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Messages - BigNoob

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1
Balance Discussion / Re: I am willing to Make "Zerg Hex 2"
« on: November 25, 2021, 03:17:13 pm »
Community Edition was around a while back and that didn't gain as much traction. I don't see how a ZH2 would gain more.

Note the math for spires: (200 + 20) * 3 = 660. The proposed change of 250/810 would be a strict nerf: (250 + 10) * 3 = 780 < 810.

The biggest problem, as others have voiced throughout the forum and in this post, is late game. IMO If anything, allowing multiple concurrent omegas to be spawned will already go a long way in preventing high ground turtles with uncapped italis.

+1 making drones cheaper. Easier for me to force terrans into making a shock instead of reaper + farm.

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Builds & Guides / Re: Zerg Hex Science
« on: September 28, 2021, 06:02:23 pm »
Here, E and S will refer to extractor/spire and spawner.

1 - I think my intended use of imperfect supply usage actually refers to dead weight loss. For example, if we're at 45 supply, then the only way to use all of that 45 supply is by making 3 spires, since 30 mod 4 != 0. We can't have fractional spawners, so this adds to the cumulative inefficiencies.

I also think that you shouldn't include cost of supply in your best growth scenario, therefore making your model depend strictly on E and S. The impact of increasing supply cost, I believe, is strictly to implement forced inefficiencies: you can't stay at perfect mineral usage (i.e. 0 unspent resources) because you need to wait for enough minerals to upgrade supply after using all of it. The linear increase in cost is just a penalty on time, which should converge to 0 at a large enough scale anyway, since your eco will grow by much more than 125 per supply. That is to say that cost of supply does not affect your build order.

2 - Notice that your utility function, U(E,S) is such that your decision to make an extra E depends on how many s you have. This implicitly creates a relationship between E and S, such that your number of spires is actually a function depending on spawners.  Similarly, your next building should be E if you have enough S, so spawners are also a function of E. This means that the full characterization of your utility function is U( E(S), S(E) ), since they depend on each other. This is because your 2 inputs are complements, much like how capital K needs labor L to be productive, and L is more productive if they are tools (capital). Intro econ classes will teach them both as explicit variables, I think because of envelope theorem, which states that 2nd order effects and beyond resolve themselves, but don't take my word on this.

Disregarding the previous paragraph (because now that I think about it, the effects might honestly be too small for us to care), I think at the minimum, your model should be U(E,S) and not U(n). This gives you the flexibility to test situations such as "what I were to lose 1 entire side? (i.e. -2E, - 4S)", or even consider "how long would it take me to get back to normal 3T eco if I had {1,2,3} 2:15 leavers?

3- Thanks for clarifying. I think your utility function should also have intercept whatever your hive gives per minute, since you mentioned that I = S * E + H. Of course, setting H to be your intercept also means that you would need to make U(E,S) = (S + 30) * E and set your initial conditions to whatever it needs to be.

5- That definitely does not seem exponential! That's pretty cool. Your time range was definitely long enough, and that log curve is very very far from being straight.

Great stuff

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Builds & Guides / Re: Zerg Hex Science
« on: September 28, 2021, 05:54:54 am »
Cool stuff.
I've only read your eco part, so I will only address that.

1 - Please don't follow the pretentious economics bullshit of calling your model's first order conditions "laws"
1 - Your model will be much more meaningful if you made it independent of supply count. Until you make it capable of emulating a more realistic scenario, where your already simplified parameters are spawners and spires only, all these results fail to be robust to any perturbation, because under the restrictions of your assumptions, the next move is dictated strictly by your supply number. An already more realistic case is to make your supplies worth 45 each, which introduces imperfect supply usage. How should we manage our growth policy then?

2- Your first order conditions already don't hold,  because the marginal eco growth provided by both spawners and spires depend on the count of the other. You're currently treating x and y as purely exogenous variables, where in truth they're deeply endogenous; you shouldn't treat implicit variables as explicit.

