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Auth level suggestion
#1
Posted 07 October 2012 - 03:29 PM
I'm having 2 ideas the auth level and I'd like to share them.
First one is about the player status (you know "newbie", "serious", "well known", etc). I think it should depend on the played hours. Here it goes:
First 24 hours played: Newbie
Then 24h to 360h: Known
360 to 720: Well known
720 to 1080: Master
1080 to 1440: Legend
More than 1440: Oldschool
It's important to notice that it's about hours and not days ("oh he played today! He will upgrade his level!" -> NO).
My second idea would be VERY useful for the competitive play and for everyone else. The idea is to determinate the skill of the player and give him a "rank" accorded to it. Why? With this information, the server admins could dedicate their servers to a kind of skilled players particularly and those players wouldn't play with newbies for example (and newbies wouldn't complain about all the rapes they receive). In the competitive play, it would help to determinate the skill average of a team (each player's skill divided by the number of players in the team) and then place it in the good division that corresponds to it.
It's not needed to make a lot of "ranks" (I didn't find a better term for that). Just make a between XXX ratio and XXX ratio you're YYY and you can't play with ZZZ (if the server admins wants to).
What a player with his skill number/ratio/rank/whatever could do? He could play with the players having the same skill as him AND the players having a skill higher than him (just one level higher).
How to calculate the skill? For now I would say we calculate a ratio (kills / deaths). But it has to take in count all the kills and the deaths of every games. Maybe we could introduce also the hits accuracy (hits / shots ) of every games.
When the player finishes his game, the server sends the informations to the auth server and it calculates it. Then the auth server sends the results to the player (client side) so his software could select the good servers for him.
Tell me if you don't understand something. I think it would be very useful for the players to know their levels (+1 to competition side) and the new players wouldn't be confronted to the higher ones. We always feel better when we play with someone equal to us ^^ !
First one is about the player status (you know "newbie", "serious", "well known", etc). I think it should depend on the played hours. Here it goes:
First 24 hours played: Newbie
Then 24h to 360h: Known
360 to 720: Well known
720 to 1080: Master
1080 to 1440: Legend
More than 1440: Oldschool
It's important to notice that it's about hours and not days ("oh he played today! He will upgrade his level!" -> NO).
My second idea would be VERY useful for the competitive play and for everyone else. The idea is to determinate the skill of the player and give him a "rank" accorded to it. Why? With this information, the server admins could dedicate their servers to a kind of skilled players particularly and those players wouldn't play with newbies for example (and newbies wouldn't complain about all the rapes they receive). In the competitive play, it would help to determinate the skill average of a team (each player's skill divided by the number of players in the team) and then place it in the good division that corresponds to it.
It's not needed to make a lot of "ranks" (I didn't find a better term for that). Just make a between XXX ratio and XXX ratio you're YYY and you can't play with ZZZ (if the server admins wants to).
What a player with his skill number/ratio/rank/whatever could do? He could play with the players having the same skill as him AND the players having a skill higher than him (just one level higher).
How to calculate the skill? For now I would say we calculate a ratio (kills / deaths). But it has to take in count all the kills and the deaths of every games. Maybe we could introduce also the hits accuracy (hits / shots ) of every games.
When the player finishes his game, the server sends the informations to the auth server and it calculates it. Then the auth server sends the results to the player (client side) so his software could select the good servers for him.
Tell me if you don't understand something. I think it would be very useful for the players to know their levels (+1 to competition side) and the new players wouldn't be confronted to the higher ones. We always feel better when we play with someone equal to us ^^ !
#2
Posted 07 October 2012 - 03:52 PM
ranks, meh.. don't ruin it
when i was a noob, i loved playing against higher skilled players from the get go.. couldn't get enough of it..
lately it seems like people want to make things easier/less challenging when it comes to learning how to play this game..
when i was a noob, i loved playing against higher skilled players from the get go.. couldn't get enough of it..
lately it seems like people want to make things easier/less challenging when it comes to learning how to play this game..
This post has been edited by wraith: 07 October 2012 - 03:53 PM
#3
Posted 07 October 2012 - 04:08 PM
wraith, on 07 October 2012 - 03:52 PM, said:
ranks, meh.. don't ruin it
when i was a noob, i loved playing against higher skilled players from the get go.. couldn't get enough of it..
lately it seems like people want to make things easier/less challenging when it comes to learning how to play this game..
when i was a noob, i loved playing against higher skilled players from the get go.. couldn't get enough of it..
lately it seems like people want to make things easier/less challenging when it comes to learning how to play this game..
I didn't really mean ranks... But you know, a scale and you can judge people according to where they are in the scale.
So tell me more about how you loved to be punched 2432434 to 0. Have you ever tought about the high skilled players? I'm not a high skill player but I hate when I'm playing with a guy who plays like if he was a robot. Imo it ruins the game when nothing is fluid enough.
