New player points/level system

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Re: New player points/level system

Post#41 » 17 Jan 2017, 18:42

pier4r wrote:
Kanishka wrote:Hey, umm... I have a problem. I should have more XP since this is my 3rd account and... Well... I have a lot more experience than indicated by my current account.


If the accounts are not linked, it is unlikely that you can sum them.


Confirmed.

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Re: New player points/level system

Post#42 » 17 Jan 2017, 18:43

pier4r wrote:
Kanishka wrote:Hey, umm... I have a problem. I should have more XP since this is my 3rd account and... Well... I have a lot more experience than indicated by my current account.


If the accounts are not linked, it is unlikely that you can sum them.


The previous accounts are lost in the endless sands of time, buried beneath the burden of no single consciousness activating them... Slowly dissolving into swirling clouds of electrons...

Night. Sleepy. Philosophical.
Fixes break an AI more than bugs do. :ugeek:

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Re: New player points/level system

Post#43 » 17 Jan 2017, 18:44

Best GameDev Ever wrote:Confirmed.


What's confirmed?
Fixes break an AI more than bugs do. :ugeek:

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Re: New player points/level system

Post#44 » 17 Jan 2017, 18:45

Kanishka wrote:
Best GameDev Ever wrote:Confirmed.


What's confirmed?


Different accounts = different XP/ranking.

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Re: New player points/level system

Post#45 » 17 Jan 2017, 18:48

Ohh...
Fixes break an AI more than bugs do. :ugeek:

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Re: New player points/level system

Post#46 » 17 Jan 2017, 23:33

First draft of the level thresholds and unlocks:

  • Level 1:
    • Score threshold: 10000
    • Unlocks: none
  • Level 2:
    • Score threshold: 25000
    • Unlocks: Shotgun class + Bot classes conditions and filters
  • Level 3:
    • Score threshold: 50000
    • Unlocks: Current action conditions and filters
  • Level 4:
    • Score threshold: 100000
    • Unlocks: Machine Gun class
  • Level 5:
    • Score threshold: 150000
    • Unlocks: Bot tag actions, conditions and filters
  • Level 6:
    • Score threshold: 250000
    • Unlocks: Sniper class
  • Level 7:
    • Score threshold: none (max level)
    • Unlocks: Team tag actions, conditions and filters

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Re: New player points/level system

Post#47 » 18 Jan 2017, 04:59

Okay... So in my strange condition, would you be kind enough to put me in Level 7? Or else I won't be much of an Alpha Tester
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Re: New player points/level system

Post#48 » 18 Jan 2017, 06:42

This can also be used to gradually add new features as they are developed, for example level 8 will be introduced when the spawning bases are ready. In the mean time it makes sense to freeze the XP of players in the top level, since they can't unlock anything no point of having there XP increase.

Also, another challenge one could do is turn off features at certain levels. For example level 9 can't use shotgun class, this will force players to adapt their AIs, like a handicap mode.

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Re: New player points/level system

Post#49 » 18 Jan 2017, 07:00

I think the point of this system is to don't let new players get overrun by features, they would freak out because of the complexity. Turning off features don't make sense, they will have to use the new features if they want to win their games, since those features (if used right) give you a clear advantage.

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Re: New player points/level system

Post#50 » 18 Jan 2017, 07:53

Have you guys tried to solve the proplem with;
Harsh but
-global stat restart first?
(Just on alpha 7.6)
Everything back to 1000-0
Then compute things

Just simulated/ what if?
Ohh the milestones.
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Re: New player points/level system

Post#51 » 18 Jan 2017, 08:48

GFX47 wrote:First draft of the level thresholds and unlocks:


At first I would have said that the thresholds were a bit low but looking at the stats 250k is round about what is needed for league 4.

Sure every now and then one player in a certain league may be overpowered but this will be quickly fixed once the player jumps in the next league. So far I see the idea working.
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Re: New player points/level system

Post#52 » 18 Jan 2017, 08:50

Wooolf wrote:This can also be used to gradually add new features as they are developed, for example level 8 will be introduced when the spawning bases are ready. In the mean time it makes sense to freeze the XP of players in the top level, since they can't unlock anything no point of having there XP increase.

Also, another challenge one could do is turn off features at certain levels. For example level 9 can't use shotgun class, this will force players to adapt their AIs, like a handicap mode.


I agree on the first part, that new levels could give new filters but I do not agree on freezing the XP. Who plays a lot will adapt without much problems and while I agree that taking back features may increase the variability, it may kill motivation so no. Once one gets a feature it stays. If the feature is misused by the player then the player will lose elo.
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Re: New player points/level system

Post#53 » 18 Jan 2017, 08:51

ConsciouS-0nE wrote:Have you guys tried to solve the proplem with;
Harsh but
-global stat restart first?
(Just on alpha 7.6)
Everything back to 1000-0
Then compute things

Just simulated/ what if?
Ohh the milestones.


Why? It won't change a thing mostly.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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Re: New player points/level system

Post#54 » 18 Jan 2017, 09:05

Mmm okay lol
*coughlargenumbersdiffirences,butitsnotaproblemanywayscough*cough
Im not the best player, but atleast im something.I'm 8
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Re: New player points/level system

Post#55 » 18 Jan 2017, 09:10

pier4r wrote:
GFX47 wrote:First draft of the level thresholds and unlocks:


At first I would have said that the thresholds were a bit low but looking at the stats 250k is round about what is needed for league 4.

Sure every now and then one player in a certain league may be overpowered but this will be quickly fixed once the player jumps in the next league. So far I see the idea working.


Hmm, I just realized that a lot of new entries in League 4 will lose even the machine gun other than the sniper.

Suggestion, swapping bots with ai complexity.

Lvl3 mg
Lvl4 sniper
Lvl5 current action conditions
Lvl 6 bot tags and co
Lvl 7 team tags
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Re: New player points/level system

Post#56 » 18 Jan 2017, 09:11

ConsciouS-0nE wrote:Mmm okay lol
*coughlargenumbersdiffirences,butitsnotaproblemanywayscough*cough

If you explain the differences that you will see in proper sentences, I will read.

Edit: one point against the reset is that players are supposed to be testers but they are not provided with unlimited willpower and moreover they use their free time. If you reset all many may consider the opportunity cost to play too high and may drop the game until it is stable.
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Re: New player points/level system

Post#57 » 18 Jan 2017, 10:02

Nah im satisfied just gonna sit here and wait for results.

'Simulated'(not real)"simulation"
- if gfx will only have 10 players in a "test" league10 example,
P-1 1000 elo/ 0xp
P-2 1000 elo/ 0xp
P-3 1000 / 0xp
P-4 1k / 0
P-5 1k /0
Until
P-10


Rather than the "live" ones, example
P-1 1800 elo / 247288879 xp
P-2 1769 elo / 3628865 xp
P-3 1699 / 4788276788 xp
And more
And so on,
But its said that it wont make any diffirence/any changes at all.

So nothing is bothering me at all.
Last edited by ConsciouS-0nE on 18 Jan 2017, 13:22, edited 1 time in total.
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Re: New player points/level system

Post#58 » 18 Jan 2017, 11:04

I'm going to test a new set of leagues.
Please don't freak out if you get promoted/demoted ^^

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Re: New player points/level system

Post#59 » 18 Jan 2017, 12:42

Conscious I cannot really follow. Anyway nice idea the manual section. So we have the official documentation plus the player based documentation.
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Re: New player points/level system

Post#60 » 18 Jan 2017, 21:06

Can players of different levels get matched against each other? If yes, are you sure that's a good idea? If someone tries to understand the enemies' behaviour he will have a hard time.

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