*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 29, 2024, 05:12:45 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2   Go Down
  Print  
Author Topic: Making the team loss less critical to the invidual player?  (Read 4972 times)
0 Members and 1 Guest are viewing this topic.
Smokaz Offline
Honoured Member
*
Posts: 11418



« on: June 23, 2012, 07:35:40 pm »

I just gonna ask two questions in this thread.

1)  Can anyone imagine a system that maybe 70% of the time is fairly able in determing 1 player on each team that ended up being the most efficient through a rather simple analysis of post-game stats

2)  What if being the best player on your own team was rewarded, thus meaning that games where you played very well but the team still lost was less painful to your company alone
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #1 on: June 23, 2012, 07:45:57 pm »

How would you determine this? I could do 95% of the damage to something and have the other guy pick it off.

Or maybe my K:D sucks because I took Rifle spam against support spam but still won.

Or any number of other things that makes it impossible to judge.
Logged


.
.
.
.
.
.
.
.
.
.
.
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #2 on: June 23, 2012, 08:30:17 pm »

Sweet another system that will inspire those who like to bring their tanks up for that last shot kill, then go on about how they carried the team because their score said so.
Logged

Yes that's me, the special snowflake.
EIRRMod Offline
Administrator / Lead Developer
*
Posts: 11009



« Reply #3 on: June 23, 2012, 08:32:50 pm »

How would you determine this? I could do 95% of the damage to something and have the other guy pick it off.

Or maybe my K:D sucks because I took Rifle spam against support spam but still won.

Or any number of other things that makes it impossible to judge.
Yeah I have to agree with AmPM here, how would it arbitrate this fairly?
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.
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #4 on: June 23, 2012, 08:35:35 pm »

Yeah I have to agree with AmPM here, how would it arbitrate this fairly?
Well, technically you're speaking off a very phyrric "Victory" for the allies here... I demand you care for those fictional riflemen dammit!  Wink
On a more serious note, I think I do have a pretty ?Easy? idea...

We already have a balancer right? Manpower/Fuel/Ammo, ideaily this is balanced against how useful each unit is so could you not calc the K/D ratio in resource costs. It sounds simple and effective to me as everyone plays with the same resource pool, well, mostly same anyway now that we have WM.

Given it works like I think, you'd still come out ahead even if you suffered tremendous riflemen casualties for that victory.

(See, I can be helpful when I want to Smiley)
« Last Edit: June 23, 2012, 08:43:30 pm by nikomas » Logged

"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #5 on: June 23, 2012, 08:41:10 pm »

As a side note, that system would kind of suck for me given my Hyper-Agressive-Fiirst-to-get-Wiped-Out-but-with-a-High-Score play style  Wink
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #6 on: June 23, 2012, 08:46:05 pm »

Well, technically you're speaking off a very phyrric "Victory" for the allies here... I demand you care for those fictional riflemen dammit!  Wink
On a more serious note, I think I do have a pretty ?Easy? idea...

We already have a balancer right? Manpower/Fuel/Ammo, ideaily this is balanced against how useful each unit is so could you not calc the K/D ratio in resource costs. It sounds simple and effective to me as everyone plays with the same resource pool, well, mostly same anyway now that we have WM.

Given it works like I think, you'd still come out ahead even if you suffered tremendous riflemen casualties for that victory.

(See, I can be helpful when I want to Smiley)

If I recall correctly, the game doesn't track the specific type of kills. Or at least thats what we heard from the dev team the last time someone asked for a unit specific killboard.
Logged
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #7 on: June 23, 2012, 08:50:59 pm »

If I might give another looney idea then, if anyone here knows is it possible to assign resource gains from a killed unit?
If so, could you in theory track the manpower levles of each player at the end of a battle and use that value?

Gotta claw at them ideas while they are still in the head, even if they are far fetched Smiley
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #8 on: June 23, 2012, 08:52:58 pm »

We should do an EIRR MOBA lol.

I choose Tiger, it pushes lanes! Watch out for that Hellcat ganker mid.
Logged
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #9 on: June 23, 2012, 08:56:20 pm »

lol, I was actually serious... I do know CoHO had an ability (For blitz, I think) that gave you resources per kill, and I think it was based on the type of unit killed to, unless I'm mistaken and it was just a flat value, if so I'd see how it worked differently.

And it would be pretty damn awesome to track your kills resource wise in real time, it would be a better indicator than endgame score anyway.
Logged
brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #10 on: June 23, 2012, 09:09:23 pm »

A unit specific kill list is too much to ask for. (There are very intensive ways to work around the limitations-both server intensive and time consuming)


The database already tracks Resource values lost. Thats how it knows how much you need again after you've played a battle. It's also used elsewhere in the mod.

