Player Stats related idea

Everything about Death Ball.

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DavidM
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Post by DavidM »

check the "def award" thread for the planed stats stuff. NOTHING of the planed stuff is done atm. Awards are cripplish^10 atm.

I would like having different color walk-trails for the leading keeper, defender and attacker
Morning*Star
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Post by Morning*Star »

who cares, stats arent that accurate anyway
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R3L!K
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Post by R3L!K »

Bounty wrote: Best keeper award = yay... as for the whole rest of this topic....GO PLAY AN RPG


you're really smart. i hope i can be as creative as you one day.

but that would involve me sticking my head in a blender

btw... if i wanted to play an RPG, I WOULDNT BE POSTING IDEAS ON A DEATHBALL FORUM, WOULD I?
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Bounty
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Post by Bounty »

most likely. just the way everyone tries to implement counter-strike type games into ut2004 and such...just my opinion that deathball shouldn't have unlocked visuals that are recorded per say, but having them shown in a current game and not carried over to the next might not be bad (as davidm talks about the walktrails :p )
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R3L!K
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Post by R3L!K »

well i hardly played and never liked Counter Strike.

But I fail to see what stats and unlocking features have to do with that game. Maybe I'm missing your point.

anyway, the more i think about this idea, the more ott it seems.

best forget this thread ever existed.......


:p
beefsack
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Post by beefsack »

DavidM wrote: I would like having different color walk-trails for the leading keeper, defender and attacker

ahah thats an awesome idea <3
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n00bs_own_Madogg
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Post by n00bs_own_Madogg »

Rino wrote: tO be HOSTES, BRING The BEST KEEPER award BACK !



YEEEEEEEEEAAAAAAAAAAAS!!!!!!!!!!! gg Rino! \o/ woop woop \o/


Edit: Ok tbqh this whole sig refusing to resize is beginning to **** me off -_-

Edit: Lmao the new sig is much better than the one I uploaded X_x
Last edited by n00bs_own_Madogg on 21-06-2004 07:36, edited 1 time in total.
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R3L!K
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Post by R3L!K »

How exactly would you rate the best keeper?

I'm guessing you would just want a ratio between goals saved and conceded.

But is that really the 'Best Keeper'?

If one team is attacking more than the other, then one keeper is going to see a lot less action.

If keeper A saves 50 and misses 10, but most of the shots were piss easy because he had a ton of defenders around him

and keeper B saves 8 and misses 2, but all were cross volley attempts in situations where he had no defense

who is the better keeper?

statistically A is better, but some might say B was better for handling the tougher situations alone.

So the question is why would you want the Keeper award if its meaningless?

Or maybe there's a better way to work out the best keeper?

Btw: I too would like to see a return of the Best keeper award but only if its accurate.
nameless
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Post by nameless »

U could add a virtual defense zone. no def but 2 attack = damn good save. 4 def vs 1 att and still goal, bad save. Tho it still would be not too accurate since the def might have done a failure...
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n00bs_own_Madogg
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Post by n00bs_own_Madogg »

I agree with Relik, your right about the 100 piss easy shots compared to 20 quality shots, but I never said I wanted that sort of keeper award back :P Surely (Being as Im quite dull and cant figure one out right now) there is a way of determining the REAL "Best Keeper" and if one is found, it would be great to see it back (Not sure if this applies to other keepers X_x) At least then if I get it I feel ive done something for the team :)


Edit: Might also encourage n00bs to try keeping positions... they all seem to run away after the ball leaving the goal mouth wide open X_x
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R3L!K
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Post by R3L!K »

all the replays do is make the keep look dumb and the attackers look cool so there is no real incentive for a 'newb' to want to keep.

unless you count 'omg keep!' and 'wtf keep?' as rewards.

the defense zone idea by nameless seems sensible though...

higher keeper points should be awarded when there are less defenders around.

perhaps also rate the keeper saves based on ball speed (and accuracy?)

the faster the ball is moving, the more points for the save.

perhaps also no points should be awarded for shots off target...but that maybe a bit unfair if the keeper is blocking wall-whores

in combination these might make keeper ratings a bit more accurate
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Messy
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Post by Messy »

My idea:

A shot gets an amount of points to try and calculate it's difficulty:

