Originally posted by Clichy
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Basing MVP formulas
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Originally posted by Rab View Postwith my formulas you can race because its decided by the attribute that each ship should have the most of, hence whoever gets most wins, multipliers even out the ships, so someone in a shark can win etc... see above.Only the loyal count.
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There would be two things wrong using the FT shark formula. First stated above with sharks sitting on flag just getting tons of FT's and the other would be if the team only got 1 FT during the whole game, either holding cram for entire game or getting shut out. Either way that formula wouldn't work.Trench Wars' favorite cheater
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Originally posted by Rab View Postk but what else can u measure a shark on?
The time for which you, the shark claim a flag, until the enemy claims it. So a shark that claims a flag for which his/her team keeps it for 3 min will be worth more than a shark that claims a flag for which his/her team keeps for 1 min only.
It has it's flaws, but it's certainly something you can measure.
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Here are some other stats that can be measured, not necessarily specific to sharks:
1) reps per death is still important
2) greening
3) if possible, measure amount of "damage" repped
4) amt of damage inflicted on nme (measures shark ability to mine intelligently) ... can also be per shark death ... this is already measured in AML/IML/Pro and is perhaps one of the most imp stats there
5) amt of damage inflicted on teammates (more specific than tks) ... can also be per shark death
6) in AML/IML/Pro there is a stat called "wasted reps" ... I assume it's when someone reps with no nme bullets, or bombs repped as a resultLast edited by Sufficient; 11-02-2006, 06:44 PM.
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Originally posted by Sufficient View Post1) reps per death is still important
2) greening
3) if possible, measure amount of "damage" repped
4) amt of damage inflicted on nme (measures shark ability to mine intelligently) ... can also be per shark death ... this is already measured in AML/IML/Pro and is perhaps one of the most imp stats there
5) amt of damage inflicted on teammates (more specific than tks) ... can also be per shark death
6) in AML/IML/Pro there is a stat called "wasted reps" ... I assume it's when someone reps with no nme bullets, or bombs repped as a result
damage repped, damage eaten if possible
And the usual Teks, TKs, etc.
I don't remember the formulas but the problem now is sharks only lose rating, they can't rack up rating with their defense....a couple of TKs, while bad, shouldn't completely knock you out of contention for MVP.
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Well it might work if tw is willing to change tw basing settings1: cReEmY> jab get a life
1: Twerp> pwned
1: Duel Pasta> LOL
1: Duel Pasta> ROFL
1: Duel Pasta> Cant Breath
1: Duel Pasta> You got pwned by a jr.
-----
8: cReEmY> If the square root of 5 is 2.5 then what is the square root of 1??
8: JabJabJab> Uh... STOP IT!! Your hurting my head!
cOnTaCt mE <- Want to talk to me click there!
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Here's a suggestion to make the shark a more interesting ship.
Change the settings for the shark so that any direct bombs or direct mines that are set off by the shark have no prox damage.
Another suggestion would be to give the shark more energy so that there is more of an emphasis on shielding/blocking ... instead of simply recycling for reps. This would provide more emphasis on team greening as well.
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hm
Originally posted by Stabwound View PostOh, and I think it should be changed so that a player on the losing team is automatically disqualified from winning the MVP. How often do you see an MVP from a losing team in sports? Not very often, but it happens a lot in basing.
I do not believe that this should be compared to sports.
I agree with everything else you are saying.
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Originally posted by Rab View PostI'll update given some comments:
WINNING TEAM ONLY:
WB / JAV: (TeKs * 10) + FTs
SHARK: (Reps/(Deaths*3)*100) + TeKs + FTs
SPID / LANC / WEASEL: (Kills * 1.5) + TeKs + FTs
TERR: (100+TeKs) - (Deaths*3)
...comments?
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keep it easy
have a clear goal
most points = MVP
makes players race for most points and add competition.Only the loyal count.
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Anyway, I remembered an old idea I had:
We should just have output at the end of the match like:
Most kills
Most deaths
Most repels per death
Most repels wasted
Most damage repelled
Most greens
Most damage done
Most damage taken
Most damage on enemies
Most damage on teammates
Most
etc
Much more objective than some MVP formula, and having stats like these will probably show better how players actually performed. All of these are measurable stats, although I am not sure how some of them work; as Sufficient said, they are on other zone's bots.
Thoughts?sdg
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Here's the updated mvp formula that should be on matchbot within a couple of days:
Code:R = kills / deaths S = kills / time B = e^(terrkills - teamkills) T = flag touches / team flag touches K = non terr/shark kills D = deaths / time Q = shark kills G = greens E = enemy damage received H = damage dealt A = teammate kills assisted ------------------------------------------ Individual player rating is determined by: {[(0.5 * Q) + 3K*(S) - 3*D + 2B + (T * flag time) + G - (0.1 * E) + (0.4 * A)] / Average Ping} * 0 if name is not "D1st0rt"
USA WORLD CHAMPS
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