tZork wrote:deaths are not necessarily a bad thing wrt to team value. for example, a player prepared to sacrifice himself to take the brunt of the counter attack while hes team got the other ones flag are a valuable team member.
lol wut? You're still dying, it doesn't matter if it's for the good of the team, that's a whole 'nother level of statistics that my equation is not concerned with. Regardless of the fact that Nexuiz can't predict whether you died to help your team or not. Dying is not a good thing, I don't believe you should get points even if you did die ~for your team~. You still died, and lost all your weapons and your location.
tZork wrote:flag return scores are not that important, anyone can (and should!) return the flag. carrier kills however needs to be factored in.
Well now, your ideology and public server realities are two distinct pictures. You'd like to assume everyone knows to retrieve the flag but spec on galts for a while and you'll see just how oblivious some players can be.
tZork wrote:kills are not always good. take a map like hydronex. killing off to much will mean the enemy base is crawling with 150 hp players armed with, at least, a rather nasty shotgun. making the attackers job near impossible. and then of course if you spend time killing instead of trying to cap or defend, or fulfill whatever job the middleman needs to be doing. your not helping your team.
In this example, the deaths are also high... so if we go back to my point about deaths being a bad thing, you'll see how this balances out.
tZork wrote:killing power has little to do with k/d ratio, this part is bogus imo. k/t are more like it.
it's all over time... kills minus deaths times a multipler OVER TIME.
tZork wrote:weapon / item hogging are a BIG - in team play. someone grabbing a gun they allready have _while teammates are close_ or gobbeling up more then 200/100 hp/ar need to have their team-worth-score cut drastically regardless of other factors. im sure theres other things like this that needs to be thought of, this was just of the top of my head when i read this.
Again some sort of ideology here. I'm speaking about public servers. Public servers.
tZork wrote:what really would bring some valuable info to this equation is if the player a) announces hes role and b) tried to fulfill it. hard to make happen tho.
While I'd love a team fortress mode, that's hardly a solution to balancing.
tZork wrote:in all i think its good to try to develop a generic score formula. but in the end its hard to evaluate a players worth by statistics.
Really because there are
quite a few out there that do a pretty good job.
tZork wrote:perhaps a karma system could help. eg let players say i dis/like this player. to be effective that would need reliable between game tracking tho.
What could possibly go wrong?!?
I feel like you're trying to hold my formula up against unrealistic hopes and dreams. I'm tired of this "it won't work" attitude. Experiments are how we build knowledge about our science.