Skill system

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Azarael
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Re: Skill system punishments

Post by Azarael » Thu 28 Feb , 2013 8:14 pm

Good luck smurfing

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Re: Skill system punishments

Post by iZumo » Thu 28 Feb , 2013 9:44 pm

For "hiding your identity" one just needs to allow you hiding just your own skill to other players if you wish and not update the name @ top 10.

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Re: Skill system punishments

Post by iRobot » Fri 19 Jul , 2013 2:56 pm

Change to skill system discussion, thx

Can we change the skill system to incorporate damage dealt? Freon/TAM tracks this so it's no issue.

you could do 15000 damage in a game and get no skill if you just do the damage without killing. A lot of players will soften people up and get no credit for it.

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Re: Skill system punishments

Post by iZumo » Fri 19 Jul , 2013 3:45 pm

Well, it was discussed before, I rejected pure damage based system and was rather for "strategic damage system" (damage done that was healed would not count). Anyway, skill balancer first.

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Re: Skill system punishments

Post by iRobot » Fri 19 Jul , 2013 3:54 pm

It needs work, just relying on kills alone is an extremely limited way of looking at things.

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Re: Skill system punishments

Post by Capaco » Sun 21 Jul , 2013 2:43 pm

agree to robot...i said that some time ago also...

why to rush and deal damage like shit, doesnt grant you anything on skill when u have 0 kills at the end...(tbh wait some seconds fter spawning and then start to play)

But then the next discussion will follow...skill for healing? im against that..but if u heal guys it counts as damage right?!

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Re: Skill system punishments

Post by iZumo » Sun 21 Jul , 2013 6:36 pm

Well I pretty much am for the variant for doing it the way that only the damage that "led to kill the player" counts (normalized by starting health of the victim and damage done to the armor or above the standard health (booster combo) would not count at all).

Example:
Calypso has 200 health and 20 armor, of which 25 health is from booster combo (i.e started at 175 health).
1) iRobot hits him for 80 (Calypso will be on 140, which means iRobot gets 35 kill points)
2) Calypso proxy heals himself to 175 (causes iRobot to lose those 35 kill points)
3) Aza hits him for 80 (Calypso will be on 95, Aza gets 80 kill points)
4) iRobot hits him for 80 (Calypso will be on 15, iRobot gets 80 kill points)
5) Calypso rushes to teammate and manages to proxy heal 20 health (Calypso will be on 35 and iRobot loses 20 kill points)
6) giZmo kill Calypso (causes him to get 35 kill points).

So the damage that "led to kill the player" would be:
Aza: from 175 to 95 => gets 80 / 175 kills
iRobot: from 95 to 35 => gets 60 / 175 kills
giZmo: from 35 to 0 => gets 35 / 175 kills

It's quite difficult to implement correctly, but in a nutshell it's how some AS objectives work (which even the score). We already discussed this with Aza (who was for all kinds of damage), but my problem was that such mechanics would be a real hassle to balance with thawing (where you risk getting a shot).

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Re: Skill system punishments

Post by Capaco » Sun 21 Jul , 2013 7:13 pm

Izumo_CZ wrote:Well I pretty much am for the variant for doing it the way that only the damage that "led to kill the player" counts (normalized by starting health of the victim and damage done to the armor or above the standard health (booster combo) would not count at all).

Example:
Calypso has 200 health and 20 armor, of which 25 health is from booster combo (i.e started at 175 health).
1) iRobot hits him for 80 (Calypso will be on 140, which means iRobot gets 35 kill points)
2) Calypso proxy heals himself to 175 (causes iRobot to lose those 35 kill points)
3) Aza hits him for 80 (Calypso will be on 95, Aza gets 80 kill points)
4) iRobot hits him for 80 (Calypso will be on 15, iRobot gets 80 kill points)
5) Calypso rushes to teammate and manages to proxy heal 20 health (Calypso will be on 35 and iRobot loses 20 kill points)
6) giZmo kill Calypso (causes him to get 35 kill points).

So the damage that "led to kill the player" would be:
Aza: from 175 to 95 => gets 80 / 175 kills
iRobot: from 95 to 35 => gets 60 / 175 kills
giZmo: from 35 to 0 => gets 35 / 175 kills

It's quite difficult to implement correctly, but in a nutshell it's how some AS objectives work (which even the score). We already discussed this with Aza (who was for all kinds of damage), but my problem was that such mechanics would be a real hassle to balance with thawing (where you risk getting a shot).

2) Calypso proxy heals himself to 175 (causes iRobot to lose those 35 kill points)


he shouldnt lose points, he still did the damage to Caly if he hits him again, its additional kill points,as its again damage

Healing is just an option Caly did, but robot still did the damage before

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Re: Skill system punishments

Post by iZumo » Sun 21 Jul , 2013 7:53 pm

Nope, that's the point of "strategic damage". Only damage that leads to death counts (with healing weps + proxy healing). All damage would go for TAM, not Freon.

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Azarael
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Re: Skill system punishments

Post by Azarael » Sun 21 Jul , 2013 10:29 pm

Can we now actually add a rule against deliberately smurfing to avoid having your true skill applied?

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