3 - Ignoring (2), I really like what you did, making spawner and spires depend on the supply count, and then finding their convergence! Now that I think about it, it makes sense that the upper bound would be below 4, since at the stable what matters is the number of buildings, and the tradeoff is 1 spire vs 3.75 slowlings. I think you might have forgotten to include that each spire increases income by a flat rate of 30 (or maybe you did, and I just suck at reading).

5 - I don't know if you've taken macroeconomics yet, but it's been verified (to the extent that economics can) that economic growth is exponential (hence why macroeconomic estimates are usually presented with a log link). You could definitely try some curve fitting, but looking only at the tail values, given how quadratic and exponential functions are decent approximations of each other at small values.

8 - Income growth is quadratic and mineral bank is cubic? It doesn't make sense that your unspent resources grow faster than... your only source of income. If we focus only on the economy part of the game, then let's suppose building a spire, a spawner, and supply+ are all abstracted as buttons. Then according to that perfect machine, your eco bank should be a thresholded function of your income. Meaning that the absolute upper bound of your mineral bank is the cost of the next supply + some overflow (since spawner and spire both cost less than the lowest supply upg). Did I perchance misunderstand mineral bank for unspent resources instead of lifetime income?

I just want to reiterate that I find it hard to believe that eco isn't exponential. The game economy is best modeled as a partial differential equation of spawners and spires, (both of which are implictly defined by the order). Even if we made either spawners or spires a form of numeraire, or even the net supply formulation, your ODE's growth is strictly dictated by your current endowment. Any ODE that satisfies any form of y' = y is an exponential function.

This is a really cool thread! Does your current code roadmap allow for eventual curve fitting? I'd love to be proved wrong, cause a non-exponential economy would be really interesting to see.

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Balance Discussion / Re: Community Version Balance Feedback
« on: August 03, 2021, 08:11:35 pm »
Pulling the map seems very justified in this scenario. I don't know what kind of fantasy world you're living in, Keyes, but RickSanchez owes you nothing.

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Balance Discussion / Re: Community Version Balance Feedback
« on: July 29, 2021, 07:38:26 pm »
'slow clapping' what a gold comedy u guys got here going... actualy made me log in on forum first time in 4 months or so

1 there is a "slight" difference between "leaving game which u think is unwinnable" and "leaving a game which is unwinable"... first one is done by people like mwhahhahaha that after failing at literaly everything for 20 min start flaming me for 2 min then leave the game so I can win it 4 min later... in a way I suppose he was right- it truly was unwinnable for zerg before he left...
second one on other hand is something u may be little less familiar with as its probably little above ur experience thershold but play few thousands games more, gain little more  wr and u too will be quite accurately conclude that for example playing zerg with 10-27 ally when there is sorceres on his side is nothing but a waste of time

2 as for leaving bc of f2 before 2:15- it has nothing to do with stats or challange tbh... quite opposite, its a pinnacle of stategy - zerg uses aaaaaaaaaaaamazing and totaly prooooooooo strat that only true micro gods can pull off aka press 2 buttons, aclick mid so I counter with equally demanding strat of pressing 2 buttons and giving zerg exactly what he wanted- 1 less terran in 
game... "he didnt want dead eco with it"? och well, then maybe in next game he will think a little longer before giving terran incentive to leave when it is better for terran team if one of them leave (which is btw totaly *ed just as early capacity u want unlocked)

I can only discuss point 2, and I absolutely agree. In fact, leaving is a dominant strategy. There is no point in playing when 2 people per side can just leave and **** Z over. I'd be happy if both of the terrans on my side leave before 2:15 all the time. There is absolutely nothing Z can do to stop me from rolling them when they're set back to ~100 mins per minute.  Since you already know that leaving early is the best move, why do you ever stay in a lobby? Does this entire thing take away from the fact that leaving should reflect on your score the same way that leaving at any time after 2:15 does? You're an absolute pain to deal with throughout the entire match, but can we stop pretending like you have nobler motives than "waaah I can't snowball Z because I'm being F2'd as mid, waaaah"

If your approach to teaching Z how to play better is to **** them over in the hopes of them understanding the issue (which will never happen), then why are you complaining about my desire to have capacity unlocked? At least be consistent with your unhelpfulness.

