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Messages - reh

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1
Bug/Exploit Reports / Re: New banelings spawning time
« on: February 13, 2021, 11:31:27 pm »
For everyone that is confused, here you can try it by yourself:
http://cpp.sh/2in6k

Other than that, I just want to say that I like the friendly and positive flow of the answer above.

2
Bug/Exploit Reports / Re: I saw a guy editing his stats
« on: January 18, 2021, 02:44:37 am »
Thank you very much for the fact checking. I have further investigated this issue due to your remarks.

Indeed, it is not an issue with the parsing of the value. The value can be negative and the int that is internally used is signed, you are totally correct here.

However, negative scores cannot be displayed by the game logic due to some specific implementation detail.

Details: To print the leaderboard, the game logic initializes it first with some sorting. The sorting is based on the score, which is calculated by number of games played and number of wins.
The game logic uses a variable to store the highest score while iterating over all players. This variable is then used in a typical way to calculate a maximum (simplified): if (current > highest) highest = current
This approach requires to initialize the variable highest with a value that is lower than all regularly expected values. In Hex, the initial value is -1. A negative score does not pass the check as described beforehand and the leaderboard is (I assume) incorrectly calculated and not drawn.

Conclusion: Do not edit your stats, there are no benefits.

3
I think you could expand on how greater spires come into play.

That is simple, they are exactly identical to 3 mineral extractors.
They are identical in ressource costs (considering all requirements) and they are identical in +minerals.

The only, very small and most likely negligible, difference occurs for the time when you can start building them and when the +income is added. With 3 mineral extractors, you can start to build the first and second mineral extractor earlier before you can start to upgrade into the greater variant. This may give some seconds of an advantage, if at all.

There is also the mineral container which I did not consider for this post. At the time the zerg can build a mineral container, the game is most often already decided or at least the mineral/supply distribution is not relevant anymore. In the very few games where it is still relevant, an experienced player can deal with it.


Just for the records, I recently had some games again where my zerg ally focused on way too many mineral extractors. We consequently lost. I could hardly or not keep up with terrans on my side due to reduced income for me and the other side was lost anyway due to nearly no additional unit spawners. In one game, the other zerg even annoyed me to move my units up to help there. In another game, my zerg ally wanted to lecture me that focus on mineral extractors gives more money (I typically reset my stats frequently which may provoke this). This costs a tremendous amount of time of writing to argument against this in game, even if I already know each time how the conversation flows already. Then the other zerg complained that I do not do upgrades (although he steals all my income). And finally, he complained that I do not build enough mineral extractors because obviously the higher amount of mineral extractors is the reasons he has that a high income.
I really stopped playing for some days after such bad experiences due to the game mechanics. The game is relaxing, but this game mechanic with wrong incentives and misleading intuitive understanding is totally frustrating.

4
Bug/Exploit Reports / Re: Fix win by CPU performance
« on: December 10, 2020, 11:01:23 pm »
Well, unfortunately, there is no thing like "just" a better CPU. Due to thermal limitations, single thread CPU performance has basically not much changed for the last 15 years. SC2 does not really utilize multiple cores. Therefore, this problem cannot be solved by buying new hardware.

I agree that it is not the zergs fault, they just use a possible strategy. Hence the bug thread here.

5
New Ideas / Fix name of "Research Zerg Armor"
« on: December 10, 2020, 02:49:56 am »
Maybe a bit controversial, but still a bug in my opinion. Also, this is again something related to casual gamer, all the pro players may not need to continue to read.

Zerg has an upgrade "Research Zerg Armor".
But the name is misleading. Armor is only upgraded on some levels and only for some units:
- Level 1: Increases Tanklings armor by 1
- Level 3: Increases Tanklings armor by 1

Other than that, it does not what the name says. Why is this bad? Casual players may know the original Starcraft 2 where "Zerg Armor" upgrade indeed upgrades the armor of all zerg units and makes them tougher. Therefore, they expect that all these 100 Zerglings they have get tougher if they research this. And even with the high price of 900 at the beginning, it seems worthwhile if all these Zerglings improve. But no, Zerglings do not change at all with this upgrade. Money wasted. Saw this happen already several times with new zerg players.

