State of the Game: IdrA vs. Day[9]
Recently SC:Legacy has provided news coverage on two important community figures: Greg “IdrA” Fields and Sean “Day[9]” Plott in addition to the latest Patch Notes from the PTR. State of the Game recently attempted to combine these two community figures for their balance comments for the next patch. The podcast had a riveting and heated discussion between these two community figures.
State of the Game is a podcast hosted by JP "itmeJP" McDaniel, Sean "Day[9]" Plott, Geoff "EG.iNcontroL" Robinson and Tyler "TLAF`LiquidTyler" Wasieleski. They invite top foreign players and notable people from the community to produce weekly podcasts. They also talk about the game in a more general sense, effects of patches, new meta game developments.
A small edited transcript can be found here:
http://sclegacy.com/editorials/105-s...g-idra-vs-day9
Re: State of the Game: IdrA vs. Day[9]
I watched that episode of SotG. I would side with Day9. Idra is basically complaining still about his own race. It was designed that way. And idra doesn't want to take risks to block off a possible risky move by terran or protoss.
Time is needed in order for the "metagame" to settle down. Then zergs might not even need to scout so much. Or they have better ways to scout. Seriously zergs don't try much.
I can imagine in the future zergs just "compensate" for their lack of scouting with like gas steals. Or like that evo chamber broodling trick. They sacrifice overlords anyways. Spend a bit more to have info by having an evo chamber in terran/protoss base.
The game is too young to just say zerg has no scouting options. Really i was gonna say protoss doesn't have much scouting options either. But idra would probably argue protoss is so op we dun need scouting.
Re: State of the Game: IdrA vs. Day[9]
Many of the problems that idra were mentioning for zerg other races also have issues with. Terran less so due to scan, but they still have the same issues.
I mean the early game is generally the following:
Initial scouting worker finds as much as he can, then is chased out by a unit. Protoss cant push them out until the stalker, terran with the marines and zerg with lings on creep (and later speedlings).
From there, races change.
Zerg CAN sacrifice an OL to try to get scouting information on a walled in race, otherwise they are the same as protoss in regards to scouting ability. Zerg also usually have early map control thanks to speedlings denying scouting.
Protoss can sacrifice a zealot to the ramp to try to get basic army information (probes frequently die before information is obtained, especially against zerg), otherwise they have to wait until hallucination or an observer.
Terran can stim a marine or use another unit, or use a scan. Terran have the best early game scouting but have to sacrifice economy.
So that completely throws out his "zerg cant scout" mentality, since every race suffers from the same issue.
His issue with early aggression isnt true either. Baneling busts, 6 pool, 10 pool, roach rushes and various other builds exist and can be REALLY aggressive. The fact that races are forced to at least partially wall off against zerg should speak volumes on how aggressive zerg CAN be and how much they can be punished if they dont wall is insane.
Re: State of the Game: IdrA vs. Day[9]
If you use scan instead of mule that early your going to die :D
Re: State of the Game: IdrA vs. Day[9]
I’m gonna have to side with IdrA 100% here. As much as I respect Day[9], he gets completely outplayed in this discussion. Please note that I have respect for both of these community figures. :)
Quote:
Day[9]: To be able to like appropriately discuss imbalance would take like a very very long time and will require like...
This is true. This shows that Day[9] is far more educated than 99% of anyone speaking about balance. Balance design is a multidimensional game design field and it goes beyond just analyzing unit compositions, strategies, tactics and timing. Still there are 1% of the players that actually know just as much or, in this case, more than him. IdrA explains thoroughly the specific problems with Zerg. However the issue that poses the most problem is the fact that Zerg can’t scout. StarCraft 2 can pretty much be called “Build Order Poker” when trying to read opponents and it’s too much of a gamble to pick the right BO. For Blizzard balance design team, this effect is desirable to some extent. Pretty much their reasoning behind the latest patch. Check Kapeselus on 4 Gate.
http://sclegacy.com/news/23-sc2/998-kapeselus-on-4-gate.
However, in ZvP or ZvT early scouting is a big gamble for the Zerg player. IdrA explained this very well and he even provided actual examples (sC vs. Losira) instead of just theorycrafting.
Quote:
Day[9]: I haven't seen the games, so I can't actually comment. That’s the problem.