About capacity:

There are valid use cases that can **** T over massively. I don't see why I should be forced to pay 800 mins to unlock A1 just so my ally and I can get 60 upgraded strikes to punish greedy terrans, all because you guys think that the best way to have new Z get better is to change game mechanics -- with can be circumvented, instead of providing ways to teach the new players???
There was literally a solid month where a silver league player kept on hogging Z and kept losing, then claimed that T was imba because he never managed to win. We told him that eco is king when he had 10 Z games, and 130+ games later he still never made spires. Do you think this kind of player is rare? Do think that guy wouldn't have saved 800 minerals just to then get capacity?

If we're going to be arrogant pricks trying to decide what is good for the rest of the playerbase, then can we address the root of the issues instead of trying to apply a bandaid?
Let's face it, a zerg that is tempted to capacity upg their spawners at the start is the not the caliber of ally that you want. You're **** already. You can't stop a toddler from hurting themselves even if you put them in an inflatable castle. Maybe they won't be able to set their eco back 5 minutes, but do you think that will magically improve their decision making 10 minutes into the game?


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Balance Discussion / Re: Community Version Balance Feedback
« on: July 29, 2021, 08:02:18 am »
first of all Play "community Version" and don t Cry :D of a System that works. This player Adam no more want playing, he got all archivments, he personally want. He has nothing, he want in SC2 Zerg Hex.  PLaying vs braindead zergs, are not a challenge you want, because every lower player, darf="allowed to" play Low  but he must play highest level for them [his own win] (because lowies don t reach it) [adams easyiest win phase was oldfirebat] :D [and oldfirebat did only worked, because the players was super low and have over Mineral and over vespen (a extrem noob buff unit ))]. But with strikling or mass units, firebat, was not able to run into zerg.

You don't make any sense. If you think that this is a system that works, then by your standards, a score board that doesn't change is also a system that works, since both represent the same garbled information.

The example I gave was literally Adam avoiding any struggle. The only challenge he'd have gotten that game would be from early F2s, because after 3 minutes, the Zerg would have misused his resources so much that he wouldn't even need to break 50 APM for the rest of the game.

If he wanted an actual challenge, then he'd get some friends and run some private games, but I doubt Adam would have enough SC2 friends considering how much of a narcissistic shithead he is in game. I can only hope that he's actually nice IRL.

Also weird to see you comment on game balance when you created ZH One Way.

7
Balance Discussion / Re: Community Version Balance Feedback
« on: July 28, 2021, 07:10:33 pm »
Should we discuss whether early leaver penalty needs change? The argument about letting Terrans play ought to apply to Z as well.

I think the very early leaver penalty should be reduced. Right now it encourages trolling, people who leave very early just to spite the zerg.  Only eliminating one extractor instead of both would be a good start.

And it should count as a loss no matter when you quit.  A lot of players are record **** who join lobbies, see whether or not they think they can win, then quit before 2:15 over and over.

I agree with the losses counting no matter what. W/L seems to be the best proxy to gauge who's reliable on the team, and I was confused the other day to see Adam have a 10-0 score on Terran when he babyrages all the time and leaves when he can't have a walk in the park against Z. He left cause he couldn't be bothered to deal with 1 no micro F2 on mid from a **** Z with < 20% win rate lmfao.

As for the penalty, I personally would prefer a heavier income loss with no building removal. Having to wait for 600 + 220 minerals with reduced income and flat tax only to get the 1st spire back just feels like a convoluted way to say "**** you, zerg".

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Balance Discussion / Re: Community Version Balance Feedback
« on: July 28, 2021, 04:20:17 am »
Should we discuss whether early leaver penalty needs change? The argument about letting Terrans play ought to apply to Z as well.

