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Title: MM 798: 1v1, Rank Singularity
Host: Nobody
Game version: Zero-K v1.8.11.3
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1003291
Started: 3 years ago
Duration: 24 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
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Team 1
Chance of victory: 58.9%

GBrankPRO_Dregs
Team 2
Chance of victory: 41.1%

PLrankizirayd
Spectators
INrankTheWarning

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High level games have no skirmishers. This one had rogue in the late game only. But before that it was artillery spam.
+0 / -0
Here's more intel, and it's a little frustrating:

RUrankizirayd normally plays spiders here, in line behind @Godde. @Godde can beat my rovers on this map with spiders. RUrankizirayd can't - or hasn't yet.

In this match, I picked rovers again because A. It is likely to beat RUrankizirayd's spiders and B. He deserves the opportunity to overcome it. There's mild factory RPS involved in that initial pre-plop presumption.

The reality is, RUrankizirayd is sick as all hell with badgers and decides to gamble on Cloakbots instead, because he knows 1 key detail: Rovers cannot deal with knight on a map like this. Bonus for him that scorcher is in a shit place vs glaivespam atm.

We make our picks and the match isn't decided, but it's heavily weighted from this point on. It's also why you either psychically pick "the right factory" or try your best to delay an almost inevitable defeat.

Movement at the top of the ladder is barely dictated by player skill anymore. It's heavily influenced by "who made the right factory guesses today". Starting to feel like a merri-go-round waste of time.

Next time we get matched up on this map, I'll be thinking to myself - "do I now have to rotate into jumpbots in order to completely invalidate a cloakbot pick?" thus further spinning the endless wheel of RPS. If I get it right, it'll be izi wasting his time queueing up and picking cloakbots in good faith.

Seriously, RPS needs toning down hard because it's too impactful now.

Knight has too much range. Badger/sling is too strong. Thug is too tanky. Kodachi/pyro are too extreme in outcomes. Spiders don't have enough downsides on favoured maps. Halberds are too cheesy, lances are king in a game of arty rushing. At least amph got smoothed back down to a reasonable state.
+2 / -0


3 years ago
An altered delivery of the above JJ->Cloaks prophecy: Multiplayer B1003331 2 on Iced Coffee v4.3

I'm not making this shit up on a whim.
+0 / -0

3 years ago
I do wonder if it would be a better contest at the high level if both players were forced to pick the same factory to plop - either through a vote or randomly chosen. Balancing the factory RPS sounds next to impossible.
+0 / -0


3 years ago
quote:
I do wonder if it would be a better contest at the high level if both players were forced to pick the same factory to plop - either through a vote or randomly chosen. Balancing the factory RPS sounds next to impossible.

Sounds like you want zk to be true flat tech tree, with a single Factory that can produce everything.
+0 / -0
Even if we had all-factory starts or an omni factory, you would see the same shit over and over. It looks like this: Quickscout with flea, safe expansion with convict/constable/welder, safe defense with bandits/bolas/snitch/imp/rogue/venom/archer. The game begins to get to bogged down and you'll see a few slings-badgers-firewalkers into lances guarded by outlaw, thug and knights with owls overhead being mandatory. Locusts might be some perpetual round-the-sides annoyance. You might see a few other units for variety depending on the map (crab on this one), but I honestly doubt the game would stray from this meta too far. There are too few options that shut guarded arty down for it be any different. The only way to subvert it is to tweak the units in good faith.

P.s. Someone please add a "# of factory tokens" game modifier so I can put the above prediction to the test.
+0 / -0

3 years ago
quote:
Sounds like you want zk to be true flat tech tree, with a single Factory that can produce everything.


Not at all. It would be best if all factories stood an equal chance against all others. But, it sounds like the outcome of high-level games is often determined by factory RPS - that seems undesirable if true.

I was just suggesting that for high-level 1v1 play specifically it might be much easier to limit the RPS artificially than balance everything to perfection. If ZK had 100x the players and really good data collection, it might be possible to balance everything well enough, but I'm not sure it's possible with what exists.

If factory was randomly assigned it would also ensure that certain factories always got some use, even if not meta.
+0 / -0
3 years ago
USrankDregs I feel like you are putting to much thought into this.
Do you want to know how i descide which factory i pick each game?
I just choose what i feel like playing at that moment.
If the RPS is bad for me, so be it. Thats just a bigger challange then...

Try out some non-optimal textbook playstyles too ;)
+0 / -0


3 years ago
We could do a separate post on the current factory RPS relationships and in each case why.

