divVerent wrote:- Code: Select all
(Pk-Pd)+2*(1+Fs*(Fk+Fr-Fd))
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(Tp/Tt)
Such a formula for scores in the game is NOT AN OPTION. It simply is too complex.
Too complex in respect to processing speed or what? It comes down to simple algebra that requires no new information than what's already available.
divVerent wrote:First problem: if you never have returned a flag, captures HARM your score. What is with that?
If you only dropped the flag and didn't kill the flag carrier or return it, yes you'll get a negative mutator because dropping the flag multiple times is not contributing to the team.
divVerent wrote:Second problem: If you have returned a flag 5 times, but died with a flag 10 times, capturing HARMS your score. What is with that?
This is where the sub mutators would come into play, giving Fs a 4x value and a drop a 1x for example. Then it would be 20-10 and be positive, depending on how the admin likes CTF to be played.
divVerent wrote:Third problem: You join 5 seconds before the end of a 20 minutes game, and kill someone. That means 240 points for you. What is with that?
Sorry for the confusing, my examples are dated, using the older formula. The new formula divides the players played time by the total time, so 5 seconds over 20 minutes = 0.00416 or 0.04% of the game. However, testing my theory, over the percentage is wrong, it should be multiplied by it >_<.
- Code: Select all
((Pk-Pd)+2*(1+Fs*(Fk+Fr-Fd))) * (Tp/Tt)
divVerent wrote:And the final problem: such a formula is simply too complex to base scoring on. Although nonlinear scoring (where the same action does not always give the same score) sounds interesting and will help balance, it simply is not transparent to the players - which is why no sport does that. People would not understand any more WHY some team has won.
Yes, I'm not saying use it as the way to score. I want flag caps to be the decider, I want this system as a secondary system to provide an incentive for teamwork.
divVerent wrote:So even if the formula did not have the aforementioned bugs - it is not an option to decide team scores on.
I agree, minus a tie. I think it would be cool to be able to award the team with better team play the win in the event of a tie.
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Alien wrote:Map example: facing worlds, hydronex, basically any map with direct nex vs nex combat involved. Enemies will kill you if you jump around in the map stocking up.
Does not matter how fast players move cause they can still be shot with nex. Item strings are available only then when you're playing with and vs team, which does not care about them.
In Facing Worlds, it's as simple as getting a rocket launcher, the mega shield outside your base and rocketing yourself to the health in the center, then rocketing yourself to the enemy's mega shield. You may at this point want to grab one of the 3 nexes available at the enemy base if you haven't grabbed one from yours.
For hydronex, fire 3 or so rockets at the bunker while you're running towards the enemy base and they'll scatter or at the least back off. Assuming you have now directed them towards the back of the bunker, have a mortar ready for it's fast refire and ability to screw up a nexer's aim and start bouncing secondaries to give you a set of "landmines" that tip you off if the enemy is looking for you.
Alien wrote:You shouldn't have more than 2 other wpns in addition to 2 starting ones.
lol wut? A player can hold 10 weapons. Seeing as how they respawn every 15, it's asinine to limit yourself. That's your own personal shit causing you problems.
Alien wrote:I know morfar weapon stats, but I can also see how it is not used almost by anyone and general people opinion. That high damage is achieved only when you're basically touching your oponent.
Shotgun is used by every one of the more experienced players. It's a very powerful weapon that just takes practice. Having that attitude is going to hurt your abilities as a Nexuiz player because as I said earlier, you can kill someone in 3 shots.
Alien wrote:And there is no and probably will never be any communication in public ctf.
I communicate on CTF all the time and I play with a few others that do as well. Dokujisan just setup a mumble server to help this issue even more.
Alien wrote:Btw, I know I'm not fast. I've seen jLue playing (or teaching me) and I know that I lack a lot speed and skill in speed movement, but even it won't help in certain situations.
Again, I think you'd be surprised just how limitless the possibilities can be when you begin to wrap your mind around the physics in the game.
Unconsciously, my mind says, "I need this force to push me at this angle at this velocity while only taking away this much health with only these weapons available while I'm posed this much of a threat by the enemy."
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nifrek wrote:(those are not real numbers I would suggest but only to give an idea, point ratio between caps/returns could be worked on but would require testing)
Cap = 25 points
Return = 5 points
Team losing enemy flag that gets returned = -5
This is how I weight them on the Nexuiz Ninjaz servers.
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timelimit_override 12 // global timelimit for all maps and gametypes
fraglimit_override 150 // global frag/point limit for all maps and gametypes
g_ctf_capture_limit 150 // frag/capture limit for CTF
g_ctf_flagscore_capture_team 2 // each player gets this many points on a flag capture
g_ctf_flagscore_capture 15 // The player that caps the flag gets this many points
g_ctf_flagscore_pickup -5 // 5 point deposit on pickup
g_ctf_flagscore_return 5 // 5 points for returning the flag
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sev wrote:I think what would be really important is some obvious and direct feedback, no matter what point system is used. Something like a big number at the top (+20 in green, or -5 in red) with an explanation underneath it (Complete Flag Capture, or Lost Flag).
Awesome idea! Visual cues would DEFINITELY help. Preferably not using centerprint though ;o) (unless it was higher and more stylized like in OpenArena.