#Summary of Coop rework suggestions
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Ok thats interesting, so it creates a network. I like the idea. Sounds like it did lead to a meta that looks strange. I imagine BAR is trying to avoid that. Similarly for my suggestion im sure it would lead to unintended strats.
I suppose another simple way to have a time delay would be when you send supplies, it gets dropped from orbit to a location of your choosing. So you would physically call a drop near teammates con for reclaim.
zerok is a bit different, there is no converters, but mexes are overdriven with energy more and more.
especially the latency
Sc2 is not as demanding a game as some which explains the lower apm range on the high end
Bar is also a very slow game relative to other rts
Even the creator of that graphic doesn’t know what that stat represents. I’m looking at the study he did now
care to link it
Exploratory analysis of the SkillCraft Kaggle dataset using tidyverse
thx
found the original article from those who collected the data. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0075129
Cognitive science has long shown interest in expertise, in part because prediction and control of expert development would have immense practical value. Most studies in this area investigate expertise by comparing experts with novices. The reliance on contrastive samples in studies of human expertise only yields deep insight into development whe...
I’ll dm you this since it’s getting very off topic
At the highest level of co-op though (that is - small teams tournaments) the winning teams always use their full APM though
Not true at all, last Omega on Gecko Isle one of the players was just 5APM building tidals
Then there was spare APM the team could have used to micro units for more value and raid etc...?
Unless we want to design the game around constant max APM usage at all times as a fundamental concept, but that sounds like making SC1 which would put off a huge amount of players, no?
Well obviously designing it in a SC1/SC2 way where you need to have 200+ APM to be at least a bit good is bad
but if one player can just afk during the entire team match that's also a very bad design
like, if you were to try that in any other game you'd lose badly
Doesn't this depend on the map a lot and even how big the team is?
using all apm is a theoritical too
macro is such a big part of bar, when one player in 4 is doing 70-100% of the macro it doesn't feel like the microers are playing the full game
full coop with micro/macro can be A mode, but imo it shouldn't be the ONLY mode
This feels like a "possible" vs "practical" situation - its possible to have 1 of your 5 players in a tourny not microing raiding units, but all else being equal they would lose to a mirror player who was adding value micro units (raiding, etc)?
5v5 is a bit different but also just gotta give it time for teams to get better over all.
The last OS3 was also the start of the most extreme co-op meta so most teams were still trying to play solo
yeah, but its tough to coordinate, even in coordinate team (it's probably referring to the scag), everyone is busy focusing, it's been suggested that for coordinated games, you could preferably claim teams units, otherwise creating/making & sharing units is quite a big apm tax.
before the tourney i even looked for options to maybe bind sharing to certain ally using numpad but iirc didn't find a good way to just select and share unit with numpad, so it def isn't as easy sharing stuff to allies when you are taxed say with your comm against 2 janus push.
like comms would be like -
can you give me x unit
which one?
pings
oh here.. ye
sure
selects & clicks share
it might be also tourney game thing where you are focusing really hard on agreed strategy for the execution and any distraction is doesn't feel good, maybe in pub games it feels easier to share
Yeah, but that's kind of my point - this is another skill people can learn and develop that is team orientated rather than individual - its why teams in sports practice together etc, and i appreciate you will never get that level of coordination in public games with "random" teams, but there is also a collective experience of how to play the game which increases overtime which can lead towards more coordination in teams of random people etc.
None of these are absolutes, more wobbles around trend lines etc 🙂
I absolutely love the principle of "fight your opponent not the UI", to balance the relative power of things, the cost/reward will by necessity include all resources available to a player, those include apm which you can force them to spend to achieve in X rather than Y etc 🙂
in the example given (scags) which i agree is probably what this refers too, scag could have setup his Commanders queue, and instead of AFKing have taken control of a raiding party to micro and got more value out of it while his ally defended an opposing raid, or vice versa etc
My overall point is there's nuance here
well, the general feedback from OS3 was that certain roles are just boring to play, as the game revolves around hypercarries / focusing resources into one place.
people say coop is there, but one part of the coop that sometimes the best play is not to play at all, since you suck at it, so just ship your metal, and play around with some ticks.
people absolutely love to watch the coordinated team plays, i do love supporting as well, but instead of some player/skill/diverse unit roster, we get a t2 arm veh monolab with one guy holding 80% of team assets, since getting a second t2 lab is often a waste of 3k resources
Totally agree with all this 🙂
i'd say, if there isn't a change (and gdt so far hasn't budged) - it's better if the game leans and we dont have to fight the ui, make the resources fully shared in one pool and make unit claiming (talking bout competitive games0
but I think the top player community wanted to explore some options that reward individual skill & actual counters.
one example in tourneys is that you really can't knock out a player, say a Chisato out, even if you stalked their scrim vods and know where he spawns, you could technically right now counterswap whole bases to gain a lane matchup thats favorable, and never can you get him out of the game, just by having sharing.
i just think it would be a nice switchup to explore possibilities like that too for comp play
Yeah, ultimately its whatever their (admin/core team) vision for BAR is, and then we help make that into the best possible game it can be, ultimately, everything has pros and cons. You have to min/max for something
I'm not saying where we are is that best right now - to be clear
Being able to fully knock players out would certainly be an interesting mechanic, feels kinda contrary to BAR tho (from my perspective at least)
yeah i was against that originally, and def not for pub games, i like the fact you can fight till the last, but it's intriguing for comp games, to see individual players in the team, etc.
idea was to make decoy comms kinda shareable that can fully rebuild, so knocked out player should only wait till t2, i did write up a full change set list proof of concept
I'd suggest that ZK is a dead game and people actually do not want to not play the game(they want to play). So we should not copy what ZK did(in spite of their fine sound reasoning blog post etc...no one cares) and make the game actually interesting by rewarding individual skill expression. RTS is not fun when you're rewarded for not playing. SMH. This is the part of the coop discussion that should not require explanation...but here we are.
having to make decoy com to get back into game is interesting tho ngl
Another reason to just add a tax to everything. If u get knocked out, someone can pass u a com or con at a 30% tax cost of the unit in metal
I don’t think LSR was suggesting that as a suggestion but more to make a point. I agree with him. It’s weird in what is effectively a shared economy game we have 8 economy grief mode on. I also agree that ZK seems to be the only game with this feature and that game is a failure
Zk had the right idea to limit sharing at start of the game.
Its mostly just ZK graphics and age holding it back tbh
ZK still has a lot of really good ideas worth taking inspiration from
that last part is too accurate, I would say most of the team's APM in coop tourneys ended up going toward fighting the UI to share in the first place
50% of the macro's guy apm is literally sharing units
the most valuable apm I've seen so far is people who can properly manage their sliders in real time (keep it low 99% of the time, bring it up for an immediate dgun need and then immediately drag it back down) for people who aren't the solo carry player, and then the solo carry player is mostly focused on trying to hit a super tiny button next to player name on the bottom right, takes a lot of mouse precision
any team that can master these two skills will likely beat a team that can't atm regardless of strategy or execution
1k 🥳🎉
Maybe? Maybe it is? Idk. You either. The point is we should copy games that no one plays(respectfully) with caution....b/c no one plays them and I want to play BAR.
As someone who achieved a relatively high level of play in both BAR and ZK, the gameplay loops are simply just too different to make easy comparisons, ZK devs have some very interesting and valuable analysis in blog posts etc but the gameplay has diverged quite a lot, for example lack of multiple tiers while making initial labs free means people get a use case out of having multiple labs early as they can access niche t1 units, while niche in BAR tends to apply to t2 units
By that logic, why should BAR copy any of the other numerous dead RTS games which also don’t have and/or limit forms of economic teamwork?
Let BAR be BAR
lmao what? There's nothing wrong with removing unfun mechanics and opting for ones that are fun. Just choose wisely.
I agree, but justifying either with other RTS games is moot either way
why aren't more people giving base away when it's optimal
all you have to do is say "give me units to micro, carry me"
Personally, I ended up playing more BAR because the base building and stability of games appeals to me a lot, ZK team games was mostly about taking as many 1 for 20 trades as you can because unit interactions are very extreme
No it isn't. RTS games have mechanics that ...make them RTS games. It's not that complicated. Also... BAR is an RTS right????? If it is...let it be so...otherwise we are trolling everyone w/ saying it's an RTS when really BAR is an RTS(or Factorio) for 1 person and a MOBA for everyone else
what is happening in the 2nd picture even 
The players I would want to do it with mostly would send base back because they don’t want to kill the game with the cancer “gameplay” that would result xd
you macro and you give units
tournament driver gameplay
Usually all it takes is time for the best strategies used by highest level players to trickle down to common gameplay, just because some people have resistance toward giving away all their resources in casual games right now doesn't mean it will always stay that way 🙂
ohh that took me a sec lol
20+ years on and new strategies are still emerging in scbw. That’s with teams of professional gamers playing 15 hours+ per day. These games can take a long time to mature.
Personally I think it's unsustainable to maintain this style of gameplay, even the recent nation wars was actually just a 1v1 tournament, teams still only made 1 lab on some of the largest maps in the game, this limits how much exposure players can get toward practicing 'optimal' gameplay (only 1 actual carry player per team gets to practice) and as of now it's a totally different gameplay from casual games
yeah people have a hard time accepting that the game might get worse with more optimal gameplay
My observation is that the tournament scene is dominated by "first movers" into the coop scene as those are the only players who have enough practice at this point playing the single carry spot of the team to push a team to the top places, so it is and will stay only the same few people are able to lead a team despite the game getting lots more new and strong players in general
Yep, exactly my point. Potential new player watching tourney: "Hmm I like playing RTS games I wonder if I would like BAR"....Oh..wait...You mean I dont build a base? Have an army? Build an army? ....and I just micro a unit around? Hmm nah. I'm good. I'll go play League....or maybe they're down? Idk? My guess is not though b/c that's not the experience that's expected in RTS(and has shown to be unfun to boot).
People play ZK.
true..something like that
I play on a rust server that’s considered low pop. It usually has 150 ppl online at a time
Why am I not surprised u play rust 🤣
and no shade to ZK or anything. If people think it's fun good for them. I'd just like to be careful.
I’m actually barely toxic at all in rust. My teammates however
avg rust player response
You know coop is the main reason we lack high level lobbies, right? We have the players. They just dont play because in higher levels u are often forced to hardcommie or lose (If other team starts commying).
Of course at lower levels, this is fine because its barely being abused there (except soft commie for t2 cons), and you can wonder why. Maybe because people dont even enjoy it there?
Why do we only see slider gaming and super bases in some high lvl lobbies and tournaments? And why do the lobbies always die shortly after its infected with it.
Why are most of the ppl who define commie as ''teamplay'' usually either very low rated, has a very few amount of games, or both such as yourself? And this is not me flaming you for your bar experience or skill level. Its a real question. I think i have the answer, and its probably because you haven't played enough to come across how oppressive it is to play vs a team who uses commie in a fairly balanced lobby system such as the one bar uses, so unless u do it urself, ur team has a 80 - 90% chance of losing.
And again, why arent most low os players using it either? Because they probably enjoy controlling their own bases, making their own units and balancing their own eco. Not just feeding a tier 2/tier 3 lab with metal, build power or both.
4 people commying a t2 lab is the same as having a lab cost only cost 725 metal vs 2900 if you solo it, and its the same result in units if you just match the bp.
playing the driver in 4v4 is basically 50% of the the team responsibility
you need your team to win, but from that position you can instantly throw at any point in the game
very taxing position until you play it a lot
and you can't delegate it away because it's more effecient for one person to control it
It just removes player agency too. I’ve played small team games where our macro guy just wasn’t making the right units. I can’t tell you how tilting that is
it just goes back to the same point. macro/micro is a fine game mode but it shouldn't be the only game mode
Indeed
Whats wrong with adding a Commie mode, and you just press that button and have all sharing be free?
