Making an Online Broodwar Manager Game - Page 38
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DyEnasTy
United States3714 Posts
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HeaDStrong
Scotland785 Posts
Any observations on whether it's easier to improve a skill when it's low? Like would I get more skill increments by improving the lower ones or should I just focus on the ones I consider the main skills and disregard some weaknesses in order to focus on the strengths? | ||
Ikonn
Netherlands1958 Posts
On October 12 2011 08:31 HeaDStrong wrote: Question about training: Any observations on whether it's easier to improve a skill when it's low? Like would I get more skill increments by improving the lower ones or should I just focus on the ones I consider the main skills and disregard some weaknesses in order to focus on the strengths? Yeah lower skills generally go up faster if trained. How you want to build your players is your choice, but this link might help you make that choice: http://wiki.argyros.theonly92.com/wiki/GameEngine:Skills | ||
DyEnasTy
United States3714 Posts
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HeaDStrong
Scotland785 Posts
On October 12 2011 08:43 Ikonn wrote: Yeah lower skills generally go up faster if trained. How you want to build your players is your choice, but this link might help you make that choice: http://wiki.argyros.theonly92.com/wiki/GameEngine:Skills Thanks. I already checked that site and I am programming my own little calculator to estimate the training schemes that would bring the most benefits (that's why I asked whether training weaker skills is more efficient, might want to put in some coefficients that go down as skill improves). It is also trying to calculate player strength depending on map/match up. Of course all my formulas are pulled from thin air. (With help from http://wiki.argyros.theonly92.com/wiki/GameEngine:Skills ) But we all have some subjective interpretation of the skills and maps- I'm just putting some subjective maths behind mine ![]() Another question about the game engine skills: At the top of the page it says: This page will describe the skills utilized in the engine for each race in each match up. All skills listed in each match up is ordered by priority. And for each race were the basic skills are listed: These are basic skills that will be required for all match up (not in order). So what is it then? I understand it as the wiki page gives some base skills that are relevant for a given race in any match-up without showing the priorities of those skills and then when the match up specific skills are listed they are ordered by their impact factor or something? So one might think that for all match ups we have a basic formula to calculate the strength of the player and then depending on the specific opponents race additional calculation is made to somewhat adjust for the match up specific skills. And I interpret the 'affected by:' map specifics in a similar way. On August 04 2011 13:45 DejaVu119 wrote: I forget exactly but it goes something like this: High Map Complexity emphasizes strategy and harassment High Resource Availability emphasizes macro and defense Low Rush distance emphasizes micro and attack This is from MyStarcraft any evidence/confirmation that it works similarly in shakuras.me ? | ||
DyEnasTy
United States3714 Posts
On October 12 2011 19:05 HeaDStrong wrote: Thanks. I already checked that site and I am programming my own little calculator to estimate the training schemes that would bring the most benefits (that's why I asked whether training weaker skills is more efficient, might want to put in some coefficients that go down as skill improves). It is also trying to calculate player strength depending on map/match up. Of course all my formulas are pulled from thin air. (With help from http://wiki.argyros.theonly92.com/wiki/GameEngine:Skills ) But we all have some subjective interpretation of the skills and maps- I'm just putting some subjective maths behind mine ![]() Another question about the game engine skills: At the top of the page it says: And for each race were the basic skills are listed: So what is it then? I understand it as the wiki page gives some base skills that are relevant for a given race in any match-up without showing the priorities of those skills and then when the match up specific skills are listed they are ordered by their impact factor or something? So one might think that for all match ups we have a basic formula to calculate the strength of the player and then depending on the specific opponents race additional calculation is made to somewhat adjust for the match up specific skills. And I interpret the 'affected by:' map specifics in a similar way. This is from MyStarcraft any evidence/confirmation that it works similarly in shakuras.me ? Well the skills you see directly below a specific matchup are in order. The skills you see below the race name are just the skills used overall. And In that wiki where it says"affected by xxx and xxx", even TheOnly92 isnt sure how exactly that works in favor or against a specific mu. But I cant remember if DejaVu119's quote there is still accurate. Hmmmm maybe post a question in the forums. | ||
Ikonn
Netherlands1958 Posts
On October 12 2011 10:50 DyEnasTy wrote: What team is yours Ikonn? UYU, the proleague team that has been destroyed by winners league :< | ||
DyEnasTy
United States3714 Posts
Wow, you were on quite a win streak. Good thing WL is pretty much over. | ||
TheOnly92
Malaysia804 Posts
On October 12 2011 19:05 HeaDStrong wrote: Thanks. I already checked that site and I am programming my own little calculator to estimate the training schemes that would bring the most benefits (that's why I asked whether training weaker skills is more efficient, might want to put in some coefficients that go down as skill improves). It is also trying to calculate player strength depending on map/match up. Hey this is cool, I can provide you with some help but perhaps your own research will be more fun? xD Just a note, every player has different potential for different skills and these potential affects the training speed, so uh, probably performing your own research will not only be inefficient and time consuming, it might be very inaccurate as well. Just PM me if you want the training formula, I won't help you with the player strength part though ![]() | ||
mansa
Philippines336 Posts
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HeaDStrong
Scotland785 Posts
On October 13 2011 00:28 TheOnly92 wrote: Hey this is cool, I can provide you with some help but perhaps your own research will be more fun? xD Just a note, every player has different potential for different skills and these potential affects the training speed, so uh, probably performing your own research will not only be inefficient and time consuming, it might be very inaccurate as well. Just PM me if you want the training formula, I won't help you with the player strength part though ![]() I think it might give me a somewhat unfair advantage over the players that will not have the tools or know the formula. Thus, I think the exact formulas are better kept away from the players. Such that game is not explicitly mathematical- one might develop good intuition while someone else would make things work for them by statistical analysis or whatnot. Success would be more skill dependent rather than everyone employing some tools and just hoping for good random rolls ![]() So- No thanks. I'll stick with my slow and inefficient research and develop an empirical formula. ![]() | ||
DyEnasTy
United States3714 Posts
On October 13 2011 01:02 HeaDStrong wrote: I think it might give me a somewhat unfair advantage over the players that will not have the tools or know the formula. Thus, I think the exact formulas are better kept away from the players. Such that game is not explicitly mathematical- one might develop good intuition while someone else would make things work for them by statistical analysis or whatnot. Success would be more skill dependent rather than everyone employing some tools and just hoping for good random rolls ![]() So- No thanks. I'll stick with my slow and inefficient research and develop an empirical formula. ![]() Just wait till you get some rookies. You wont care about research anymore because your players will progress so fast :D | ||
Gao Xi
Hong Kong5178 Posts
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DyEnasTy
United States3714 Posts
On October 13 2011 08:05 Gao Xi wrote: With WL ending, I dont really see my team winning anymore LOL Ugh I would think regular format would be easier right? | ||
DyEnasTy
United States3714 Posts
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Rainmaker5
United States1027 Posts
Man I had a team a while back and then I went to mexico w/o internet and lost everything, and now I can't get back into it. | ||
TheOnly92
Malaysia804 Posts
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DyEnasTy
United States3714 Posts
On October 13 2011 14:23 Rainmaker5 wrote: ya. Man I had a team a while back and then I went to mexico w/o internet and lost everything, and now I can't get back into it. what was your team and league? | ||
Rainmaker5
United States1027 Posts
I was cola norwa in.... 2.3 maybe? 1.3? 2.2. lol I have no recollection | ||
DyEnasTy
United States3714 Posts
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