This is mostly irrelevant. Unless this was a recent development, there is no need for an actual replay. These concerns have been out for some time. This is old news and it has been discussed even since Beta.
Quote:
Day[9]: I’m curious as how would you comment on Zerg vs. Terran from the Zerg’s point of view on Broodwar.
I’m sorry but you can compare these games so easily. If Day[9] wishes to prove that the fact that IdrA might be subjective on this discussion by the fact that he is defending the race he plays, he probably should do it some other way. Besides what IdrA said, a lot of the units in StarCraft II are new, some old units have been changed considerably and of course the strats and tactics are different and let’s not even talk about UI imbalance, map imbalance or the use of game exploits for tactics.
Quote:
Day[9]: I just don’t know what that statement means though, that’s the problem. It’s poorly defined terms, like "oh the better player lost" but the only clear metric we have is winning/losing so that’s like benchmark you have at work. In a sense and interesting thing to notice that regardless of any game created a balance meta-game will form, period. Tic-Tac-Toe has a balance metagame, despite the fact that it consists of solely draws. StarCraft 2 has, no matter what the situation is, it should hit on some tone of balance. Actually it will necessarily have a balance meta-game that might involve one race not even being played at all but we are just so extremely far from anything even remotely
This is absolutely incorrect. There are a number of metrics that have always been available to us, and Blizzard balance designers probably have even more at their disposal. Units Lost, Units Killed (in resource value) are examples of metrics that have some correlation with win percentage. In TvP and Protoss and Terran mirror matchups these are highly correlated. ZvX doesn’t share this correlation and thus other methods must be used. The most useful are the ones involving game theory. Perhaps the most appropriate approach would be Strat by Strat comparison in Normal Form.
This works in the following way: we outline Zerg’s available strats and compare them with Terran’s available strats, next we account a success rate to each strat and display them in normal form. This eventually gets a little more complicated for the casual user. Punch line is, metrics are available. Even if you find this confusing you probably know about micro and macro. Good micro and good macro will have a very high correlation with a good player.
Day[9] is correct that most games will have a balance meta game, or more appropriately a Nash equilibrium. However, Nash Equilibrum does not imply race balance. If you reading this good, you probably noticed the subtle contradiction Day[9] used here by saying “meta-game that might involve one race not even being played at all”. If a race has a significant lower chances of winning against another race then this strategy, even if it’s a best-response strategy, will show the existence of race imbalance. Okay, sorry for too much game theory lingo. A good approximation to define this “best-response strategy” is what IdrA refers to as an “all-purpose build”. It is what you should do to maximize your chances of winning in particular context or situation. If this still doesn't make sense, PM me and I will give more detailed explanations :)
Quote:
Day[9]: Hold on, what I’m saying is that that is an endpoint that will emerge but right now there’s just no statistical evidence to really support that.
This is also incorrect. Blizzard has numerous times used statistcal data to report race vs. race results regularly to justify their balance design statements. Of course I wrote on a paper how impractical this is for race balance. Later on, Blizzard will state that they aren’t particularly useful when it comes to the actual balance design: http://sclegacy.com/feature/106-bliz...ft-ii-gameplay
I think IdrA responded appropriately to the rest of the comments (at least the ones in the transcript). For instance:
Quote:
IdrA: ...is on your way to your base.
Day[9]: Well let’s say a Banshee comes out or something like that or like a 2-rax Marine. Once they go down that path. I honestly think that the Terran is highly limited upon that revealed...
IdrA: Highly limited but if you have to respond after the attack is on the way you die.
This is where theorycraft separates from empirical evidence. While it may sound nice to state that once you see a Terran player move out that you should react accordingly, in reality this is too late.
Re: State of the Game: IdrA vs. Day[9]
Is it really? I got the biggest problems actually scouting the zerg. . . So I am not sure if I agree.
It might be different from the 0.1% of players.
I think what is an imbalance are the cookie builds. As much reward as possible, 4-gate 2-gate+robo colossus, 3-gate+robo immortal.
Where zerg doesn't rely on this kind of gameplay at all.
Re: State of the Game: IdrA vs. Day[9]
Quote:
Originally Posted by
Twilice
Is it really? I got the biggest problems actually scouting the zerg. . . So I am not sure if I agree.