I swear this wouldnt affect 99% of lobbies as they dont play with commie anyway, and the top lvl lobbies can thrive again
whenever lobby wants to do crazy shit they can just press the commie button
^
Trotski can go play 1v8 with his friends in there, and everyone else can host our own rooms
You do realize that most games when played optimally aren't all that enjoyable to watch right, usually it's the pro players doing something that isn't meta/optimal that is the enjoyable part, aside from that generally it's generally extremely Tier-limited gameplay, I used to watch a lot of tourney gameplay in different genres and it's not even close to how a casual would play any of the games, because they don't care about optimal, anyway, watching a pro level tourney in most games isn't really a good way to see if a game is for you or not, tbh (you don't understand it anyway due to lack of game knowledge, not understanding what is even going on in the optimal-level playing field and the aforementioned reasons) 🤷♂️
Would you say it should be fun? And what if, let's say you have 3000h and it looks not fun too? Is it still okay or should we try to change it? I'm suggesting it SHOULD be. Also..really. You're not actually serious. "most games when played optimally aren't that enjoyable to watch".
I'm being serious, optimal gameplay usually is very limited, as it leaves out a lot of strategies that you'd see a casual player trying because they are playing for fun, there's a huge difference, in fighting games for example on high level, only a small percentage of moves is actually used due* to frame advantage / safe moves etc. a lot of the movelist doesn't ever get used on high level, the same is true for RTS, a lot of units just aren't optimal to make, nor are a lot of the strategies (with or without coop).
The only game I can think of that is enjoyable to watch on high level (at times, not always) is marvel vs capcom 2, because it's a game that was made to be fun, but because of that it's also wildly unbalanced, even broken to an extent and even in that scenario, there are S-tier picks/go-to teams to win tourneys, there's only a handful of players even daring to step outside of the optimal gameplay because the game allows for worse picks to still be really good, those matches are enjoyable to watch, however watching the same characters with the same set-ups/strats becomes boring pretty quick.
I think the best way to balance that has always been to balance around a stable “meta” strategy and then alternatives should take more effort or be slightly more niche in exchange for higher potential if done correctly
In the context of BAR, the most stable metas would probably be if the game is balanced around sheldon being the main t2 skirmisher, since it’s very limited in how much impact it can have over time due to low dps for cost and has a medium range that lets you balance around higher and lower range options
Bots as opposed to vehicle are also nice as they are usually somewhat slower and have the option to retreat, which gives the game good pacing and makes the primary strategy not be a variant of all in that certain limited angle vehicles tend to promote
under this framework I think it’s possible to have competitive/optimal play still be varied and fun
out of all units sheldon is the one that makes sense to have no hard counter
since it kills the slowest and moves slow too
In a good game (like Brood War), the only truly optimal move you can make in a moment without any doubt is cross spawn nexus first 2 base carrier. Everything else is humanly optimal and fun to watch. A game can do both. I don't know how rare it is, but. Point taken about MvC2 LMAO. I'd extend it to a lot more games personally, like Melee, and also point out that if it's impossible to play optimally in the sense of like, TAS optimal, and the human optimal gives a large variety of strategies, or even if the few strategies that are viable are highly enjoyable (does Zero May Cry count as this) then it's fine. Counter Strike (always fun to watch even though I don't play), some MOBAs. Are you tired of seeing Camille in League? I'm not! I'm tired of Neeko tho.
Hmm, I think this also fails to account for speedrunning, which is highly enjoyable to many people to watch and play. I learned how to speedrun/optimize Diablo 2 and it was fun as fuck rolling Paladin like 5 times in a row.
I'm mostly trying to put forward a counterthesis that it's not optimality that makes a game fun or unfun to watch. I rather think "players will optimize the fun out of a game" has become a trite saying, overcentralizing the way people think. There is still a kernel of truth that variety is interesting to watch, because humans are inherently novelty seekers, but the lack of it doesn't preclude the other modes by which people enjoy watching+playing games.
any competitive meta is going to be a small subset of the strategies in the game
but it still is a lot of strategies potentially
if you prefer to see all the strategies possible used then maybe watching comp play isn't for you
Yes. Which is why, while co-op does make balance and strategic variety more volatile due to its acceleration of the game pace, and theoretically the game could be rebalanced around it, the long-term discussion about whether co-op should stay or be reduced is moreso about what type of game BAR should be. And in that I agree with NotReal's point. What makes BAR unique is not what makes BAR good in this case, tbh, at least to the normal person.
While this is argued on lines of RTS conventions and game expectations, I'd also assert it's more naturally appealing to normal humans that they have their own possessions, their own economy, even on a team, and the game's balance should support that sort of gameplay because of that superior fundamental (mass) appeal. Hence, Co-op need be nerfed.
Yes usually crappy niche games that go nowhere are like that. Very common
It’s not exactly a good thing
Glad everyone can agree this is not fun to watch. I’m sure that will be great for BAR’s health as a game
Are games supposed to be fun? This is a genuine question
yeah the great thing about great rts games is that there is PLENTY of diversity at the highest level of play
you could argue that pro level starcraft is more diverse than casual because players are just good enough to pull off strats casuals cant
and there is plenty of starcrarft pro games where players make every single unit avalible to their faction in a single match
yeah which is sadly why BAR cannot be considered great, because most top level games are the same on almost every map (when played optimally)
sumo/welder are expensive and not good enough, those units are super passive
jag attacks, controls maps, and defends in one
units in BAR need to be more tightly fitted to a common range-speed curve 🤔
Another proposal by @gaunt forge (and maybe @hot flint)
- commander can capture allied units and the capture "cost" is the cost of the unit.
ally recieves resource at end of capture and no cost for capture enemy units - only commander can assist allied stuff and inject bp/cost
- no sharing otherwise resource/unit
-capturing drains resource, ally only receives resource when the capture is done
i think it's @gaunt forge suggestion but who cares, it's a good one IMO. makes commanders giga valuable and commander sniping even more important part of the game
we can share credit in the spirit of coop
xDDDDDD
sorry half asleep
sleep > discord (unironically, very seriously)
if a modoption drops, we'll msg u chrono, dont worry
No sharing!
It sounds like it would achieve the goals tho
I did think of possibility of supply units, on the 2nd page of units you could build supply bot/supply truck. And they can be reclaimed by anyone for full value. No resource sharing otherwise.
Would mean the eco player needs to do a little more work to ferry supplies around, and other players would need to protect it. High metal and energy cost for supply units but reduced build time so they can get out fairly quickly if the resources are there. Its probably too hard a nerf and wouldn't be popular but thought i'd bring it up. I do like the idea of trying to add another dimension to coop play and counter play. So some physical representation of sharing would bring something new. People would hate it 🙂
Actually it wouldn't work as is. Not without more significant changes like only allowing the commander to reclaim the supplies for example. The supply units wouldn't have to travel if the eco player just built build power and shared it with teammates next to the production building. Nevermind 😦 I guess people would be right to hate it
Yep I think modulos suggestion is good and worth a try, its nice that it makes the commander even more integral
If com is the only thing that can boost you can scout it at least
New proposal: Reprogramming time
- Disable all direct resource sharing and build assist
- Any unit or building except the commander can be shared. Ownership transfers instantly, but the unit is disabled for ~30 seconds as it is reprogrammed to the new owner's control structure. Emp'd units can be re-shared, so players are not punished for misclicks. The enemy can see the unit's reprogramming timer
Features:
-Simple, no % tax and is fully visual: when you share a unit you can see the emp timer which immediately conveys the mechanic. Sharing of all units is treated in the same way. A day 1 player could easily learn the mechanic by themself.
-Balances coop properly with independent play, not just the first few minutes
-Encourages players to make and control their own units to avoid the reprogramming time, but sharing units is still completely possible if there is time to spare.
-Makes resource sharing scoutable and not impact other lanes instantly, bringing it in line with all other strategies in BAR.
-Prevents the instant sharing of 1000/1000 starting resources, the "battery" player needs to build econ structures, then reprogram them to the driver.
-Prevents OP take while still letting teams take control of leaver's bases
You could do something a little more out there, and have economy storage building produce "crates" that containing resources, and can be moved via drop ships
Then reclaimed fpr energy or metal by other players
Like units woth 0 move speed and 1 health
With this kind of cooldown, its not feasible to share a single thing here and there IMO, but its rather incentivized to build up stuff for 6min and share all of it, so you only have 30s freeze for 20-30 buildings
I think it somewhat kills commie in small doses and commie rushing, but promotes large scale transfers.
if you share buildings in small amounts they each have a seperate timer
sharing 1 at a time and 50 together is the same
there's no cooldown
You CAN play full coop and have the advantages of a super base but you have the disadvantage of having to reprogram units for 30 seconds if you want to utilize teammate's apm. That encourages teammates to own their own bases.
You can share units while you are massing up a push, being repaired, or otherwise idle, to mitigate the downside.
So you can build a metal storage, share insta while building and effectively funneling metal to the player you shared it to, and they can also reclaim it for double metal? Or am i too tired to understand this interaction?
Ah, sry, too tired. No double income ofc. XD but still, the time cutdown can be pretty big if you share insta. Tzar might not even be EMPd for long after it comes out (remember you can select unit while making it)
A fine detail is you cannot share unfinished blueprints. This is to avoid cheating the time by sharing something during the construction, and to prevent 2 players from assisting the same blueprint
@fringe spear but one post ago you said you can share units while they are building up
And ye i agree,this could bypass the timer by a lot
It means when you are massing them
For example if you are building up 5 starlight you could share the first 3 away
Or first 5 / 10 bombers
Since the units are mostly waiting anyways
Sure ye, makes sense
I kinda dig it
I'm not a coop hater, I actually love the coop options that the current system allows for but if there is any change I think this is the right direction VS some arbitrary tax/structure you need/neutering sharing.
Updated the Anti Co-op test mod today
I like the idea of splitting t2 into 2 factories. Making the difference between t1+t2 less of a huge jump in power immediately
t1/t2 has little to do with resource sharing which is what "co-op" is. It's a distraction from the actual issue which seems particularly attractive for no reason whatsoever.
(not that this might be neat or something but it's not coop)
I'd like to see shared resources go into an "escrow" and then slowly trickle out to the boosted player over like 1 minute, also, shared units should be disabled for 30 seconds (while they "reconfigure").
This allows sharing strategies still, but slows them down a bit and imposes some cost.
I also think it has a satisfying reality to it. In reality, one nation, or one city, can't just instantly share resources with another; it takes time.
has nothing to do with coop
making a light t2 tech level is fine but is it's own redesign with gasp, tons of different matchups to consider
if you do it wrong then you get some "light t2" labs that are only good for a niche purpose or are useless if opponent also goes light t2
Linked to highlight it as another potential variable for balancing the power spike. But you guys are right that on its own it doesn't tackle coop. Im very interested in trying it but I suppose I should have posted it elsewhere.
Just realized that having units be disabled for X seconds after sharing also carries the risk of the enemy attacking at this exact moment. So it discourages batch sharing, and also penalizes the extra APM you get from sharing units to someone by giving a time window in which to punish it
And I think it could create some exciting plays. Whatever "solution" to Commie the GDT finds, I'd appreaciate if this was part of it
yeah you can also share the units while it's being pulled back to repair
As far as programming, you could just apply a 30 second emp to shared units.
Or give it to Gaia and give it back after a capture animation.
a motivation to give control immediately is to allow for the recepient to start queuing commands
what if the enemy team gets notified that a x amount of air/ground/building/lab unit has been shared in the general chat? like the information is a bit masked but you know how much of a boost they getting or what type of coop is going on
i saw a guy suggest notifying with the actual information but that would be non optimal
How would u notify bp boosting?
Also doesnt rlly matter if u know its coming or not
too many ways to share resources, including lowering red slider
also it breaks immersion (why does sharing resources let the opponent know?)
and it could be too spammy in the chat
my suggestion is for unit sharing, so we can brainstorm some ideas on how to do that for resource sharing
for coop obv?
u can make a small separate chat for these types of notifications
the chat is alr flooded with pings and shared stuff
nah text information like that would be extremely primitive
and would not help much
why is that? any good reason would be helpful to improve on the suggestion
well it's not the surprise factor that makes it good, it's the economic efficiency
just the effeciency of finishing economy, units, and transitions
with 12 nanos you can transition faster than with 6
I wrote this with good conscience - don't rage please my gf is sensitive 😭
@edgy rover no, this won't encourage battery play. It's in the details 😆
i think it's unlikely we get a building added to the game but it would definetly solve a large amount of issues
I actually think the implementation would be very easy (it's a guess though). You could just cover up the UI elements that alow sharing until the building is built and you could even use the pinpointer model (I heard there are discussions to remove its function). And just like adding a unit I think adding a building is even simpler (again a guess).
