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Let's talk about PPR! PPR Changes on Freon 1

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hagis:

--- Quote from: Piglet on August 07, 2020, 12:50 ---..
The first problem is that it doesn't give a sensible number. For example:

If in the first 20 seconds of the first round of 120 seconds you score 5 points, it will show PPR = 5. By the time you hit overtime (after 120 seconds), if you continue scoring at that rate, then it will show PPR of 30 - even though your rate of scoring has not changed at any point in that round.

Ignore overtime for now. Assume the round ends after 120 seconds.
..

--- End quote ---

120 is just the standard round time - after which overtime starts

so the 'round' may take 30 seconds or 300 seconds,. but it's still a round?

I think it's not perfect,. and I may be persuaded to some other method but I don't see what advantage there is to points per time unit,. or whatever,.

some games I meet the same shooter, die and spend a lot of time froze,. other games I meet different players and alive,. so if we extend it further we could count the points made in the time whilst alive (am not actually suggesting that)

PPR has advantage,. it's easy to understand and it mostly works for balancing

the balancer at 10% current seems pretty good mostly,. restricting the ability to call 'teams' actually had made games fun,. rather than someone keep typing teams every time one side is a couple of rounds ahead

imagine if the balancer was 'perfect' and each side had same chance if everyone played at their standard,. - well that's not how it works,. sometimes you have a good game and other times not so much,. but overcoming an imbalance are actually the most fun and rewarding games,. like "we kicked a$$ and their team was stacked"

will see what it does I guess :)

hagis:

--- Quote from: Piglet on August 07, 2020, 17:12 ---That "rounds > 0" looks bad to me. If you just joined for a very short time at the end of the round and then left when the next round started it would give a low number

I might increase that number of rounds to include only when you've played more rounds....perhaps 3 or 4? More?

Edit: let's try with 4 or more rounds needed to count towards average PPR

--- End quote ---

Ah - that kind of change I can get behind,. I think TR's 3psn has a similar function,... PPR is only recorded at the end when you played 4 rounds and that makes sense (it's easy to come in near the end of the game kick a$$ for 2 rounds and end up with lot higher than normal PPR)

Piglet:
It was easier to add into the back-end than the game. I might retro-fit it into the game

hagis:
ah - I say TR 3psn - but they did something likely in what was the backend - they ditched the standalone PHP and made the PPR stuff run within the game server (at least that's how it was explained to me)

but adding it in the php stuff is just as good / could be configurable from the php / mysql side

hagis:
actually,. I mentioned before somewhere but I do see an area where the current/avg ppr mix doesn't really work,.

so the idea of adding in current PPR to the mix is to deal with case where player is under or over performing to a significant degree

and that's cool - we can fiddle with the percentage of each PPR type and see what happens (10% is ok I think)

but.. where current PPR is not useful is when a player joins mid-match,. ideally we would apply simply avg PPR for players who recently joined (e.g. within 2 rounds)

current PPR doesn't need to be mixed in for players just joined (if that makes sense)

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