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       #Post#: 1452--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: blah Date: December 24, 2020, 12:08 pm
       ---------------------------------------------------------
       yea excellent post.
       good point re the relationship of income to supply, and of total
       income, not just one player's income.
       I think you could expand on how greater spires come into play. I
       usually just get them when income per spire is greater than 150,
       but maybe there's more to look at, like the supply factor.
       This is a really complicated equation for the average person.
       what about setting a limit per supply upgrade for the number of
       spires that can be made? that way new players are forced to go
       for an optimal build. Like how is the average or casual gamer
       supposed to learn this? watch a replay and then get a pen n
       paper, pull out their old math textbook or go on a reddit math
       forum? optimizing it so players don't need to think can optimize
       the experience for all players.
       I think the way it is setup in the game can be confusing too.
       The game says "spawner income info" and says adding a spawner
       would give x, but really it is the number of mineral extractors
       that are giving the income per spawner, and that can be
       confusing as hell, especially when all of this is hidden in the
       game mechanics where players cannot see. The info box doesn't
       even mention the income is actually coming from the spire in
       that circumstance.
       What makes things worse is the practice mode has spires listed
       as +50 minerals and doesn't show income generated for teamates
       so trying to solo study this stuff is even harder/more
       complicated.
       what about just combining the zerg income so that it is shared?
       or combined and then divided by two and given to each player
       after a minute?
       I think a lot of this comes back to zerg hex not having a strong
       gameplay howto. players are left to their own devices to learn
       and that affects regular players experiences.
       #Post#: 1454--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: RickSanchez Date: December 24, 2020, 1:09 pm
       ---------------------------------------------------------
       [quote author=blah link=topic=89.msg1452#msg1452
       date=1608833283]
       yea excellent post.
       good point re the relationship of income to supply, and of total
       income, not just one player's income.
       I think you could expand on how greater spires come into play. I
       usually just get them when income per spire is greater than 150,
       but maybe there's more to look at, like the supply factor.
       This is a really complicated equation for the average person.
       what about setting a limit per supply upgrade for the number of
       spires that can be made? that way new players are forced to go
       for an optimal build. Like how is the average or casual gamer
       supposed to learn this? watch a replay and then get a pen n
       paper, pull out their old math textbook or go on a reddit math
       forum? optimizing it so players don't need to think can optimize
       the experience for all players.
       I think the way it is setup in the game can be confusing too.
       The game says "spawner income info" and says adding a spawner
       would give x, but really it is the number of mineral extractors
       that are giving the income per spawner, and that can be
       confusing as hell, especially when all of this is hidden in the
       game mechanics where players cannot see. The info box doesn't
       even mention the income is actually coming from the spire in
       that circumstance.
       What makes things worse is the practice mode has spires listed
       as +50 minerals and doesn't show income generated for teamates
       so trying to solo study this stuff is even harder/more
       complicated.
       what about just combining the zerg income so that it is shared?
       or combined and then divided by two and given to each player
       after a minute?
       I think a lot of this comes back to zerg hex not having a strong
       gameplay howto. players are left to their own devices to learn
       and that affects regular players experiences.
       [/quote]
       limiting the amount of spires limits top of the line zergs to do
       fancy team strats like 1 zerg is facing trash and is rather
       building on its mates terrans and the other one focus on
       overspire. the way it is seperated right now gives alot more
       possibities and zerg in general has a steep learning curve.
       people that want to be good need to do the homework somehow.
       nowadays it is even easier with mett explaining builds sometimes
       and excessive ressources in form of wiki, forum, discords and
       others
       #Post#: 1457--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: reh Date: December 26, 2020, 12:13 pm
       ---------------------------------------------------------
       [quote author=blah link=topic=89.msg1452#msg1452
       date=1608833283]
       I think you could expand on how greater spires come into play.
       [/quote]
       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.
       #Post#: 1458--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: blah Date: December 26, 2020, 6:22 pm
       ---------------------------------------------------------
       [quote author=RickSanchez link=topic=89.msg1454#msg1454
       date=1608836967]
       [quote author=blah link=topic=89.msg1452#msg1452
       date=1608833283]
       yea excellent post.
       good point re the relationship of income to supply, and of total
       income, not just one player's income.
       I think you could expand on how greater spires come into play. I
       usually just get them when income per spire is greater than 150,
       but maybe there's more to look at, like the supply factor.
       This is a really complicated equation for the average person.
       what about setting a limit per supply upgrade for the number of
       spires that can be made? that way new players are forced to go
       for an optimal build. Like how is the average or casual gamer
       supposed to learn this? watch a replay and then get a pen n
       paper, pull out their old math textbook or go on a reddit math
       forum? optimizing it so players don't need to think can optimize
       the experience for all players.
       I think the way it is setup in the game can be confusing too.
       The game says "spawner income info" and says adding a spawner
       would give x, but really it is the number of mineral extractors
       that are giving the income per spawner, and that can be
       confusing as hell, especially when all of this is hidden in the
       game mechanics where players cannot see. The info box doesn't
       even mention the income is actually coming from the spire in
       that circumstance.
       What makes things worse is the practice mode has spires listed
       as +50 minerals and doesn't show income generated for teamates
       so trying to solo study this stuff is even harder/more
       complicated.
       what about just combining the zerg income so that it is shared?
       or combined and then divided by two and given to each player
       after a minute?
       I think a lot of this comes back to zerg hex not having a strong
       gameplay howto. players are left to their own devices to learn
       and that affects regular players experiences.
       [/quote]
       limiting the amount of spires limits top of the line zergs to do
       fancy team strats like 1 zerg is facing trash and is rather
       building on its mates terrans and the other one focus on
       overspire. the way it is seperated right now gives alot more
       possibities and zerg in general has a steep learning curve.
       people that want to be good need to do the homework somehow.
       nowadays it is even easier with mett explaining builds sometimes
       and excessive ressources in form of wiki, forum, discords and
       others
       [/quote]
       good point, what about pro and newb settings? newb settings
       could streamline stuff. over n over though I think it comes down
       to explaining the game mechanics a bit more. There really is
       nothing in this area besides the loading screen.
       #Post#: 1461--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: deorai037 Date: December 27, 2020, 7:52 am
       ---------------------------------------------------------
       Actually, now that I think of it, maybe having an obnoxious (but
       toggle-able) sidebar box that shows current Zerg eco (broken
       down by spawner/spire contributions) might help newbie Zergs
       have a clue? It could be toggled off for pros who know what
       they're doing, but for newbies they might have an "ohhh that's
       how eco works" moment
       #Post#: 1466--------------------------------------------------
       Re: For Casual Gamers: Adapt How Zerg Income Is Generated
       By: blah Date: December 27, 2020, 1:18 pm
       ---------------------------------------------------------
       [quote author=deorai037 link=topic=89.msg1461#msg1461
       date=1609077149]
       Actually, now that I think of it, maybe having an obnoxious (but
       toggle-able) sidebar box that shows current Zerg eco (broken
       down by spawner/spire contributions) might help newbie Zergs
       have a clue? It could be toggled off for pros who know what
       they're doing, but for newbies they might have an "ohhh that's
       how eco works" moment
       [/quote]
       sounds like a good idea. maybe even show prospective incomes, if
       spires are added or spawners, or both.
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