Jikes seems i steeped on some sore toes providing some input here.
[-z-] wrote: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.
Im not suggesting a reward. im suggesting its not much of a negative. And, like Psychcf pointed out death has its own bad built in.
[-z-] wrote: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.
Right, evaluating players worth has nothing do with what you call ideology *giggles*. what ever the current public scene is like would not a balancing system be for the purpose of making that scene better? i dont (pardon the language) give a flying fuck what ppl do on galts, {x} or in your bedroom. if someone plays like a turd he should be evaluated as one.
[-z-] wrote: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.
You may agree or disagree with my point of view, but as stated before i see no distinct team negative in getting fragged. with this in mind the kill power factor is simply kills over time, after all the player still killed this many players over this much time. it don't matter if he dies 2 or 200 times doing it.
[-z-] wrote: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.
Okay! lets design a system that keeps everything the way it is, since we all love the current state so much.
[-z-] wrote: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.
Right! (?)
[-z-] wrote: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.
Good for them.
[-z-] wrote: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?!?
If the majority of ppl would abuse or ignore such a system then theres no point at all in trying to balance anything. im talking about a factor in the balancer, not a replacement.
[-z-] wrote: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.
Get some coffee and read my post again. i never once said anything remotely in the lines your suggesting. I added my ideas on how to make it better, before it gets implemented and cemented.
so, lets first have a look the the problem we need to solve. We have two teams, these need to be better balanced. To do this we need to define what a good teams is. A good teams in ctf needs players doing different thing, some defending, some attacking and perhaps a few middle men. knowing this its easy to see that a single "value" for each player provides to little information to form two balanced teams. we may end up with one team full of attackers and one full of defenders and the game would never know.
Heres a simplified version of what im currently working on for a team balancer:
defensive score = (fc kills + flag returns + kills close to flag) / (time played / time limit)
middleman score = (kills + (kills close to own fc * 5)) / (time played / time limit)
offensive score = ((captures / capture limit) - ((failed captures / cap limit) * 0.5)) / (time played / time limit)
Now, at the start of next game (or at a forced re balance) we could normalize these scores to the best one in each category. we then select the highest one for each player and zero the rest.
we can then select the two best attackers, flip a coin for who goes to what team. we do the same for defenders and middle. then do it over again with the remaining "free" players until the list is empty. Keep in mind that above score evaluation is simplified and likely flawed. what im thinking right now is a system that responds so events like kills, caps, deaths and so on and build a progressive score instead.