Recommended bugfix:
-Change name to something like "Increase Zerg Technology Level" or something similar.
-Maybe replace the icon from armor research icon to something else

Even changing the hive could be nice (similar to the original game if you upgrade the hive), then terran could decide to invest some energy in a scan to see the tech level.

6
I know that bumping a topic is not very nice, but I would really, really like to see a change here.

I had again several games as zerg where the other zerg had the opinion that either focusing solely on mineral extractors or only look for his gain while calculating would be the best strategy for high income.
This leads to games that are lost like after 15 to 20 min without anything that I can do. Terrans on the side of my zerg ally expand and grow because no units and we both have less income as we could have with more unit spawners. A loss-loss situation that ruins mid-game.
I also lose initiative on my side if I focus only on unit spawners because my income practically does not increase if I built only unit spawners and zerg ally only mineral spawners.
And still, leaving the game would only improve the situation for the other zerg. There is nothing I can do but only get frustrated.

7
Bug/Exploit Reports / Re: Fix win by CPU performance
« on: December 10, 2020, 02:30:37 am »
It feels like it improved a bit, but is still gets quite bad if a lot of marines shoot on a lot of zergs. Typically if one or two players go for mass marines and the zerg goes for mass zergs, then zerg win because I cannot react anymore properly with the introduced delay due to performance. Sadly, this scenario happens quite often nowadays as there are not that many alternatives regarding playstyle.

8
Bug/Exploit Reports / Re: I saw a guy editing his stats
« on: December 10, 2020, 02:28:14 am »
Please note that there is a checksum. Therefore, editing the bank file requires a bit more effort than just setting different numbers. Zerg Hex will reset all stats to 0 if the numbers do not match with the hash.
The hash function of Zerg Hex is not completely trivial, it requires some amount of minutes to reverse engineer it.
(Technically, there are 2 checksums: Starcraft 2 itself encodes the xml files with a checksum and Zerg Hex calculates its own checksum within the xml. However, the Starcraft 2 checksum calculation is well documented and therefore not relevant. It is just a one time effort to solve for all bank files).
High stats have no benefit in the game. I rarely, very rarely encounter stats that look modified and if, it just does not matter.

In conclusion, the effort to modify this is it quite high and the benefits are quite low to questionable. It is impossible to fix this in a secure way, one can always find ways around it. That is maybe a bug in the game design as saves are stored locally, but not a bug from Zerg Hex side.
Therefore, in my humble view, it is good as it is.

I am still sad that Zerg Hex parses the integer in the bank file as unsigned and I cannot have negative statistics :( (corrected: Zerh Hex does not display negative scores, thanks to Hecari in the post below for correcting this)

9
Bug/Exploit Reports / Fix win by CPU performance
« on: November 23, 2020, 08:49:40 pm »
A simple but effective strategy for zerg is: Build as many zerg spawners as possible for the whole game. This will lead to serious performance issues for all players.
You then add some stronger units and win by auto attack as zerg.

Some other players assumed that shattering is one of the main reasons why performance goes down. Typically it happens with a lot of marines. I did not investigate the reasons further.

Also in the same category (but I can open another bug for this): Prevent to reach the max unit count that SC2 can handle. It happens kind of easily if zerg adds a lot of unit spawners that the max unit count is reached. Then, new units cannot be spawned anymore (this can even prevent an ion) or get spawned and are immobile (you must kill them to get rid of them to get new units that can move).

10
New Ideas / Re: ditch the leaderboard
« on: November 23, 2020, 08:40:48 pm »
One can get rid of the leaderboard if you reverse-engineer the bank file format, and in addition the hash algorithmus that is used by Zerg Hex to protect the values and then setup a number for games won that results in an overflow for the signed int that is used here. That deactivates the dashboard for all players. I did this for some time to remove this clutter, but other players were very confused because they got used to it.

So, people got used to the board, let it have them. Nobody gets hurt.

11
New Ideas / Re: cap strikelings to 60 once one player leaves
« on: November 23, 2020, 08:37:23 pm »
I would rather flag it even as a bug. I am allowed to keep 60 strikeling spawners as a single zerg, but if I lose one, I am not allowed to rebuild? It seems to be challenging to make good arguments for such a counterintuitive behaviour.