I like it. My idea was storages requirement for sharing respective resource but you cant just tweak storage costs as they have other roles. Minus is that no new units are being accepted, but maybe this issue would be enough to change this rule
yeah I just don't think devs want this solution I could be wrong tho
Doesnt solve later funneling and centralized eco but depending who you ask this might not be a severe issue but just the way BAR is played
Sharing when leaving game has to be solved other ways anyway. Almost all solutions have this problem
I think if it's technically possible to have two seperate economies after you "take" a player that has left, this should be the way. Even OP take wouldn't be a big problem then.
re leavers, you are looking for a technical fix to a social problem - this is incredibly hard and often impossible.
And just depending on which units you currently select you'd see the respective metal and energy incomes.
I think two seperate economies to control is an appropriate fix. You could do OP take but obviously it'd take away some focus. But it'd at least prevent one player leaving from being an advantage.
my 2cents: the practicalities of maintaining two separate economies would exclude all but the strongest players from the /take - a possibly reasonable solution would be all economic producing structs are unable to be taken, thus overflow to the team as per existing overflow, but you can /take all other units
That does however raise substantial other issues i'm sure
I think everybody in the team would be happy if the strongest player takes - so from my perspective that's fine. And really it's always bad if a player leaves - you can only mitigate damage. This approach seems about right to me.
That's really not ideal if they are in lanes which are not contigious or in totally different roles e.g. sea and air
Ultimately solving a player leaving is complicated and largely should be out of scope of trying to solve "coop" they are two very different problems imo
we could chase "ideal" forever... 🙂
like I did. What do you think of the rest of it?
Indeed, but it so far from ideal i'd say its worse than current 😛
I'm probably not the best person to ask since it doesn't handle any of the conflating factors which are making coop as strong as it is and directly trying to nerf / manage a mechanic which is core to the spirit of BAR, broken down:
I like:
It being buildable by only t1 cons, that gates it behind a lab first - smart
I don't like:
- Market buildings that aren't at the very elast interacted with by the player
- I take significant issue with the concept of "optimal play" - in a game with such limited intel and the sheer scale of the problem space given 15 other agents who's minds you do not know thus resting stuff on a faulty premise
- The issue with "afk battery" is the afk, not the battery per say - imo. This again rests on a faulty premise and bad definition of "good faith" i suspect as well
- The "never optimal to get someone back in" is another thing built likely on the same faulty premise as above. Since the opportunity cost to the large eco player is essentially nothing compared to the potential benefit of having another active player who can be 'got back into the game' with such little investment from the team you are drastically "under-valuing" the human part of your ally in a team.
I take significant issue with the concept of "optimal play" - in a game with such limited intel and the sheer scale of the problem space given 15 other agents who's minds you do not know thus resting stuff on a faulty premise
It's pretty clear to me that coop IS optimal play for the same reason why building 2 identical T2 labs is obviously sub-optimal when you could simply build another construction turret
Coop is absolutely relatively a very strong strategy (compared to other things multiple players can work on together in the game), but to use of the word optimal implies things that are factually not provable or true imo
I actually don't think it's a stretch to say that any coop build that involves sharing resources/buildings/units would be stronger than another team trying to achieve the same thing without using those mechanics.
Indeed, but the other team shouldn't be trying to achieve the same thing, they should be exploiting the opportunity cost inherent with funneling - which is one player has significantly reduced capacity to respond to stuff.
Its a local minima imo, not an optimal solve
My opinion is largely moot tho - PtaQs statement confirms coop will be addressed, so we wait for that so it can be thoroughly tested 🙂
bigger maps 
Would maybe work if you made the spawn positions ultra close, and let people expand backwards, but that would make very stale porcy game play.
Otherwise it makes more sense to porc up and tech rather than fight at t1
Btw, its been a while now, anyone knows when GDT fix drops?
As soon as its ready (deadlines with volunteers are hard)
All things being equal you can prove that funneling resources is optimal when the other choice is not funneling resources. It is simply a given due to the exponential nature of economy development as well as increasing unit efficiency with different tiers. Given average maps sizes the power spike beeing localized isn't preventing its strength and APM stalling (or reduced capacity to respond) can be circumvented by sharing for example military units (Which some consider fun but most don't). Since there is no upfront investment to Commie it is optimal in that context.
And I realise throughout these discussions that some people demand a "proof" or argue that x, y, z isn't a formal proof and could potentially also be explained by a, b, c. And while this might be logically correct it's just preventing the development of a common ground. Even if I'd develop a formal proof supported by empirical data people would still argue about potential flaws in this. The scientific method isn't about "proving" anything but about establishing a theory that can't yet be disproven and is applicaple. And we already had a few of those in this thread.
My point isn't that "2 players cooping is or is not mathematically demonstratable stronger than anything else 2 players could otherwise do" its more "in an 8v8 game, you cannot know what is about to kill you while you prepare your coop play" - the problem space is too large, too varied, and has to many unknowns
the other team shouldn't be trying to achieve the same thing
Granted, however the point is that the "optimal implementation" for any given build will always be a coop version of it. For example, if the counter to a Tzar rush is to overwhelm with T1 pawns/ticks than the optimal implementation would be to add BP to a single T1 lab than start pumping them out rather than build several T1 labs to achieve the same thing.
TL DR - the counter to a coop Tzar rush will be a coop T1 rush. Saying "coop is the optimal strat" isn't referring to any single strat
Well, like I said.
Indeed
If the problem space is too big you work with approximations.
And don't sit there claiming that the problem space is too big.
Yes, but that is overly reductive and is impacted vastly by compounding factors
ultimately, maths isn't gonna help us much here without a PhD level analysis which i doubt anyone is prepared to endure
If the world would function with your described mindset it'd stall.
This isn't the world, its a video game - not sure how that's relevant, regardless of its veracity
I expected a "yea but" 😉
🤷 i'm not here to score points, i'm here to understand and solve a problem
So let's approach it and single out a few potential solutions that might work or might bring us closer to something that would work and learn while we do it.
You wouldn't imagine the "yea but"s I could throw in here every single day 😄
The way I see it is that at the start of the game each team is playing a fluid game of rock/paper/scizzors except there's an element of optimization and execution where a very well-crafted rock can sometimes beat out a poorly crafted paper.
Coop versions of rock/paper/scizzors will always be stronger than their non-coop analogues, but does not make them entirely immune to their counters.
So to take your quantum lab thing and break down the unfun aspects:
1: Some players being only batteries
i think this is a symptom not a cause
2. Steamrolled early feels bad
absolutely agree, but also true of solo tech rush, any 2v1 and party situations not to name a billion other plays on any map with flex positions in pocket spots (e.g. blame air) - so also kind of a adjacent compounding factor not directly an issue with coop
3. unscoutable
100% agree with this one - big issue we should try to address
4. Against WYISWYG
I think this stems from a miss-understanding of the principle, but that's just my personal opinion since no elaboration of the principle exists. It's not so much "i see something i can infer an outcome", I belive its more "I do X and Y is the outcome, so if I do X again, the outcome will be Y again"
Primary issues with "coop" as i see it
1: Low risk, high reward
2: Power relative to complexity of execution
3: T2 power spike over comparable metal in t1 units
4: T2 economic spike (compounding 2 and 3)
5: Social negatives (beg gaming, afk battery etc)
I didn't discriminate between symptoms and causes - just mention what is unfun. And the power spike feels especially bad if its extremely early and due to the Commie of two players. If your direct opponent is able to solo tech while you stay t1 you can at least theoretically keep up with the pace. With Commie you can't if you didn't persuade your team to do it.
Coop versions of rock/paper/scizzors will always be stronger than their non-coop analogues, but does not make them entirely immune to their counters.
Only if players (teams) don't play into the opportunity costs of coop - e.g. the consolidated nature of the coop and the APM burden applied to one player. I've seen many coop plays fail because teams have done multi-pronged attacks which result in the 'stronger' player being overwhelmed etc
solo tech rush is pretty counterable a single tzar can definetly be kept aat bay by players spamming t1 and if the player with the tzar gets no help from his front players it won't go anywhere
Yeah, in a 1v1 lane a solo tech can be rushed and first units countered quite nicely but in a coop situation 2 players making t1 units can also deal with 2 man tzar rush quite happily in most circumstances all else being equal
This is not true I believe for equal skill - which is the main point of critics regarding Commie
No the issue is that coop allows to rush tzar AND upgradupgrade mexes quickly
meaning coop is about 4 times as effective
And much the same i cannot provide evidence to support this - but having watched a quite frankly embarrassing quantity of isthmus games, the skill diff is primarily what results in coops victory, rather than the coop itself.
Coop is absolutely relatively more strong, but that relative strength appears far stronger due to skill and mental diffs imo
solo tzar delays mexes alot
This comes at the opportuntiy cost of a whole flex position tho
I don't disagree with 4x more powerful at all, likewise i don't think either of us could provide meaningfully relevant data to support either position
4x because t2 mex income
You aren't including team-wide opportunity cost tho
you can just make more tzars with 2 man coop, if it was equal 2 man coop would mean just 2 tzars instead it's 4 easily
And here we're getting in the spiral of subjective experiences again. If teams are of equal skill (which on average is the right assumption) Commie makes the difference.
It's not so much "teams are of equal skill" since positional difference outcomes are massively amplified by Coop - you really have to address coop on the principle of "players of equal skill in all relevant positions" which is very rare in actual games
i gtg - been a good chat tho will check back later
If you're a low-skilled player spamming coop strats in every game, your OS will eventually get boosted to the point where you will sometimes get clowned on by higher skill players with similar OS. A person speccing these games will naturally conclude that "coop can be countered with smart play and overwhelming the other player's limited APM".
The "data" based on the underlying principle of economy development in BAR is enough to assume the statement of 4x the strength is true. Including saved factory costs it's even higher.
it's roughly acurate a rule of thumb
this equals out over a high enough number of games. Commie is a systemic difference - don't mix up those factors.
It's really exhausting to argue about those basics of logic
we don't even disagree that much he just argues we can't know the exact stats and I think averages are good enough
Yea, my point previously.
In addition there are some logical fallacies we have to clean up again and again
The repay time of a t2 mex on a 2.3spot is like 1.5 minutes?, so the opportunity cost of that upgrade is relevant for a while - in addition to the boosting player who will have no lab, no t2 eco and no real ability to respond to any type of raid/attack etc.
Coop is strong but its not completely without its vulnerabilities or opportunity cost trade offs
Indeed, i agree its "relatively stronger than generally people would like" even coop enjoyers agree with that statement for the most part and as such is a degenerate strategy or in other words creates a local minima - just arguing the specifics of how strong is kinda moot since it drags us into the weeds
academia sucks at analysizing games
The repay time of a t2 mex on a 2.3spot is like 1.5 minutes?, so the opportunity cost of that upgrade is relevant for a while
Well coop anything is still subject to the properties of that unit
among many other things xd
we aren't comparing coop X to a completely different play, we are comparing coop X to solo X + the battery doing their own thing
ya... trying to quantify this to the nth degree might be some enjoyable torture. I don't think it's required b/c we can just implement changes that make sense and test them to see what happens. Just guess. It's probably fine. There's more than enough information that IS knowable to know that this is cursed. Just pick a variable.
you could probably graph side by side coop t2, and note on a graph where the cons comes out, and at each point how many combat units they have to defend and attack
if coop lab has 8 scouts out at the time that single lab has 6, you can probably say that the coop build is no worse off defensively
and if the first 2 scouts come out first you could say the coop build has better scouting / harrass, since the rovers come out faster
#1337861239526785064 continuing here
you can very easily say that the Coop build can at any point in time have the same defensive units as two solo players + still grow faster in economy.
