Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 26, 2024, 12:54:31 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
Tracking kills.
Pages:
1
[
2
]
3
Go Down
Print
Author
Topic: Tracking kills. (Read 13998 times)
0 Members and 8 Guests are viewing this topic.
Smokaz
Honoured Member
Posts: 11418
Re: Tracking kills.
«
Reply #20 on:
January 19, 2012, 05:43:27 pm »
I was thinking of xp of all units in total. It's the total vet indicator.
So people can be jelly about your vet. Also makes good target for hunt
«
Last Edit: January 19, 2012, 05:48:02 pm by Smokaz
»
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Unkn0wn
No longer retired
Posts: 18379
Re: Tracking kills.
«
Reply #21 on:
January 19, 2012, 05:52:10 pm »
Quote from: MorkaandBorka on January 19, 2012, 04:40:39 pm
I loved it back then...Honestly do this before anything else...add some interest into winning games and more people will play. Like the news section that had like best companies and such.
Yar
Also, choosing a division number! (And your division name being based on your T4 choice!)
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Tracking kills.
«
Reply #22 on:
January 19, 2012, 06:05:19 pm »
Quote from: Unkn0wn on January 19, 2012, 05:52:10 pm
Yar
Also, choosing a division number! (And your division name being based on your T4 choice!)
Ill work on some options and ideas for the dev meeting to do with this.
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
RikiRude
Donator
Posts: 4376
Re: Tracking kills.
«
Reply #23 on:
January 19, 2012, 06:16:07 pm »
Quote from: Unkn0wn on January 19, 2012, 05:52:10 pm
Yar
Also, choosing a division number! (And your division name being based on your T4 choice!)
oh man that would be aaaaaaaaaaaaaaaaaawesome sauce!
467th Royal Eng Division
Logged
Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Smokaz
Honoured Member
Posts: 11418
Re: Tracking kills.
«
Reply #24 on:
January 19, 2012, 06:21:12 pm »
Maybe also add some incentive for high W/L players to play each other too, then we're talking.
Logged
Tymathee
Donator
Posts: 9741
Re: Tracking kills.
«
Reply #25 on:
January 19, 2012, 06:50:37 pm »
Quote from: Smokaz on January 19, 2012, 06:21:12 pm
Maybe also add some incentive for high W/L players to play each other too, then we're talking.
used to be lower players got more PP when playing higher. i thinik a high of 20 could be obtained and u got lower if u were higher v lower, dunno what happened to it.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Smokaz
Honoured Member
Posts: 11418
Re: Tracking kills.
«
Reply #26 on:
January 19, 2012, 06:54:34 pm »
A start would be a working leaderboard based on W/L, and no win point awarded for playing newbies or lower leveled team. Instead of total number of games. The bare minimum for a veteran should further be playing another all level 9 team once he's level 9 himself. Even if this won't cure everything, it will cure a lot. I can't see another way to enforce real competition. If you want to play against newbies, go grab a level 5.
Please save laikadog.
From reading old, old eir threads I have gathered that there used to be a win/loss block system pased on W/L %. I do not doubt that this would be a welcome raise of the bar.
«
Last Edit: January 19, 2012, 06:56:56 pm by Smokaz
»
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Tracking kills.
«
Reply #27 on:
January 19, 2012, 06:57:49 pm »
Quote from: Smokaz on January 19, 2012, 06:54:34 pm
A start would be a working leaderboard based on W/L, and no win point awarded for playing newbies or lower leveled team. Instead of total number of games. The bare minimum for a veteran should further be playing another all level 9 team once he's level 9 himself. Even if this won't cure everything, it will cure a lot. I can't see another way to enforce real competition. If you want to play against newbies, go grab a level 5.
Please save laikadog.
From reading old, old eir threads I have gathered that there used to be a win/loss block system pased on W/L %. I do not doubt that this would be a welcome raise of the bar.
That may be more difficult to do when the warmap comes in. Everyone will start at level one and basically be leveling together. I think.....
Logged
Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
Smokaz
Honoured Member
Posts: 11418
Re: Tracking kills.
«
Reply #28 on:
January 19, 2012, 07:01:19 pm »
What about the % then? I mean there needs to be some threshold of W/L to avoid really poor teams facing much better ones. And what about stopping high W/L players from gaining wins facing much worse teams?
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Tracking kills.
«
Reply #29 on:
January 19, 2012, 07:16:56 pm »
There should definitely be a more 'competitive' leaderboard (option at least), yea. Eirrmod had the idea to have a sort of 'competitive' matchmaking system in the past, with a separate leaderboard and all, but I don't know if that's still on the table.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Tracking kills.