Other than that, single Zerg has an advantage and I would like to challenge this quote:

Duo zerg can do ANYTHING, yes ANYTHING solo zerg can do AND they can build 30 strikelings more. If you think otherwise, it simply shows how little you understand zerg hex. I may sound elitist here (probably in general), but god damn, get this **** right, I'm tired of it.

A single zerg can ability-upgrade spawners for the full map. Two zerg players require to spent double the resources here. I do not know if this shows now how much or little anyone knows about the map. I think such statements are rather unproductive.

In addition, from a practical point of view, single zerg has resources to spend earlier (in theory, two zerg players could always share and transfer minerals, but nobody will do this perfectly for a whole game) and most often, single zerg has a common strategic plan where two zergs have different understandings. The last point makes single zerg strong, the rest does not really matter.

Therefore, I would be happy if the bug with the strikeling limitation would be fixed.

12
Balance Discussion / For Casual Gamers: Adapt How Zerg Income Is Generated
« on: November 23, 2020, 08:16:00 pm »
Note: This post targets casual gamers and may not be relevant for all these pro gamers here because they anyway play perfectly anytime (obviously).

I am a rather average casual player who typically plays random (i.e. gets in the worst team that nobody else wants) to have interesting games.
It happens quite often in such a situation that I play zerg together with someone else who does not fully understand how zerg income is generated. This can generate a very, very frustrating situation and has wrong incentives that are unable to fix from my side (i.e. it is a lose-lose situation for me).

To explain, let me first summarize how income is generated and optimized in Zerg Hex.
Very roughly,
Code: [Select]
mineral income = #unit spawners * #mineral spawners (I omit details that are not important for the case)
To maximize income, one must consider a) the formula (income spawners * mineral spawners) and b) the game mechanics that unit spawners are shared between zerg players but mineral spawners are not shared.
To simplify, I have ignored the (fixed) cost of spawners.


Example income calculation

Let us look at an example:
[ Guests cannot view attachments ]
Here, top player currently has 1606 income, bottom (me) has 1388 income.
Player 1 (me) building a new mineral spawner increases income for player 1 by 79. That means 79 per 15 supply.
Player 1 (me) building a new unit spawner increases income for player 1 by 12. That means 60 per 15 supply (with 5 x strikelings) or about 48 per 15 supply (~4 x zerg spawner).
Therefore, it seems that adding mineral spawners provides more income per cost.
However, adding a unit spawner also increases the income of player 2. That means, for 15 supply, I can increase the total zerg income by 130 (with 5 x strikelings) or about 104 per 15 supply (~4 x zerg spawner).
In conclusion, to maximize the total zerg income, I have to consider that zerg share unit spawner counts.

What does this mean in practice? Well, let us consider 2 players, each with 5 supply upgrades (225 supply) and 3 cases:
case a) Both players invest only in mineral spawners. Total income increases by 30*79=2370.
case b) Both players invest only in unit spawners: 2x30 strikeling spawners (2x90 supply), rest 2x34 zerg spawners (2x34*4 supply). Makes 64 spawners for each player and (with the above numbers) and total income increase of 2*64*(12+14)=3328.
case c) Both players build 5 mineral spawners and rest unit spawners. Makes, per player, 30 strikeling spawners and 15 zerg spawners or 45 unit spawners. That makes an income increase of (2 simple ways to calculate: mineral spawners first or unit spawners first) 10*79+90*(26+10) = 90*(26)+169*10 = 4030.

As you can see, focusing on mineral spawners for income leads to significant lower income by already up to a factor 2 in this rather typical example.


What casual players do

Let us look at how different kind of players behave. I see these types of players in my games with rather casual players:

A) Players who do not know anything about how income is generated in Zerg Hex
What happens is that they understand "Mineral Spawner provides income -> Build a lot of mineral spawners to maximize income". And this conclusion looks totally reasonable for them.

B) Players who have a false understanding about how income is generated in Zerg Hex
Some more experienced players understand that (roughly) mineral income = unit spawners * mineral spawners. They look at how much they gain from a unit spawner and from a mineral spawner and build mineral spawners. This conclusion looks reasonable to them (and they even argue then that this is the right way to maximize income). However, as shown above, one has to consider the game mechanics that unit spawners are shared.
For the rest of this discussion, I can consider that Player B leads to the same problems as Player A, but with a weaker significance.

