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Just a couple more things: you should add the league which they played at when looking at a player's stats. For example Proleague 2010-2011 or something like that or ISL offline qualifiers.
And for ISL format, you should seperate the brackets of the 2 people who came out from the same group in the offline prelim 1 to be in a different group in offline prelim 2.
Edit: Just read a couple more Battle Reports, they are not done too well in general. There was something about "retreating after losing all his units." And lots of other stuff. It was also lacking harassment is the other thing I wanted to add.
And woot I just beat the number one team in my league even though I'm in last place in the league  It's time for a comeback!
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well as for your comment on all games being long macro games, todays match for me opened with my players doing this
The game starts with Orange L33THERGRA spawning at 7 and Purple AnyTime spawning at 5. L33THERGRA opens 14 CC against AnyTime's 2 Gate.
AnyTime opens with a cheesy build. Taking the advantage of an aggressive build, AnyTime attacks L33THERGRA. L33THERGRA GGs after being cheesed by AnyTime.
HOORAH ANYTIME
No Homo spawns at 1 in Teal while [NC]Yellow spawns at 7 in Orange. No Homo opens 12 Pool against [NC]Yellow's 9 Pool.
[NC]Yellow decides to cheese today. [NC]Yellow with an aggressive opening starts to attack No Homo. No Homo successfully defended against [NC]Yellow's aggressive play. [NC]Yellow has no armies left and taps out.
NOOOO YELLOW!
aeRobic spawns at 5 in Teal while iloveoov spawns at 11 in Orange. aeRobic opens 12 Pool against iloveoov's Bunker Rush.
iloveoov decides to cheese today. iloveoov with an aggressive opening starts to attack aeRobic. aeRobic was unable to defend iloveoov's armies and taps out.
Also, With that Oov has gone from 14th elo to 8th, if he can get thrugh his ISL group tommorow we could be seeing him transcend yet further up the ELO ladder. HOORAY OOV
although the other 2 games were macro games, the Ace won by my best player, iloveoov.
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On April 28 2011 23:56 TheOnly92 wrote:Well, the problem is the battle report only reflects on what exactly happened: "Player A attacks and loses his attack force", maybe losing an entire army is exaggerating, I'll try to change that. Show nested quote +On April 28 2011 22:36 Lucumo wrote:On April 28 2011 21:40 Nemesis wrote: Am I just being too critical or too realistic or is my feedback actually helpful? :X Nah, guess it's fine. Another problem is that, from the battle report, it seems like player A is winning but suddenly, at the end, he loses even though he won all engagements and was ahead. And the rating is affected by this as well, Player A got rated B- while the player who won got rated C with all stats being lower(macro, micro etc). Ain't that broodwar? There's a possibility that you're ahead most of the game, however lose one big battle and you lose the whole game. Offense 27.9 16.7 Defense 12.7 6.9 Macro 41.75 39.25 Micro 7.6 7.4 Overall Rating B- C
How can player A lose when every single stat is better(offense and defense by a lot), I don't really understand that 
Or:
Hime places down a hatchery. Unwilling to make the game too long, misorIent starts moving out. Hime moves out with his armies. misorIent's macro must have slipped, his unit is tiny compared to Hime! The two armies clash and a large battle starts to happen! The battle outcome favors misorIent as Hime's armies melt into misorIent's armies' weapon fire! misorIent destroys Hime's hatchery, denying expansions. Unwilling to suffer further harassment, Hime taps out! Eh, so misorIent's army is tiny but Hime still loses the game. And it was a ZvZ, there is no way he can win with a tiny army. And Hime's rating is better in every single category as well.
Zerg misorIent Zerg Hime Offense 8.2 14.4 Defense 8.2 10.5 Macro 24.2 25.5 Micro 1.4 2.1 Overall Rating D+ C-
On April 28 2011 23:57 Nemesis wrote:And woot I just beat the number one team in my league even though I'm in last place in the league  It's time for a comeback! I was first in my league and I brought 5 players into the top 100 Elo. After the update my team was 5th/6th and only one player in the top 100 but he dropped already out of it =( Or never mind, he is still doing fine(Elo Rank: 75th) even with losing all the time...
