CTF scoring system & gameplay

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Sun Sep 28, 2008 6:56 pm

  • Because Z wants to change current scoring system and bits of gameplay and I object some of those changes and do not want to argue with him again, which leads to personal attacks, I decided to post how I think the CTF scorring system should be if we keep the points count thing.

    Z wanted to punish players for pickuping the flag. This punish is wrong, because the pickup action is RIGHT action in itself, but LOSING the flag is bad.

    So instead of giving -2 for pickup, I suggest to give +1 for it, but reduce your score by -2 when you DROP (not necessarily lose) it. The drop would happen whether you suicide or killed by enemy or teammate. If you're killed by teammate -2 is "awarded" for him instead of you in order to prevent teamkilling. This will also prevent racking up score (eg, killing yourself and picking flag again) and will also limit the frequency of suicides to replenish health. In all previous cases you'll get -1 for these actions.

    Killing enemy fc is good thing, even you are camping. To reduce campers and make people roam instead, I suppose these scoring changes:

    +1 for killing enemy fc
    +5 for returning
    +1 if the killer and returner is the same person (so in sum +6)

    Team will get more advantage if the same person who killed the fc, returns the flag and it might prevent other people from running and grabbing the flag first. Usually these people just get a lot of points without doing the real job. You might ask why it would reduce camping? You see, when you camp on the tower, it's hard to reach the flag in time, so if you want more points, you should at least fight in the battlefield. Rather naive, but might be little incentive to fight. Of course, additional graphical features (icons, shouts, prints) as in q3, ut would help a lot to move players into combat.

    Ok, now back to the value of capping. The golden ratio is 1:3,5 to keep scores going up and not letting defense to win the game by defending. Practice shows that it shouldn;t be lower. (Currently 6:21, where 6 = 1 for killing fc and 5 for returning and 21 = 1 for pickup and 20 for cap).
    In my system cap score should be 30. Defenders will get 2+1+5(+ possible 1) so their score would be in [8;9] interval. So attackers score should be in [27;31,5]. Because we play CAPTURE the flag and not DEFEND the flag, i suppose score should give small advantage to the attackers.

    To summarize:
    +1 for pickup (does not matter if you picked it at enemy base or in the "world")
    -2 for drop (does not matter how you died)
    +1 for kill
    +5 (+1) for return
    and +30 for return which should compensate -2 easily :)

    Now some of you might notice, that there is disadvantage in picking up flag and dying then from some camper attack. I don't like this part but thinking from the other point of view, you should wait for the stocked up teammate to take it and do not allow an enemy to return it. If you have lots of health and armour, of course feel free to take it. But if you are low on health try to kill approaching enemy defenders/campers and let your friend escape even if you die from angry enemies. Frags do not mean anything so don't worry about your death, the goal is to make your fc safe and NOT to stay alive during whole game (this is not ctftdm). Of course, staying alive whole game and racking up points definitely shows your skill. Assist (like in q3) and other similar things might be implemented to show what you've achieved during the game even your points are not very impressive.

    Now about several other suggestions which were posted in #alientrap channel:

    1) Wait
    You get points for keeping flag not returned for some predefined amount of time and returning it at the last second.
    Conclusion: wrong. Could be easily exploitable by killing enemy fc at your base and and waiting on your own will to rack up points knowing that enemy won't be able to retake the flag again in that time. It means nexuiz would turn into sneaky game where you should wait for enemy to pickup the flag, nexing him, waiting again without returning, nexing, waiting again, nexing again (in that time you get points).

    2) Wave respawn
    Not all maps were made for this and some of them could be exploited my mass rocketing, electro spamming at predefined time at known spawn places. If mappers could provide us with better maps, I don't see anything wrong with it even in public ctf if we keep time difference between waves rather small (3-5). This could be just another server set up option.

    3) Predefined amount of life
    This would suck for new players. You will lose all your lifes in 6 minutes and you'll be able to spectate only for the remaining ones. This would make Nexuiz unattractive for most of new players and will definitely mean slow death. Another thing, at which I agree to div, is that waiting makes people aggressive. I come from the country where cs is some sort of mania and I know that he is right. Impatience makes people swear, laugh from others, comment on various things and makes gameplay annoying if some 10 years old boy all the time calls you dick/gay))/fucking pig because he can't to play. Personally, I left cs and liked nexuiz because of it's adult community and game ethics (not yet another : woo l4m3, u suck, bitch, cheater, he has an aimbot game).

    Congrats to the community for this achievement.

    In overall, I think that freedom to choose is the most important, so div0 should leave all options intact and leave server admins ability to choose what they want. So all complaints about server should go to server admins and not to div directly. He gave you the freedom, it's in your responsibility to use it wisely (in other words). Greets to him for his great work on Nexuiz and not letting down because of our anoyance.
    Alien
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Sun Sep 28, 2008 8:32 pm

  • I like how in your first sentence, you flame me. Far be it me to call you a hypocrite. Great way to get people to listen to your opinions.

    Anyway... you're missing the point of the negative base pickup. The negative merely acts a deposit because holding the flag is a liability. This increases the risk which leads to a better field spread.