- a bit more units because they don't have 2 labs up
yes
so they can cover the slightly more vunerable 2nd base
Yes, I think this statement is straight forward correct
--> resulting in coop - however you turn it around - always being the more effective way to get anywhere in BAR. Only theoretical counter arguments are APM stalling and localized power. But APM can still be devided between players and maps are usually small enough for it being a localized power not outweighing all the advantages. Therefore it is always the optimal play. Which is why we're talking for 30.000+ comments here. 😄
So you’re comparing apples to oranges? - since a 2v1 in a lane should win, so the only meaningful comparison would be 2 coop vs 2 some other teamwork strategy
It's totally legit to compare 2 player commie to 2 player non-commie with both teams trying to achieve any unit composition or economy state. That's what's discussed.
i mean the battery can do their own thing which is trying to coordinate with solo X
How is it? since your in a team game of 8v8, and i am repeatedly told "we aren't trying to turn the game into 8 1v1s" so either the enemy team has to work as a team, in a team game, or the enemy team doesn't and they lose to better team play, regardless of if its coop or not coop
If you look at ithmus 3v3 front
And the result is that commie always achieves this faster with at least the same level of defensive units if desired
you can chose whatever strategy you like - the issue is that pooling resources always enables you to get there faster.
say one team tries to coop t2. solo t2 + regular 2 man aggression loses hard to coop t2 as they can defend with less resources and hold until 3:30 when the first jag pops
their only chance is with some kind of 3 man t1 aggression or t1 bombing. However, t1 bombing solo timings are well known and can be defended in time. If you are under no pressure you can just make a flak truck after first t2 units
If they do 3 man t1 aggression all you need to do is scout, adjust the build with more llts or HLT, walls, slow down the t2 slightly. and continue as normal
we don't even need to get into the specifics. BAR can have 1000 different valid strategies. Can be Pawn rush, can be fast AFUs, can be early bombing run, early t2 arty. The fastest way to realize any strategy is always pooling resources to one player. How is it possible that this point has to be repeated again and again?
The reason why it's fair to compare coop to the solo version + 2nd player does whatever is best for team
is that we CAN show that the coop version is by all practical purposes, better at offense/economy while maintaining equal or better defensive potential'
because just say the coop version IS abuseable by some play (coop or non-coop). Then the non-coop version will be even more vunerable to that
And by the way nobody is arguing against team work. It's arguing against resource pooling which is a very unfun/primitive form of "team work".
if coop t1 bombing can threaten coop t2 lab, then coop t1 bombing will anniliate solo t2
So you're saying that two players working together towards one goal vs two players doing their own things should be equally strong? What?
Think of it is they way:
consider 3 possible solo strategies in BAR as rock, paper scissors
if we can demonstrate that the coop version of those 3 strategies are better offensively/economically, while able to cover any percieved weaknesses (say cover the battery base with 2 extra scouts or 1-2 more blitz), then the coop version is just better than the solo version
so let us call these 3 coop versions, rock+2, paper+2, scissors+2 (like in D&D)
Rock+2 MAYBE is threatened or has an unfavourable matchup vs paper+0, and probably isn't good vs Paper+2
but Rock+0 would flat out do worse than that
so there is no reason to do non-coop builds if the coop builds are just better than the non-coop version + 2nd player free to do whatever they want
when i make the coop vs non-coop comparison I'm ALWAYS saying the 2nd free player is free to do whatever they want
always a 2v2
yes. it's worth noting that both team's ultimate goal is trying to win the game
sometimes in this thread I'm really wondering if people refuse to interpret statements the right way. I think it has been established that the brainless way of teamwork (aka pooling ressources) being stronger than not doing it to realize any strategy is the issue. Meaning you're theoretically forced to always pool resources if you want to win.
the result of two players working on one project at the same being stronger is seen in the tournament
its completely intentional on neb's part
he's outright stated he just wants to troll coop threads
entire team always pools to build w/e thing, in fact there is only a 1v1 economy run mostly with 1 superbase
if that's true, that's actually an even lower form of behaviour than resource pooling 😄
Not true in the slightest
You and me both are wondering the same things
I have once in the past said I want to troll the anti-coop crowd who was being rude and arguing in bad faith, but that was a comment made in bad taste and also not relevant here
Indeed, so if you have to work together by pooling resources to win the game, why is this a bad thing?
And once again, everyone agrees pure battery gameplay is bad gameplay here
because it leads to 1 person controlling the economy, lack of economy agency by everyone else playing the game
"I said I want to troll but it's totally not relevant here guys'
But my point has always been that co-op does not have to mean one player doing nothing while the other does everything, in fact it needs to be the opposite in the most competitive level
you came in multiple times to troll
though you only admitted it once
Talk about intentionally misrepresenting what I said. Dont be rude and Ill have a real conversation here
i'm doubtful of your capabilities
Cool
You dont lose that in co-op if you communicate with your teammate....
So you answered it youself. And now, where personal preference comes into play is if being a resource slave only controling some units is an attractive form of gameplay. I'm convinced for the majority it is not. And keep in mind it is not optional but forced if you want to play to win. You might as well replace the cicles on the maps saying "front, tech, air etc." by one circle saying "rich player" and the rest saying "resource slave + some micro".
it's just one person actually doing it, and the other person can drop a comment or tip here and there
Choice unironically adds more to discussion than you do
Is it agency when a player can only take the last spot left, which is the air spot, and they have to play air or else get flamed/bullied/kicked?
And how is that different from there being roles where a player is expected to forego a personal base in favor of microing and calling shots?
if we are talking uncoordinated environment where spots are not chosen freely, then there HELLA ain't going to be any participation in a coop version
That doesnt answer my question
It is, because you need to compare uncoord to uncoord and tourney to tourney
the situation where someone can only take the last spot only applies to pub games, no?
is coop gameplay any better in that pub game situation?
- one person forced to play air when they don't want to
- 3 people don't get to own a base -- I hear owning a base is pretty popular among BAR players
Is scenario 2 happening in pub games?
1 person battery, 3 person battery same thing. just how many noobs you can convince
i mean that's what's neccesary to support coop play in the pub environment
If you have to convince them to do that then they still have agency
not economic agency
Exactly and thats why in the real world how many pub games actually feature coop?
that's why it's so easy for party to come and stomp people
cause the match balance revolves around how many people willing to be battery -- as long as you have a half capable driver
Yeah because they are a coordinated team playing against uncoordinated players it doesnt matter if coop is strong or not they will always have an advantage
if you play against a cooping party -- even one that uses afk battery or a very simple, I give you the tzar that's all you do
is it really coordination if what i need to do to get a 70%+ wr is get the guy to build 3 mexes and 4 solars and leave the game?
you could achieve higher with full coordination, but again this is pub game
Depends who you are sharing it to ofc and if the other team is or isnt cooping
if the enemy team is cooping it's just a mirror match duh
duh, just because you can misuse a gun doesn't mean it's not op compared to a knife
Please set realistic expectations to new players then...
actually the rich player should be in front. but yes
It's a power imbalance.
If I'm the battery/micro player, and I ask for something a bit off the wall, like "can you build me a commando", the macro player can say No.
But if I had my own eco, I can just do the commando play
There is just no way to have a real conversation about this when you intentionally shape the language to paint coop in a certain light which is not accurate
True, but hopefully you are only sharing your base away to a player who you can trust. There is no one forcing you to share your base, even if its the "best strategy" and the only way to win
lmao, I'm just stating the very real issues with it atm
I don't have anything against resource share and micro/macro. But that is the only way to play the game atm, which is a pretty big fuck you to people who like agency and expressing skill in managing their own economy
technically you can just delete teh resource slave
after you give all your resources there is nothing
you are just "some micro"
The other team is forcing me, with their 3:30 tzar plays.
There is no chance to do commando plays when I can either
- Make my own base, die to Tzar before T2
- Give away my base so we get to T2 on time, but the guy I gave my base too is rude
It is fairly accurate in its essence
We agree on this here its just a matter of how to solve it - I think its more of an issue with balance, but also that a team coordinating their resources should always have an advantage anyways
But only if all of the players are fully engaged in other ways
oh, we might be getting somewhere
Thats a balance issue though, imo. There is an over all lack of strong strategies, as T2 rushes are the sole dominant strategy. Coop is good at rushing the strongest strategies. So when there is only one good strategy, then coop becomes all about rushing that strategy, which isnt fun
i.e. T2 hard counters T1. How do you punish a T2 rush if it hard counters T1?
People say to share units to micro but honestly that’s not even a good idea. An army is like driving a car and giving each person control of the gas breaks and steering wheel doesn’t make the car drive better than 1 person
At the end of the day as an rts people should be having substantial base management AND unit micro in their gameplay. Recent team tournament play (such as nation wars) makes it pretty clear that the game misses the mark on this.
But just looking at the basic mechanics of BAR you can see that every strategy can be performed more efficient with max. resource pooling.
it's just embarassing when you take a battery player going back to solo play and they can barely play the game solo
I fundamentally disagree. Players should have the agency to find a teammate who can cover their weaknesses so they can focus on their strengths. If they want to micro while someone else macros, let them do it. Its fun gameplay
same for a tourney player. If you have a tourney player who all they are good is at micro, that just reinforces that tourney is not the same as being good at BAR
Not really, its just expanding the definition of what being good is
microing rovers and bulls is only a small fraction of bar
You're writing it like it's a choice. But again, optimal play to win forces you to pool resources to the extreme. There's no cherry picking for players (unless they give up on "play to win").
Its not hard to make the disctinction that so and so is an amazing micro player but sucks at macro...
Specialization is fine, people’s bases shouldn’t all look the same and people on the same team shouldn’t all specialize in the same unit micro. Nothing is stopping people from finding specialization/teammates to cover their weaknesses in an RTS setting.
50 os players even if they suck at macro still are better at macro than 30os players
this is not true with full specialization. you can have 50os micro player with completely underdeveloped macro
Why does this mean that every player needs to have a base?
Do you need a base to significantly engage with the game? I don't think so. Micro is very deep on its own
The current state of the game means excatly ONE player should have a real base.
Many games are even built around pure micro. There is no reason that BAR being an RTS means that in the team game mode you can't share RTS responsibilities by having a single base for your team, or a main base with auxillaries
Would be nice to give players a choice, you know 😉
sure
lets say in your suggested example ... you say the in the eventual soluation coop should still be stronger
But if coop is still stronger than coordinated 4 base play, then for tourney players and competitive pub games, it still isn't a choice
So what youre saying is if I open up any random 8v8 lobby then in every game Ill see players being forced to play with no base? Do you really believe that is the reality of the meta right now?
if your opponent coops every game you kind of are forced to
Not tryng to defend coop, BUT its often wrongly dismissed on statements that you have no agency. Even coming up with a coop strat that suits the team and positions is part of the game and cooper have way more of this part than noncoopers. I dont think saying coop causes players to idle is fair and contributing. Especially if you aim to cancel stuff like basegiving
I mean did people who participated in nation wars find it fun? Was just a 1v1 tournament. I could tell my teammates were not really having fun and some of them spent substantial portions of the games without a single unit to micro lol, but this let us outperform half of the teams that made it to the final stage.
We're talking about play to win and where the game will develop to the more expereinced players get. Ofc. nooby play isn't ideal.
do you why people hate the state of arm/cor t2 bot balance?
Yeah you can play them, if you don't like winning
If something is not competitive in strength, when you are playing to win, playing suboptimal strat/labs is simply not an option
And, from player experience here, even if you are completely afk, contribute no micro, the simple act of giving away your resources helps your team win.
Which, pushed to it's competitive end state, is 1 guy with base, and 7 people microing.
That is a terrible user base ratio to try to get, when everyone interested in pure micro gameplay is playing a proper MOBA instead
You might get two bases if lucky with map 🙂
so if you make coop / no-base continue to be optimal in power level, then it is basically forcing people who would rather 4 base to 1 base, because it's the best strat
which sucks in a similiar way to forcing people to play the strongest t2 lab instead of arm/cor bot t2
It's a negative consequence of bad balance
Something you maybe havent considered, is that coop could just be defined as the team game mode and that would be perfectly fine as well.
The thing that hurts coop the most is a lack of interesting balance tbh. Id love if coop was the default team gamemode
i think experience such as this is best data and i agree tournament play suffers a lot. but we havent talked at all about the distinction between tournament and pubs. if we can push changes that make pubs interesting again, but don't completely solve tournament hard coop between 2 teams, i think this is still a big win
Not really though because a lot of players just play things because theyre fun not because its the best
you can call it whatever you want -- I'm in support of having 2 seperate game modes
the drive to win is strong, esp in high os pub games and tourney
Community is way too small to split more game modes
you can just have 1 lobby alternate
i'm sure people won't hate coop so much if we can play it 20% of the time and it's coop vs coop
instead of coop vs non-coop garbage
Does it make sense to not call the problem "co-op" anymore but "extreme resource pooling"? I'm getting a sense that this is confused over and over again.