C) Others (ignored here, not relevant)

To the pain points

Why is all of this a problem?
Now here I am, a player that wants to optimize economy.
The other player builds too much mineral spawners (Player type A or B, see above), i.e. the other player plays in a way that will lead to less income compared to an optimal way (see example at the beginning). What options do I have?
option a) I can build unit spawners to balance. However, I cannot build enough unit spawners to balance 3 mineral spawner. Even more, my income will grow less compared to the other player. Which means I will fall further behind to balance. We make less income than possible and I penalize myself. Lose situation for me.
option b) I can mimic building mineral spawners. This will keep my income balanced to the other player. However, focusing only on mineral spawners leads to the worst total income and in addition we have no unit spawners to stop terrans. Lose situation for me.
option c) I blame the other person and/or try to teach them. This sometimes works, but most often does not. Maybe they are all more clever than I am. At least, this costs a lot of writing and I cannot play. Lose situation for me.
option d) I leave the game. This destroys my experience. Counterintuitively, this improves the situation for the other zerg player. That means, they will not even stop to play like this. Lose situation for me.

Conclusion

As you can see, all options result in a lose situation for me and there is really nothing I can do to balance a second zerg player that focus on mineral spawners only. In practice, this gets even worse because focus on mineral spawners means that terrans will get an ever increasing advantage due to less zerg units they have to deal with (but this depends on terrans, therefore I ignored it until here). It typically ruins the game for me and I really hate it because there is no action for me to get out of this issue. Now we could argue, thats life, your problem. But I would argue that not building unit spawners is bad enough for the zerg, creating serious disadvantages for me due to the playstyle of the other zerg is just frustrating.


I would be very, very happy if there is an adaption that allows me as a more experienced player to balance the playstyle of a less experienced player here.
Unfortunately, I do not have a very good idea. One I was thinking about that I can hijack or use parasite on mineral spawners of my zerg ally. That means, there could be a game mechanic that I can benefit from mineral spawners build by the other player. The more the other player builds, the more I can benefit. Making it a bad move for the other zerg player to focus on mineral spawners only, but keeps me in the game while I build unit spawners.
Maybe make mineral spawners shared instead of unit spawners? Then I am completely fine with newcomers that focus on mineral spawner and I do the rest.
A more elaborated approach would change the ingame mechanics completely. But this is up to the game designer and not my business as an average mortal player.

13
New Ideas / Educate Beginners
« on: November 23, 2020, 06:00:39 pm »
Zerg Hex has several unique game mechanics that are not fully transparent to beginners. There could be some more guidance for new players.

The experienced players are typically helpful and explain the game mechanics, but there is still room for improvement.

I do not have a full fledged proposal, therefore I hope there are also ideas from other persons.

Some ideas I have on my mind for terrans:
  • Single player tutorial. Like list of tasks to achieve that help you to understand the general mechanics. Maybe gives you a funny icon in the leaderboard if you finished all tasks successfully
  • Random tips in the loading screen and ingame
  • A warning if a situation occurs due to missing knowledge of fundamental game mechanics (i.e. marines not shooting)
  • Game objective (kill spawners in mid)
  • Dangers? Like big spine

There are so many situations new players will run into that are rather frustrating.
Running around (or standing) with marines that are out of energy and you, as a zerg player, can feel their frustration as they move and try to shoot.
Or new players that gather a group of marines and run towards big spine just to lose all of them due to the splash.
Or a significant imbalance between number of marines, energy production and incoming zergs.
Building sheep farms outside of bases if there is plenty of space inside the base.

As a zerg player, I let new terran players typically experiment and leave them alone until all other players are dead, but I also killed several new players accidentally already :(


And some ideas for zergs:
  • Make it clear that they do not need additional hatcheries to get more units (worst common mistake I see)
  • Make it clear to build unit spawners to automatically create units
  • Make it clear that mid hatchery contains upgrades for supply
  • (Maybe) Make it clear that armor upgrades are misleading. They do not improve armor, they improve available tech
  • Explain how mineral spawners and unit spawners work together




The guidance should only cover game mechanics and fundamentals (e.g., energy to shoot), it should not cover general strategy and tactics (e.g., be aggressive, or build in this order)

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