[情报] Thoughts on Resourcing in Void

楼主: MoMovincent (MoMoTea)   2015-04-23 01:38:27
原文:http://us.battle.net/sc2/en/forum/topic/17085919227
We just wanted to provide our thoughts on this topic. First, we'd like to say that the suggestion seems solid, and we really respect how everything is laid out and handled in a constructive way. This post is a good example of a really well thought out post that stays on topic with strong reasoning backing up the suggestion, rather than only emotions backing it up. Seeing posts like these is very impressive, because we understand that this type of analysis is very difficult to do when compared to just
saying something unconstructive or emotion based only.
With that said, one of our main design philosophies, not just on Starcraft 2 but for Blizzard design as a whole, is to iterate and polish. Everything we put into our games goes well beyond just theorycrafting and has a heavy emphasis on figuring out exactly how something turns out in reality. We then gauge the two together over a long period of time before making a final decision on that specific mechanic.
We also hear the concerns that the current resourcing model places a lot of pressure on the player to expand. Our current thinking is that some degree of increased pressure is good for the game. We like the increased risk of mining out when committing to early aggressive strategies. With that said, the time it takes to mine out could be too fast. Like with most areas, we started extreme so that we could get a good feel for the impact of these changes, but we might need to scale back as we move forward.
This is one of the areas we'll be iterating on as we continue to test this system.
There are two clear, opposing ways we can go in terms of iteration. More advantage towards teching vs. more advantage towards expanding. The community suggestion takes it heavily towards the expanding advantage, whereas closer we go towards the HotS model takes it back to teching advantage. What we mean by this is let's take the case of a player who is teching on 2 bases going up against a player who isn't teching and has 4 bases:
- In the HotS resourcing model, the 2nd player has almost no econ advantage (due to it being difficult to fully saturate every base + how the mining works per base)
- In the community suggestion model the 2nd player will have near double the econ advantage (due to it being pretty easy to fully saturate every base)
- In the Void model, we have something in between the above
It's difficult to say for certain due to not a lot of playtesting time yet, but we believe the next step in tuning the resource model is to go a bit more towards having slightly less advantage for the expanding player, because we feel we went a bit too far in the other direction already. We're thinking of maybe trying 100% and 60% up from 100% and 50% for minerals.
To aid us in testing this model, the next wave of beta invites will include roughly top 20% of players from Season 1. We look forward to seeing more games and hearing more feedback.
And just to restate once more, we're not saying the proposed suggestion isn't worth further consideration. We just plan to spend more time evaluating the current system. At this point it's unclear how well either option will work out in the end. We want to keep all options open, but for now we'd like to finish pursuing the current direction that is showing lots of strong potential first before making conclusions on this topic.
Edited by Zoevia on 4/21/2015 12:03 PM PDT
作者: CaTkinGG (猫王)   2015-04-23 01:53:00
砍了你一只手 还给你一只脚的暴雪式平衡
作者: homelife (SKY)   2015-04-23 02:31:00
有没有什么方式可以查到自己第一季大约排在几趴呀?
作者: Baneling (爆炸一哥)   2015-04-23 02:44:00
为了20% 要开始爬天梯了吗? 可是好不想打机械化....
作者: kioh (NG中~)   2015-04-23 02:51:00
打不赢就加入他阿
作者: jumboicecube (大冰块)   2015-04-23 02:55:00
这篇回应被吐槽得非常惨XD毕竟DK写得很像是他完全没看懂原文
作者: mmmbop (wanderlust)   2015-04-23 03:12:00
http://goo.gl/sUyIaj TL上有回应DH10把HOTS开矿的甜头从18%增加到34% (48农)钱比lotv慢干 但不是没有坏处
作者: kira925 (1 2 3 4 疾风炭)   2015-04-23 08:49:00
其实这件事情才是真正国外在烧的话题...一开始是TL那边提出了DH采矿系统 然后开始分析SC2的采矿发现:开四矿的比三矿满只多18% 群起激愤战阿战的 DK就踹共了(LotV他踹共不少次)结果贴了这篇 马上业力引爆被TL战回去:你在说三小
作者: mentha39 (薄荷)   2015-04-23 09:04:00
花了几分钟感觉看了篇废文...
作者: kira925 (1 2 3 4 疾风炭)   2015-04-23 09:08:00
因为要看前因后果才知道在吵什么http://waa.ai/vagq 开战的源头当然,游戏公司是不太愿意公布这种内部设定分析所以你看DK会写这种好像什么都没讲的废话不过怎样都比战IMBA的有营养 颗颗
作者: aegis43210 (宇宙)   2015-04-23 13:16:00
大卫金想推广四矿满营运哦,那把750的矿改成一次采71500的矿一样一次采5,这样不就大家会快速开四矿?
作者: kira925 (1 2 3 4 疾风炭)   2015-04-23 13:23:00
楼上看错他的意思了基本上目前体系推荐的是三矿满营运差异只在于你什么时候把经济冲到三矿满or用Mule冲过三矿经济 这也是目前很多战术困局的根本
作者: positMIT (MarineQueen)   2015-04-23 13:26:00
战经济体系似乎比种族平衡还有具体性
作者: kira925 (1 2 3 4 疾风炭)   2015-04-23 13:26:00
如果DK不去修改这部分 那最后只剩下一步可以创造不同最高人口250讨论区产出什么样的文章决定讨论区的水准阿PTT大概就是我IMBA Weak你IMBA等级而已
楼主: MoMovincent (MoMoTea)   2015-04-23 14:11:00
我还以为kira专职玩舰娘而已
作者: kira925 (1 2 3 4 疾风炭)   2015-04-23 14:11:00
TL文章不少阿 翻了又没人在意只会战IMBA
楼主: MoMovincent (MoMoTea)   2015-04-23 14:14:00
既然那么爱战imba,就来玩英霸阿(!?)
作者: jumboicecube (大冰块)   2015-04-23 19:54:00
有梗的话就算是战种族IMBA也可以战得很有内容
作者: franchy (遇见)   2015-04-24 12:34:00
每片矿的总产量不同有没有搞头?
作者: kira925 (1 2 3 4 疾风炭)   2015-04-24 13:44:00
1.不容易看懂 2.这样会让Z起飞速度非常快其实LotV的经济体系就已经有被批评难看懂了

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