, I want Z results, at what Workeratch ratio would be best achieve this goal?"

But that was not what he wanted to talk about.

I could just as easily say:

"Warcraft3 econ produced high level games, we should put less emphasis on mass worker production econ and shift to low worker econ like Warcraft and C&C, by putting more emphasis on unit design and spell interactions, you remove the boring part of the game without action and we get to more pure army dynamics instead"

And people would freak out at anyone suggesting we make SC2's econ similar to C&C.

Its usually very biased to already have a conclusion before a discussion.

Although I began the discussion, I'm a participant, not a moderator. I don't see what's "xenophobic" about disliking Blizzard's current approach to economy tweaks in LotV. I made pretty clear reasons for why I dislike the methodology and presented an alternative that I considered better; that's very different from fearing change to SC2's economy or even an implementation different from what I'd currently prefer.

The point of this discussion thread is for people to agree/disagree and offer their own opinions. There is no definitive conclusion to be had; this is active community feedback for Blizzard as they continue to develop LotV multiplayer.

EDIT: I think this can put any accusations of xenophobia or BW bias to bed.

Show nested quote +
On November 09 2014 06:18 iamcaustic wrote:
On November 09 2014 06:13 TheoMikkelsen wrote:
Concludingly, 12 worker count at start will achieve the same as the OP suggests with the right balance adjustments - less punishment in losing bases, and more reward in multitasking and intense unit control.

To be clear, I currently like the 12 worker start count, as it removes early game redundancy when doing nothing but making workers. However, I feel that has little effect on the issues I'm talking about. If Blizzard only introduced that change, I might not have even been incentivized to make this discussion thread in the first place.


You do know I agree with you? Hence why I said "Not that I disagree with the OP"

I was merely admitting that bringing up a supposed correct answer (BW's economy) is inherently biased when a more objective way to present the discussion was to talk about worker/patch efficiency in the abstract.

However, despite the bias, I still agree with the conclusion. (partially because I myself am biased, as is everyone)

Bias does not mean you're wrong, it just means people must give pause before believing your claims.

Worker efficiency in SC2 is problematic. However, that is ultimately a subjective parameter. I wouldn't say that Chess' econ is badly designed just because you don't produce new units until a pawn reaches the other side of the map--its just different. Warcraft had good econ, age of empires had good econ, etc...

In the end, econ serves merely as a foundation from which unit design is made in respect to. I prefer BW's econ, but that's because I like BW.
Hark, what baseball through yonder window breaks?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 09 2014 00:10 GMT
#64
On November 09 2014 08:35 Kireak wrote:
Show nested quote +
On November 09 2014 08:31 JustPassingBy wrote:
On November 09 2014 08:13 Thieving Magpie wrote:
On November 09 2014 06:03 LaLuSh wrote:
On November 09 2014 05:40 Hider wrote:
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.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?


Agreed. Even though players will not need more than 3 active bases, their production / tech will always be in their main base, hence they will spread out faster. You don't only need to protect 3 active bases, but also your production and tech.


The difference is that one version makes it so that if you lose one base you lose the game while in the other there is a larger chance for a comeback.


How exactly does that do anything that you're talking about?

Everything remains as is except expansions are taken sooner. The main chance this makes is that turtling is more punished and being proactive is rewarded.

How does having 500 less minerals in a patch change the way the armies interact?
Hark, what baseball through yonder window breaks?
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2014-11-09 00:18:28
November 09 2014 00:17 GMT
#65
On November 09 2014 09:10 Thieving Magpie wrote:
Show nested quote +
On November 09 2014 08:35 Kireak wrote:
On November 09 2014 08:31 JustPassingBy wrote:
On November 09 2014 08:13 Thieving Magpie wrote:
On November 09 2014 06:03 LaLuSh wrote:
On November 09 2014 05:40 Hider wrote:
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.


For some reason when people bring up the effects up BW economy, they only look at one side. It's extremely important to remember that BW economy never forced players to take additional bases. It only rewarded the players who could. Since the mobile race typically could defend several locations at once, they could take extra while the immobile race would stay on fewer bases than what we see in SC2. If you have 60 workers on 2 bases in BW, you have a higher income than 60 workers on 2 bases in Sc2.

But I think the only way to make it possible for each extra worker to gather less income (BW model) is to make the workers dumber, but I doubt Blizzard would opt for that approach.


I agree with Hider.

Economy should be designed so it provides incentives to expand. As it stands now the LotV model enforces expanding. It puts the defensive player in a desperate position.

It is also misleading to say that this change encourages expanding more. It merely puts players on an artificial clock to replace their current bases at a faster rate.

Another artificial game design restriction that is designed to punish rather than provide incentives.