Well then it becomes a question of, is resoure sharing an important part of BAR's identity? I mean, the flow economy defines the game, and this is a consequence of that
Pubs will generally follow tournament play, but will take longer for strategies to trickle down as there’s less incentive to sweat out advantages in pubs and generally lower skill ranges. So it may take say 2 years for pubs to reflect tourney play (1 base per team in 8v8) but with time it will happen.
No, perhaps Battery Gameplay is the best term for it
funneling is a good word i think
resource pooling, that's all it is
I have no issue with extreme resource pooling if everyone gets to play the game how they want to
Funneling itself isnt a problem, and I find it to be the most enjoyable aspect of playing on a coordinated team
define "get to play the game"
is that possible? I don't think those two goals are achievable at the same time.
That is a subjective question
is it "you can play the game how you want, but you aren't playing to win anymore?"
My definition does not require managing a base though
I think the trickle down stops at some point and never reaches tournament play, simple because in pubs, you will ALWAYS get stoned, sleepy, uber chatty, relaxing after work people etc and will maybe in 1 game out of 10 have a chance to do the true powerful coop
eh you just need 1 battery and maybe get good and convincing team to send m
I think that's fine. But optimal play forcing players into not having a base is not fine.
No matter what there will be resitrictions on what you can do to win, so you cant play it however you want, but to be practical, I mean they should have a variety of playstyles to choose from
Ping teammates to build radar
well yeah, when i joined this thread a long time ago, my goal WAS to kill the stuff like early coop and battery play. so i'm looking from that perspective. to reach the gamestate where you don't outright kill or tax coop but kill the early shit
because the narative here is
If that's where opinions are conflicting, we're really talking past eachother. I think most people find this a valid statement. But it being the ONLY optimal play (if you're going hardcore play to win) is problematic.
that tournament play will happen in pubs. i think thats very flawed
i mean people already see the tzar coop spam on glitters and likely copy it at lower os
pubs arent organised players. they come from all kinds of daytimes and tiredness levels and whatever else
Well, I appreciate that you can recognize this issue, as we all seem to want to have a conversation about it, but its hard to do so when our definitions dont align
anyways, kindly move the discsusion to #1337861239526785064
How can this be curbed though? In any game, the competitive strategies will dominate in a casual format, doesnt matter the game
so yeah, the idea is, preserve coop mechanics, but deal with stuff that stands out. if its slightly op, keep it, you have to drive the meta forward and you can't do it in stale meta. but cut the power spikes
"coordinated teams" is a big assumption here. Assumes tournament play.
And, while it is cool as a spectator to see the resource and unit slinging, we just had multiple tourney people here say they hated doing it.
So we want both - players being able to not have a base if they want and players having a base if they want to and both plays not conflicting with "play to win". We currently don't have that.
Well that was the point I was trying to make there
the difference between coordinated strat in other game and here is
Coop is 100x more fun on comms with a team
in other games you actually need the coordination for those strats to dominate
in BAR all you need is the guy to send his base
partly this but party pubs will never reach tournament play. they arent coordinated teams, maybe 1 in 10 happens like that by pure chance. with more players this will be even harder to reach in pubs
there are strong heros in mobas that are shit/underperform in pub games because they need coordinated support, or they have weaker stats but have vision tools that are very strong in high os / coordinated
that's how you do balance
i guess what i want is to change resource pooling only so slightly that you save the pubs and with tournaments its whatever
i guess giga selfish but it is what it is
Still I think it is worth it to project what "play to win" will look like in the near future with an experienced player base. Optimal play being unfun for most of the top 5% is a pretty bad statement for a game. And oh pleeeease, don't argue if that's really the case that that many expereinced players don't enjoy it. 😄
this is a copout answer though. If you're good enough friends with someone, rolling dogshit back and forth can be fun
very much agree! but now imagine if you could balance out resource pooling in way of many patches that reach a goal where resource pooling is still prefered (this is BAR essence i believe), but it's not optimal (or it's impossible) to have strates where only 1 player dominates / players are idle
hm... I genuinly think you need to rephrase that. I didn't get it, sorry... :/
that's why i'm against flat out tax. because with tax, however you balance it, basegiving will always be prefered. whether tax is so strong that you don't coop at all, or it's just enough that basegiving is best strat again
my team coms in nation wars was jtl asking me for units and then me not giving him anything and he just speccing the game at that point :ahh:
with tax i think you just kill coop. you don't boost other strats with it
can confirm i had same experience in one of the group stage games
i ask for t2 units, they wanted to keep pushing otherside with my teammate
I think tax might achieve that because you can finetune it very easily - I don't know. I still like my Quantum Link Hub idea most. 😄
Agreed. There needs to be a decision made on what the team side of this game looks like
I don't tourney play so correct me if im wrong but are coms basically "send x unit here" or "x units here"
so I just controlling 10 pawns. at minute 15
Because its all subjective and without a clear direction there wont be any progress
sry, second language; so i don't think tax solves anything. it's no coop OR we're back to battery or very simple but most effective coops. i'm in favor of gradual balancing so we reach coop that isn't just 1 player doing all, many pockets of cooping players
I mean if you think about coop vs coop it is already most effective coops only
Not really, its more like "Im seeing X on the frontline, what should we make?" "Can you make me some pounders? Okay, thats enough pounders, transition into air"
the only reason why less optimal coops are viable is because you are beating up non-coop players with it
Which leads to the other problem, if you try to lean into coop, increase the micro requirements of BAR to give battery players something to do, you give the game a much bigger learning curve.
tax won't make interesting coop be viable. if basegiving is best now, it's gonna be best when taxed. and if it won't be, no other coop will be
For me, as a macro player, its "Whats going on guys, what do you need me to be doing?"
you really think coop gunslinger is viable in a coop meta? yeh, no.
I am sorry but this is just seems incredibly basic. I am sure it's more interesting when you're actually playing it but from the outside it's not very
Agreed. To make coop more interesting, there needs to be a few things:
- More varied balance so T2 isnt dominant - right now the team which rushes t2 mexes the fastest usually wins
- Guides on how to coop in an effective and interesting way beyond just sharing your base away
yes it is. on glitters i as tech made snipers for front (defence) and a slinger for canyon. worked great. not everybody in 8v8 has a counter even if labs are available
How is it less basic than having to glance at your base every couple seconds and click a few things?
I assure you its very fun to do, especially in a well practiced team
i agree with this. plus a lot of changes and killing off the basegiving etc
ur fun is not everyone's fun
See Im not really opposed to having concentrated bases though, but if you give away your base you should have a reasonable expectation of being able to ask for things and micro to your hearts content, and it should also be a decision you get to make
that's just a social contract
Attention being split, especially when not everything is being made for you is a lot more interesting
lmao if i'm playing to win i ain't giving the 20 os battery player shit
time coordinating with him is better spent just focusing on playing to my potential
you either reach a gamestate where you see 4x 2 players or 3+3+2 players doing some kind of coop project (i would love that) OR you just kill coop outright i think. i think some sense of this mechanic has to stay to be BAR, no?
I have my doubts with guides, trying to social engineer away the coop problem.
(Considering the current socially engineered solution is to kickban anyone doing coop, with flame wars for how much coop gets you the ban hammer)
Well thats just a shitty, non-team focused attitude
most of teams apm in tourney also has to do with resource sharing, carry player apm is mostly unit share, micro player apm is mostly moving sliders when they need e/m vs not
I wouldnt really call it social engineering though, its just setting better expectations
Yea, it's not really productive to talk about what is fun. You'd need to empirically answer this if a healthy player base is desired. I think requiring a very significant amount of communication/alignment with complete strangers in a public game is what blocks this from being fun. I appreaciate your extroversion but I project this kills fun.
don't hate the player hate the game
and to reach this, i think coop fix would have to include something about proximity.
Sometimes you can hate the player
the goal of this video game is to win, if the game allows non-teamwork strats to be dominant (like quarterbacking and simply playing for the lower os player) then that's on the game
so sending stuff long distance is a problem, but what if it wasnt long distance but a certain range?
you would imediately have more centers of power
instead of just 1
i mean I can give the 20os player the tzar I'm just griefing my team's win% chance tho
Disagree here, while those tasks do take up a lot of APM, to micro and macro perfectly still also takes up most of the player's APM and since you are focused purely on one or the other the expectation is that you are doing them perfectly
isn't that the definition of trolling?
sadly that's true
If you have that attitude why are you even playing pubs anyways
I just call that toxicity and elitism
acknowledging reality and playing reflecting of it is toxicity and elitism?
It's probably that you were being a meme Lord about it
if in a mixed volleyball tournament it's legal to bench all your women players, is that toxic/elitism?
Yes.
no, it's the fault of the person who designed the tournament rules
Yeah, most players follow incentives. We would hope that most players would play for fun though.
If your vision is to build a game with all nice, communicative, empathetic, non-egoistic players I wish you all the luck in the world but am pretty sure internet anonymity will kill it before it become any relevant.
in a tournament it's only fair to expect players to play the most optimal strat
and even in high os pub games
If you bench them simply because you assume they arent as good due to the fact of being women, then yeah thats pretty fuckin problematic
Same goes for "if I include the 20 OS player we'll lose"
they are very good players but obviously men have physical advantages
🙄
thread devolves into gender discourse in 3...2..
1...
Lets not have this discussion here, but assuming anyone's abilities based on superficial traits is wrong, full stop.
i mean you guys play in the same team you likely know whether those women are in the 0.01% of women who could beat competitive men player
you are literally in the same team you probably played them and know
you realize that the all time top women's tennis player got stomped by the 200th ranked male tennis player
running: high school boys are out running the top female runners
Nope not having this conversation here.
... what's this now? 😄
Giving a less experienced player less agency (if that means that the more experienced/better player has more agency) is without a doubt the right winning strategy. 😄
He already stopped listening when you asserted such a premise
Take it to off topic
We don't need to get into gender topics for this. 😄
sure
Let's not drag gender performances differences in sports into this discussion 🤦♂️
yes, please...
Well, can we first agree that this is a "cursed problem"?
If you wanna talk about that, you are essentially saying that you should take agency away from players if they are low OS...
But really, trying to change people's expectations regarding coop is gonna be way, way harder than a game coding change.
the only reason why i take agency away from them is because i'm trying to win for the team
Why are you even playing on a team with a low OS player if you think it hinders your ability to win?
This will often be true and I hope you know it. It's pretty logical and not offensive at all in a game where winning is the goal.
if the game didn't reward it so much I wouldnt' do it
Then why the fuck even play pubs anyways
If you are so competitive that you cant include everyone on your team, then dont play pub games
why even coop? why does the noob who leave the game deserve to win more than the noob who plays their own base?
Get me up to speed here what's a pub
Hell, I'll argue impacts of OS differences is off topic here
I think what Chrono is saying is that "playing to win" and "giving low OS players units to play with" are contradictory goals
As a quick and easy test, try being the highest os player on team and share your com/base to lowest os every game, and then try being lowest os player on team and share your com/base to highest os player on team every game.
One of these players will get banned based on past moderation history examples. I don’t think chronopolize is being elitist when he says that it is trolling to give to lower os player.
uhm... one doesn't really have a choice in the current game state?
guys guys..
can we rather go back on point and talk about what proximity chances to resource pooling would achieve? would you like the result of having many coop centers on the map?
public game = playing with randos
public lobby
Oh okay
why does the noob who give base deserve to win more than the noob who plays their own base?
So a bit ago I had the idea of making squads in large teams
The problem is for 2 teams, all OS 40 players, coop is a problem
Where you can only share with your squad
i wouldnt box the game into squads but make it so it's only possible to coop in proximity
@fringe spear when you play to win, do you play to win for accomplishment or do you play to win for fun?
@tall crane and what about you?
I feel like at this level of player its not unreasonable to expect a degree of coop in most games though, and thats why I think the issue is more to do with uninteresting balance - whoever rushes T2 wins
I play to win for the sweet dopamine rush it gives me
But I only play to win in 1v1 and small teams, I dont take 8v8 seriously because you have much less control over the outcome of the game
Since Seth is here, I think this is a good solution (some other disagree though). Sorry guys :D:
the label could be changed to "poverty plays + some micro"
you could just coop t1 into t1 bombing
like making destroyers with consul is something i define as a poverty play
it's very easy to win with a half decent coop vs non-coop
Thats answerable though
Cutting the line I see. Well played sir.
where you have minimal ressources
t1 coop is just economically better
If the other team coops a bombing and your team can shut it down now you have an advantage
You didn't answer my question
the issue becomes that when the other team coop rushes T2, what counters do you have?
usually winning for fun unless it's tournament
i mean for most people, winning is quite fun and losing is quite painful
there are exceptions you can have good games that you lose, and it can get boring winning with the same strat 50 times
Well the fun comes from the feeling of accomplishment, imo
But I still have fun even when I lose, cause to me the fun of BAR isnt about winning
investing heavily into early AA is pretty useless in of itself and you dont get the wrecks of the bombers so really both sides will be pretty even after failed coop bombing
I think winning is fun. If I had to choose I'd admittedly rather say for accomplishment. Which causes a feeling of satisfaction.
all those t1 fighters are quickly obsolete and will be lost easily
Dang. Not quite the gotcha I thought.
