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Gamestatus suggestions
http://forums.runequake.com/viewtopic.php?f=3&t=1298
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Author:  toyo_mr2 [ Tue Mar 13, 2007 3:45 am ]
Post subject:  Gamestatus suggestions

First of all, I applaud any service which promotes Quake.

ExP is almost meaningless as a statistic and should be retired.

Since frags can be tallied, I imagine counting deaths and suicides would be trivial. If that's the case, these numbers plus a calculated combat efficiency (frags / (deaths + suicides)) would be more of interest and reflective of the player's skill.


Quake Gamestatus:
http://www.gamestatus.net/find.cgi?game=q1&action=playerlist&sort=frags&server=

Author:  spooker [ Tue Mar 13, 2007 6:54 am ]
Post subject: 

gamestatus is cool but it doesnt seem to work 100%, ie I used to look at it sometimes and knew that I played more than it listed me

Author:  Canadian*Sniper [ Tue Mar 13, 2007 3:45 pm ]
Post subject: 

I'm sticking with the original quake score system but adding deaths like you suggested. In quake, the winner of a match is the person you gets the most frag points. Dieing doesn't reduce frag points but suicides, teammate kills and typing kill do. So perhaps this is more equalized. Here's my suggestion for this thread:

Code:
frags*2 / (deaths + teamfrag*2 + suicides*2 + typekill*3 + 1)


Teamfrags are when you kill a teammate.
Deaths caused by your teammate killing you shouldn't be counted as a death in this algo.
Typing Kill is a -2 frag pelanty since it's a dirty trick in DM (no pack).

+1 in the end in case you frag a lot and never die. Can't divide by 0 ;)

Author:  toyo_mr2 [ Tue Mar 13, 2007 4:51 pm ]
Post subject: 

I understand why you would want to discourage someone from typing kill, but it should be categorized as a simple suicide or dealt with similarly. Your formula introduces a bias that distorts the rating because you factor in honor. Why does that matter when you are, I assume, only concerned about someone's contribution to the team? It would be like if you gave bonus points for killing with the lightening gun when a lightening gun kill and a rocket launcher kill both results in 1 frag.

Author:  Canadian*Sniper [ Tue Mar 13, 2007 5:00 pm ]
Post subject: 

I meant a team kill as in you kill your team mate. Quake gives a -1 frag to anyone who kills a team mate. Sorry if I wasn't clear.

Author:  toyo_mr2 [ Tue Mar 13, 2007 5:53 pm ]
Post subject: 

Code:
frags*2 / (deaths + teamfrag*2 + suicides*2 + typekill*3 + 1)


Quote:
Typing Kill is a -2 frag pelanty since it's a dirty trick in DM (no pack).


My previous post was referring to the above. I don't understand why your formula penalizes typing kill more than a simple suicide when they have the same affect on the team score.

Author:  Canadian*Sniper [ Tue Mar 13, 2007 6:16 pm ]
Post subject: 

toyo_mr2 wrote:
I don't understand why your formula penalizes typing kill more than a simple suicide when they have the same affect on the team score.


Typing Kill and Suicides (Killing yourself with a weapon) have different frag penalties [finally spelled penalty correctly =P].

Here's the command that's ran when a player types KILL.

Code:
/*
============
ClientKill

Player entered the suicide command
============
*/
void() ClientKill =
{
   bprint (self.netname);
   bprint (" suicides\n");
   set_suicide_frame ();
   self.modelindex = modelindex_player;
   self.frags = self.frags - 2;   // extra penalty
   respawn ();
};


Of course, any mod can change this. The code above is Vanilla quake rules from the progs106 source.

Author:  Fuzznut [ Tue Mar 13, 2007 7:41 pm ]
Post subject: 

Wait wait, I gotta suggestion.



I SUGGEST YOU KISS YER ASS GOODBYE TOYO BECAUSE I'M COMING FOR YA! :lol:

Author:  toyo_mr2 [ Wed Mar 14, 2007 3:52 pm ]
Post subject: 

Canadian*Sniper wrote:
Typing Kill and Suicides (Killing yourself with a weapon) have different frag penalties [finally spelled penalty correctly =P].


I see. I didn't realize the game imposed a penalty as well. In that case, the formula should definitely reflect that.

