phpBB Forum
 
It is currently Wed Mar 25, 2020 2:34 pm




Post new topic Reply to topic  [ 38 posts ]  Go to page 1, 2, 3, 4  Next
Health Modification Plugin 
Author Message
HH Donor
HH Donor
User avatar

Joined: Sat Jun 29, 2013 9:50 am
Posts: 235
STEAM_0:0:20195851
Post Health Modification Plugin
To say, the health modification plugin is not working out as this can be a real mess for certain bosses. The wins/losses ratio doesn't mean the boss is very overpowered because it got more wins then losses. For some bosses like Applejack, she has alot more wins then losses because players like me, Sky Night and Spekkie choose her most of the times and don't normally lose as hale. Bosses who have alot more wins then losses will later on become unplayable. I already know people got mad for this cus they disagree about this kind of balancing.

P.S. Frog, was about to ask you if I could have control of the bosses, balancing them and you give your answer what you think and add it to your server.


Fri Feb 13, 2015 11:29 pm
Profile E-mail
@H|H Reg
@H|H Reg
User avatar

Joined: Wed Apr 16, 2014 8:04 pm
Posts: 59
STEAM_0:1:62934610
MCID: ApophisWiseman
Post Re: Health Modification Plugin
i actually want this removed because i don´t want to play a boss that grows weaker every
time he wins and become unplayable and lose in the end. just a bunch of timewaste.

_________________
In the end, who cares?


Fri Feb 13, 2015 11:34 pm
Profile
HH Donor
HH Donor
User avatar

Joined: Mon May 13, 2013 10:42 pm
Posts: 379
Location: France
Post Re: Health Modification Plugin
Maybe it need a few adjustments!

First, a problem is if it's based on overall ratio...
It will take forever (even more for really popular Hales) to stabilize the handicaps!
-> I don't know if it's a good idea, but making new handicaps from 0,
should be a better solution... i don't mean to reset/delete the actual Hales stats,
but doing it from now with new ones!

Second, the handicaps are a bit too much powerfull...
-> Lowering them by 50% should be just enought i think!

Third, i heard that Weeping Angel Original still can't win with that,
for this specific one, the Handicap is not the solution!
-> It's the boss itself which is the problem!
Getting a bit faster with low health to catch at least stun scout,
cause right now, it can't... i'll make a thread post later on for this Hale!

_________________
http://myanimelist.net/animelist/llamara


Fri Feb 13, 2015 11:49 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Sat Mar 16, 2013 9:25 pm
Posts: 81
Location: Hertfordshire, England
STEAM_0:1:33765246
Post Re: Health Modification Plugin
I 100% agree Arthur. This Modification seems to target the minority of players overusing one hale and constantly winning with them so that anyone else who actually likes to use a variety of hales will find it far too hard and not much fun to choose random. Thus detering the use of it. This is just my opinion though. Not everyone is going to agree with it and I know that.


Fri Feb 13, 2015 11:50 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Mon May 13, 2013 10:42 pm
Posts: 379
Location: France
Post Re: Health Modification Plugin
I think (my personal point of view) it's already a bad behaviour to always take the same Hale!
It's a bit because of that there is under used/rated and over use/rated Hales!
People tend to use a Hale just cause of its gameplay!
Some others, just cause they like them as characters!

Seing always the same Hale is not good too...

It's like Karma! I Love the idea ><!

If this stuff can make a bit more popular Under Rated/used hales...
Making them easier to handle and balanced!
Why not, i'm for it! I don't think the idea is too bad!

But right now, i think that doesn't fit well!


Fri Feb 13, 2015 11:58 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Tue Dec 25, 2007 12:08 am
Posts: 6095
STEAM_0:0:16743808
MCID: frog
Post Re: Health Modification Plugin
Seriously, I've only just started writing and testing this. As I said quite a few times before, I write stuff on the fly, there isn't a test server. There isn't a closed development area. I don't have time for it.

Please remember the following...

It's a Boss battle, 1 player versus everyone else, where everyone has different skill levels, ability to work together or even play at all, combined with a plethora of different class, weapons and map combinations. It's inherently unbalanced and its mean't to be a challenge.

It's open source and developed by numerous contributors that design Bosses as they wish.

Teamwork on the server is virtually non-existent.

If anyone seriously thinks that it's possible have to something of this nature that is balanced, then I suggest they go a bit deeper with those thoughts.

