Gaming Zone > Unreal Tournament 2004
A Bit of Better Balancing
Gil-galad:
As a goal, as far as points go, I concede that at the end of the match, the value in points should thrive to somewhat reflecting the overall actions accomplished by a player.
But what I think that should be done too is to monitor more events per player that are monitored right now. And then find a multiplier to traduce that in points, but to set balance, the points are not the best way. Measure those actions, and then the balancer would work by trying to give to each team an overall identical profile, given available players. the difficulty will be on the very good or very bad players, the one that seem to be a black hole sucking your efforts (when you feel you play alone and in your team is a real noob in small teams context, for exemple) or megaturbo surpercharged (Moi and Arbok join your team and you don't have to push anything, It's a walk in the garden picking the flag)
for flag carriers
- total distance traveled carrying on foot.
- total distance traveled in a vehicle
- for manta run, raptor run, ... i think the right solution is to consider that if the FC is driven or flown by someone else, the [vehicle distance while carrying the flag] should in that case be awarded to the pilot. it's named an Assist, and could be labelled in distance (= distance traveled while driving FC, as distance meaning how much closer did the FC got brought to his flag post)
(very provisional) final note on flag carrying : perhaps the value in Time could be better suited and simpler, or perhaps a good counterbalance for some blind spots we have with the value in distance, as in : keeping their flag while waiting for yours to be returned is sometimes quite difficult, in spammy maps all the more. on those matches, the time you managed to keep the flag should be valued and could be interesting. Of course, the blind spot of the time value is camping with the flag in a remote/inaccessible just to get stats and rewards. or another thing. i don't know. perhaps devise that 1. in set interval, if distance =0 (camping) and [time carying the flag] continues to go up, and 2. your flag is on its post, then 3. the reward for time should be stopped. Aaaaanyway, it's all ery sketchy, it's there because it's ideas and they only (eventually!) get valued if shared.
for flag carrier supporters and dropped flagS (both) defenders, enemy flag defenders and enemy flag retrievers:
- special kill count of kills of nearest to flag carrier/dropped flag. let's call those Support kills...? or, it could perhaps be a count of total damage delivered to those targets.
For flag retrievers :
the value of a flag return is to be understood as in how close/far is your team's flag from the enemy's flag post. Count it the same way you do for flag carriers (same technique you devised). the question is : at how much of the continuum that separates each flag posts was the flag dropped when a player returns it. How close was it from their post? if very close, then the distance from your flag post is big. That value is to be recorded for each flag return, and summed to the the distances of other flag returns already credited to the player.
I still have more ideas, but i don't have more time to get them ordered. Anyway, what do you think?
Piglet:
It's a tricky one. You're thinking in terms of flags all the time - however if you watch me in Bloodbath, my aim is to prevent players getting anywhere near the flag. I'm shooting the hordes of players attacking and trying to prevent them even getting there.
How are you going to measure the value of me killing 100 players before they reach the flag, compared to the sniper being nothing more than a nuisance shooting 100 people milling around the spawn points?
How are you going to measure the value of Moi shooting me and preventing me from defending?
Gil-galad:
--- Quote ---How are you going to measure the value of me killing 100 players before they reach the flag, compared to the sniper being nothing more than a nuisance shooting 100 people milling around the spawn points?
--- End quote ---
I suggested this, earlier :
--- Quote --- we could also take the last flag drop position to infer the enemies's postion/vector/...? regarding said dropped flag as a way to it to assign value to a kill. The idea is to recognize the value of the action of returning flag, thus also in preventing the enemies from doing it, to be logical.
--- End quote ---
that mecanism would be used for
--- Quote ---for flag carrier supporters and dropped flagS (both) defenders, enemy flag defenders and enemy flag retrievers:
- special kill count of kills of nearest to flag carrier/dropped flag. let's call those Support kills...? or, it could perhaps be a count of total damage delivered to those targets.
--- End quote ---
meaning that if you kill the enemies to prevent them from getting close, your kill has more value if the enemy is closer, less value if they are further [from reaching their objective, like 1. defending their flag that is on post, 2. taking yours that is dropped, 3. returning their flag that is dropped, 4. taking yours that is on post]. Count those distances, probably separatly, to measure the value of the action, sum them per player. Rank players accordingly for balance.
For points, there's more room.
The example you propose is not satisfactorily addressed, though. spawn kill is a thing that can be completely useless to your team, like we see in some matches in the map longest yard. on other occasions, it is arguably valid strategy : think of the enemy being blocked while you get a head start running with the flag. I guess sk should be valued IF it has a strong (temporary) tactical purpose, which will obviously be related to flags.
--- Quote ---How are you going to measure the value of Moi shooting me and preventing me from defending?
--- End quote ---
the value of the kill depdns on how precious you are to your team. if you are the best player in your team (determined by the counts I keep talking about, at least partly, as far as balancer goes), then killing you, blocking you should be beneficial for Moi's team. IF moi were to block one player that does not provide much of value for his team, then Moi is not having the same beneficial impact for his team when he kills him/block him.
I'm still not satisfied but that's all I can think of. There's probably a better way. Perhaps give a set weight to [a total damage given player rank ] to alter what the counts i'm proposing would suggest in terms of team balance. Or something cleverer (please!)
Gil-galad:
There's also one thing that should be implemented, and much simpler, that is a mechanism preventing team balancer abuse. it could work like this : if, by going on spectator mode (leaving the match) or quitting the server, the team balancer is triggered and somebody is swapped, then, if you try to rejoin, force spectator mode until the end of the match. I think it's the way it works on LDG.
Piglet:
...or you get put back in the original team...
Possibly better to drop to spec or leave to take the phone call than to stand idle.
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