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On April 28 2011 23:56 TheOnly92 wrote:Well, the problem is the battle report only reflects on what exactly happened: "Player A attacks and loses his attack force", maybe losing an entire army is exaggerating, I'll try to change that. Show nested quote +On April 28 2011 22:36 Lucumo wrote:On April 28 2011 21:40 Nemesis wrote: Am I just being too critical or too realistic or is my feedback actually helpful? :X Nah, guess it's fine. Another problem is that, from the battle report, it seems like player A is winning but suddenly, at the end, he loses even though he won all engagements and was ahead. And the rating is affected by this as well, Player A got rated B- while the player who won got rated C with all stats being lower(macro, micro etc). Ain't that broodwar? There's a possibility that you're ahead most of the game, however lose one big battle and you lose the whole game. Not really, unless it was a slight advantage or you were only "economically" ahead but behind in army count and/or tech. Otherwise, the only way to win if one player has a big advantage is for the ahead player to constantly throw his army to die to the other player because of poor micro, and not just one big battle probably like 5 big battles kind of like Flash vs Kwanro on Roadrunner.
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To be honest, whilst the writeups make no sense and arent always of the best quality I think that once they are up to a good standard they will be really good. So far loving the rest of the game. I wish in the match tactics you could tell your guy to cheese or play a macro game. That would be cool imo even if it had no impact and just changed the writups.
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Great idea. I hope you keep working on it and that it ends up awesome.
One thing I have to say though is that there has to be a match atleast every day or I am going to lose interest pretty fast (and I'm guessing that goes for a lot of other people too). If you're worried about seasons being too short then just have a single season consist of multiple rounds.
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Yeah a match a day would be perfect imo then i can logg on once a day set my tactics and practice then be all :D
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1. About the battle report At first I didn't have this in mind, then someone came up with the idea so I roughly implemented it. I wanted to get it done at first and then improve it slowly, so if you have any suggestions on improvements, you're always welcome to raise your voice. About harassment, there are harassment but I guess the percentage or rate that it occurs is too low.
2. Battle report stats This is currently broken, it's supposed to reflect how a player did during that game but well, it's not done properly.
3. Starleague Regarding offline prelims round 1 and round 2, I think I fixed that for the future. It will be randomly placed into groups now.
4. Schedule I'd also like a match a day, but scheduling the whole season evenly would be tough, for example now I have the season running for 119 days so that I can run my starleague in between, as it takes 7 weeks to finish. If you have a nice schedule idea (like running more than 3 rounds of team league matches) please do let me know.
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Is it important that the season is exactly 17 weeks?
One thing is that you don't necessarily need league games every single day. For example you could have league games every other day (where you play your best players), and friendly games every other day (where you can develop you b-teamers).
If you simply extend the season to about 5 or 6 rounds, and give the players a way to schedule friendly matches on days there is no official match, I think most people would be happy with that.
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On April 29 2011 22:40 Mr Right wrote: Is it important that the season is exactly 17 weeks?
One thing is that you don't necessarily need league games every single day. For example you could have league games every other day (where you play your best players), and friendly games every other day (where you can develop you b-teamers).
If you simply extend the season to about 5 or 6 rounds, and give the players a way to schedule friendly matches on days there is no official match, I think most people would be happy with that.
Well, I think it's an optimal length as a season. But I'm not too sure on the friendly part. How should maps be chosen?
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On April 29 2011 23:20 TheOnly92 wrote:Show nested quote +On April 29 2011 22:40 Mr Right wrote: Is it important that the season is exactly 17 weeks?
One thing is that you don't necessarily need league games every single day. For example you could have league games every other day (where you play your best players), and friendly games every other day (where you can develop you b-teamers).
If you simply extend the season to about 5 or 6 rounds, and give the players a way to schedule friendly matches on days there is no official match, I think most people would be happy with that.
Well, I think it's an optimal length as a season. But I'm not too sure on the friendly part. How should maps be chosen? I think he means something like exhibition matches. Basically games that doesn't count toward your team record so it is "friendly" in that way. Maps could just be randomized from the map pool. Maybe even have a betting system where you can put money in the line.
And maybe even something like being able to train with other teams would be cool. Not sure how it would work though and what the difference would be from normal training.