    Some quick notes from this morning's conversation with divVerent I haven't had time to format and explain completely:

    The numbers aren't perfect but the general idea is there:

    base_flag_pickup -5
    This acts as a deposit because the flag carrier assumes a risk. This is to discourage players from repeatedly grabbing the flag and dying.

    world_flag_pickup +1 for every 3 seconds the flag is down
    This is to protect against a camper situation, if a sniper were to kill a flag carrier and his teammate picked it up, if this was a set number like 5, it would negate the sniper's earnings.

    carrier_kill 5
    Because this deserves a reward

    flag_drop -5
    Because this deserves a punishment

    flag_return 3
    This deserves a reward, but not as much as the kill. The most a player can get for a fc kill/return would then be 8.

    flag_cap 30
    To compensate for the deposit, fc gets 25 points.


    Match time 12 minutes
    I believe 20 minutes is too long. 10 minutes feels just a little too short. The 2 minutes after the 10 minute mark I believe gives players that added incentive of an obvious 2 minute window to player hard and fast.

    score to win 7 caps
    This may need altering but I think this feels about right for most maps.
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    [-z-]
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Sun Sep 28, 2008 8:45 pm

  • Any point system I am totally against (thus haven't even bothered to read too much of either posts). It's cap or no cap that should count only. Points, if they would to exist should be in a different mode not called CTF. So PLEASE consider a different mode and do NOT call it CTF if you're using any other system than caps only. That's just all I ask from you.
    Last edited by ai on Sun Sep 28, 2008 8:47 pm, edited 1 time in total.
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    ai
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Sun Sep 28, 2008 8:46 pm

  • ai wrote:Any point system I am totally against (thus haven't even bothered to read too much of either posts). It's cap or no cap that should count only. Points, if they would to exist should be in a different mode not called CTF.

    It's painfully obvious you didn't read my post.

    The only reason I'm so bent on including points is to give incentive to players to play other positions. It's a secondary system though, used for self assessment and tie breakers.
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    [-z-]
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Sun Sep 28, 2008 8:48 pm

Sun Sep 28, 2008 8:51 pm

  • [-z-] wrote:I like how in your first sentence, you flame me. Far be it me to call you a hypocrite. Great way to get people to listen to your opinions.


    Where is the actual flame?
    Alien
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Mon Sep 29, 2008 5:52 am

  • ai wrote:Any point system I am totally against (thus haven't even bothered to read too much of either posts). It's cap or no cap that should count only. Points, if they would to exist should be in a different mode not called CTF. So PLEASE consider a different mode and do NOT call it CTF if you're using any other system than caps only. That's just all I ask from you.


    Wirthout such a point system, Nexuiz CTF cannot work.

    Flag carrier speed reduction appears to be out, given that 2/3 of the voters reject it.

    Without flag carrier speed reduction, caps-only CTF is merely running into base, and rushing out. If you fail, who cares, you have nothing to lose. That is exactly what is NOT supposed to happen in CTF, and also what is not happening in e.g. UT CTF - simply because the players are slower in UT.
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    divVerent
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Mon Sep 29, 2008 6:30 am

  • [-z-] wrote:
    ai wrote:Any point system I am totally against (thus haven't even bothered to read too much of either posts). It's cap or no cap that should count only. Points, if they would to exist should be in a different mode not called CTF.

    It's painfully obvious you didn't read my post.

    The only reason I'm so bent on including points is to give incentive to players to play other positions. It's a secondary system though, used for self assessment and tie breakers.


    Just for tie breakers? That means, it never really decides the game. So the main problems are not even ADDRESSED by it, i.e. that brute force lone runs should not be rewarded for the team that much.
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    divVerent
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Mon Sep 29, 2008 6:47 am

  • Added the CTF scoring systems to svn.

    Old system:
    http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup

    Suggestions:
    http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup
    http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup
    http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup

    And I still find [-z-]'s system very bad, as it rewards waiting before picking up the flag again. How weird is that. The other aspects... maybe, but IMHO it gives too many points to defenders. Your team loses 18 points to the enemy when they fail to capture, but only win 25 points if they succeed. That means defending your flag successfully a single time is worth almost as much as a capture... which is quite odd.

    And using a scoring system just for tie breakers is a bad idea too - it means the team is still rewarded for going in to the enemy base alone, and not punished at all for failed capture attempts. So as a "team thinker", you have nothing to lose and should just rush in without thinking about consequences.
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    divVerent
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Mon Sep 29, 2008 8:32 am

  • divVerent wrote:
    ai wrote:Any point system I am totally against (thus haven't even bothered to read too much of either posts). It's cap or no cap that should count only. Points, if they would to exist should be in a different mode not called CTF. So PLEASE consider a different mode and do NOT call it CTF if you're using any other system than caps only. That's just all I ask from you.


    Wirthout such a point system, Nexuiz CTF cannot work.

    Flag carrier speed reduction appears to be out, given that 2/3 of the voters reject it.

    Without flag carrier speed reduction, caps-only CTF is merely running into base, and rushing out. If you fail, who cares, you have nothing to lose. That is exactly what is NOT supposed to happen in CTF, and also what is not happening in e.g. UT CTF - simply because the players are slower in UT.


