[情報] Thoughts on Resourcing in Void

作者: 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 (貓王)   2015-04-23 01:53:00
砍了你一隻手 還給你一隻腳的暴雪式平衡
作者: homelife (SKY)   2015-04-23 02:31:00
有沒有什麼方式可以查到自己第一季大約排在幾趴呀?
作者: Baneling (爆炸一哥)   2015-04-23 02:44:00
為了20% 要開始爬天梯了嗎? 可是好不想打機械化....
作者: kioh (NG中~)   2015-04-23 02:51:00
打不贏就加入他阿
作者: jumboicecube (大冰塊)   2015-04-23 02:55:00
這篇回應被吐槽得非常慘XD畢竟DK寫得很像是他完全沒看懂原文
作者: mmmbop (wanderlust)   2015-04-23 03:12:00
http://goo.gl/sUyIaj TL上有回應DH10把HOTS開礦的甜頭從18%增加到34% (48農)錢比lotv慢乾 但不是沒有壞處
作者: kira925 (1 2 3 4 疾風炭)   2015-04-23 08:49:00
其實這件事情才是真正國外在燒的話題...一開始是TL那邊提出了DH採礦系統 然後開始分析SC2的採礦發現:開四礦的比三礦滿只多18% 群起激憤戰阿戰的 DK就踹共了(LotV他踹共不少次)結果貼了這篇 馬上業力引爆被TL戰回去:你在說三小
作者: mentha39 (薄荷)   2015-04-23 09:04:00
花了幾分鐘感覺看了篇廢文...
作者: kira925 (1 2 3 4 疾風炭)   2015-04-23 09:08:00
因為要看前因後果才知道在吵什麼http://waa.ai/vagq 開戰的源頭當然,遊戲公司是不太願意公布這種內部設定分析所以你看DK會寫這種好像什麼都沒講的廢話不過怎樣都比戰IMBA的有營養 顆顆
作者: aegis43210 (宇宙)   2015-04-23 13:16:00
大衛金想推廣四礦滿營運哦,那把750的礦改成一次採71500的礦一樣一次採5,這樣不就大家會快速開四礦?
作者: kira925 (1 2 3 4 疾風炭)   2015-04-23 13:23:00
樓上看錯他的意思了基本上目前體系推薦的是三礦滿營運差異只在於你什麼時候把經濟衝到三礦滿or用Mule衝過三礦經濟 這也是目前很多戰術困局的根本
作者: positMIT (MarineQueen)   2015-04-23 13:26:00
戰經濟體系似乎比種族平衡還有具體性
作者: kira925 (1 2 3 4 疾風炭)   2015-04-23 13:26:00
如果DK不去修改這部分 那最後只剩下一步可以創造不同最高人口250討論區產出什麼樣的文章決定討論區的水準阿PTT大概就是我IMBA Weak你IMBA等級而已
作者: MoMovincent (MoMoTea)   2015-04-23 14:11:00
我還以為kira專職玩艦娘而已
作者: kira925 (1 2 3 4 疾風炭)   2015-04-23 14:11:00
TL文章不少阿 翻了又沒人在意只會戰IMBA
作者: MoMovincent (MoMoTea)   2015-04-23 14:14:00
既然那麼愛戰imba,就來玩英霸阿(!?)
作者: jumboicecube (大冰塊)   2015-04-23 19:54:00
有梗的話就算是戰種族IMBA也可以戰得很有內容
作者: franchy (遇見)   2015-04-24 12:34:00
每片礦的總產量不同有沒有搞頭?
作者: kira925 (1 2 3 4 疾風炭)   2015-04-24 13:44:00
1.不容易看懂 2.這樣會讓Z起飛速度非常快其實LotV的經濟體系就已經有被批評難看懂了

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