Whenever someone types kill, why not add code to leave his pack? While searching the net for the player killed function, I found this:


Code:
void() ClientKill =
{
// 1998-08-10 Player drops backpack on suicide by Maddes  start
/*
   bprint (self.netname);
   bprint (" suicides\n");
   set_suicide_frame ();

   self.modelindex = modelindex_player;

   self.skin = self.skin_selected;      // 1997-12-30 skin support by Maddes

   self.frags = self.frags - 2;   // extra penalty
   respawn ();
*/
   self.deathtype = "suicide";
   self.health = 0;
   Killed(self,self);
// 1998-08-10 Player drops backpack on suicide by Maddes  end
};


Code:
void(entity targ, entity attacker) ClientObituary =
{
...
         if (targ == attacker)
         {
            // killed self
            attacker.frags = attacker.frags - 1;
            bprint (targ.netname);

// 1998-08-10 Player drops backpack on suicide by Maddes  start
            if (targ.deathtype == "suicide")
            {
               attacker.frags = attacker.frags - 1;   // extra penalty
               bprint (" suicides\n");
               return;
            }
// 1998-08-10 Player drops backpack on suicide by Maddes  end
...
};


QuakeC Enhancements:
http://www.inside3d.com/qip/q1/qcenhanc.htm

Author:  Canadian*Sniper [ Wed Mar 14, 2007 5:10 pm ]
Post subject: 

That's up to someone's preference of gameplay. There's also a fix to disallow NOEXIT when it's not deathmatch. I prefer to have to option to use noexit in singleplayer and coop so I keep the code as it is. Same goes with dropping a backpack when typing kill. If someone types kill, they're doing it for a reason. Maybe the original reason is to disallow someone to take his backpack with max rockets in it. Sort of like a suicide pill. The downside as always is that you go down 2 frag points AND you start out with only shotgun and axe when you respawn.

When I'm modifying the code for whitehot, I keep that into consideration and stop myself from changing original code. I therefor make other selectable options to make the changes. Take teamplay for example. Teamplay has 3 values: 0 no teams, 1 pant colour teams can hurt team armour can't hurt team health can't hurt self, 2 pant colour teams can hurt team armour and health and can hurt self. I'm modifying teamplay so there are 17 options so every possibility is taken care of. I believe in versatility. you get 17 by all of the possible combinations (TEAM|ARMOUR|HEALTH|SELF) + no teams

TEAM: pant coloured teams OR all players are on the same team
ARMOUR: can or can't hurt team armour
HEALTH: can or can't hurt team health
SELF: can or can't hurt self

I like Quake the way it is. Making changes to it will then become the mod, not quake. This is why I want whitehot to at least have the versatility to be just like Quake if needed. :)

Author:  spooker [ Thu Mar 15, 2007 2:29 am ]
Post subject: 

Fuzznut wrote:
Wait wait, I gotta suggestion.



I SUGGEST YOU KISS YER ASS GOODBYE TOYO BECAUSE I'M COMING FOR YA! :lol:


lol. down boy!!

Author:  Canadian*Sniper [ Mon Mar 19, 2007 1:16 am ]
Post subject: 

So is anything going to happen or are we just making wishes?

Author:  Ad [ Sun Mar 25, 2007 9:16 am ]
Post subject: 

Hey...this thing is keeping tabs on me :P - Kinda neat to look at. Look at all those frags: http://www.gamestatus.net/find.cgi?game=q1&action=name&name=ad

Seems like I should have more yearly if I'm at 2427 frags per month *shrug*. Ah... I see I have more frags under my old name: http://www.gamestatus.net/find.cgi?game=q1&action=name&name=Te1sel - That's more like it.

Who are you making these requests to, Toyo? Is Slot involved in gamestatus for shmack? I too would like to see more stats added if possible...you know, just for fun ;) -
I'm not going to become a statwhore (for lack of a better term) hopefully. As mentioned a kill/death ratio would be interesting to see.

In other news...runes have been a little dull lately, not because of the map rotation, but just because my favorite opponents haven't been on...except for Digifunk. But he's not really an opponent, I just like seeing him around, heh. Funny guy.

I want to see my friendly and unfriendly rivals playing more often. Friendly rivals being Toyo and Paradise. Unfriendly rivals being Slugnut, Magn3tar, Frenzy_TU, and anyone with a huge ego really. I would much rather play against good opponents and lose rather than playing against inexperienced/average players and winning. Hope to see you all around Shmack.

Author:  Baker [ Mon Mar 26, 2007 12:30 am ]
Post subject: 

Ad wrote:
Unfriendly rivals being Slugnut, Magn3tar, Frenzy_TU


Magnetar is a nice guy that likes to talk trash, he's cool.

Slugnut? Unfriendly? I've never even seen say more than a single sentence ;)

Author:  Ad [ Mon Mar 26, 2007 5:29 am ]
Post subject: 

Baker wrote:
Ad wrote:
Unfriendly rivals being Slugnut, Magn3tar, Frenzy_TU


Magnetar is a nice guy that likes to talk trash, he's cool.

Slugnut? Unfriendly? I've never even seen say more than a single sentence ;)


Not saying I dislike them, I'm just not friendly with them and don't know them well. Then again I suppose I don't know Toyo or Paradise well either, but they are good competitors who talk very little (like myself), so they're much easier to respect.

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