Avatar of Innue
  • Last Seen: 4 yrs ago
  • Old Guild Username: Innue
  • Joined: 11 yrs ago
  • Posts: 1478 (0.36 / day)
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    1. Innue 11 yrs ago
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Recent Statuses

6 yrs ago
Current Re-released our creature capture thread: roleplayerguild.com/topics/…
8 yrs ago
Mostly Janna is best summoner name. Sadly, Project, that is mine.
8 yrs ago
FF12 Zodiac Age players - if you want to have the optimal party, PM me. Working on a spreadsheet to determine best party makeups and I will share it once done.
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8 yrs ago
Too many things I want to write right now, which is resulting in 0 writing getting done. Yaaaaaay.
8 yrs ago
Pondering re-releasing my western fantasy thread. >.>
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Most Recent Posts

Unless I am misunderstanding something from the posts, it seems that while Vordak's character would be capable of executing a motion like that, the speed and fluidity in which it is done is very much questionable (given her move surprised him). I definitely do not think it could be fully executed before he would start spinning which would make the balance of that difficult to execute as quickly and give her the ability to break free Vos's hold by sliding her arm out.

I'm actually very impressed with the quality of this match.
@Innue

Waiting for your word on this matter.


I will do so tomorrow. I've been busy at work (after I understood your comment on the other thread).
I still think that overly favors quantity of fights.
From reading, my assumption is his comment was in response to acknowledging that while he himself was aware of the power levels of the characters in the tournament, his character was not - the rationale for why he was hiding in a tree and not directly engaging even though his character was likely able to with a distinct advantage.
No, he's totally right. @Innue He's basically guaranteed to lose because of the harsh counter between them. Only one other character can fly at this point, I believe. And that's me.


I indicated it was a hard counter - these things happen in random matchmaking. I also intentionally put in a series of tools that would allow him to alleviate some of the harshness of it (very specifically for this matchup). There was too much early posturing for it to be utilized now.
@InnueThere aren't any problem with doing a little math. Hell, it's only a degree more difficult than adding or subtracting values.
The problem is with the indications.
Fixed point gains give us a nice and predictable system. Yours would be almost like a mess in this aspect.
It'd introduce complex strategies which may not discriminate against new players but in return would pretty much bane players who participated in more matches in the beginning. They'll be around the top and earn meager point amounts while a "newb" can technically catch up to them in two matches at worst.
It may keep motivating people but I strongly feel you haven't thought about the full implications of this system.


Then you aren't creating a system necessarily indicative of any skill. You are creating a 'who has fought the most with a semi-decent winrate' system. You need a system with some kind of scaling or tethering. It really isn't an option.

There are no complex strategies to be executed. The only people that could 'game' the system would be the lower ranked people who could pick fights with much higher ranked individuals for large point gains (which is precisely how it is designed to work). However, since they aren't expected to win those matches, then it shouldn't be a concern.

I've used a system with variable points gains for almost a decade for my own stuff with great success. I'm not suggesting it out of a lack of thought or lack of experience. I know it works.

EDIT: Additional rules may be needed in terms of ability to accept/decline matches, but that is a separate discussion to the actual points.
I'm not sure you would have the time to execute what I am thinking at this point in your fight. You'd have to last a good number of posts more in order to execute it. >.>

I'd allow you to up your number of rounds for some of your weapons, as that should give you a bit more flexibility.
Melon -

I actually specifically equipped the Arena with terrain and 'options' to allow people a way to deal with flying characters. This is in addition to specifically equipping the Arena for your match up as the matchmaking put you at an extreme disadvantage. Yes, his character is a hard counter to yours. It is not, however unable to be beaten by you in your current match up.

You can force him into a position where his flight is useless, as well as the tools to outlast his cold making it a wasted expenditure of energy.

It still is simple and that isn't the only question/problem.

The current incarnation would require a ladder reset otherwise some people would have little incentive to participate if someone were to get far enough ahead on the leader board, as it would require an enormous number of matches to catch up from the bottom rungs. I'd prefer to utilize a system that doesn't penalize newcomers.

Percentage math isn't hard. Everyone on the boards should be capable of doing it and since Rilla would be the one editing it, I have full faith in his ability to do that math.
Just use something like this:

Two participants. The points gained for victory of that match is calculated based on the difference of points between them.

If there is a 100 point difference between the two and the lower ranked person wins, they get 90% of the point difference between them. If the higher ranked one wins, they get a flat amount, such as 25 points. In the event that 90% of the point difference is less than 25 (in that they are very close in rank to each other), then the winner would get a flat 25 points.

Something like that.
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