«
Reply #30 on:
January 19, 2012, 07:17:34 pm »
Quote from: Smokaz on January 19, 2012, 07:01:19 pm
What about the % then? I mean there needs to be some threshold of W/L to avoid really poor teams facing much better ones. And what about stopping high W/L players from gaining wins facing much worse teams?
I'll probably base the leaderboard on a similar scale to the Chess rating system (Elo).
http://en.wikipedia.org/wiki/Elo_rating_system
And this same system will also be the base point generator for rewards at the end of said match.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Tracking kills.
«
Reply #31 on:
January 19, 2012, 07:22:00 pm »
There needs to be a bottom you can't stoop below even with a elo system. The good players facing each other for persistant benefit needs to be f o r c e d as well-
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Tracking kills.
«
Reply #32 on:
January 19, 2012, 07:24:39 pm »
Quote from: Smokaz on January 19, 2012, 07:22:00 pm
There needs to be a bottom you can't stoop below even with a elo system. The good players facing each other for persistant benefit needs to be f o r c e d as well-
Well thats the point.
If you WIN vs a very high rated team, the rewards will be great, while a beating a low rated team, will give paltry rewards (lower than the mean)
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Tracking kills.
«
Reply #33 on:
January 19, 2012, 07:49:38 pm »
Sure, if 'the paltry rewards' are equal to playing a 1v1 right now. If they are advancing you even in some small measure, you can be sure that the clownhats and douche shower caps will be standing attention waiting for them to happen.
Think of it like this: the day you have bigdick and aloha searching for other level 9s with comparable W/L to their own to play a game of EIRR to advance their stats, warmap or persistant gains, your system works.
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Tracking kills.
«
Reply #34 on:
January 19, 2012, 08:18:59 pm »
Quote from: Smokaz on January 19, 2012, 07:49:38 pm
Think of it like this: the day you have bigdick and aloha searching for other level 9s with comparable W/L to their own to play a game of EIRR to advance their stats, warmap or persistant gains, your system works.
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Tracking kills.
«
Reply #35 on:
January 19, 2012, 09:35:19 pm »
Quote from: Smokaz on January 19, 2012, 07:49:38 pm
Sure, if 'the paltry rewards' are equal to playing a 1v1 right now. If they are advancing you even in some small measure, you can be sure that the clownhats and douche shower caps will be standing attention waiting for them to happen.
Think of it like this: the day you have bigdick and aloha searching for other level 9s with comparable W/L to their own to play a game of EIRR to advance their stats, warmap or persistant gains, your system works.
Its not that its paltry, its that playing lower level teams would result in NO rare rewards whatsoever. Not even a 1% chance.
While playing average teams (similar or slightly below skill level) - the 'Rare' random roll will be set at about 10-15%, while playing higher would be at 30-35% (and depending on the number of players involved = number of cards recieved.) Also note, numbers of % are pulled out of my ass, but you get the idea.
Logged
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Tracking kills.
«
Reply #36 on:
January 19, 2012, 09:36:22 pm »
LOL
Nice one spartan.
Sounds good EIRRMod. I just hope its out before CoH 2.
Logged
Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
atgs and fireflies
Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Tracking kills.
«
Reply #37 on:
January 19, 2012, 09:41:52 pm »
Quote from: Computer991 on December 23, 2011, 01:01:13 pm
No not really... last EIRRMOD told me you can only track how much XP the unit gains not how many kills
Not going to read 3 full pages but why can units only track XP?
If they can only track XP, then how is this score number recorded?
Kills are registered per unit on a game by game basis, this number must be stored somewhere. Why cant we find this number and have the launcher keep a running total of the kills in this manner?
Logged
Latest Shoutcast:
EIRR Groundcast 11
"The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU
(full version)
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Tracking kills.
«
Reply #38 on:
January 19, 2012, 09:49:13 pm »
Quote from: Groundfire on January 19, 2012, 09:41:52 pm
Not going to read 3 full pages but why can units only track XP?
If they can only track XP, then how is this score number recorded?
Kills are registered per unit on a game by game basis, this number must be stored somewhere. Why cant we find this number and have the launcher keep a running total of the kills in this manner?
Cos its not a programmatically accessable number (AFAIK).
Logged
Computer991
Donator
Posts: 1219
Re: Tracking kills.
«
Reply #39 on:
January 19, 2012, 10:01:35 pm »
You know i was looking into advance .lua functions it might be possible.
Logged
Pages:
1
[
2
]
3
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...