What is the difference between those two distinctions for the viewers?

If the end result is the same (both players are expanding more often and turtling less) then what is so bad?


Agreed. Even though players will not need more than 3 active bases, their production / tech will always be in their main base, hence they will spread out faster. You don't only need to protect 3 active bases, but also your production and tech.


The difference is that one version makes it so that if you lose one base you lose the game while in the other there is a larger chance for a comeback.


How exactly does that do anything that you're talking about?

Everything remains as is except expansions are taken sooner. The main chance this makes is that turtling is more punished and being proactive is rewarded.

How does having 500 less minerals in a patch change the way the armies interact?

They aren't talking about the difference between current SC2 economy and LotV economy, they're talking about the difference between SC2 and Brood War.

Incidentally you're actually making a good point here. The only thing Blizzard changed was how quickly players will have to take expansions in SC2. They didn't fix the problems SC2 has compared to BW.
"Show me your teeth."
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-09 00:21:35
November 09 2014 00:20 GMT
#66
these changes are completely missing the point and only doing damage, there is absolutely no good reason to implement this change.

from a balance standpoint WCS SPOILER AHEAD
+ Show Spoiler +
taeja vs life game 2, taeja would've been mined out without expand in that game.
"Not you."
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-11-09 00:28:13
November 09 2014 00:26 GMT
#67
On November 09 2014 09:07 Thieving Magpie wrote:
You do know I agree with you? Hence why I said "Not that I disagree with the OP"

Yes, that's why I only addressed the statements regarding my approach to the OP, as opposed to debating the purpose or level of agreement.

On November 09 2014 09:20 Meavis wrote:
these changes are completely missing the point and only doing damage, there is absolutely no good reason to implement this change.

from a balance standpoint WCS SPOILER AHEAD
+ Show Spoiler +
taeja vs life game 2, taeja would've been mined out without expand in that game.

I think that game provides a really powerful example of what I was talking about regarding base trades and head-to-head collision.
Twitter: @iamcaustic
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-11-09 00:28:06
November 09 2014 00:27 GMT
#68
OOPS, double post. Sorry, my head was elsewhere.
Twitter: @iamcaustic
Big J
Profile Joined March 2011
Austria16289 Posts
November 09 2014 01:02 GMT
#69
On November 09 2014 09:20 Meavis wrote:
these changes are completely missing the point and only doing damage, there is absolutely no good reason to implement this change.

from a balance standpoint WCS SPOILER AHEAD
+ Show Spoiler +
taeja vs life game 2, taeja would've been mined out without expand in that game.

Yeah, that was also what I was thinking about whilst watching...
And then again WCS SPOILER AHEAD
+ Show Spoiler +
later in the same game when Life was stuck on 3bases for a while he would have been mined out and would have had to tab out with 60drones vs 6 SCVs

this change massively changes how the game has to be played and probably leads to a lot of games that end with attrition instead of combats. The already strong and possible styles that contain an opponent will be even better.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
November 09 2014 01:04 GMT
#70
Probably not worth considering how current games would play out on the change. Obviously there would need to be new maps to account for the change, so it's not really fair to think about it in terms of these maps/games.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 09 2014 01:07 GMT
#71
I don't think that really plays in to it, as this goes far deeper in to design and strategy than any unit or map in LotV will.
"Not you."
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
Last Edited: 2014-11-09 01:08:17
November 09 2014 01:08 GMT
#72
wrong thread
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
November 09 2014 01:14 GMT
#73
On November 09 2014 10:07 Meavis wrote:
I don't think that really plays in to it, as this goes far deeper in to design and strategy than any unit or map in LotV will.


All I'm saying is, don't say "omg + Show Spoiler +
taeja would have lost/won that game
with this change" because it would have been played in entirely different situations.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Meatex
Profile Joined January 2011
Australia285 Posts
November 09 2014 01:35 GMT
#74
nope entirely disagree with OP and most people, it seems, in this thread.
It sounds to me like OP wants to be able to not scout and play badly and not get punished for it
While I agree that dying to a single timing push to your third is not fun I think that OP isn't actually factoring in all the proposed changes
Blizzard is trying to achieve balance through making everything equally overpowered (similar to BW) whereas in WoL and HotS it was balance achieved by trying to ensure nothing was too strong. New units and changes to old units WILL allow the better player to make a comeback should they be caught off guard and lose a 3rd for example
The economy is part of what would allow this because bases mine out quicker one player can't turtle as effectively - which was the biggest complaint with the gameplay both from spectators and players POV.
The extra workers at the start also allow faster openings and more early game options
Interesting gameplay will come about by needing to expand often, defend them and try to harass your opponent's attempts to do the same - not by sitting on your one or 2 base because you don't want the hassle of multitasking and defending more than one location
Really, why is real cheese so hard to come by in Korea? ^&^
Roblin
Profile Joined April 2010
Sweden948 Posts
November 09 2014 01:40 GMT
#75
Theorycrafting is fun and all, but unfortunately theorycrafting is very rarely correct.
Personally I withhold having a definitive opinion on these changes until the beta when they actually get some playtesting.
Until then I say: I see advantages and disadvantages with the changes, I am inclined to believe the advantages outweigh the disadvantages (by quite a bit), but I may very well be wrong.
I'm better today than I was yesterday!
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 09 2014 01:41 GMT
#76
On November 09 2014 10:35 Meatex wrote:
nope entirely disagree with OP and most people, it seems, in this thread.
It sounds to me like OP wants to be able to not scout and play badly and not get punished for it