This HP modifier is a way to dynamically adjust the challenge of any boss based on previous battles. The modifier operates with limited constraints, and the health modifier will settle to a level over time.

I'm still writing it and already people are jumping to conclusions about how it works.

My time for doing stuff here is rapidly decreasing. Most of it has been used getting everything sorted during and after the move for us and THG. So hold tight, stop panicking and let me get on with it.


Sat Feb 14, 2015 12:20 am
Profile E-mail
HH Donor
HH Donor

Joined: Sun Nov 04, 2012 6:56 pm
Posts: 116
Location: Somewhere in France
STEAM_0:0:19149835
MCID: Juiss
Post Re: Health Modification Plugin
arthur123 wrote:
For some bosses like Applejack, she has alot more wins then losses because players like me, Sky Night and Spekkie choose her most of the times and don't normally lose as hale.

Erm no, Applejack is OP, like most of the bosses who get a negative health multiplier. The system is fine, needs some tweaking but it works.


Sat Feb 14, 2015 10:05 am
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Mon May 13, 2013 10:42 pm
Posts: 379
Location: France
Post Re: Health Modification Plugin
Sorry Frog, i didn't mean to upset you, i was just analysing the stuff from i'd seen and what i thought it was coming from, cause we didn't had any info beforehand, coding is your inner sanctum, my bad!

Nerfing Night or Thunder, that nearly never fail as AppleJack work fine by me!
I Always say, no matter of what,
when i see at the begining of the round Night or Thunder as AppleJack:

"We're fucked!"
It's shouldn't be like that! A boss shouldn't be an Auto-win...
For balancing hales, it couldn't help to have nerfing stuff like that!

When Night is playing it on Crevice as exemple,
he nearly never fall under 50% HP (he don't even need rage most of the time)...
A 15% (i don't know the number) malus HP, doesn't change anything for him,
maybe now he will "Have to" play more serioulsy, like raging more!
The AppleJack gameplay was playtime for him,
now it will be a bit more "Spicy", maybe seeing him loose sometime ^^!

Enjoying hale gameplay is not necessarily related to win as hale!
It help only a bit! Some skilled player tend to forget it!

The gameplays are not modified... just the HP! So... just fair!

If your favorite boss is way too nerfed, blame the ones too skilled at wining and/or monopolizing them ><!

Also... the more you win, the more the game is difficult...
That's not what most of games do?


Sat Feb 14, 2015 10:53 am
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Tue Dec 25, 2007 12:08 am
Posts: 6095
STEAM_0:0:16743808
MCID: frog
Post Re: Health Modification Plugin
For me, there isn't much more that stalls a creative/idea process than having to explain to others what the is idea whilst it's still being developed.

Anyway here is a brief run though.

Working on a function that makes adjustments to Boss stats based on global historical data, i.e. what is contained in the players stats database such as results from round, including wins, losses, amount of remaining health on win, length of round etc.

This function gets applied in the absence of specific player data, i.e if a player hasn't played a Boss before or less than certain number of times.

There is another function that makes adjustments to Boss stats based on individual player stats from previous times that they have played that Boss.

I'm still working out the functions testing linear and exponential formulas.

All development is taking place on the server live, things will alter from round to round.

Step 1 was the global modification system.
Step 2 is the personal modification system. <-- Where things are at now.
Step 3 will be making adjustments to the functions based on resulting data.


Sat Feb 14, 2015 12:56 pm
Profile E-mail
HH Donor
HH Donor
User avatar

Joined: Mon May 13, 2013 10:42 pm
Posts: 379
Location: France
Post Re: Health Modification Plugin
Fine!

I have seen that as Triceratops, winning 5 times in a row had made a nearly 30% malus!
I was still winning with half of my health, so theoretically, my limit should be 65% malus!
Can't wait to see that!

I don't think this stuff is so bad, there is a time i will be too short on HP to win!
It will nerf people that over-use some hales making no chance to mercenary!

Also it can show how powerfull a player can be with some hales,
it could even been a challenge to see,
who is the best, with the one which as the most high malus!
Like for the actual mercenaries stats, but here for hales, and each of them!

And...
The worst players are offering really huge possible damages,
to upgrade even more your mercenaries stats,
even break some record stats or scoreboard ones!
(like i have seen a 87K gaben still loosing ><)!

I Want to see more ^^!


Sun Feb 15, 2015 3:04 pm
Profile E-mail
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page 1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forum/DivisionCore.