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Making the team loss less critical to the invidual player?
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Topic: Making the team loss less critical to the invidual player? (Read 4959 times)
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Smokaz
Honoured Member
Posts: 11418
Making the team loss less critical to the invidual player?
«
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
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AmPM
Community Mapper
Posts: 7978
Re: Making the team loss less critical to the invidual player?
«
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.
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Making the team loss less critical to the invidual player?
«
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.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Making the team loss less critical to the invidual player?
«
Reply #3 on:
June 23, 2012, 08:32:50 pm »
Quote from: AmPM 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.
Yeah I have to agree with AmPM here, how would it arbitrate this fairly?
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nikomas
Shameless Perv
Posts: 4286
Re: Making the team loss less critical to the invidual player?
«
Reply #4 on:
June 23, 2012, 08:35:35 pm »
Quote from: EIRRMod on June 23, 2012, 08:32:50 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!
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
)
«
Last Edit: June 23, 2012, 08:43:30 pm by nikomas
»
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The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
nikomas
Shameless Perv
Posts: 4286
Re: Making the team loss less critical to the invidual player?
«
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
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AmPM
Community Mapper
Posts: 7978
Re: Making the team loss less critical to the invidual player?
«
Reply #6 on:
June 23, 2012, 08:46:05 pm »
Quote from: nikomas on June 23, 2012, 08:35:35 pm
Well, technically you're speaking off a very phyrric "Victory" for the allies here... I demand you care for those fictional riflemen dammit!
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
)
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.
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nikomas
Shameless Perv
Posts: 4286
Re: Making the team loss less critical to the invidual player?
«
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
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AmPM
Community Mapper
Posts: 7978
Re: Making the team loss less critical to the invidual player?
«
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.
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nikomas
Shameless Perv
Posts: 4286
Re: Making the team loss less critical to the invidual player?
«
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.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Making the team loss less critical to the invidual player?
«
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.
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Smokaz
Honoured Member
Posts: 11418
Re: Making the team loss less critical to the invidual player?
«
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.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Making the team loss less critical to the invidual player?
«
Reply #12 on:
June 23, 2012, 10:22:47 pm »
Quote from: nikomas on June 23, 2012, 08:35:35 pm
Well, technically you're speaking off a very phyrric "Victory" for the allies here... I demand you care for those fictional riflemen dammit!
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
)
Uhm....
This is how it CURRENTLY works....
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Making the team loss less critical to the invidual player?
«
Reply #13 on:
June 23, 2012, 10:24:55 pm »
Ok Im now lost as to what the OP was actually asking....
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Making the team loss less critical to the invidual player?
«
Reply #14 on:
June 23, 2012, 11:18:25 pm »
The player with the highest score?
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nikomas
Shameless Perv
Posts: 4286
Re: Making the team loss less critical to the invidual player?
«
Reply #15 on:
June 24, 2012, 03:57:57 am »
Quote from: EIRRMod on June 23, 2012, 10:24:55 pm
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?
«
Last Edit: June 24, 2012, 04:00:15 am by nikomas
»
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Making the team loss less critical to the invidual player?
«
Reply #16 on:
June 24, 2012, 04:38:26 am »
Quote from: nikomas on June 24, 2012, 03:57:57 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?
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.
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nikomas
Shameless Perv
Posts: 4286
Re: Making the team loss less critical to the invidual player?
«
Reply #17 on:
June 24, 2012, 05:18:44 am »
Quote from: EIRRMod on June 24, 2012, 04:38:26 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
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Making the team loss less critical to the invidual player?
«
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.
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skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Making the team loss less critical to the invidual player?
«
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?
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