As far as knowing how much of every resources a unit has killed that again is a bit too intensive. Even going as far as knowing how much of each resource a player killed is a bit much. There are definitely Metrics we can pull from but none of them as a singular piece of data would work. Even combined it wouldn't paint a very nice picture sometimes.


It's definitely been a dream of the dev team for a while to be able to track individual stats of high ranking units but for the amount of work involved it's 'not a priority'


As far as deciding on a Game or Allied/Axis MVP the best course of action(and both the most fair and unfair) is a voting system. Where by after a match was over you could get to the battle report screen in the Launcher, assign your post game points and vote for who the enemy MVP was. I say fair because it would be decided by your enemies. So score would be irrelevant. I say unfair because it would be decided by your enemies and personal attitudes and hatreds would come into play with the less mature crowds in the community.
Logged

He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #11 on: June 23, 2012, 10:05:19 pm »

No but think of it like this: it starts a new competition in your own team to be the most efficient player. Its a system which prevents one player on one side's effort to be nullified to the same extent as a loss today.  It adds more style to the game. People will be opting for the same high K/D type of units. But if everyone on the team is whoring a tiger, retreating or using snipers it will make their build weaker for the overall win, losing the war.
Logged
EIRRMod Offline
Administrator / Lead Developer
*
Posts: 11009



« Reply #12 on: June 23, 2012, 10:22:47 pm »

Well, technically you're speaking off a very phyrric "Victory" for the allies here... I demand you care for those fictional riflemen dammit!  Wink
On a more serious note, I think I do have a pretty ?Easy? idea...

We already have a balancer right? Manpower/Fuel/Ammo, ideaily this is balanced against how useful each unit is so could you not calc the K/D ratio in resource costs. It sounds simple and effective to me as everyone plays with the same resource pool, well, mostly same anyway now that we have WM.

Given it works like I think, you'd still come out ahead even if you suffered tremendous riflemen casualties for that victory.

(See, I can be helpful when I want to Smiley)
Uhm....

This is how it CURRENTLY works....
Logged
EIRRMod Offline
Administrator / Lead Developer
*
Posts: 11009



« Reply #13 on: June 23, 2012, 10:24:55 pm »

Ok Im now lost as to what the OP was actually asking....
Logged
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #14 on: June 23, 2012, 11:18:25 pm »

The player with the highest score?
Logged

Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #15 on: June 24, 2012, 03:57:57 am »

Ok Im now lost as to what the OP was actually asking....
He's asking for the game to automatically hand out an MVP award with some sort of attached thing to it... If that's actually how it works, then couldnt you do that? lol
And burn did say it only tracks losses, I was more talking about tracking kills and he said it didnt do that? If it does... then you'd be able to make the MVP stuff happen no? Wink
« Last Edit: June 24, 2012, 04:00:15 am by nikomas » Logged
EIRRMod Offline
Administrator / Lead Developer
*
Posts: 11009



« Reply #16 on: June 24, 2012, 04:38:26 am »

He's asking for the game to automatically hand out an MVP award with some sort of attached thing to it... If that's actually how it works, then couldnt you do that? lol
And burn did say it only tracks losses, I was more talking about tracking kills and he said it didnt do that? If it does... then you'd be able to make the MVP stuff happen no? Wink
Yeah, I can do a lot with K/D ratios and vet gained etc.
That would be enough.

Also, this is a good idea for the eventual medals in the profile screen.
Logged
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #17 on: June 24, 2012, 05:18:44 am »

Yeah, I can do a lot with K/D ratios and vet gained etc.
That would be enough.

Also, this is a good idea for the eventual medals in the profile screen.
And that was the original idea but the problem AMPM brought up is that riflemen die en masse compared to support spam, but he might still be the victor with a terrible K7D ratio...

I'm still holding on to my joke thou, an MVP should care more about his riflemens lives Cheesy
Logged
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #18 on: June 24, 2012, 05:22:18 am »

K/D ratio means very little in EIR, what matters is the score, which represents player performance rather well, the only thing not accounted for in the score is backcapping.
Logged
skaffa Offline
Honoured Member
*
Posts: 3130


The very best player of one of the four factions.

« Reply #19 on: June 24, 2012, 05:51:44 am »

Dunno. I played a game yesterday. Entire game I lasted with only a few units, against decent players. I played good. Killed a lot of vehicles, most of my team, twice as much as teamm8s. Didnt kill that many inf compared to teamm8s. But my total score was not the highest. My KPD was nice, had only 7 losses. 20 less inf kills or so compared to #1 score guy while he had a lot of losses.
Who played better?
Logged

Quote from: deadbolt
bad luck skaffa>  creates best and most played eir maps
                      >  hated for creating best and most played eir maps

Quote from: Tachibana
47k new all time record?

Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Pages: [1] 2   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.071 seconds with 36 queries.