Problem: Stackers

Discussion in 'General' started by KMFrog, Mar 9, 2008.

  1. Caelo

    Caelo Member

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    it prolly would be someting like a databse full of player stats...
     
  2. arklansman

    arklansman Member

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    Yeah, if you have a spare server lying around to store achievement data. :rolleyes:
     
  3. manhunt0r

    manhunt0r Member

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    whats wrong with really small ping uninfluenced chunks of text? you could get a PII with 256 ram and a 56k modem to do this job...
     
  4. Empty

    Empty Member

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    We made a suggestions thread about this.

    This thread is about stackers. The other thread is about the new achievements.

    Move discussion there?
     
  5. Reef

    Reef Member

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    The achivments topic is located here.

    Quick update on the situation:
    We made enormous progress (almost all day of coding, me and Frog), but in the evening We ran onto technical problems with the plugin-plugin communication (the problem is SourceMod does not have one). We must either find a way to do it, or implement it (f.e. over localhost sockets), or redesign the system so it doesn't need any plugin-plugin communication at all.
     
  6. training server

    training server Banned

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    with plugin-plugin do u mean a plugin under SM ?
    you can also turn that sourcemod plugin into a valve plugin, so it runs next to SM and not under SM
     
  7. Reef

    Reef Member

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    As far as I know, valve plugin enviroment fails badly.
    Frog managed to find a way to communicate between plugins in a way that is similar to events (but it's not the event system, it's just not much diffrent from events).
    I have reimplemented random balancer, it's unbypassable now.

    This can lead to potentially weird situations like 4 players joined the server. Two of them are emp_recriuts and two are pro. RandomAssigner puts both noobs on one team and both pros go to the other. Chance of that happening is 33,3%.

    Full randomness fails, as I said before.
    The plugin will gather data about players and games for analysis, but it will not 'inteligently' assign players to teams.


    I thought about a thing... A player that neutralizes and captures 5 flags gets 10 skillpoints for doing it.
    A second player builts a wall or repaired his tank or something for 1000HP and gets 10 skillpoints for doing it.
    A third player kills 10 infantry with his tank and gets 10 skillpoints for doing it.
    + revivers
    + infantry that kills tanks (boarded and unboarded)
    + sabotagers
    + mine defusers
    + scouts that SPOT an enemy before it gets killed

    Those things are not equal to eachother. It's a lot harder to get a flag than to kill infantry with tank or to build a piece of wall in base.

    Wallbuilders are not as valuable for the team as flagcappers are.

    My question is: what are the real weights of skillpoints for the teams?
    I need something like:
    1 flag cap point
    = 1 flag neutralize point
    = 12 engi repair points
    = 6 engi heal points
    = 3 sabotage points
    = 4 defusal points
    = 6 infantry vs infantry kills
    = 3 infantry vs tank kills
    = 12 tank vs infantry kills (this counts artillery)
    = 6 tank vs tank kills (but You get a kill point too for driver)
    = 24 scout spots
    = 6 revives

    We need to know this, or the plugin will treat excelent wallbuilders equally with excellent flagcappers, excellent scout targetspotters with excellent revivers and excellent tank vs infantry drivers with excellent infantry vs tank rambos.
     
  8. Cyber-Kun

    Cyber-Kun Member

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    The problem with that set up you have, it will not be good for all maps.
    Shadows, well you can cap lots of flags there. Your going to be one skilled person after capping 5 flags in the eyes of this balancer.

    The best way to balance this is simple. Did you win or loose? Figure the wins to looses then fix that.
     
  9. Empty

    Empty Member

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    I think that's too extreme.
    The first player on a map with multiple flags will be ahead like 2 points, even though he's just got fast legs...
    No, it should be less extreme, but close to that
     
  10. manhunt0r

    manhunt0r Member

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    i 9 mine, emp recruits wank in the rax, all of us get same points...
    you have to do it on personal achievement base, otherwise the average but often playing guys will get way to much credit for being average
     
  11. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I WIN :D :D :D
     
  12. Reef

    Reef Member

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    That is impossible to code OR I am too dumb to think of an algorythm that would be able to effectively do that.

    That is an excellent thought.
    We need point weights to differ between maps.

    I need You guys to do the ratings for the plugin, at least for every map on KM server (but it can be done for all maps).
     
  13. Cyber-Kun

    Cyber-Kun Member

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    Well... if NF wins and you are on that team... it counts as a win.
    It could be that simple.
     
  14. Reef

    Reef Member

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    Data gathered that way would be useless, as Manhuntor noticed already. Players that buy jeeps to circle around the base will get the same amount of points as players that made the heroic effort to kill enemy CV.
    To describe better: if You get assigned to noobs, You will have a Fail point whatever You do. If You get assigned to pro's, You can stand in base afk and You get a Win point.
     
  15. LordDz

    LordDz Capitan Rainbow Flowers

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    Then make archievements that require skills? Like ''Gain 20-50 teamworking points'' ''Kill ten-20 tanks''
     
  16. manhunt0r

    manhunt0r Member

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    <filler>
     
  17. -Mayama-

    -Mayama- MANLY MAN BITCH

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    9 mine the comm is one infantry vs tank kill
     
    Last edited: Mar 18, 2008
  18. Reef

    Reef Member

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    Manhuntor: with "infantry vs tank" You also get points for killing the driver (and passangers, if any)

    Also: could You please describe what are You trying do say instead of just quoting and magnifying some posts? Thanks.

    Mayama:
    I don't think We can detect who killed the CV. Technical limitations... However we could try doing an estimate, "CV kill assists", that would detect players from the winning team that were closer than 1000 gameunits from the entity that is being watched on the end (killed cv, last flag, last soldiers body, last rax, etc). I don't think we need it, though.
     
  19. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Its so dam hard to decide who is good in empires.
    For example i commanded a game recently in which one of my arty drivers
    aimed at the comm for 10 minutes or longer. I guess he hasnt get much
    point for this but the distraction for the enemy comm was worth gold...
     
  20. MOOtant

    MOOtant Member

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    Teams with enforced autoassign are usually more balanced. We have less 'epic 5 min' games on KM since they enforced autoassign.
     

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