Poll

What do you think?

Awesome idea!
Nice, but I wouldn't use it.
Hate it!
Too complicated
Nah, it sucks hard.

Author Topic: Worthyness Script  (Read 1869 times)

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Offline Aarni Valkea

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Worthyness Script
« on: November 10, 2007, 02:43:15 pm »
Hehe, I had a long thought on where to post this, and decided this is a sure choice :P

First of all, like I've said many times before, I cannot script with Pascal. This is not a request (at least not yet), but I want to hear your thoughts about it ;)

This is kind of an experimental script I was thinking about. It would change the current point system in a server. The function is this: The script would look what weapons you took, what pick-ups you gathered (and perhaps even from where? o.0) and who you killed to calculate your "worthiness". In other words, it looks if you profited for your side of the army, or just consumed it's resources.

f.e: You take a high powered weapon as a main, but since you don't necessarily need a back-up, you take a cheap secondary. You kill a couple of enemies with low-level weapons and die quite fast yourself. The script would then calculate if you killed enough enemies to make it to the "positive side", and then add or substract points from your stats. I am a terrible explainer, I know.

It would pretty much be a smoother shop script and add a new dimension to the game :D
If this worked perfectly, would you like it? What do you think :)
« Last Edit: November 10, 2007, 02:45:24 pm by Aarni Valkea »
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Offline DePhille

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Re: Worthyness Script
« Reply #1 on: November 10, 2007, 02:53:25 pm »
So, that means there's always half of your team in the negative? Or did I misunderstood your idea?
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Offline Aarni Valkea

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Re: Worthyness Script
« Reply #2 on: November 10, 2007, 03:22:43 pm »
Yes you did ;)

In THEORY it means "how valuable you are to the army". That means if you take a superb weapon and lots of pickups then die, it costs a lot more than if you die with practically nothing. Also, if you kill high powered enemies with "nothing" it boosts your value. Get it now? :D
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Offline DePhille

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Re: Worthyness Script
« Reply #3 on: November 10, 2007, 03:28:16 pm »
I'm not really fond of the idea but I like where it is going though. You could invent some kind of 'rating' that doesn't change when you're winning or losing. However, don't expect to have a lot of attention for this idea, most people are happy enough with the current scoring system.

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Offline .Long-Range

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Re: Worthyness Script
« Reply #4 on: November 10, 2007, 04:46:31 pm »
Sounds like quite the interesting idea. The scoring system will get extremely specific about how useful & good of a player you are.
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Offline BondJamesBond

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Re: Worthyness Script
« Reply #5 on: November 10, 2007, 05:13:00 pm »
It should depend on what your opponent is wielding.
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Offline Aarni Valkea

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Re: Worthyness Script
« Reply #6 on: November 10, 2007, 05:18:28 pm »
It would depend on both, what you AND your opponent is.

BTW: The "where" from the pickups meant that you could increase your score (just a little bit) by collecting health and nades from the enemy base ;) Scavenging!

I think this would be useful since the shops are too clumsy, and this mesures your skill as much as the class of weapons you use.
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Offline ~Niko~

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Re: Worthyness Script
« Reply #7 on: November 10, 2007, 05:29:10 pm »
Woha... if this can be scripted would be great... nice idea Aarni...

Offline excruciator

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Re: Worthyness Script
« Reply #8 on: November 10, 2007, 06:09:27 pm »
I actually love it. It would show if you are a asset to the team or not. And how could you improve.
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Offline client

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Re: Worthyness Script
« Reply #9 on: November 10, 2007, 06:26:52 pm »
that sounds good. I`m gonna test it if you make the script.

Offline a-4-year-old

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Re: Worthyness Script
« Reply #10 on: November 10, 2007, 06:33:09 pm »
making weapons "worth resources" as i understand it, is retarded.
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Offline xtishereb

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Re: Worthyness Script
« Reply #11 on: November 11, 2007, 04:18:24 pm »
I don't think this would have an actual impact on the game, it would just be another method of calculating ratings.
Perhaps you could use the "dynamic market" idea, the more used a weapon is, the more "expensive" it is and vice-versa. If you can't detect what weapon people spawn with, just go off of the kill log. Have an array of value or something for each player which is refreshed when they die, so if a person grabs the underloved AK-74 and frags the entire enemy team before dying, he'd get a crapload of points. Then when he spawns with the AK-74 again, it would be harder to get points.
So, it's a nice idea, but I too have no idea how to do this. It's all about the algorithms. Maybe you could suggest it to Toumaz.
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Offline Aarni Valkea

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Re: Worthyness Script
« Reply #12 on: November 11, 2007, 05:13:03 pm »
Hmm, possibly. He'll find this topic if he's interested ;)

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Offline -{Phoenix}-

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Re: Worthyness Script
« Reply #13 on: November 11, 2007, 05:24:56 pm »
yea sounds good.. evry ideas an improvement
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Offline sai`ke

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Re: Worthyness Script
« Reply #14 on: November 12, 2007, 10:12:35 am »
The idea is nice, but once you get into the specifics of an actual implementation you'll get tangled in balancing madness. Making an unbiased estimator of skill is impossible I'm afraid.

If you've got an extreme amount of time on your hands you can study all the statistics of what weapon kills what other weapon on which map (yes the map plays a really important part too!) with which players, but you'd need an insanely sized dataset and prior knowledge about the players incorporated in this dataset to get it balanced. Even if you'd do this, it still wouldn't catch all the more complex dynamics like killstealing, teamwork and so on.
« Last Edit: November 12, 2007, 10:14:27 am by sai`ke »
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Offline Aarni Valkea

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Re: Worthyness Script
« Reply #15 on: November 12, 2007, 02:41:30 pm »
You just ruined our beautiful fantasy.
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Offline Toumaz

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Re: Worthyness Script
« Reply #16 on: November 12, 2007, 02:50:19 pm »
It would possibly work out quite well in Deathmatch, and it's certainly doable.

What about something that'd track all kills done in a certain map and then write them to a file, working out the percentages and then determining a 'score' for every individual primary weapon (the secondaries can fuck right off), and if you killed somebody with a weapon that hasn't been used too much on that certain map you'd earn an extra point or two.

I'll give it a shot later, if I've got excess free time and get bored.

Offline sai`ke

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Re: Worthyness Script
« Reply #17 on: November 12, 2007, 03:32:37 pm »
good luck :D
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Offline Aarni Valkea

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Re: Worthyness Script
« Reply #18 on: November 12, 2007, 04:01:05 pm »
We are all waiting. No pressure.
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Offline ghg

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Re: Worthyness Script
« Reply #19 on: November 19, 2007, 02:12:29 am »
" We are all waiting. No pressure.
"
:P Yeah, no pressure. Now get to it.
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