Posted: Wed Apr 11, 2007 5:51 pm
thats fucking hilarious. Seen the Evolution ad?
shinygerbil wrote:xander wrote:If you beat a player who is ranked much lower than you, you go down a lot.
I don't think this would work, unless there was some kind of "matchmaking" system where you could find others of your caliber to play against with ease. Or, at the very least, an easy way ingame to see others' rankings.
xander wrote:Code: Select all
delta_rating = victory_margin * game_skill * win * drop_penalty
victory_margin = winners_score - losers_score
game_skill = losers_rating / winners_rating
win is a boolean: -1 for a loss, +1 for a win
drop_penalty is either 1, or ranges from 0 to 1: if a player drops and loses (or does not drop), drop_penalty is 1; if a player drops and wins, drop_penalty is the proportion of the game that they played, in simulated time
xander wrote:I would penalize losses, reward wins, and only lightly penalize drops.
xander
Trident wrote:xander wrote:I would penalize losses, reward wins, and only lightly penalize drops.
xander
this negates my point, i.e. "oh im starting to lose, I better drop so that my score doesn't go down that much"
Code: Select all
Baron_Fei 104
Xocrates 73
ARSENAL GEAR 72
ue 63
pwnhaxor 62
Lysander -4
Code: Select all
Baron_Fei 150
Xocrates 250
ARSENAL GEAR 135
ue 100
pwnhaxor 120
Lysander 50
Code: Select all
Baron_Fei vs Xocrates
victory_margin = 104 - 73 = 31
game_skill = 250 / 150 = 1.667
win = 1
drop_penalty = 1
delta_rating = 31 * 1.667 * 1 * 1 = 51.667
Code: Select all
All "Games": victory = 1; drop_penalty = 1
Baron_Fei vs ARSENAL GEAR
victory_margin = 104 - 72 = 32
game_skill = 135 / 150 = 0.900
delta_rating = 28.800
Baron_Fei vs us
victory_margin = 104 - 63 = 41
game_skill = 100 / 150 = 0.667
delta_rating = 27.333
Baron_Fei vs pwnhaxor
victory_margin = 104 - 62 = 42
game_skill = 120 / 150 = 0.800
delta_rating = 36.600
Baron_Fei vs Lysander
victory_margin = 104 - (-4) = 108
game_skill = 50 / 150 = 0.333
delta_rating = 36.000
Code: Select all
Baron_Fei's new rating = Baron_Fei's old rating + sum(delta_rating)
= 150 + (51.667 + 28.200 + 27.333 + 36.600 + 36.000)
= 329.8
Church wrote:Normally I shy away from multiplayer-oriented games. The reason for this is I have virtually no experience playing online multiplayer games, so if I do decide to take the multiplayer plunge, I'd very likely be easy points for the better folks until I either figure out what I'm doing or I give up, whichever comes first
Church wrote:Hey all,
I just discovered Defcon less than a week ago, and I'm still trying out the demo (even in the demo the computer beats me nearly all the time unless I'm playing as Europe, so I have a LOT to learn yet).
Normally I shy away from multiplayer-oriented games. The reason for this is I have virtually no experience playing online multiplayer games, so if I do decide to take the multiplayer plunge, I'd very likely be easy points for the better folks until I either figure out what I'm doing or I give up, whichever comes first
That being said, I like the way Defcon plays enough that I may give its online multiplayer a chance. I also appreciate the fact I don't need the latest and greatest system to run it as my current system is a little behind the times, so to speak.
I went ahead and cast my vote for an improved AI. Being single-player-oriented, I would like a scalable AI opponent. I would also like to make another suggestion with regards to the AI: in addition to a scalable AI of varying difficulties, I'd love to see a user-customizable AI, something that could be adjusted to fit nearly any style of play. Single-player folks like me would have a nearly unlimited variety of AI opponents to play against. At the same time players in a league or tournament could use it as a training tool as they could set up the AI to simulate a particular opponent for an upcoming online match.
Take Care
I think with the addition of AI with different charateristics could greatly add to the single player experience, maybe even a campaign or story mode.
Picture this.
You start with one opponent, after that there is two with different personalities maybe an attacker and defender, next with three your encouraged to make alliances, the game goes on, more opponents are added, alliances are broken, sneak attacks are launced, the game gradually builds up to a full six player experience.
The whole time it's being narrated by rolling text across the screen, in between each scenario your naval units and maybe buildings are replenished but deaths/ kills stay, and the oppertunity is given to save. the overall final goal; to be the only country with any survivors, and basically wipe every other person off the face of the planet.
whaddaya think?
xander wrote:As to a matchmaking system, that would be required. I think that it could only work if the metaserver tracked each key (assume that each key equals one player), and keeps their rating.