Games don't exactly need to be played everyday, maybe every other day. It's just well right now, there's not much to do besides waiting for the games to be played since a lot of the features are not yet available. Just add another round of proleague or maybe shorten the season to 13 weeks(so around 4 leagues per year) or maybe even add a second individual league.
Edit: Btw, how does proleague playoffs work exactly?
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I haven't got playoffs in mind yet...
Currently each team will play 33 matches, if I am to shorten it to 13 weeks, that will make about 3 games per week, correct?
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On April 30 2011 09:57 TheOnly92 wrote: I haven't got playoffs in mind yet...
Currently each team will play 33 matches, if I am to shorten it to 13 weeks, that will make about 3 games per week, correct? Yeah, that should be fine...btw what are you planning on adding next?
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On April 30 2011 12:26 Nemesis wrote:Show nested quote +On April 30 2011 09:57 TheOnly92 wrote: I haven't got playoffs in mind yet...
Currently each team will play 33 matches, if I am to shorten it to 13 weeks, that will make about 3 games per week, correct? Yeah, that should be fine...btw what are you planning on adding next?
Not much plan yet... I'm still pondering on the financial part.
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I dont know if this is a good idea or not, but inreasing the faigue per game could be interesting as playnig your best player for 2 games every match would quickly drain his energy and you would have to play other players instead. This would benifit teams with lots of average players ratehr than the teams with 2-3 Super players.
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On April 30 2011 13:32 TheOnly92 wrote:Show nested quote +On April 30 2011 12:26 Nemesis wrote:On April 30 2011 09:57 TheOnly92 wrote: I haven't got playoffs in mind yet...
Currently each team will play 33 matches, if I am to shorten it to 13 weeks, that will make about 3 games per week, correct? Yeah, that should be fine...btw what are you planning on adding next? Not much plan yet... I'm still pondering on the financial part. Hmmm I just had a couple of ideas.
For coaches, I'm thinking that we can hire a coach for each race. The coaches are previous players who have retired and we can have a list of coaches. The better the coaches are as players (based on their experience and winning percentage which you can randomize in the beginning) the faster the skills of players improve for each respective race. And they also have salaries ranging from $100 to $200 depending on how good they are as coaches. You might have to balance this by increasing the training time of players without coaches. And you can even extend it so that when you retire a player, they can become a coach for your team.
Another idea that I had is well stolen from Mystarcraft. Essentially, have items that you can buy that can temporarily help the players in their game. For example "pocari sweat" will temporarily improve a player's condition by 2% which will wear off after one game. Some gaming gear which you can buy that temporarily improves a player's skill by 1 point for 30 games or so(not too much as this can become too game changing).
And there is also "special training" which can cost something like $2000 which doubles the speed of a player's training which lasts for a week, but that player can't be sent out to team leagues.
And there is also player housing which would affect player's recovery. There could be 3 levels of them. Default one costs $100 per day, 0.33% condition recovery per day, +1% recovery for rest Second one cost $300 per day, 0.5% condition recovery per day, +1% recovery for rest Third one cost $500 per day, 0.5% condition recovery per day, +1.5% recovery for rest
Then there is also player trading of course. This can be done other publicly or privately. You can offer to sell or buy a player to/from another team with the minimum price being twice the player's salary. Or you can also auction off a player with minimum price being twice the player's salary and after a week, the team with the highest bid gets the player.
As for ways of earning money besides sponsor, you can hold some kind of fan meeting instead of training. The amount of cash you get from it depends on the player's ELO and experience. And I'm also thinking maybe an increase in sponsor money for a season depending on your rank in the team leagues. For example, top 6 earns you an increase in $100, rank 2, an increase in $200, and rank 1 an increase in $500. And player's ranking in individual leagues could also net you some money. For example, $100 per player that gets to ro16, $400 per player in ro8, $800 per player in ro4, and $1500 for second place, and $4000 for first place.
Well those are all my ideas for now
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One of my guys all-killed with 4 cheeses in a row
awesome
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TO92 just implemented player trading, time to start playing or renewing your line-ups. Gogo!
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I cant logg in D: Anyone else having this problem?
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Having the same problem, guess the server died just because I bumped this thread. Or just because I wanted to know what groups I ended up in. Whatever. :/
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