    But this is happening in q3. :) Speed is retained and most people attack. There is no team play except when you play with known people (situation is similar to current situation of nexuiz, except it's caps only system).



    Anyway, I posted this not to decide/persuade div0 which system should be implemented (caps-only/not-only-caps). I posted this as a possible scoring system for not-only-caps system. Because caps-only system is obvious in itself, I didn't write how scoring system should be made. II still hope there would be 2 systems implemented like:
    g_ctf_speed
    g_ctf_oldschool

    So please read before commenting offtopic.
    Last edited by Alien on Tue Sep 30, 2008 5:09 am, edited 1 time in total.
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Mon Sep 29, 2008 8:49 am

  • You`ll always have the issue to bring all players together.

    I played the modified version now for a while and my opinion is that we should try
    to find out in the game what would be the best for the future.

    Another idea is to keep everything as it is and reduce instead of it the health to 100 and the shield to 0 for the flag carrier if he has more than it.
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    [ACI] Schwammerl (GER)
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Mon Sep 29, 2008 9:53 am

  • No, it will NOT be a single cvar to toggle that. But cfg files to load different scoring system rule sets, and cvars for flag carrier speed.

    Each single score setting is its own cvar.
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    divVerent
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Mon Sep 29, 2008 12:35 pm

  • Addition to my sugesstion: 15 min timelimit and 300 score limit. That would be easy to convert to caps only mode = 10 caps. One cap/1,5 min is, imo, enough time. Another thing, if score diff is > 150 (1/2 score limit) game is automatically over because of unbalanced teams. I hope this won't be a common event due to the future autobalance thing.
    Alien
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Tue Sep 30, 2008 12:20 am

  • Alien wrote:Another thing, if score diff is > 150 (1/2 score limit) game is automatically over because of unbalanced teams. I hope this won't be a common event due to the future autobalance thing.


    agree.

    Now question is how to convince Green Marine to use the only right config ( http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup )
    alpha
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Tue Sep 30, 2008 12:22 am

  • divVerent wrote:I still find [-z-]'s system very bad, as it rewards waiting before picking up the flag again. How weird is that.

    I'll call this the 'camper clause', it's to fend against the argument, that if a camper were to snipe the flag carrier and his teammate were to pick it up, it would nullify the sniper's shot. (-5 fc kill, +5 world pickup).

    Assuming you'll almost never get it on the 15 second mark, the highest players will usually get for picking up the flag after their teammate was killed, is 4 points (10-12 seconds), which I hope is an over estimate of the average time it takes your teammate to retreive a dropped flag.

    divVerent wrote:The other aspects... maybe, but IMHO it gives too many points to defenders. Your team loses 18 points to the enemy when they fail to capture, but only win 25 points if they succeed. That means defending your flag successfully a single time is worth almost as much as a capture... which is quite odd.

    This scoring system emphasizes the importance of defense.

    divVerent wrote:And using a scoring system just for tie breakers is a bad idea too - it means the team is still rewarded for going in to the enemy base alone, and not punished at all for failed capture attempts. So as a "team thinker", you have nothing to lose and should just rush in without thinking about consequences.

    I'm not sure I understand how this is true. You are most certainly punished for failed captures, a dropped flag is -5 points, a fc kill is +5 to the enemy and +3 for a return (not auto).
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Tue Sep 30, 2008 5:07 am

  • If your system is used only for tie breaking, then div is right, cause then only caps count.
    Alien
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Tue Sep 30, 2008 9:31 am

  • Unless they happen to be equal at the end of the match, which is very seldom (and in that case, I'd prefer overtime).
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    divVerent
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Tue Sep 30, 2008 1:20 pm

  • divVerent wrote:Unless they happen to be equal at the end of the match, which is very seldom (and in that case, I'd prefer overtime).

    Not everyone on the soccer team scores a goal but they can all have a feeling of accomplishment at the end of the game.

    In the event of a tie, red flag caps = blue flag caps, this system would reward the "better team". Of course, this algorithm can get a lot more in depth but we'll just keep it bare-bones for the sake of simplicity.

    In the future Nexuiz Ninjaz statistics system, experience points will be rewarded based on many dimensions, having a lot of flag captures doesn't mean shit if your drop average is too high or you lack fc kills, flag returns, kill combos or otherwise frags. Sure you may be able to rise to a level you feel happy with but to rise to a higher level of ninja, you must seek to understand the game from many perspectives.
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    [-z-]
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Wed Oct 01, 2008 1:13 am

  • What about: 5 points for cap, 1 for return, first to 50 wins? You get 10 caps to win, or less if the other team is stupid and drops too much. (Numbers may not be ideal).

    Can I have a reason this won't work?
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Wed Oct 01, 2008 8:53 am

  • It's still possible for a team to win without scoring, that is a problem. 10 captures seems just too many as well so many games would timeout first.
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Wed Oct 01, 2008 11:40 pm

  • Yeah, but it wouldn't be easy to win without scoring, though you could increase points for a capture and increase the score limit. I don't know, I would rather have the simplest solution. :)
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