"Empires Darkest Dawn Open Beta"!?

Discussion in 'General' started by Maxaxle, Dec 5, 2009.

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  1. blizzerd

    blizzerd Member

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    i dont really get what that post tries to get across to people
     
  2. Demented

    Demented Member

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    Cpatton is raging that nobody bothered to read his post and instead read everyone else's.
     
  3. recon

    recon SM Support Dev

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    Decent players are on the losing team almost as often as the winning team.

    You're not considering enough data to make an accurate balancer.
     
  4. soundspawn

    soundspawn Member

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    It's not just if your team wins or loses, however that is a factor. If you do well and your team loses, you may or may not end up losing rating, depends on exactly how well you did... you may gain points overall.

    The idea that I'm not considering enough data may be valid, but given you have no details as to what data I'm considering and not considering, you don't get to say that yet.

    It's not considering as much data as I'd like, but I believe it's doing enough to get the results I want.
     
  5. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    and this is why you are trolling via pure stupidity in this thread.

    We said nice and early exactly what was going on, that we would explain further when we felt ready to, and just to drop it. You knuckleheads just kept steamrollin with the trolls. I have no reason to find your comments of dissatisfaction with information provided and lolbsidsux worth worrying about. lrn2read
     
  6. recon

    recon SM Support Dev

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    And you're determining how well player x did how? K/D? Points?

    Making a decent balancer for Empires requires quite a bit of data, and a lot of work. More data is available than ever before, but there are still some format issues, and some data is still missing. Also, the amount of work numbers in the tens (if not hundreds) of hours.
     
  7. soundspawn

    soundspawn Member

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    I'm not going to divulge specifics as to the rating formulas, that would be begging for people to find exploits. Points, kills, deaths, who you killed, who killed you, how your team did... these are all factors.

    I don't know what your trying to say regarding format issues, missing data, and the amount of time required... I don't have any formatting problems, I found the data I need, and I feel very sorry for you if you've spend hundreds of hours on something like this. I've probably put 10 hours into the rating formulas, balancer, and integration within a server that may or may not be running Darkest Dawn.
     
  8. recon

    recon SM Support Dev

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    To be honest, that's no different than the stat system I worked on awhile back. It didn't rank players very well at all (Empires isn't your average FPS, which is what HLX was designed for), and created massive point whoring (which yours may as well). The only attribute you mentioned that HLX didn't account for was being on a winning team (which is another flawed attribute in Empires).

    Some of the event data in Empires isn't sent in standard format and extremely annoying (the way headshots are handled for example).

    There's also some missing data (vehicle weapons, skill usage), and other things that are impossible to record.
     
    Last edited: Dec 9, 2009
  9. soundspawn

    soundspawn Member

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    I have a feeling it's different, just don't know how... you know the odds of the two of us creating the exact same system without one of us hearing about the others? As for the being on a winning team, I don't know that it's a "flawed attribute" but I don't really know what you mean by that either. Being on the team that wins helps to capture the x-factor, multiple players on the winning team may have done well in an otherwise unattributable fashion, and they could have been a big reason as to why their team won. Trying to take just individual performance would be a mistake, just as taking only if you won/lost would be bad. The tricky part is making it difficult to evade (jump on to the losing team last second to drop rating for an upcoming stack attempt for example). If you account for the exceptions such as that, I believe you can get a pretty good system.

    We'll see how it works when it's live I guess, I am confident it'll be alright.
     
  10. Empty

    Empty Member

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    K/D means shit all.

    I have a horrible K/D but my team does a lot better with my support, there's always ammo, there's always walls, there's always heals, there's always mines down, whatever my class is, it's features are utilised to their fullest.
    I don't mean to brag, but I'm pretty damn useful, despite my cost on tickets and my lack of kills.

    Not to mention kills don't get weighted depending on what you killed, running over a scout is hardly a challenge, but good luck killing the dual LR CN heavy that just rolled into your base.
     
  11. pickled_heretic

    pickled_heretic Member

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    This probably isn't the place to argue about something like this, but a team FULL of shit kdr's is guaranteed to lose.
     
  12. Empty

    Empty Member

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    That's true.
    Synergy in action.
     
  13. blizzerd

    blizzerd Member

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    the perfect balancer would be that logs (where the balancer was in effect) how many games your team won against how many games you where on the losing side, and totally assigns the teams evenly based on this score.

    meaning people cant pick there sides, the only way you could sabotage or abuse this balancer would be by leaving the game if you dont like the team you ended up with but i see that as a right, and the balancer could always switch someone over if you leaving shifted the balance too far

    its basic math really, if you win a lot, you must be doing something good, or really lucky, if its just luck teams need that too
     
  14. Empty

    Empty Member

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    Or you were just on BE.
     
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