- Was an assist used? +1 for an assist for a volley (regardless of 2nd or 3rd assist..+1 with any amount of assist, only those in close vicinity of goal, and/or within 2 seconds of the shot) +0 if it was a regular shot
- Were there any defenders? +1 per defender that was close to them, or between them and the wall
- How was the placement? Top, top corners and bottom corners each +1, no extra points for anything not perfect enough
- How far was the charge/was it a volley? +0 for half charge, +1 for full charge shots, also +1 for volley
- Was the shot inside pzone? +1 for pzone
- Was the attacker hit before shot? No hit +0, right timing on hit -1, bad timing on hit +1, doesn't count for volleys
- Was the shot deflected? -1 for deflected shots (rmb or .2)
- Did the attacker use curve? +1 for curve (even though it's only effective at certain range at certain charges/speeds, this would be too hard to calculate, and using unnecessary curves that don't have much effect on so little distance would just be giving points to the keep anyway, because it's an equally easy shot worth more points)
- Did the attacker change aim (fake out) while shooting? +2 if he changed aim in the last .2 seconds of a full charge, +1 if he changed aim half way through a full charge, +1 if he changed half a second before releasing an unlocked rmb shot, +0 for volleys
- Only for volleys: was it an lmb or rmb pass and from what angle? Maybe a certain radius from the back: +2, side lmb +0, side rmb +1 (takes more time), from the front +2 (arguably considered harder)

A 'full charge' should be counted as anything between the max. amount of charge you can achieve after being hit by a defender, to the actual full-charge (not overload!)

Max. amount of points for a charged shot in a 5on5 would be 4 defenders+Top corner+full charge+released within pzone+after being hit with bad timing+using curve+changing aim in the last .2 seconds, which equals 4+1+1+1+1+1+2=11.

Now obviously if a keeper would catch a difficult shot he should get most points,
If a keeper doesn't catch a difficult shot, least points possible should get taken off of his score!

Afterall, it's worse to not save an easy shot, and it's hard to catch a difficult shot like that.

Seeing as max points would be about 11 for a charged shot, and (1+4+1+2=)8 points for volley shots, a keeper should respectively get +11 or +8 (might need more things to judge volley shots? can't think of any more atm) 'save points' for those shots.
However, if he misses a charged shot, the difficulty of it is substracted in points from the maximum of points (respectively 11-x or 8-x where x is the difficulty of the shot in points), which is then either made into a score in terms of 'missed points' (with save points/missed points as a stat, where the person with best ratio of saved to missed points = best keeper), or substracted from the 'saved points' where s-m=k (when s=saved points, m=missed points and k=keeper points) results in a 'highest score wins' type of thing.

Both would be right ^^;

edit: maybe calculate 'charge' in speed as Relik said, because obviously charge means nothing if the ball is shot from far.

edit2: Also, maybe if an rmb pass from a teammate goes in, add a 5 on missed points, and if a keeper has left the goal, make the last keeper responsible, but only let a max of 5 points (or other amount) be taken off, because obviously there's less pressure on the attacker and it's easier as well as more meaningless to pull of a good complicated shot)
Last edited by Messy on 21-06-2004 16:10, edited 1 time in total.
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R3L!K
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Post by R3L!K »

best of luck to the coders ;)
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Inphidel
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Post by Inphidel »

How about instead of these other stats, you use the point system to determine MVP players - so at the end of the game it can simply put:

First Star: (Name)
Second Star: (Name)
Third Star: (Name)

you can use somthing to figure out why. like I'd say a goalie with a shutout would get First or second star depending on how many saves he had. ie if one player score all the goals his points are more then the points he'd get for saves. then the attacker would get first star etc. if a defensive player killed a ton of attackers he might earn enough points. or someone who intercepted a ton of passes might get a star. then its rather simplified. kinda cool. you hafta stick around to the end of a game in a pub to see ;) fun stuff.
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Messy
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Post by Messy »

R3L!K wrote: best of luck to the coders ;)


*cough* yeh I guess that would be quite a lot ;p

Just a suggestion though /o\

Could be used for other stuff though ;p (like err..dunno x_X rating of goals? :o which is err..fun? and can pick out replays...and rate attackers?

..bah nm ;))
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