In my opinion it is a little bit more valuable using 255 minerals for a scan to know the Zerg's unit composition than 2 extra Marauders or 5 extra Marines in the long run since it's not like you can build them all right away :D
Quote:
Originally Posted by
Twilice
I think what is an imbalance are the cookie builds. As much reward as possible, 4-gate 2-gate+robo colossus, 3-gate+robo immortal.
Where zerg doesn't rely on this kind of gameplay at all.
Tyler in that same podcast has some really good comments on cheese and coin flipping, you should check it out.
Well the openings Zerg has against Terran are maybe: 14 Hatch, 15 Hatch, 16 Hatch builds. Any pool first build can have its early aggression negated by walling and in the long run they will be behind Terran because of Mules. Then you can probably decide between Roaches or Banelings. Roaches might be good if you know Hellions are coming but if this isn't the case, you will get destroyed by bio. If you go for Banelings but if Terran went anything other than mass Marines, you would get destroyed as well. Also, it's not only guessing which units Terran will make, but what % of those units make up the Terran army. A great part of the success of Fruitdealer in GSL S1 was that he grabbed all tech paths and reacted more appropiately to HopeTorture's unit composition. Thus, Zerg is a more reactive race because of the nature of hard counters.
Re: State of the Game: IdrA vs. Day[9]
I dislike this idea of an "all-purpose build". Everything is based on scouting and assuming the opponent is going down one path. It's more like there's a best response strategy for everything the opponent is doing. That follows from the idea of hard counters being really emphasised in SC2.
Lack of scouting common among all races:
"Just in case" builds:
Emergency defenses
Concluding remarks:
EDIT: Sorry for the long read. I hope I at least sound sensible. Probably just incite a lot of Zerg hatred since I play Protoss.:D Don't think my opinion/points are completely useless though.
Re: State of the Game: IdrA vs. Day[9]
Quote:
Originally Posted by
JackhammerIV
I dislike this idea of an "all-purpose build". Everything is based on scouting and assuming the opponent is going down one path. It's more like there's a best response strategy for everything the opponent is doing. That follows from the idea of hard counters being really emphasised in SC2.
Lack of scouting common among all races:
"Just in case" builds:
Emergency defenses
Concluding remarks:
EDIT: Sorry for the long read. I hope I at least sound sensible. Probably just incite a lot of Zerg hatred since I play Protoss.:D Don't think my opinion/points are completely useless though.
That is a good post. Very sensible too :). IdrA mentions 2 ways of solving the problem though. One by better scouting and the other by a new "all-purpose" build. I also dislike the idea of an all-purpose build. It is why I agree that Zerg could use a little help scouting. I'm spitballing here but moving Overlord speed to Hatch tech could help here or just give enough speed for the Overlord to get a better view of a player's base without dying. More armor could also be a possible solution. The research would require some investment for the Zerg but it's worth it so that there is a little less uncertainty in the game.
Zerg has a "Just in case" build for Protoss which is why people have started to go pool first then hatch. Sadly, this same logic can't be applied to ZvT
Rep'd+
Re: State of the Game: IdrA vs. Day[9]
Quote:
Originally Posted by
Genopath
That is a good post. Very sensible too :). IdrA mentions 2 ways of solving the problem though. One by better scouting and the other by a new "all-purpose" build. I also dislike the idea of an all-purpose build. It is why I agree that Zerg could use a little help scouting. I'm spitballing here but moving Overlord speed to Hatch tech could help here or just give enough speed for the Overlord to get a better view of a player's base without dying. More armor could also be a possible solution. The research would require some investment for the Zerg but it's worth it so that there is a little less uncertainty in the game.
Zerg has a "Just in case" build for Protoss which is why people have started to go pool first then hatch. Sadly, this same logic can't be applied to ZvT
Rep'd+
Thanks. Problem with messing with the overlord speed/armour/health is that you might end up with zerg ALWAYS being able to fully scout out the opponent too early. Could end up being almost like a maphack (LOLZ). Maybe just add on 1 armour to the overlord. But that might be too much. Hard to know without a lot of testing on a custom map.
No arguments here about vT.:D I think that's one of the few things zergs and protosses can agree upon....don't like playing terrans.:D LOL.