I'd agree with statements you made here like Knight is too good, Constable is too good, Hammer is too good etc, but I don't grasp the top 1v1 metas.
+0 / -0


3 years ago
Create a non-ELO ladder; call it an ongoing tournament if you like. Players agree on a map, agree on each other's starting factories, and agree on a wager for ladder points at some odds.

Put a meta-meta-game on top of the meta-game. Give the top tier players a chance to get matches that they feel are fair, or at least where they are compensated for unbalanced matches via risk-reward for potential gains in their ladder positions. The highest-ranked players on this ladder will be those who are best able to accurately assess the degree of advantage that any one factory provides over another factory on a given map.

Forbid mirror matches.
+0 / -0
quote:
USrankDregs I feel like you are putting to much thought into this.


Anyone could arrive at the same conclusion without thought if they hammered the 1v1 queue / pro-host as much as I do. The pattern becomes pretty obvious and hard to escape.

quote:
I just choose what i feel like playing at that moment.
If the RPS is bad for me, so be it. Thats just a bigger challange then...


An optimistic state. I'm glad for you. My elons can't afford that. When you've sucked the flavour out of the slushie as hard as I have, factory RPS mismatches don't represent an additional fun challenge anymore. They represent yet another disruption in the balance of power between two players. One of the two players time is being partially wasted on an almost pre-determined outcome. The other player is getting a disproportionately easy ride against someone who may be a more skillful player.

Since on some maps you get a circle of RPS like Jumps -> Spiders -> Cloaks -> Rovers -> etc, you are always forced to take the gamble and bear the outcome. It's not good design or desirable because again, it diminishes the importance of the actual gameplay part of the game itself.
+0 / -0

3 years ago
Dregs, if you actually have a specific series of high level factory counters you are concerned about, I would be quite interested to hear it, especially about the specific units that make that true, and the ones that definitely aren't a problem there.

Its very plausible to me that a series of relatively small tweaks could probably help here pretty substancially.
+0 / -0
quote:
Dregs, if you actually have a specific series of high level factory counters you are concerned about, I would be quite interested to hear it, especially about the specific units that make that true, and the ones that definitely aren't a problem there.

Its very plausible to me that a series of relatively small tweaks could probably help here pretty substancially.


I believe as much too (I don't think we can achieve perfect balance but there are so many untapped resources where RPS is concerned). Very specific changes are needed. That said, I'm very reluctant to go to the effort of writing up the thesis without prior buy-in from AUrankAdminGoogleFrog because without that, it's just a waste of everyone's time. I've fallen foul of putting in disproportionate effort to the level of response a few too many times. That said, if it's all-ears, I'll tell you exactly what's up, if my brief summary at the bottom of my first post doesn't brush over it loosely enough.
+0 / -0

3 years ago
I feel like I have historically seen a quite disproportionate number of complaints about factory RPS on Ravaged replays. Changing ZK may only be able to do so much for this map in particular.
+1 / -0
3 years ago
Its a djinn map
+0 / -0


3 years ago
USrankDregs correct me if I'm wrong, but you seem to be talking about a more specific form of pregame RPS than people usually use. The basic form of pregame RPS has one factory have a general inherent advantage over another. You seem to be talking specifically about particular maps, or possibly even particular pairs of players.

I'm asking clarification due to how you're framing pregame RPS. You said that @Godde can beat Rovers with Spiders on this map, while RUrankizirayd can't and likes to pick Spiders, so you picked Rover. This seems very player specific, and could be read as saying that the pregame RPS exists with RUrankizirayd but not with @Godde, as the latter knows how to play against Rover. I also expected to see more Fencer since it is generally pretty good vs Cloaky.

On map based factory RPS, I looked at Multiplayer B1000119 2 on Scaryland v1.02, another Rover vs. Cloaky game, and it seems to be a good example. The players are different and the map is different, but it shows a Knight-heavy lineup do poorly against Fencer, Scorcher and a few Badgers. I know the Knights and Reavers were on hold fire at the end, but the army value and attrition graphs were already turning against the Cloaky side at that point. If Multiplayer B1000119 2 on Scaryland v1.02 and Multiplayer B1003291 2 on Ravaged_v2 are both representative games, then we are going to have trouble making a change that fixes the matchup on both maps. Sure, Knight seems pretty powerful, but units are, in part, as powerful as required by their factory, not at a level of power that would be balanced with compared to all other units.

Dealing with factory RPS on a map-by-map basis is very difficult. Part of this is a lack of data. There were only three Rover vs. Cloaky games on Ravaged with loser ELO>2400 in the last 18 months. They were all Cloaky wins, but such data has little relevance with only three matches across many balance patches. I'm not saying that non-general RPS is irrelevant, I just want people to be more aware of when they are reporting factory RPS that is heavily influenced by the map and disambiguate their feedback when they do.