If it's not used with the public servers, at least we should use some statistics to determinate the level of a player and put him in the good division.
#4
Posted 07 October 2012 - 05:03 PM
Hello Brainie.
People will just have to open a 64 slots server with a simple map and will idle on it some days to be oldschool. (like tf2 players do for dropping objects). So as i said some where (dunno if it's here or on the french comminity.) That's should NOT ONLY depend in played hours but may be a combination with other thinnks like registration date etc...
Anyway before saying how the notoriety should evolve, we may know the final objectif of this feature :p
n0un0urs, on 07 October 2012 - 03:29 PM, said:
I'm having 2 ideas the auth level and I'd like to share them.
First one is about the player status (you know "newbie", "serious", "well known", etc). I think it should depend on the played hours. Here it goes:
First 24 hours played: Newbie
Then 24h to 360h: Known
360 to 720: Well known
720 to 1080: Master
1080 to 1440: Legend
More than 1440: Oldschool
It's important to notice that it's about hours and not days ("oh he played today! He will upgrade his level!" -> NO).
First one is about the player status (you know "newbie", "serious", "well known", etc). I think it should depend on the played hours. Here it goes:
First 24 hours played: Newbie
Then 24h to 360h: Known
360 to 720: Well known
720 to 1080: Master
1080 to 1440: Legend
More than 1440: Oldschool
It's important to notice that it's about hours and not days ("oh he played today! He will upgrade his level!" -> NO).
People will just have to open a 64 slots server with a simple map and will idle on it some days to be oldschool. (like tf2 players do for dropping objects). So as i said some where (dunno if it's here or on the french comminity.) That's should NOT ONLY depend in played hours but may be a combination with other thinnks like registration date etc...
Anyway before saying how the notoriety should evolve, we may know the final objectif of this feature :p
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#5
Posted 07 October 2012 - 05:29 PM
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#8
Posted 07 October 2012 - 08:56 PM
Determining skill is rather subjective and more so in team based matches. Some are good defenders while others are skilled rushers and the only practical way of applying a level of skill is through some kind of award system.
The problem at the moment though is what started out as a good idea of awards in most games that use them is the tendency to create yet another variation of cheating where there are actually servers going up that promote cheating awards with out benefit of game play.
The idea in general is a good one as self improvement through achievement is and should be a highly prized addition that should also be difficult to acquire rather than being hand out on a silver plate.
As for limiting game play to ranks I don't like the idea at all. I'm not even keen on the idea of limiting server access based on ping. As part of the development team there is no advantage to limiting player activity with the exception of private servers.
The problem at the moment though is what started out as a good idea of awards in most games that use them is the tendency to create yet another variation of cheating where there are actually servers going up that promote cheating awards with out benefit of game play.
The idea in general is a good one as self improvement through achievement is and should be a highly prized addition that should also be difficult to acquire rather than being hand out on a silver plate.
As for limiting game play to ranks I don't like the idea at all. I'm not even keen on the idea of limiting server access based on ping. As part of the development team there is no advantage to limiting player activity with the exception of private servers.
doing "stuff" with dead things.
#9
Posted 08 October 2012 - 09:26 AM
hi, I agree on levels, but not on timing. The list you suggested should be at least multiplied by 3.
consider that:
- after 24 hours of game, a noob is still a noob.
- if someone not newbye format his HD or loose data, always should have a backup (or simply he can recover his auth from this website).
- if someone decide to clean his account, usually it is for "positive reasons".
Concerning ranking I totally disagree. UrT is a game where even 1 or 2 noobs in game do not affect the playability create ranking is useless, fragments the game and reduce the presence on the server.
Furthermore most of time players choose spontaneously servers appropriate to their skill level.
Finally skill. Yes it could be nice to have a global skill for UrT, but how to calculate? When I wrote my bot, I spent a lot of time to create a good formula for skill (I guess it is the best now existing for UrT), but even a good formula depends from too many factors to be considered anything more that a fun stuff.
consider that:
- after 24 hours of game, a noob is still a noob.
- if someone not newbye format his HD or loose data, always should have a backup (or simply he can recover his auth from this website).
- if someone decide to clean his account, usually it is for "positive reasons".
Concerning ranking I totally disagree. UrT is a game where even 1 or 2 noobs in game do not affect the playability create ranking is useless, fragments the game and reduce the presence on the server.
Furthermore most of time players choose spontaneously servers appropriate to their skill level.
Finally skill. Yes it could be nice to have a global skill for UrT, but how to calculate? When I wrote my bot, I spent a lot of time to create a good formula for skill (I guess it is the best now existing for UrT), but even a good formula depends from too many factors to be considered anything more that a fun stuff.
This post has been edited by lebbra: 08 October 2012 - 09:26 AM
aka Dead f.S. - aka |CoN|-=V0l3ur=-, Playing UrT from 2001 - RedCap bot Developer
[img]http://www.dead.it/UrT/logop.png[/img]
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