What I see here a higher tolerance expressed by neb for acceptable losses in exchange for fun, and inclusivity.
From chronopolize, I see a greater emphasis on winning the game itself.
Different strokes. There will be chronopolizes out there. Especially playing with randoms. It's reasonable to expect people to follow the incentives created by the game design.
so really the t1 bombing run forces you to spend ressources on ineficiant units
As a terrible player, I want that tzar tho so I'm playing with neb sorry bud
i mean, isn't it the most inclusive when the noob gets to play his actual base
Not necessarily
It can be more inclusive to them if coop allows them to play with fun units they couldnt otherwise access due to their skill limitations
almost all games I, and most high os players choose to play solo even though it would be massively advantaged to convince anyone, esp low os to give up base
Its just more inclusive to allow players who struggle to macro and micro at the same time to just focus on one or the other
Why are we encouraging noobs to give away all their resources and micro a few units instead of becoming good, complete players that can do both?
so you're telling me your noob is so ♿ he doesn't know how to build a tzar, so you should just give him a tzar so he can play bar?
most players want to macro tho, you can see it in the playstzyle of newer players
instead of teaching him how to build a tzar?
Its not just "microing a few units"
I don't think that's what new joiners expect or want from the game
they never overmicro stuff and constantly forget their units but they spend lots of time building stuff
I know players personally who joined for coop...
At the end of the day it does make the game more accesible if you can rely on a teammate to the degree that coop allows
going heavy into microing isnt a new player thing its something you become interested in if youve either played other rts like stzarcraft or you played lots of BAR
Thats very true as well
what else? staring at mini map and pinging radar dots? If a noob is so bad you can't trust him to build a base, he wouldn't know decent unit counters, e.g. pounder into pawn
Very clever hiding the construction of this behind a T1 constructor. Forces the creation of a factory for each player.
The stinkiest part of this whole thing is how would a structure enable the sharing of units? From a lore perspective, why would a building be needed to transfer control from one Commander to another?
usually most new players just want to play tower defense basicly
You micro more than just a few units, its all of the units that the macro player can pump out for you, and you have to micro perfectly. You should not be losing any units if you are a micro player
hold up, we are talking about noobs here.
In addition to coordination with the rest of your team which is a huge part of teamplay
We are talking about noobs
on one hand neb says that you gotta give the tzar to a noob for inclusivity
on the other hand he says that micro/macro is all about microing perfectly and skill exprsesion
If you want to take the conversation down this route though, most new players dont even play PvP, I think the statistic is something like 80% of BAR players dont play PvP?
ahh, the nothing matters so nothing matters argument
yeah but none pvp isnt influenced by coop
If you play in a pub game, you should include everyone on your team, but at the highest level of micro play you should be playing perfectly. Not mutually exclusive in the slightest?
you made an argument that coop is good for new players in pvp
Since the AIs supporting every units movement are very complex and have vast security protocols it's a complex task to overwrite this and transfer all the access constantly to another commander. The Quantum Link Hub keeps this online (just like Starlink). ^^
And what this looks like IRL, is sharing a noob that tzar and telling them "your only job right now is to keep this alive and doing damage". I LOVED that stuff when I was starting BAR
Coop in raptors sounds fun. I should just give all my stuff away and keep my commander to level up dgunning eggs in mid 😄
Like shit youre just gonna give me this bad ass Razorback and I didnt have to go through the trouble of making it? Hell yeah lets go kill some shit
nah its gonna be afk lol
game for modern audiences moment
or too close in range
If your attitude is "the rest of my team is full of idiots" why the hell are you playing team games to begin with?
aha, pseudoscientific hand waving. Very good.
this concept was presented to the game design team along with the others as they stewed on which path to take. Ultimately they decided on... Something. There are several people spearheading variations of what that will precisely look like, but the other concepts are on pause until this something is tried out.
No one is forcing you to play with new players.
did you just leak that
spoken like a non 8v8 player
but allso i think if youre bad at macro your OS should reflect it, there are players so good at micro and early aggression that it entirely carries their OS but if the game evewr goes on for too long they are clueless how to macro
there physically aren't enough good players xD
thats a true micro specialist a good frontliner, not someone who gives his base away
No
I'm pretty sure we weren't supposed to know
omg it's the t2 tech split split
I'm sure given more time I could develop pseudoscientific into scientifically believable. 😄 But thanks for the feedback!
LOL
i thought 1 t2 tech split was enough work now we're going to have another years of discussion
in b4 you just coop t1 or t1.5 and kill them
You can play 1v1 or small teams
I dont have trouble finding high OS games to play
the game should not become degenerate just because there is skill gap between top and bottom os players
1v1 is too much of a hassle right now, part of the reason i play 8v8 is that i can join a lobby watch a video and when the game starts i will see it on my second monitor
if a game incentivizes non-participating in those settings it's a flaw in the game design
i want matchmaking for 1v1 first
1v1 is scary intense. I still don't like it.
I like the big team matches, because I know someone else will have my back if I falter.
I really do not want 8v8 to degenerate into "large 1v1" where people are donating all the resources to me, or getting flamed for not tithing a huge portion of my eco to the "super base".
Thats fair. Being the macro player for your team in tournaments is a lot of pressure! Some of the most pressure Ive ever felt in BAR, but thats what makes it so fun. I dont even try to be the micro player, its too much stress for me
Pond spot on Isthmus, I want that to be a spot where you contribute your own army to the front line, instead of feeding wind+tidal to the front and giving away my agency to contribute to the front with my own desired army.
I dont think 8v8 will ever degenerate into that though. Even in teams as small as 4 players, its often still good to have a second lab depending on the map
There is a limit to how much you can pool, its just a very high limit atm
i want to control a base but I don't want to have to make and share every unit the team makes
but alas forced into that playstyle
8v8 does eventually result in a "large 1v1" once the eco player finishes snowballing and brings out the gantry, but I can still do my own T2 support thing without people getting upset I did not donate that 3k m to more T3 units.
keeping a t2 lab up to support the t3 lab is not so bad
ideally you should just premake the units then reclaim the lab but for 3k the flexibility is fine
making a significant play (maces, hovers, seaplanes) while team is cooping t2 or nuke bomber is NOT fine however
ye back when spybot was op I'd keep t2 lab up and was on top of emp enemy t3
degen playstyle I will admit 
porc, lab, t3, t2, t1? don't matter emp it
they put spam with their t2? just stun it all together
I don't mean to twist the knife but with what Seth told us I think we should discuss why the tech split might alleviate the "dying to rushed t2 issue" but not the coop issue
how can you discuss what you cannot see?
I will just cook some coop strats post-patch. if people die to them without a counter well they should either blame themselves, or blame the game
everythng has to go into github
Ya, I want to see all the degenerate T1 coop strats, and I want to see them used against whatever GDT fix comes out. Could test against the current Raghna tech spit experimental mod option
sign me up I'll be ur battery 
But that happens without coop as well
In fact before coop meta wasn't 8v8 just hold until eco wins for me?
Probably still is but that is one of the biggest reasons I don't enjoy 8v8
And its independent of coop
It’s misconceptions held by lower os players. The high os players all play front it’s much more skill expression and carry potential
-# this belief was held long ago when more of us were bad.
-# front still has as much if not more carrying potential imo
yeah thats a believe from back in the day when geo made 5 hounds and assumed thats gonna hold front for 10 minutes so he can just go t3
Regardless if it's front or eco carrying, it's still a game devolving into one player carrying for the entire team
eco ecoing up to t3 is an antiquited style of play
eco is more like flex position, they just analysis when it's worth to make plays. for example making shit ton of spam or doing joint starlight pawn push is several times stronger than rushing maras
hey, tried the change. Can we remove flagship now(into extra units)? It's the same.
wydm the unit output is like nerfed to 66%, factoring in the cost
That sounds nice. I just died to a 20 minute flag
if it was a land lane you would have died in 12 minutes to 30 stouts
some games are just cursed
#1390518390484893849 other thread
ah shoot wrong thread
I'm a new player, and I haven't played much yet, but I have watched a bunch of videos from various YouTubers about this game, so here's my opinion on the matter:
I personally like the idea of supporting the rest of the team with Eco. NOT sharing my starting resources and being a battery for one megabase, but also not being forced to be some late-game carry who builds T3 units to win the game. I'd like to be able to focus on building resource-producing structures and sharing resources (or the buildings themselves) to members of my team who need them while also still being able to scale up my production.
I don't mind the idea of playing a front position and having to balance micro and macro, I just like the idea that it's possible to be a more supporting role without directly engaging the enemy.
(I also like that this game has proportionally stronger static defenses and artillery than Starcraft, but that's off-topic.)
The power of coop differs by map, so there is an amount you could nerf sharing where coop is the best strat on some maps but equal or slightly weaker than solo play (with strategy boosts only)
the range of 140-115 refers to the theoritical power level of the strongest say, 20 strats
Tax for example that many people want. Has a side effect that no on seems to consider.
The result of such change is that "good and fun" coop essentially becomes unviable or straight up bad. As well as basic team work.
While the hardest of coop the "unfun coop" like boosting will survive tax anyway and still exist. Even if in nerfed form.
So at the end the bad coop gets nerfed but honestly not enough that solo players have any chance anyway and while that was done all fun aspects of coop have been removed from game.
TLDR tax achieves the exact opposite effect of what it wants to do
I don't think we agree on what basic teamwork is or what is good and fun. You also just stated a claim, and then stated a result with no example of why that'd be the case so idk what point you're trying to make here. So far the TLDR is you didn't make a point. Can you give a reason?
Any basic things like helping out stalling team mate. Sending metal for build projects, etc is nerfed also with desired coop. While the undesired coop still remains in the game at a strong enough level
Ya I think it's totally fine to nerf those things. They're part of the problem(it's okay if you don't though). At that point we're quibbling on what is/ isn't that much boosting and that's missing the point imho
The point is that tax wants to remove undesired gamplay but it actually barely scratches that and instead removes desired gameplay
I would say it disincentivizes both. It isn't actually desirable to, for free, be able to boost your teammate w/ resources of any kind. That's a bad RTS mechanic that leads to unfun gameplay(what we have today)
Yes it nerfs all coop just coop that is barely or decently stronger than solo will fall under solo level and therefore there is 0 reason to ever coop this strategy and its removes from the game. While the hard op coop is nerfed bit still maintains good power level stays in the game
This all depends on how high the tax is
I'll agree you cannot solely fix coop w/ tax...but then again noone is arguing that
Im just saying tax fundamentally doesnt achieve its goals
also more tax = different but not less
The goal is to remove undesired coop not all coop from the game
depends on your definition of coop
Tldr many solutions have been discussed, smart people looked at it and tax will never be put in the game.
Op coop already shits on fun coop, taxes change nothing
remains to be seen
Just like how meta solo strat shits on fun solo strat
Not sure I follow?
Actually no
sometimes smart people figure out that they don't have a solution, which is what we have today. No solution. Ngl, you can't compeletely misunderstand a problem, provide no solution, and then use being smart as a shield. It's not how it works
@onyx crest well for example u can steal mex from team mate. Eat com wreck. Steal metal by reclaim resurrect and other 100 ways of tax evasion hard coop.