In the end, every 1v1 is on a particular map with a particular pair of players, so even player-based factory RPS matters. If all the factories were perfectly balanced, hypothetically speaking, yet the skill profile of the players was such that every game felt like factory RPS, then there would still be a problem.
+1 / -0
An interesting feature about this game is RUrankizirayd's expansion pattern, taking both high-ground positions on the sides before taking the low ground or central expansions on their side of the map - in fact RUrankizirayd's commander walks right past the low-ground mex to take the south-east highground on the far side of the map. The later game fights which made mass Knight look good were backed by the economic advantage RUrankizirayd gained from this.

(Note that Knight with a smallish economic advantage being uncounterable by a given factory is still cause for at least concern, and there were some fights which made Knight look decent before the economic advantage really kicked in.)

I can definitely imagine it being easier to take and hold the high ground expansions with a bot factory, but I am curious what would have happened if USrankDregs had sent their commander to the south-east highground expansion and (hopefully) denied this to RUrankizirayd. It would not shock me to find that in this matchup, the rover player moving their com so far from the centre of the map causes them to lose some other way, based on both the raider matchup and the power of a Knight or two backed by generic stuff, but that is really only conjecture.
+1 / -0
A little bit about the lack of fencer use on my part, and decision not to expand on the cliffs: Map chokeyness/rover horizontal dominance.

In scaryland, desert rumble, jurassic sands or say cobalt dream, you are totally free to spam fencers and you may even get success against knights using them like randy would. That's because there's enough open space to juke-fire-juke-fire with them on these maps. In ravaged, there's limited space to do so, and so you can't get the required most out of them for unit to unit combat in this way. The same limitation doesn't affect badger, so it's the better choice here.

Meanwhile, because of rover's relatively horizontal play, my strategy was to prioritize taking the middle 2 expansions where my units would have more space to move around and wouldn't struggle engaging in combat uphill. Very deliberate, definitely at a cost.

The RPS comes in here for a couple of reasons - I'm forced to use rippers to secure expansions, which are expensive and slow compared to the granularity of glaives. I am forced because scorcher is simply too conditional of a unit and frequently suffers against glaives/bandits in adverse conditions. Also, producing scorchers vs cloakbots is a factory RPS nono. Reavers, Knights, Snitches all invalidate the use of scorcher - so why even go deep on them? I won't even get into how easily spread glaives can toast rippers. RPS disadvantage #1.

Next up, I've spoken about why badger and not fencer. Badger does have the luxury of being good vs slings, so the incentive is there. The RPS comes in when knight presents. Obviously we know that a protractor of fencers is good at dealing with them in open spaces, but outside of these circumstances rovers have no unit composition capable of dealing with knights. Dominatrix should be the go-to option here but knights insane capture time, easy cloakability and "highly likely to stun you whilst you turn" range makes it mostly a bad idea. That's ignoring the fact that ronin/glaive/sniper/sling can make domi's life hell. RPS disadvantage #2 - only map related in that fencer couldn't easily come to the rescue.

With the above two combined, this forces an already disadvantaged facswitch.

So what's the core of the issue - Is it the map design, is it the players, is it knights, is it fencers? Hard to get to the bottom of.

I'd say the core of the issue is lack of ability to actively remedy RPS in a game. Facswitches are expensive. Commander upgrades create vulnerability. Turrets are limited (and mostly liable to arty in today's meta). I really believe that cheaper factories or a cheapish factory-morph command need exploring a little more.

[Spoiler]
+1 / -0


3 years ago
Multiplayer B1004079 2 on Scaryland v1.02 is honestly just more of the same predetermined bullshit. RUrankizirayd knows that I'm likely to go JJ here. He also knows that JJ doesn't have any units that can counter (or keep up with) bolas spam. So first I can't expand thanks to RPS. Second, I have no choice but to get an obligatory firewalker to try to fight bolas, but owled lance, as earlier mentioned in the thread, is the king of endgame arty spam and arrives promptly. Dante is literally 9/10 games with izirayd, because it's burn is just too fucking good. It's the real firewalker. One well placed missile salvo is a true goodbye to all of your skirmishers, and he knows that thoroughly. I swear up and down, from the start of the game, there was nothing I could have done to win this.

+0 / -0

3 years ago
I haven't watched that game yet, but jumpbots having wonky matchups would not surprise me even a little bit.
+1 / -0
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