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작성자 아이콘 egernya
작성일 2015-04-22 06:01:07 KST 조회 1,209
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갓태연의 공유 자원에 대한 단상

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. 

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아이콘 egernya (2015-04-22 06:05:26 KST)
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요약: 확장을 너무 빨리 해야 하는게 강요되는걸 알고 있음. 군심에 비해 공유는 확장을 많이 하는 쪽이 얻는 이점이 큰데 이걸 좀 낮출 생각. 100퍼/ 50퍼에서 100퍼/60퍼의 광물로 조정을 생각중.
아이콘 egernya (2015-04-22 06:07:16 KST)
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시즌1의 상위 20퍼센트가 다음 베타 초대에 포함될것. 피드백 많이주세여 ㅎ. 니들이 제안해준 자원 시스템도 괜찮은데 일단 지금거 계속 시험해볼거라 당장은 고려안하지만 전혀 고려하지 않을거라는건 아님.
아이콘 egernya (2015-04-22 06:08:28 KST)
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무슨 의견에 대한 대답 같은데 "THIS THOUGHT"이 포함된 원글이 뭔지를 모르겠음.
EmWatz (2015-04-22 09:33:07 KST)
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ㄴ this Thought 이란건 외국 레딧사이트에 어떤외국분이 제시한 미네랄채취율 조정에 대해서 말하는거에요. 스2는 일꾼 16기만 있으면 자원최적화가 되서 멀티가 있든 없든 채취량이 똑같은데 스1같이 일꾼들이 자원채취할때 타이밍을 살짝 바꿔서 똑같은 16기 일꾼이라도 멀티있는쪽이 살짝더 채취율을 높여서 멀티하는 선수들에게 좀더 어드벤티지를 주자는 제시글이에염
EmWatz (2015-04-22 09:35:03 KST)
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현재 공유 자원시스템이 너무 "멀티를안하면 점점 불리"해지는 쫒기게 되는상황이라서 스1처럼 멀티를 하면 유리해지는 쪽으로 바꾸자는 의견인데, DK가 아직은 공유시스템을 좀 테스트해보겠다는 말
아이콘 루시퍼방화 (2015-04-22 10:29:59 KST)
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그걸 보긴 봤다는거군요
EmWatz (2015-04-22 10:35:30 KST)
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외국사이트에서 하두 난리를 쳐서.. 한 1주전에 나온 글인데 블쟈는 도대체 이시스템 도입안하고 뭐하고있냐는 말이 많았는데 오늘 드뎌 답글이 올라왔네요
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