Mex leaving is much weaker and you can target mexes. If you make coms more desirable to keep alive (e.g increase their income) then blowing com sucks more. Rez reclaim has a fix called hurty reclaim... boneless posted it earlier
@mental mauve nah there is already solutions soon to be ready for coop by balance team but question is if gdt will allow worked out solution to be implemented
okay I'll wait
Mex leaving incredibly much weaker than vanilla coop there's much more room to over come it via skill. Or you can bomb their E and now they can't spend their metal
the "solutions" will help but they won't be definitive 🤔
I had today a talk with robert and i think what he proposed with some slight tweaks is very good way forward
You cannot fix coop with unit stat changes. What you do, delete ageo?
hope it works
Well currently there is nothing to show so I only see a lack of forward progress
1 week has turned into 1 month
Coop has been known problem for 1 year+
The current concept not final are that labs should get a much higher bp to build stuff. This makes factories more valuable. And more viable to have multiple. Then additionally to that all t2 units get their cost increased bp wise and probably metal by a significant amount. That would make t2 power spike much weaker than before. Because obviously all rushed t2 units are giga broken rn. Then in general units that are op should habe their counters buffed or their weakness weakened instead of their good stat hammered down. Because if u do that all units become the same. Thats basically the main thing. And ye there will probably also be some small adjustments to deal with some edge cases etc.
Tho what i said is i think independent from this project
those are good changes for the game, but don't fix coop
basically what it boils down to
ya not sure what that's going to help, but excited to try it regardless. I'm down to try whatever
This changes fundamentally bring solo play closer to coop play. And player should be able to deal with t1 vs t2 rushes better. As t2 power spike would be down
it brings solo play closer to coop play but not fundamentally
does it change con/geo/ageoa/amex/fusion coop? t1 coop? t1 bombing coop? sala coop? navy coop? seaplane coop?
no it doesn't
Currently labs are just 2700 metal for 200 bp makes no sense to build more. But if labs had lets say 1000 bp then there is much more incentive to get additional ones
more incentive to coop since a solo techer can't even use the bp
you need to rebalance t2 units by a lot if you want to reduce the metal tax gate of t2 factories
but in general yes, more effeicent t2 lab ofc means building more is more viable
unless you want even shorter T1 phase
You see, people ignore all the theorycraft/argument we make, and then do some theorycrafting of their own and feel satisfied without considering other things
Yes t2 unit will get way more bp expensive too.
bp is just a cost. if rushing t2 unit is too shit then you just coop t2 mex
or any kind of t1 or t1.5 coop
that could be ok if you adjust T2 mex cost and payout as well
knowing that the enemy takes 8-10 seconds longer to boost flak truck makes it an easy bombing target
as well as T1 factories
Coop will always always be better. This change just puts solo play much closer to coop. And especially makes it more fair as nothing is more unfair as t2 with no contest farming t1
But yes there is also considerations to nerf mex
https://discord.com/channels/549281623154229250/1389772638410375169
I've got a TweakDef that kinda does what you are talking about
u probably should get in touch with @crude elbow the direction u went on some aspects is very interesting
so we meet again 😉
you are right.
Itanthias has great ideas. I really like where many things are going.
Following the deep dive we (XFactor and a few other guys) did , your tweak still looks rock solid.
Perhaps we can voice chat some time, too.
That would be good. My schedule is erratic, so PM me the kind of days and times that work for you all
Robert is not on the balance team FYI
He should be though!
What?
i've been saying that for a while now, with tax, only the most obnoxious coop will be relevant, and if it won't be, nothing cooped will be
If you mean loopholes, they obviously have to and can be solved.
Every single one except just taking more mexes on the map
the nasty will stay, the creativity with players that dont hardcoop will be lost
like, basegiving is the best, most basic coop that has biggest value. if basegiving is not worth it taxed, nothing else is
that's the issue xfactor is pointing out. unless you balance the nasty out, tax won't solve it, just erase every coop imaginable
quakers taxes will still be best idea to play as tech on glitters
what tax does is just lowers the coop possibility bar, but the most cancer coop is at the bottom of the bar
It still helps fundamentally.
Since the co-op guys will need to think about more angles of attack, now.
You are right, of course. Coop will always have benefits in a team game. As it should.
But it shouldn't be a situation where too easy tactics give too big of a benefit. That's just not what I like to see.
I want high risk high reward situations.
You wanna only build 1 T2 lab? Go for it! We will build 2 or 3 and attack you from 3 angles. Have fun!
With cheaper labs that are actually worth their metal (in regards to BP) this is very much possible.
T2 factories pay 15 metal per BP. A T1 con pays 1.5.
They pay a tax 90% for the privilege of being static and not being able to assist.
A metal brick that places blue prints.
And you pay this gate keeper tax every single time you place a new T2 lab. That's insane. The second lab has not the same unlocking power as the first one.
Make the units more expensive. Not the factory. That will flatten the power spike. And it will give the players more choice at the beginning: more aggression or more eco (T2 mex would get more expensive, too). Additionally it will help the solo players.
An extreme example:
T2 lab costs 1 metal and gives 10000 BP.
The jags costs 3000 metal.
How big is the benefit of co-op now? Sure you can push this 1 Jag out faster, but it's not as if the solo guy would insta loose. Obviously this would be BS balance, too. But it proves that there must be a sweet spot between now and this insane example.
Now don't think: this will slow everything down. That's not the case!
If the factory costs 1000 metal less that will give you more possibilities at the start of the T2 phase. So the first few units/mex are there faster. And as such the solo player can react way easier. And the co-op would get less benefits, since every additional unit costs more and will take longer to actually pay back it's costs in benefits.
That is a fundamental change!
Exactly! Coop can be addressed through balance, it doesn't need to be directly blocked. Labs are a good first stop - they are so inefficient right now. It's not even a question that making a lab is a waste of resources.
Labs having more bp will also help new players quite a bit I think. How many new players have you seen drop a lab and walk away slow building units.
Sure having no extra bp on the lab is still not good but it won't be as absolutely terrible as it is currently.
if the t2 units are unattractive you just coop the t2 mexes and spam t1 units. Or coop t1/t1.5/t3 units
again, coop is like trying to hold back a river with your hands
if you block one thing it will just flow to the next most effecient path
This not theorycraft, these coop builds exist already and you can do them right now
Reducing the prices and increasing the efficiency of a T1 lab means that the solo players are at less of a disadvantage by building more labs per team than the co-op players who build fewer labs, even if it also technically buffs the co-op build compared to current balance.
Saving 150 metal on each lab means that the solo players on an 8-player team save 1200 metal in total compared to current balance.
The co-op team, if they build 2 labs instead of 8, only saves 300 metal.
Co-op still has many advantages, but the gap is narrower.
#1389772638410375169 message
these cost changes don't change anything fundamentally, just find another thing to coop if t2 is unattractive
full t1 coop will have a significant advantage over solo too if you know what you are doing
particularly on maps that are racing to a specific location with thugs/rockets
example
it took me like 10 min to optimize those builds and they are fully executable without any teammate
In fact, it's better to have 1 person manage the economy and both coms instead of the 2nd person trying to guess how much eco to make
I think the intention behind cost and efficiency changes is to narrow the gap in performance between similar builds. They may not do enough to satisfy the people who want co-op gone, but is a 60 second difference in performance not an improvement to balance when comparing to a previous benchmark that had a 90 second advantage for co-op?
its ok we can blanket nerf all types of air play next 🙂
These particular build is not slowed down besides having slightly less metal early but that's made up for by the lab cost
- 3.5 income but -900 starting metal
By 4 minutes that's 840 metal made back
Per commander
The change nerfed t2 and mexes
Doesn't nerf everything else you can coop
In fact it nerfs the alternate strategies so t1 bombing coop is even stronger since t2 into flak truck and eco is nerfed
I'm afraid we're referencing different balance tweaks, I was referring to the changes to lab prices in #1390518390484893849 message
It makes multi t1 lab less bad yes
I am painfully aware of this.
And I don't expect this proposal to fix everything at once, that would be deluded and naive.
But I am sure it will take one big thing.
And again: it is a team game. So co-op will be better than 8 single players. That's how it works. Always.
To take it to another silly extreme: should we disallow shooting at the same enemy, too? Because it is beneficial to attack the same enemy at the same time.
So benefits are a given and are wanted, to an extent. A healthy extend. Currently it isn't healthy! We need to change things. Let's start with the most obvious. Without the big and imo unattractive nerf hammer.
I could theorycraft as long as I want. It won't help. And we might agree about it doesn't matter.
We need support from more contributors/decision makers.
coop is resource pooling, and the end result of resource pooling is 1 person control most/all of the economy, like in tournaments
there is no macro teamwork when you abandon base building and let one person control all eco. nor is it an interesting decison.
I don't understand why people are trying to do a painstaking rework of the entire game in a way that's not going to solve the coop issue
you can nerf geo/ageo doesn't matter you still coop it
It feels like people are thinking that BAR is somehow special, that you can balance coop just by changing costs, when every other game wasn't able to
and then months or a year later, when they realize it doesn't work, they will just use some kind of cope like "well we are happy with our changes, they solve the problem 33%"
it's twisted when defending one's work and status quo take precedent over game balance, especially one that makes
a playstyle a large % of the playerbase enjoys is just not viable
Please respect our intentions to make a good solution.
We know that there are many things to consider.
Coop is a magnifying glass. It shows were balance is off too wild.
We had multiple contributors trying to fix things on their own. Now Ptaq said he is willing to change stuff, we are combining ideas now.
Help us. Find the next big thing after the T2 power spike. We will take it to a better state, too.
and yet you don't discuss with members of the community who deeply know how to optimize this
you don't share solutions until they have internal inertia and people get defensive over them cause they put work into it
coop certainly is exasperated by OP units
at any stage of the game coop's aim is to make "the most impactful unit", which spirals out of control when that unit is an OP unit that does too much
but even if units had perfectly balanced power level the difference between coop and solo is night and day
you will not fix this problem
every time you finish a nano/geo/constructor/amex with centralized build power, you get faster returns
When you make a bombing run with 4 nanos instead of 2, the bombers build faster. You reach 8 bombers faster meaning the bombers themselves payback faster (less time between putting in the resources and impacting the game)
this is just as true even if you nerf these buildings. when you nerf the costs you are not nerfing coop, you are nerfing the unit for both coop and solo
This is why there needs to be a fundamental nerf to coop that specific targets the resource sharing aspect of it. Or at least a modoption that can be enabled.
Right now we have only words to go by.
Actions speak louder than words, and we have seen no actions.
taxes is compatible with the other reworks to balance the game
duh. No one said you stop trying to balance t2 vs t1 and op units after you apply taxes
the reason why quaker taxes will still be the best is because quakers are op, not because of a problem with taxes
What is the ultimate goals of these reworks?
Specifiying the end goal, what an acceptable solution(s) must achieve is a good way to prevent objective regression -- that is saying something is good enough to avoid further criticism/challenges
A well balanced game.
A game in which tactics that evolve around laying your mouse away and not playing is not the optimal play.
Would you be able to define a balanced game more concretely?
with respect to coop and solo
because depending on what the game devs want will change the possible solutions a lot
(i think we all agree about what balanced game means for units in general -- lots of different strategies and units are viable, nothing super OP)
Regarding taxes, I have to agree with Indigo's point here, as even with a 100% tax, there may still be "optimal" plays where one player receives (read: builds, steals) more Mexes than the others on their team in order to scale faster than a team with a more balanced distribution of income.
To copy robert's words " I don't expect this proposal to fix everything at once, that would be deluded and naive."
taxes cannot literally solve everything. Leaving mexes for teammates is a much smaller and delayed metal boost than base game
if it becomes an issue, we can look into possible ways to fix it, such as not having allied safe mexes so close to other teammates base, to increase walk time
the most nasty thing to coop exists because that unit has too much impact vs earlier tier units, or is just OP in general
t1 bombers / seaplanes are very strong, so is t1 when it's it secures an important part of the map
Sure.
The definition isn't perfect by any means, yet, but I will try my very best.
The high level goal is to have a game where high mental and or mechanical efforts are rewarded.
Afk strategies should be disadvantageous.
A good balance evolves around specialization. Units are good against other units but they aren't 100% hard counter.
It means that strategies with low risk won't be as rewarding as the ones that wield high risk and high rewards.
At the end, good strategies that take much effort to combine the strength of multiple people, and make use of the coordinated efforts of said people should be rewarded too.
Are we anywhere near that?
No!
But there are examples of ta-based games that don't reward afk coob. So it's possible.
what if you have two strong macroers on your team in a 4v4
but in coop meta its always 1 macroer and 3 microers
That's a bold statement.
thanks for answer. Your description of the general unit balance is interesting and I do agree.
which half of it?
