Author Topic: Let's Expand on the New Point System!  (Read 2156 times)

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Offline Elindor

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Re: Let's Expand on the New Point System!
« Reply #15 on: August 10, 2012, 07:45:37 pm »
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Siege specific points might be best to ignore gates...since that is a complicated subject.
But the rest of it makes sense.
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Offline Zlisch_The_Butcher

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Re: Let's Expand on the New Point System!
« Reply #16 on: August 10, 2012, 07:55:01 pm »
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MrShine, at times closing gates/doors is for the better for the attackers. (just sayin')
IMO for battle a simple damage dealt - damage received (with teamhitting counting as -4 times the damage 'cuss teamhitting is bad.
Also -1000 points if you kill a horse an ally is whistling at, so many times have I saved a guys ass by onehitting a guy who would've lanced him, and the thanks I get is the ally killing the horse so I can't remount.
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Offline Dasty

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Re: Let's Expand on the New Point System!
« Reply #17 on: August 10, 2012, 10:53:36 pm »
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I like quite a few of these ideas, but I have some issues with a few of them.

The biggest issues are that some of these will just never happen with how the coding works. The one where you get points for damaging a person and then get points if they die within a second requires there to be a timer set for every hit unless that hit is a kill. This means that you could potentially need to check 30-40 variables each time another person is killed. You must check if that person was hit recently then you also must check if the last time they were hit was within a second, then you need to have a variable for who hit last and award them a point. But if you want it to be accurate you need to save the names of everyone who hit this person and when they hit this person to determine who gets a point. This is simply not a good use of system resources.

The next one that isn't great for system resources, but not as bad as the first, is the top 10% system. I like the idea, but you need to have two arrays that are either dynamically ordered by points or are saved to a new array by point score using a sorting algorithm. Sorting algorithms use quite a bit of resources as they must go through the entire array many times to be accurate. Then you would need to match the indexes of the point array with the indexes of the character array so that the first length*.1 indexes are actually tied with the correct people. Again, good idea but not the best system to use.

Offline Ikaguia

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Re: Let's Expand on the New Point System!
« Reply #18 on: August 11, 2012, 07:45:35 am »
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actually it's not that hard I could think of many ways to do it myself

Offline Dasty

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Re: Let's Expand on the New Point System!
« Reply #19 on: August 11, 2012, 08:30:26 am »
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Have you ever worked with the module system? Normal coding, it's easy to do, module system is a whole different ball game.

Offline FRANK_THE_TANK

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Re: Let's Expand on the New Point System!
« Reply #20 on: August 11, 2012, 08:56:46 am »
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My only question with the "How is enemy of the hit player" business is if we all run in and TK each other does that have an AOE...
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Offline Spa_geh_tea

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Re: Let's Expand on the New Point System!
« Reply #21 on: August 14, 2012, 06:08:09 pm »
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This all sounds really cool.

But, unless the devs are planning to use points to dictate your gold/exp multiplier. I really hope that they would not waste the time on it, since it holds no value beyond e-peen and round balance.

If they are planning to use it to determine multipliers, then hell yeah!

Offline MrShine

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Re: Let's Expand on the New Point System!
« Reply #22 on: August 14, 2012, 06:55:39 pm »
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I think the biggest thing is can it be done... it sounds like the coding to have some sort of time-based point system for kill-assists wouldn't be very possible.  If not, then I guess proximity is ok as a fallback, but I'm wary of making it linked with gold/xp in its current stage.  I've noticed on my archer alt that I get far fewer points on average per round, primarily because I'm always at distance with enemies.
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Offline Elindor

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Re: Let's Expand on the New Point System!
« Reply #23 on: August 14, 2012, 07:30:20 pm »
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This all sounds really cool.

But, unless the devs are planning to use points to dictate your gold/exp multiplier. I really hope that they would not waste the time on it, since it holds no value beyond e-peen and round balance.

If they are planning to use it to determine multipliers, then hell yeah!

They are.  That's why this is being put in.
The new multiplier system will be a combo of winning rounds mixed with your personal performance, etc.

As far as I understand it from the post chadz made.
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Offline Ikaguia

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Re: Let's Expand on the New Point System!
« Reply #24 on: August 19, 2012, 08:51:14 pm »
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Have you ever worked with the module system? Normal coding, it's easy to do, module system is a whole different ball game.
yes I have, and probably for much more time than you  :mrgreen:

Offline OssumPawesome

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Re: Let's Expand on the New Point System!
« Reply #25 on: August 28, 2012, 02:33:34 am »
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+1