Top 5 indicators [message #394224] |
Tue, 07 July 2009 04:53 |
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Crimson
Messages: 7430 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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I'm putting together a contest for the community and I am trying to determine which of these factors are worth rewarding. I want 2 of them to be something you don't have to play an outrageous amount of games for and 3 to be for people who put in a LOT of time. The time frame for this would be one month.
Ideas:
1) Number of games played (>2 minutes)
2) Win / Loss ratio
3) Kill / Death ratio
4) Total number of points earned
5) Building Kills
6) Vehicle Kills
7) Successful beacons
Which of these would motivate you to try to win them if the prize was worth the effort? Do you have any more ideas for stats?
I'm the bawss.
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Re: Top 5 indicators [message #394234 is a reply to message #394224] |
Tue, 07 July 2009 06:11 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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1) Number of games played (>2 minutes)
This one's OK
2) Win / Loss ratio
This one's good for the "easy to get" category because it also depends on the team.
3) Kill / Death ratio
This one's good for the hard workers.
4) Total number of points earned
Not sure about this one, it might encourage pointwhoring.
5) Building Kills
Depends... will there be a way to make sure it goes to the person who damaged the most, not the one who finishes it off?
6) Vehicle Kills
Same as above.
7) Successful beacons
This is a good one, hopefully it will motivate people to plant successful beacons.
I can't think of other categories except perhaps Successful disarmings (of beacons) and perhaps the most repairs (of buildings, vehicles, etc.)
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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Re: Top 5 indicators [message #394239 is a reply to message #394224] |
Tue, 07 July 2009 06:18 |
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futura83
Messages: 1285 Registered: July 2006 Location: England
Karma: 0
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General (1 Star) Viva la Resistance! |
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I'd say you've also gotta include repairing, as repairing is as important a part of the game as attacking is, and for repairing (vehicles anyway) you get very few points.
This is a signature. Reading this is wasting your time.
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Re: Top 5 indicators [message #394275 is a reply to message #394224] |
Tue, 07 July 2009 12:10 |
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luv2pb
Messages: 1488 Registered: February 2004
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General (1 Star) Not everything is as it appears Untouchable |
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2,3 and 5 for skill
6 and 7 are not bad but typically are not team efforts
1 and 4 for playing a lot
Another idea who be to penilize (in addition to rewards) people who lost characters, vehicles and beacons disarmed. Reward for beacon disarms might be a possibilty too. Straight play time would be a cool factor as well.
You could also factor points AND credits too. I don't know how complex you are going to go but if you want to go crazy you could change the reward values for variables like a dead buildings.
Ex: kill a sak when they have no hand = more reward.
N00bstories Director Of Operations
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Re: Top 5 indicators [message #394319 is a reply to message #394224] |
Tue, 07 July 2009 19:57 |
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Crimson
Messages: 7430 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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Well, I want a couple that are earned by playing a lot, and a couple that are earned by skill. And I'm trying to avoid doing any excessive coding because it will delay being able to hold the event. Repair points might be do-able without too much time added in development, though.
Successful beacons should be worth a few disarmed ones as far as penalizing goes, though.
I'm the bawss.
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Re: Top 5 indicators [message #394362 is a reply to message #394224] |
Wed, 08 July 2009 09:19 |
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Goztow
Messages: 9743 Registered: March 2005 Location: Belgium
Karma: 14
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General (5 Stars) Goztoe |
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They're all very easy to push, actually, unless you limit the contest to a few servers. And even then...
1) Number of games played (>2 minutes)
join an empty server with your friend, play 2 minutes, one leaves and rejoins
2) Win / Loss ratio
same as 1, but make a few points
3) Kill / Death ratio
same
4) Total number of points earned
This favores the huge servers as well as the marathon servers a lot and favores the co-op servers even more. Remember when WOL ladder was still online and those servers biased teh hell out of the ladder? This works if you compare it on one server, not if you compare it over multiple servers
5) Building Kills
Maybe, but one player can kill 95 % of a building and the other finishes it off...
6) Vehicle Kills
same as 5
7) Successful beacons
same as 1
The least tha would need to be done is to limit it to certain servers with, but even then I think the winner will be someone who at least partially exploits the algorythm.
Possible alternative: give points to players of the winning team, with at least 3 players on the team. But that also needs more thinking.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
[Updated on: Wed, 08 July 2009 09:20] Report message to a moderator
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Re: Top 5 indicators [message #394369 is a reply to message #394363] |
Wed, 08 July 2009 10:14 |
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Goztow
Messages: 9743 Registered: March 2005 Location: Belgium
Karma: 14
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General (5 Stars) Goztoe |
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so say we all. wrote on Wed, 08 July 2009 18:32 | score/minute
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Somewat better, but art and mrl whoring ftw? Actually, if u want to award time played, then that's easy: check the amount of time someone was in a game where he earned minimum xx percent of the team's points. Exempla: 10 players on a team that scored 1.000 points at game end --> player had to score minimum 50 points (1.000 / (10 * 2)) and you check how mch time he played that game.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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