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Balance Discussion / Re: Community Version Balance Feedback
« on: July 05, 2021, 02:35:28 am »
why are you guys so obsessed with forcing a playstyle down zerg's throat? There are legitimate scenarios that involve a few capacity upgrades which can punish a terran who's spread too thin too early.

I really can't rationalize your obsession as anything other than some inability to understand that new Z who aren't shown the ropes properly will play badly and overspend on capacity. If the problem with capacity is that bad Z shoot themselves in the foot, then just teach them. If they're not listening and your ego can't handle it, then just leave and move on.

No one is forcing you to do anything. If you love capacity so much, play the original version of the game.

Ah yes, the classic "if you don't like it, don't stick around" reply when you're trying to get visibility for a new project. I was going to stick with the original anyway, because I'm not going to help build traction for a map with changes I disagree.

10
Balance Discussion / Re: Community Version Balance Feedback
« on: July 04, 2021, 10:28:25 am »
why are you guys so obsessed with forcing a playstyle down zerg's throat? There are legitimate scenarios that involve a few capacity upgrades which can punish a terran who's spread too thin too early.

I really can't rationalize your obsession as anything other than some inability to understand that new Z who aren't shown the ropes properly will play badly and overspend on capacity. If the problem with capacity is that bad Z shoot themselves in the foot, then just teach them. If they're not listening and your ego can't handle it, then just leave and move on.   

11
New Ideas / Re: power phylons?
« on: May 04, 2021, 02:52:47 am »
They can be combined with adv. batteries

12
New Ideas / Re: New ZHex Discord
« on: April 20, 2021, 10:59:26 pm »
Quote
Right now it's pretty difficult for new players to get into the game without getting yelled at by some guy in a game
Are you trying to tell me it's unreasonable for someone with 500+ games of experience to expect someone with < 20 games to play the same way they do? Nonsense.

13
That's very valid. I don't remember which map had it, but I remember playing a map which only allowed vote kicking if someone has been inactive for X minutes, which means that AFK trolls can't just start game then go do whatever. They'd need to keep checking the game. And even then, if the person were dedicated enough, I think after N afk warnings it should be fair game to just kick them whenever. If that doesn't work then I don't think further mechanisms will be worthwhile.

I think that should address the issue of being voted out because you're a toxic teammate and not because of gameplay.

Another tangential issue but I think kicking should be allowed if an ally is intentionally feeding animals. I've lost very saturated bases and even then I didn't trigger the global warning. I've yet to encounter a situation where the global feed lock was triggered without direct intent. Of course, these are anecdotes so do with it what you want.

14
Balance Discussion / I don't know if this has been brought up before
« on: March 05, 2021, 12:21:54 am »
but please revert the tank change. I'm tired of getting spored by Z who feed their festors off AFK terrans (another big issue) and having no way to deal with them because public lobbies are the way they are with 5% WR terrans. The new tank is fun and all, but when you need to sink 4k energy into stasis then another 4k into tanks just to kill 1 spore when Z can just replant them immediately... what the ****.

If you want to keep the idea of a "hero (without exp bar) tank" in the game, then please just let it have an alternate attack that costs a fraction of the energy (maybe 400... not sure where that number came from) with shorter cooldown  or a charge system if the tank is in a certain area of base so we can at least deny spores.

Something's gotta change between giving new players a proper tutorial or (ideally and) having a **** AFK detector. MrFuzzy and Destroyer (in NA) always join a lobby to just do nothing and feed festors. If the AFK **** is moving something every so often, then allow a majority vote to kick players.

In case you don't follow the forums actively, there's a transparent "/s" in the post title.

15
Balance Discussion / Re: the new patch didnt fix hydra being op.
« on: February 27, 2021, 02:07:21 am »
Honestly, I think my only problem with early hydras is the lack of regen delay which Rick suggested a change to. Regen delay won't change much in larger skirmishes, so it's really just for cheeses.

Thinking back... yeah late game hydras still don't scale well (because of their range?).

Unrelated but I'd like to see how it giving hydras Frenzy would change the dynamic ;D maybe locked behind A4

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