It sounds to me like you're completely misunderstanding what the discussion is about. That, or you're saying that players don't have to scout and can play badly on a gradient income concept, which doesn't make any sense to me, so I'm gonna go with the former.
Twitter: @iamcaustic
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 09 2014 01:44 GMT
#77
On November 09 2014 10:40 Roblin wrote:
Theorycrafting is fun and all, but unfortunately theorycrafting is very rarely correct.
Personally I withhold having a definitive opinion on these changes until the beta when they actually get some playtesting.
Until then I say: I see advantages and disadvantages with the changes, I am inclined to believe the advantages outweigh the disadvantages (by quite a bit), but I may very well be wrong.


I'm sorry but what advantages do you think these changes could possibly have?
"Not you."
butter
Profile Blog Joined July 2009
United States785 Posts
November 09 2014 01:51 GMT
#78
I feel like the low mineral count is a hedge against any possible swarmhost-like stalling tactics that might eventually be found in LotV. Even if you split the map, it will mine out faster, and your bank will be smaller, so the game should end sooner. Is that good? I don't know. I'm not a fan of the swarmhost, but split-map TvT in BW could be an epic chess match.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
AndAgain
Profile Joined November 2010
United States2621 Posts
November 09 2014 02:06 GMT
#79
I don't know if this has been mentioned, but the multiplayer panelists said that they're not considering changing the way mining works. Very disappointing that they're not even considering it.
All your teeth should fall out and hair should grow in their place!
Meatex
Profile Joined January 2011
Australia285 Posts
November 09 2014 02:08 GMT
#80
On November 09 2014 10:41 iamcaustic wrote:
Show nested quote +
On November 09 2014 10:35 Meatex wrote:
nope entirely disagree with OP and most people, it seems, in this thread.
It sounds to me like OP wants to be able to not scout and play badly and not get punished for it

It sounds to me like you're completely misunderstanding what the discussion is about. That, or you're saying that players don't have to scout and can play badly on a gradient income concept, which doesn't make any sense to me, so I'm gonna go with the former.

Don't think so
Read through OP twice
Lots of points are assumptions with no evidence - ie there is no 3 base efficiency cap that I have seen in any pro level game or my own play (ie both high and low level play I see 4ths and 5ths being very important in long games)
Comparison to BW econ doesn't take into account unit mechanics or new macro mechanics
His explanation states that there is less pressure / advantage to expanding in BW because less efficiency when in fact its the opposite. If sc2 has equal efficiency mining 16 workers on 1 base as 2 bases of 8 workers then there is no incentive to expand while in BW its better to have 2 base ie greater advantage to expand
It also means that killing workers is less important than killing "town halls" if they have workers that aren't working at 100% efficiency where as in sc2 it is more important

While writing this I am watching WCS and noticing lots of his point against sc2 are wrong
Seeing lots of back and forth despite huge advantages in Life vs Taeja goes against his main points
His proposed gradient method would make things worse. Would make losing a base even more punishing and more key compared to taking out workers, its just basic math.
Changes to macro would require every unit to be rebalanced because, for example, zerg relies on near perfect injects to succeed - you miss a couple and you just aren't going to have enough. Nerf inject zerg won't be able to win so every unit will need to be buffed because zerg will not be able to get enough stuff but that will make maxed zerg too strong

Lastly he wants the game to be very punishing if you lose lots of workers yet wants lots of back and forth where if you lose bases and you can make comeback - doesn't really make sense to me
I think the macro mechanics work well to make comebacks and back and forth play in lower level games possible making the loss of 20 workers not a death blow but at high level play losing 20 workers is extremely painfully because each worker you replace is a marine or zergling you aren't making giving that player a big disadvantage for some time.
Really, why is real cheese so hard to come by in Korea? ^&^
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