Let's discuss stat format Options
K_Buz
#1 Posted: : Thursday, June 11, 2009 8:42:06 AM
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Since WDF is working on the servers and the poll was overwhelmingly in favor of changing the way points are handed out and taken away, I thought this would be a good time to discuss how we would like to see them done.

I have a couple ideas I would like to throw out there...

1) Leave stats the way they were, with the change being that all the points lost by the killee going to the killer.

2) Leave the stats primarily the same, but put a cap on the amount of points lost.

3) Incorporate both 1 and 2. Put a cap on the points lost and all those points go to the killer.

4) Start fresh and emphasize teamwork and accomplishing tasks within the game. This would entail making all kills worth the same amount of points and all deaths the loss of the same amount of points. Here is a example of how the point breakdown might look. (I took the list from my stat page and there might be something missing)

1. Kill Assist 2pts
2. Built a sentry gun 2pts
3. Destroyed a sentry gun 5pts
4. Built a dispenser 2pts
5. Double Kill (2 kills)
6. Kill Assist - Medic 4pts
7. Removed a Sapper 1pt
8. Point Captured 25pts
8a. Team Point Captured 25pts
9. Built a teleporter entrance 2pts
10. Triple Kill (3 kills)
11. Built a teleporter exit 2pts
12. Capture Blocked 10pts
12a. Team Capture Blocked 5pts
13. Destroyed a dispenser 2pts
14. Domination (4 kills)
15. Ubercharge 10pts
15a. Team Ubercharge 5pts
16. Backstab Kill 1pt
17. Disassembled a sentry gun -5pts
18. Rampage (5 kills)
19. Destroyed a teleporter exit -2pts
20. Mega Kill (6 kills)
21. Headshot Kill 1pt
22. Ownage (7 kills)
23. Ultra Kill (8 kills)
24. Attached a Sapper 1pt
25. Disassembled a dispenser -2pts
26. God Like (12+ kills)
27. Defended the flag 10pts
27a. Team Flag Defended 5pts
28. Unstoppable (11 kills)
29. Killing Spree (9 kills)
30. Destroyed a teleporter entrance 2pts
31. Picked up the flag 7pts
32. Monster Kill (10 kills)
33. Disassembled a teleporter exit -2pts
34. Dropped the flag -5pts
35. Disassembled a teleporter entrance
36. Captured the flag 50pts
36a. Team Flag Capture 25pts

Round Won 100pts
Domination 12pts
Revenge 3pts
Kills 5pts
Deaths 5pts

I left the kill streak points alone as I thought those were good and should be left alone (I don't remember what those numbers were tho).

NOTE: With this system, we would need a good autobalance option to prevent team stacking, or maybe lower the threshold to initiate the teamscramble to about 45%.

So, here are my ideas. I wait to hear thoughts on these, or other ideas.




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Giller [GwDR]
#2 Posted: : Thursday, June 11, 2009 9:04:34 AM
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K_Buz wrote:

I left the kill streak points alone as I thought those were good and should be left alone (I don't remember what those numbers were tho).


The Kill streak scaled semi-evenly up to 12 kills, which awarded 30 points.
I think the scale followed such:

2 kill = 1 p
3 = 2 p
4 = 3p
5 = 5p
6 = 7 p
7 = 10p
8 = 13p
9 = 16p
10 = 20p
11 = 25p
12 = 30p



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K_Buz
#3 Posted: : Thursday, June 11, 2009 9:14:44 AM
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One thing I forgot to mention, is that I think the starting kill amount could be lowered using this format to 50 or 100.




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Docta BBQ
#4 Posted: : Thursday, June 11, 2009 9:20:44 AM
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i don't care about the stats anymore, give the masses what they want :P
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Giller [GwDR]
#5 Posted: : Thursday, June 11, 2009 9:33:32 AM
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My position really hasn't changed. It would be that we design a new system that favors skill. I can make concessions to the point cap, because thats what people want...even if it makes the system a little boring.

That said, with point loss scaling up as points are accumulated (with a cap as everybody already voted that is what they want). All kill points are awarded to the killer.
I think the action points in place are pretty good, so I wouldnt mess to much with those, but I am open to whatever there.

However, to balance out the mandatory point loss cap (which causes frozen rankings eventually) I think that there should be no minimum kills required before full points. That way astronomical point totals are harder to accumulate because your points aren't protected just because there is somebody new in the server.


Quote:

"Who the fuck is Leon Switch and why does he know we have a dog?" - Mrs. Giller
Sunfox
#6 Posted: : Thursday, June 11, 2009 2:47:44 PM
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The problem is a true skill-based system doesn't exist, and thinking that adding up the number of times you've killed or capped a point = skill is folly because if you think about it, all you have is a time-based system. Yes, better players will earn faster, but an average player with 2 weeks playtime on the server will have double the points of someone at 1 week... and that will essentially never change, more time = more points.

A true skill-based system would never keep adding points to someone's rank. What it would do is assign a set number of points on a sliding scale that can be achieved for various gameplay achievements (killing, who you kill, quality of kill, capping, etc.) and then everyone would be a 'percentage' of the maximum achievable.

How that would work: let's say someone has played very well for 6 months and ends up on rank #1. Then their Steam account dies and they have to start over. If they played exactly the same, a true skill based system would quickly start calculating that this player is good, and they would very quickly be back at rank #1. Not waiting 6 months to re-accumilate all the points just to match their old rank.

The problem is such a system doesn't exist. It would be fun to work with someone to CREATE such a system.
K_Buz
#7 Posted: : Thursday, June 11, 2009 3:14:48 PM
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Location: Cheesehead
No, that system doesn't exist, and I'm not sure that is the point behind the stats. Sure there is a #1 ranked player, but there has to be. Someone has to be up there.

Face it, we have these stats to make our server attractive to play and fun to play. My thinking is a player SHOULD be rewarded for time played (even if its just a high ranking).

There are ways to determine different aspects of how good someone is. KDR is a good place to start but even that can be misleading with someone such as HWGuy. He ALWAYS has a medic on him when he isn't spy. That will for sure inflate a KDR.

I think we should encourage team play and not fragfests. That is what I feel was created by the old system. I wasn't trying to determine the BEST player. That would be near impossible. I was trying to make a fair system that rewarded everyone evenly, but yet create an incentive to frequent our servers.




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Splinter
#8 Posted: : Thursday, June 11, 2009 3:15:04 PM
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There IS a true way of basing skill with points if only and ONLY kills / deaths gave / take points. The problem right there is that it gives absolutely no motive to map objectives which will undoubtly force turtling on both ends with the exception of a payload map. Beefing up points given via objectives makes it all the more juicy to try and take it.

The original problem people had with the last system is that higher ranked players lost an average of 50 points per death while only being able to gain around no more then 10 or so per kill. People hated the fact that their loss of points didn't go anywhere and were lost to oblivion.

Making points the same as kill/death is probly the only solution to the problem as its almost a necessity to get kill streaks in order to advance in rank. 2 points per kill, 2 points per death to me seems the logical way of solving the "points lost to air" problem. No matter if a player is ranked #1, their death is only worth 2 points. No matter if your last place any kill you get is only worth 2 points.

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