I fully agree that the assumption you gave was on 4 equally skilled players. but there is very few ways to actually determine what that means. Skill doesn't always mean in game actions. I agree the assumption is 4 equally skilled players, but that does not necessarily translate into 4 equally powerful opponents once the game starts. It is kinda like Win rates on maps in CSGO and SC2, The assumption is equal teams, but many times the lesser skilled team can win by utilizing in g
KCIV
BTW I just saw Beta 7 UI the other night. Fucking. Mother. Shit. Holy!!!!!!!! the graph display behind the resource value. BRILLIANT. It completely adds a WHOLE aesthetic to the game that 10000% complements the entire feel and mechanics of the game.
Really good thoughts, This is why I am power whoring myself on data collection of the tournament games with these settings, I personally feel I see DBO working in favor of the winning player as many times as it hurts the first player to do so. But I do think the mind set around the mechanic is not as intuitive as it would seem. I am also fully aware that DBO is not popular by any means XD although the games watched were still very interesting and exciting :) specifically
[quote who="Cubit32" reply="9" id="3592103"] I want these cash+resource graohs so bad as well as the vertical markers that indicate upgrades and buyouts. [/quote] Yea I think they do have some promise but They could be better (working on that ;)) [quote who="DeftMunky" reply="10" id="3592105"] We'll see what we can do. We don't have the resources to create every visualization people can think of, but when we have a concrete example like wh
Update To show what I mean This is really rough I mean REALLY rough, but it shows the potential so here we have cash and resources against eachother per player (3 man game) http://puu.sh/ks32G/741c0d66fc.png without mile stones http://puu.sh/ks35c/c74f6ce21e.png <
[quote who="jesnell" reply="5" id="3591994"] I'm pretty sure time series aren't the right solution for giving the spectators an idea of what's really going on. What matters when viewing a game aren't the long term series of absolute values, but the current state, the very short term relative trends, and event timings. Some of this information exists already in a central place, some is scattered around and often hidden behind tooltips, and some of it is not there at all. E
http://puu.sh/krD3D/2acb5d60c5.png here is another example http://puu.sh/krEjc/fb367c0897.png here is an example of what I am creating per player (from a horrible by hand data set) Once I get the other 3 players finished I will be combining these graphs together in various formats to test viability of graphing formats, I
[quote who="Soren_Johnson" reply="48" id="3591923"] Hope to see PBHead, You, Drklight, and SteekSteelStiletto tonight at 9PM EDT! [/quote] I am very very excited!
They are being added, I'm in the process of writing down data from a game I had by hand and then creating the graph around it, Took a bit longer, but like I said I wanted to gather information from the thread before straight posting the images.
I was wanting to get a thread going from veteran and expert players what they thought a key or better metric for evaluating a game would be. I have a few mock ups I wanted to post, but As I am still very new I need feedback on what players value first. I am working on typical floating graphs and double metrics, using for example Liquidation worth (accumulated and per minute) with floating stock price (double axis). And other vario
I like the idea of not knowing "min/max" locations, is fantastic though. However the game play around it is poor. I will say that the whole starting poker of "who starts at what debt with what benefit" is fantastic! for 1v1's it is very interesting I would love to see ideas on that play expounded and made more meaningful/thoughtful and less "min/max". in 4v4 the "min/max" is more about the poker of the best hand which I really enjoy. Reveal map
First off thank you Duel for your reply! And yea, I think its good to ask those questions and more or less guide the thinking or discussion a bit. I will make a post for graphs because That is indeed my life and passion ;) As for Kingmorgan, I do See that point about Buyout/merger being focused around acquisition instead of Destroy liquidate build. I think that is valid, And I do also agree that there is a lack of centralized mid game, After upgrading to lvl
Hello CEO's ;) I'm new to this game so please pardon my n00b when it shows. I am an avid Data guy worked with INSURGENCY and NWI on building their competitive scene, and really big on mechanics and game design. so I wanted to ask a few questions What mode is the "default" balance state. And should other modes outside of that have tailored mechanics, IE racial/station bonuses for 4v