The argument about afk strats being disadvantegeous is actually more nuanced than that
See, as coop supporters will point out, afking the battery is already not optimal
but pub game gameplay is more than what is purely optimal
I do.
I had a 3 hour+ call with multiple top players, yesterday.
- coordination is very real cost, it takes time and attention to type , meaning it can be easier to just do the thing yourself. It's very easy to coordinate with yourself, hard to coordinate units with a teammate.
- people favour best results for least effort
- skill difference in lobbies, even just 10-20os difference. Even at similiar OS, YOU the driver are likely more knowledgable about the build / how to micro the unit you are making
anyone from op straits or glitters lobby?
everyone in pub lobby is playing NON-COOP
We are in line here, again 😉
so the reason people afk battery is because. giving your base away / coop is such an advantage that you can throw away a whole person's apm away and still be very advantaged. This is influenced by the above 3 factors #1339430217583951882 message
in line here...?
You are in agreement on that, I think is what he meant.
We have a different idea:
You can't donate your storage. You can only share the resource you are currently producing.
That will reduce the "I teleport 100000 metal around the map in 0.1 sec" benefits.
It has many implications.
T2 factories can't be cooped as easily.
If you want to help your mate? Fine but your 1000 metal in your bank won't help you. Your lane enemy will be happy to have 1000more metal worth of units.
You wanna help your mate by walking your build power over to their base.... What a shame. Now you have your cons walking around the map. Unused. And you base can't build defense as fast.
can you share units/structures?
Can you name any or is super secret
aha, so let's call the driver player A and the battery player B
XFactor, Che and some other guys.
i really want to show the devs this. Obviously there may be sampling bias but you cannot deny a lot of competitive people find the current version deeply problematic / want major coop nerfs
Player B gifts their mexes to player A. Player A builds solars and gifts them to player A
I am consulting our new and official consulting crew, too. LSR, blodir, rAndy, Modulo and Rippsy
Rippsy doesn't even play the damn game he is 25 os and only specs. modulo, blodir, randy are primarily 1v1 players
Let's get call the former battery, victim.
No BP in the base and a enemy that can produce one or two units in front of his face, now. Poor victim.
do you think I can be an advisor about the balance of league of legends just because I watch worlds and pro play, a lot?
If I'm reading this right, when you share 500 metal to your ally, does this mean that you effectively give your ally all of your M production until the transaction is complete?
you may dislike my suggestions but at least the people's suggestions in the #1337861239526785064 thread have been picked apart by many different people
the solutions given by blodir and even ragna have not.
So just say I get a reclaim field and I have 5000 metal
I just get player A to share me nano turrets, and I boost their lab. Or better yet I give them the rezzers so the metal flows directly into their back account
"I wish BAR team consulted more top players for changes"
monkey's paw curls
Sweet. Make it alphabetical, pls. Otherwise it's too hard to read.
I can go through the names then. Perhaps we can talk to a few ppl. I am not sure if you asked them personally or if you made the list because of what they wrote. Text can sometimes hide intentions.
Those are people I've played with and talked with personally, or they've made it abudantly clear on discord, or people who are friends with those people vouched for their opinion
why do you need it alphabetical if you are just going to ask a few people
Correct. It isn't perfect, but it takes time and time does matter in a RTS.
To make it more organized. I am that type of guy, you know.
it's organized by rank right now, and there's a special category below. I'm sorry I can't make it alphabetical without copying it
I am here, talking with you, right?
Do you think it makes it more or less likely that we talk about a solution when you laugh at me and my intentions to make things actually better?
Let's not waste our time and energy on immature behavior.
There's 3 ways of resource sharing baked into the game
1)send m/e
2) share m/e/bp generation (incl. cons and engineers)
3) assist construction
so in your suggestion you can still freely share units/buildings, what about commander?
I don't think anyone is laughing at your intentions
Commander sharing... Yeah that's a hot topic.
everyone has good intentions, it's the manner in which they are going about things which we are disapproving of. Firstly, devs have blocked outsider's ability to test coop changes "leave it to us". Then, it doesn't inspire confidence when the panel they use to give coop advice consists of "Inactive, 1v1, 1v1, 1v1, perma speccer"
xfactor is skilled at coop ngl, but he has very competitive opinions, his viewpoint having some truth may not reflect how vast majority of player see the game
Is any of that restricted in zero k?
i d/k, does it matter?
i'm pretty sure I can make a coop build that follows your restrictions with only minor impact
without even gifting com
Yes, because if it isn't, then it is possible to disencourage afk co-op without it.
zerok has a completely different system
in zerok economy is equally shared to the teammates, which is resource sharing to everyone
And that's one goal, too. Don't invent arbitrary/random mechanics, if you can make a well balanced game.
Coop is a magnifying glass for imbalance in the game. I want to have this tool to make the game better.
What else do I need to say, then. You said it yourself.
???
Coop can be addressed in another way than taxes.
its less nerfing coop and more forcing an equal amount of coop on both sides
Is it the harder way? Yes.
Will the game benefit? Yes.
It is 😉.
But we agree on the general direction of making the T1 and T2 factory more useful. It was easier to see that way. For me at least.
I am at work, now.
It was a good talk, imo. I learned something new.
I would advise you to read up on what zeroK actually did before concluding it is a elegant non-intrusive fix to coop
No you're right, I shouldn't laugh. However, and I don't mean this with any venom, the dev team seems kind of out of touch with their playerbase. I appreciate the effort you, Neb, and Itanthias are making.
and johannes
"do you think I can be an advisor about the balance of league of legends just because I watch worlds and pro play, a lot? "
rippsy being on that team I just cannot comprehend
Correct, Johannes listened to us this time. That's a great first step.
He isn't a consultant.
But he knows how ppl are feeling.
And that is important.
uh, he has been known to misrepresent things based on his philosphical views
Might be. Are you free of that?
Fun part about this is that at least you still have to do stuff to be able to eat a reclaim field, unlike spawning with 1k metal, giving everything to Macro, and going AFK.
sure no one is free of that, but I don't ignore evidence that my distractors have written
It is a different perspective. Worth looking into.
A good game has many aspects to it.
It can't hurt to understand a few extra views points.
he is a man who favours semantics over pragmatics
pseudo intellectualism over practicality
Might be. He still has something interesting to say.
I really don't like to talk badly about ppl. Especially if they aren't in the room.
Gating resource sharing behind income and/or BP is an interesting restriction, I'll have to think about it more to try and summarize its pros and cons compared to the current system.
interesting yes, qualified/appropriate, i doubt
anyways, that's all for the greviance
It helped me to understand you. So.... I think it helped a lot.
It didn't change a single number. It was way more valuable than that.
again, purely from a facts PoV, what makes a pure spectator more qualified when there is not any player from the glitters/straits lobbies which represent most of the game's playtime
He already added value. I hope you will see that one day.
Can you explain how?
Showing us would be cool but ik you guys can't show internal chats
that doesn't answer the question tho
I'm not denying what work he may have done for BAR, but that has nothing to do with being qualified to give advice on involved gameplay issues
He doesn't try to influence any balance numbers.
He gives advice on how to understand ppl and it worked for me.
Building bridges between you and me.
I see
I'm not sure if you are aware of this spamming the wink emoji can be taken as being condescending
Correct, I changed it. Thx for the feedback.
thank you
well, to be very on topic
https://www.youtube.com/watch?v=5UMQuKfPETQ
here's a coop build under that ruleset
this is with the additional hurdle of no-com share
using estorages to prevent e overflow
the ruleset being: no sending metal/energy directly
if you can com share you just share the commander the instant that you hit 0 metal, makes it less convoluted
So you say you can give up 100% of the tech position to get another advance?
Sounds okish for me.
You can scout this. You can lessen its impact.
Nice gaming btw
if the opponent solo techs you just 1 shot their t2 lab with 10 bombers
and the position is completely winning. you can also just bomb their geo removing their ability to match you in the air
But the green guy didn't build it, right? So he doesn't have T2 lab, too
well you have other teammates that can tech, on the north side for example
this is just a sample play
oh that is the wrong video
Yeah, you are putting all eggs into one basket. Of 2 players and you even cheat 4 estorages that's the eco of another player.
So I see a very high risk. If it gets scouted, it will have way less effect.
4 estorages is not benefiting the build
Kk
4 estorages is to prevent overflow from the battery to the driver
which is a way of bypassing the direct share restriction
see the battery is just making solars, they will never use that e
Again:
What do you want me to see or understand here?
We obviously see different things. I may have a blind spot.
For me the thing is clear: you need to have scouting information to prepare for a hidden timing attack.
It can be defended. Even with a stupid thing like: build 2 m storages in two different locations. Wait for the bombers, let them bomb, let them die, build T2 -> profit
So what should we change? Make scouting easier? Because that's the cause of the problem, not co-op.
why would you build 2 m storages?
Because then the enemy can't bomb my t2 lab.
It doesn't exist
Scouting information can be used to make the attack useless
Not making the t2 lab??? You just bomb their geo and solar
That is not a real solution
Well green didn't get any eco up. That is bad for the cold team, right? That's with more than a single ageo.
Make prude
maybe we need to actually simulate a 2v2 scenario
with real players. not to win, but just to see what is possible/not possible
Think about ideas on how to make the investment not worth it.
from my experience, geo --> t1 bombing on straits is an S tier build
Even if it gets scouted?
In minute one?
the timing between making 4 nanos and making the bombers is not that much
you don't know that it's a bombing until I throw down the air lab
it could be just tech
basically, IF there is a geo, you will coop it
So what mechanics would be needed to have an adequate reaction time and way to react?
the difference in bombing timing between 4:22 and 5:30 is completely different
one of them the enemy can get a flak truck out solo, the other one it's impossible solo
merely getting the geo up super fast puts you significantly ahead no matter what you choose to do after
remember the goal of the reworks, was to encourage people to have a base?
Imagine the T2 lab was free.
the cost to make t2 units is the sum of lab + units
if the t2 lab is free then it doesn't matter you are paying 1000m for a flak truck, which is silly
True.
you cannot say coop is not a problem because "oh ifI make flak truck 0metal then your plan gets countered"
coop just takes an existing build and makes more of the unit, faster
if the unit is useless, then the coop is probably useless too
just like how tzar coop was not that favoured back in the day because sneaky pete + spybot were too brutal
I don't.
It is a problem. And I want it to be RISKY as f... To build 9 bombers instead of ground units.
it depends on how many players are on the map
Imagine anti air ground units being fast. Then you could "skirmish" the bombers on the way to their target.
I am not saying this is the solution. I am just saying: there are more creative solutions than: delete this mechanic from the game.
tax is not delete the mechanic from the game
restrictions: no direct resource sharing
is this video work for you?
anyways, I am saying that stopping direct resource sharing only can be worked around and you can do a very similiar coop build
there are other ways to effectively "teleport" your banked resources to the driver
like simply making E and estorages and gifting them. or making mexes and gifting them
Or by gifting the battery nanos
once the battery has emptied their 1000 metal, it's better for one person to control all the economy
why? because of coop reasons, but also because it avoids having to get around the restriction in the future
if the battery keeps any economy, they have to keep making structures and gifting them
if they give all their economy away, they don't have to do anything, and it works
This is already well known among people in #1337861239526785064
It's the 3 ways of resource sharing baked into the game
- send m/e
- share m/e/bp generation (incl. cons and engineers)
- assist construction
- (overflow)
you are only restricting 1), so I'm using 2) to resource share instead
dunno if just me but ur video broke 1 minute in and worked again when bombers lifted off lab
gonna chalk it up to yt being weird, broken anyway I try to watch it
I see.
I mean it still takes a lot of coordination, which is a skill and it takes effort. Being rewarded for that with a faster goes seems appropriate. It's not 8 1v1s on a map. But it's a bit too save, that is true. We need mechanics to punish the greed.
Bombers are punishing the greed to skip AA and scouting.
What can punish the greed here?
I could talk to my teammate for 15 minutes, and tell them oh build exactly 12 solars, then estorage now, share the mex nwo
That sounds like some work.
most battery boosting would literally be better if plkayer didnt exist and instad just gave u their com at first 1 second of game
the only reason why you don't give the com at 0:00s is it would overflow to team
A state we all hate.
yeah u need to get the 500 storage or spend it first
giving the com at 3:30 and giving the com at 1:00 it's all the same to me
u lose 500 storage if he instant gives, so u wait until u spend that first usualy to fully optimnize