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ggtracker: site to track your stats, analyze games - Page 18

Forum Index > SC2 General
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JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
July 30 2013 23:29 GMT
#341
Holy shit Graylin, I never knew your team liquid ID before. gg wp
Commentatorhttps://www.youtube.com/JaKaTaKtv
dsjoerg
Profile Joined January 2012
United States384 Posts
July 31 2013 17:58 GMT
#342
On July 31 2013 08:18 ShadesofGraylin wrote:
Show nested quote +
On July 25 2013 10:44 Smackzilla wrote:
Since the format is changing, I'm hoping there's more robust data collection (CC idle time anyone? ).

When I first saw the jump forward feature, I thought that must mean that they're recording more state. However, it sounds like its just a fast forward that will go as fast as your CPU can handle.


sc2reader here. The 2.0.10 patch didn't make any important changes to the replay format as far as I am concerned. The only significant change is that they are now recording out minerals/vespene lost to friendly fire for each player (reported every 10 seconds). While I can see some limited applications for the information I don't see how it would be very useful.


The friendly fire data will be incorporated into the Resources Lost popups on the army chart. For example, when a baneling is instructed to detonate itself, until 2.0.10 we didn't have any record of the baneling's loss, so it was not appearing in the Resources Lost of its owner.
card-carrying grubby fan. developer of GGTracker.
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
Last Edited: 2013-07-31 18:13:26
July 31 2013 18:12 GMT
#343
This might be kind of silly but i think GG tracker could include a ''ranking'' function.
And by that i mean something that would allow you to see what player has the best spending skill per league.

As someone who use gg tracker ALOT i would like to see if compared to my actual league (diam) my macro is good,also wouldn't it be funny to see what bronze/silver/gold/plat/diam has the best macro ?

Otherwise keep up the good work
RIP MKP
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
July 31 2013 19:42 GMT
#344
I'm all about shid0x's suggestion, that sounds awesome! :D

Not recording the banelings lost in battle seems huge. Should help improve understand combat efficiency.
Commentatorhttps://www.youtube.com/JaKaTaKtv
dsjoerg
Profile Joined January 2012
United States384 Posts
August 02 2013 10:38 GMT
#345
Thanks shid0x, that would be cool
card-carrying grubby fan. developer of GGTracker.
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
August 02 2013 18:51 GMT
#346
I'm glad you liked it
RIP MKP
mEdding3000
Profile Joined July 2013
Netherlands1 Post
August 06 2013 15:28 GMT
#347
I would really like to see 2 things in ggtracker.

1. find which opponents i have been matched up before. So a sort of easy to use filter.

2. Let ggtracker identify specific 'cheese' builds (6/7/8/9/10 pool, 1/1/1, gate expand/FFE) to quickly see what i am losing to. I mean it cant be that hard with replay info to spot building timings that early game. It would really make it a LOT easier to see what to practice on.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 06 2013 15:56 GMT
#348
@mEdding3000

There is a group of people independent of ggtracker working on the idea of analyzing builds from replays. I don't know the details, but it is apparently much more difficult than it might seem.
Commentatorhttps://www.youtube.com/JaKaTaKtv
dsjoerg
Profile Joined January 2012
United States384 Posts
August 06 2013 23:39 GMT
#349
On August 07 2013 00:28 mEdding3000 wrote:
I would really like to see 2 things in ggtracker.

1. find which opponents i have been matched up before. So a sort of easy to use filter.

2. Let ggtracker identify specific 'cheese' builds (6/7/8/9/10 pool, 1/1/1, gate expand/FFE) to quickly see what i am losing to. I mean it cant be that hard with replay info to spot building timings that early game. It would really make it a LOT easier to see what to practice on.


