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28 replies [Last post]
scorpia's picture
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yeku wrote:
Easy: if you kill a player in a race you lose 1 point.


And when you kill them without want it?

Finally, everybody will lost point xD 
yeku's picture
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scorpia wrote:
yeku wrote:
Easy: if you kill a player in a race you lose 1 point.


And when you kill them without want it?

Finally, everybody will lost point xD 


Better than what happens now in which players play fast races to win points. And that should be changed urgently because the score in these races doesn't mixe skill and activity, it's only activity, activity and activity...
chris's picture
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Hi,

OK to change something but there is no real common solution. What should we do ?
And we must keep in mind that winning points each time is only possible for small scores. It won't long as the scores will grow.
dharokan's picture
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I think the main problem is not the game-type "races".
Imho the real problem are simply too quick games, because there is no equivalent loss of scores for the loosers. So if a few players keep playing and playing and playing, they all will rise in scores, regardless of their skills.
And that's more easy with fast games, of course.

Now you could get the idea to have some penalty for quick games. (For example double fees for the first 6 turns)
But that would not be fair. If a good player pawned another one quickly (in a real game), why should there be any penalty?

Ok.. long story, short result: I don't have an idea either :(

And as Chris said: This all might ballance at a certain line of scores. 
Wasn't that the main purpose of the new syste? To let new players easily gain scores? There you go :D

Cheers,
Dharo
yeku's picture
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dharokan wrote:
I think the main problem is not the game-type "races".
Imho the real problem are simply too quick games, because there is no equivalent loss of scores for the loosers. So if a few players keep playing and playing and playing, they all will rise in scores, regardless of their skills.
And that's more easy with fast games, of course.

Now you could get the idea to have some penalty for quick games. (For example double fees for the first 6 turns)
But that would not be fair. If a good player pawned another one quickly (in a real game), why should there be any penalty?

Ok.. long story, short result: I don't have an idea either :(

And as Chris said: This all might ballance at a certain line of scores. 
Wasn't that the main purpose of the new syste? To let new players easily gain scores? There you go :D

Cheers,
Dharo


If the winner wins the RACE in less than 36 moves give him the 50 % of the points and the losers would lose (well, they never lose points) the same points.
chris's picture
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OK I can lower the Winner Bonus and Activity Bonus by half in too quick games.
What is a quick game ? Is it really simply less than 6 turns ?
I can do more sofisticated calculations, because this case is beside the regular formula and hasn't to be explained.
elec_boyz's picture
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Hum i think it's not a good idea ,a good player who win less than 6 turn will win lesss than a "normal" player who will win in more than 6 turns ?
dharokan's picture
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I agree with boyz!
Please let my summarize my doubts with one single question:
Why?
yeku's picture
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dharokan wrote:
I agree with boyz!
Please let my summarize my doubts with one single question:
Why?


Because now in races the losers don't lose points and the players who play for points play fast games to win points very fast and that must be changed because the present system of score MIXES ACTIVITY AND SKILL and in races that doesn't happen.
chris's picture
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I ask to myself quite the same question : is this a real problem ? (instead of "why", wich is shorter :p)
Maybe, but maybe not.
We must keep in mind that the new system isn't stabilized because of the reset. We have today average small scores wich don't hit yet the new rules of game fees. That's why it's easy to win points with only activity.
See : http://www.robostrike.com/node/194

Today, players who play coureur map with less than 200 points win 1 point even when losing if they validate at least half the marks. But when their scores will grow over 200 points they will win 0 (+1 activity with -1 game fees). When over 300 points in 3 players multipplayer games, they will loose -1 (+1 activity with -2 game fees). So it won't be a problem anymore, because they'll have to change their playing habits.
I agree, using this technique is not a very fair way for new players to win points quickly at the beginning, but it benefits to higher gameroom activity for RS (important when new visitors come and see RS for the first time), and average score growth to stabilize the system.

Too quick games are not the "spirit of RS" gameplay, so I could easily activate scoring only from the 4th turn or more, if we want to. Why not? ;)