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Post by ewing411 on Mar 5, 2017 12:49:40 GMT -5
AAR: After Action Report Combat Contribution: A numeric value to determine match placement
Problem: Battle contribution is ranked solely based on damage dealt and top beacon capture.
Summery: Keep damage dealt as one metric. Take damage dealt and taken near beacons into account. Use total number to determine placement in the post match card.
Details: Combat Contribution = (1 + Beacon Neuterlization + Beacon Capture) * (Damage Dealt + Damage Dealt Near Beacon + Damage Taken Near Beacon)
Damage Dealt as is currently in place
Damage Dealt Near Beacon would be within capture range or a range of two or three times. It should be tight to avoid potential abused of terrain. If the raw value looks to add too much it could always be divided by two or three before being added back into the equation.
Damage Taken Near Beacon would be within capture range or a range of two or three times.
Beacon Neuterlization/Capture would be a fraction like 1% or 2.5% (0.01, 0.025). So capture five beacons plug in the equation 0.05 or 0.125. The percentage could always be higher the lower numbers are just for the easy of transparency.
Gold Reward = 13 * Player Combat Contribution / Teams Total Combat Contribution + Squad Bonus
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Post by notyetnotsosoon on Mar 5, 2017 13:52:58 GMT -5
As much as I'd want every bit of data be registered in the server for clean/proper matches, one has to be realistic as there's only so much data the client-server can handle before constant lag occurs.
Matter of fact, I'm betting players who experience lag after every update is due to this specific reason. No surprise the new form of graphics rendering display which was tested recently was a bid to ease the server's current workload.
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Post by ShutUpAndSmokeMyWeed on Mar 5, 2017 14:41:03 GMT -5
As much as I'd want every bit of data be registered in the server for clean/proper matches, one has to be realistic as there's only so much data the client-server can handle before constant lag occurs. Matter of fact, I'm betting players who experience lag after every update is due to this specific reason. No surprise the new form of graphics rendering display which was tested recently was a bid to ease the server's current workload. Not a developer but as someone who's taken a look at some of the decompiled source and talked to pixonic employees I can say this doesn't even scratch the tip of the iceberg of the data transferred and saved during matches. They already collect these stats and much, much more.
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Post by notyetnotsosoon on Mar 5, 2017 15:18:43 GMT -5
^ Fair enough. So would the additional data compound the already precarious server problems? I'm of course, not complaining if more could be done to improve UX.
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Post by ewing411 on Mar 6, 2017 6:24:35 GMT -5
^ Fair enough. So would the additional data compound the already precarious server problems? I'm of course, not complaining if more could be done to improve UX. Matches are only 12 people. Allot of FPS/3rdPSht get away with far larger pools and maintain performance. Not to meantion any AI related needs are minimal unlike in open world RPGs. Devlopers love player driven PVP because it saves massive amounts of time and programming. The players human brain becomes a cost savings.
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