Thanks for the suggestion. Indeed, it's not _that_ hard to identify the cheese builds you mentioned. If you or someone you love would like to work on this, the build recognition code can be added in to the excellent open-source replay analysis library sc2reader, which is used by GGTracker, spawningtool, and others.
card-carrying grubby fan. developer of GGTracker.
[MIG]kenny
Profile Joined May 2010
17 Posts
August 13 2013 17:41 GMT
#350
Any timeframe on when ggtracker will start accepting replays again?
dsjoerg
Profile Joined January 2012
United States384 Posts
August 13 2013 19:21 GMT
#351
It's back up
card-carrying grubby fan. developer of GGTracker.
[MIG]kenny
Profile Joined May 2010
17 Posts
August 13 2013 20:35 GMT
#352
OMG thanks dsjoerg! i like the new % creep spread!
dsjoerg
Profile Joined January 2012
United States384 Posts
August 15 2013 18:24 GMT
#353
GGTracker has a new treat for the Zerg - creep spread tracking. Many thanks to Jonathan Chung (jonomon) for coding it up!

It's in BETA, please let us know if you see any bugs.

X-axis is game time, and the Y-axis is what % of the map you've covered in creep:

[image loading]


Also, on your player profile page, there is a new column MAX CREEP SPREAD %.

So far, the fastest creep spread I've seen is this match, where ReubeN managed to cover 51% of the map in creep in only 19 minutes. The rate of 2.7% per minute is the fastest I've seen yet, but I'm sure once we get some Pros in there we'll get even higher! (Of course this is a silly fun e-penis stat since clearly it's easier to do this on smaller maps)

Upload your favorite Pro games and see how good they are at creep spreading!

And thanks in advance for any bug reports
card-carrying grubby fan. developer of GGTracker.
Wakamex
Profile Joined April 2010
Canada47 Posts
August 15 2013 18:49 GMT
#354
you could easily multiply through by the map size to arrive at units^2 per minute of creep spread, thereby removing that factor.

polish that e-peen.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-08-15 19:05:46
August 15 2013 19:03 GMT
#355
EDIT: What he said ^
Do you think it would be more meaningful if creep spread were measured in hexes/min or something like that?

It is most certainly time to find some Scarlett games and upload them to see that creep spread! :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 15 2013 19:09 GMT
#356
[image loading]

I don't think I play this game correctly at all ;;
Cereal
dsjoerg
Profile Joined January 2012
United States384 Posts
August 15 2013 19:12 GMT
#357
Hi guys, I expect that the creep spread stats are going to be affected by map size for (at least) two reasons.

Firstly, of course on bigger maps it takes longer to cover a certain % of the map.

Secondly, because of that, on bigger maps it takes longer before your creep gets to places where the enemy can or must push it back.

When we get around to studying creep spread stats, I was planning to segment the study by map size or even by map, in order to isolate those effects.
card-carrying grubby fan. developer of GGTracker.
dsjoerg
Profile Joined January 2012
United States384 Posts
August 15 2013 19:13 GMT
#358
I should mention that creep spread is only calculated for games played on 2.0.8 and after. 2.0.8 came out around May 8th this year.
card-carrying grubby fan. developer of GGTracker.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 15 2013 19:38 GMT
#359
On August 16 2013 04:12 dsjoerg wrote:
Hi guys, I expect that the creep spread stats are going to be affected by map size for (at least) two reasons.

Firstly, of course on bigger maps it takes longer to cover a certain % of the map.

Secondly, because of that, on bigger maps it takes longer before your creep gets to places where the enemy can or must push it back.

When we get around to studying creep spread stats, I was planning to segment the study by map size or even by map, in order to isolate those effects.


That makes a lot of sense, very interested to see what kind of results come up from creep study
Commentatorhttps://www.youtube.com/JaKaTaKtv
ShadesofGraylin
Profile Joined April 2012
United States32 Posts
August 15 2013 20:46 GMT
#360
It would also be useful to base the percentage on the ground pathable map area instead of on the area of the map. E.g. exclude water, buildings, unpathable raised ground, etc.
Maintainer: sc2reader, http://github.com/GraylinKim/sc2reader
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