[CSL] Season 4 Official Thread - Page 28
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Hong Kong4685 Posts
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NB
Netherlands12045 Posts
6000/60 = 100 games a day 6000/90 = 67 games a day.... and al of those are diamond level? assuming each game cost 10-15 mins... 1000 mins = 16 hours a day 670 mins = 11 hours a day.... WOW WOW WOW | ||
DarthThienAn
United States2734 Posts
On October 27 2010 08:57 NB wrote: the game was released 2-3 months so i assume its to be from 60 to 90 days 6000/60 = 100 games a day 6000/90 = 67 games a day.... and al of those are diamond level? assuming each game cost 10-15 mins... 1000 mins = 16 hours a day 670 mins = 11 hours a day.... WOW WOW WOW lol yeah, thats pretty ridiculous (11hr/day). I'm guessing some days, like weekends, people play like ~14+ hours too. sooo crazy. | ||
Cedstick
Canada3336 Posts
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ExO_
United States2316 Posts
On October 27 2010 06:45 AndrewTo wrote: wow, ItsSoFLUFFY from UC Davis has played over 6000 games! he used a macro program to do it, that would auto lose by joining games and leaving at the very start. eventually when you get to 0 bronze, you get matched against other people running the same thing, and about 50% of the time you get wins, thereby getting u a bunch of wins really fast. So after he got all his pics he started playing again | ||
Phelix
1931 Posts
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Zlasher
United States9129 Posts
On October 27 2010 13:27 Phelix wrote: Will there be a place to download Fighting Spirit? all iccup maps are in custom games lol | ||
Impervious
Canada4170 Posts
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Phelix
1931 Posts
Also, the middle ridges can cause units to be warped in the middle via a WP/pylon, and I would assume this spot can be dropped as well with tanks. | ||
NB
Netherlands12045 Posts
On October 27 2010 13:36 Phelix wrote: Hmm, the 12/6 expos have 7 mineral patches, while the 3/9 expos have 8 mineral patches. Is this intentional, or will this be fixed in time? Also, the middle ridges can cause units to be warped in the middle via a WP/pylon, and I would assume this spot can be dropped as well with tanks. I should not share this out but i think its a good idea for the staff to consider on map picking: ICCUP maps and blizz maps are different from the VERY CORE. The reason for 1 more mineral patch is to give you extra income(mineral base) on 1 base so that taking the nature and expand will be much more easier compare to blizz maps. What does this means is that if on a blizz map you reach saturation at 16 (assuming 8 patches with 2 workers each) workers count, on the new iccup map it would be 18. this means that by the time you get to 18 probes, the income on ICCUP map is MUCH higher than blizz therefore with certain "close nature" map design, FE is quite easy even if you are 4 gating. This will change a LOT of things including the definition of all-in play and the timing push. The longer the games go, the more different it will make between ICCUP and blizz. This is also 1 of the reason y crossfire is a STUPID map considering how hard to play FE on it. 2 different map systems will result 2 different game plays and 2 different mechanic so map choice and practice are quite important. i made this post at 3:44AM so there might be some mistakes, go confirm it urself. Did you know that on some of the ICCUP map, instead of a default "curving" mineral line, the map designer purposely make it a "line" so that MANNER PYLON is POSSIBLE? ![]() | ||
Saracen
United States5139 Posts
On October 27 2010 07:03 Chaos wrote: I like how half those players are from Berkeley and Toronto lol Berkeley 2ez ![]() | ||
DarthThienAn
United States2734 Posts
On October 27 2010 16:43 NB wrote: I should not share this out but i think its a good idea for the staff to consider on map picking: ICCUP maps and blizz maps are different from the VERY CORE. The reason for 1 more mineral patch is to give you extra income(mineral base) on 1 base so that taking the nature and expand will be much more easier compare to blizz maps. What does this means is that if on a blizz map you reach saturation at 16 (assuming 8 patches with 2 workers each) workers count, on the new iccup map it would be 18. this means that by the time you get to 18 probes, the income on ICCUP map is MUCH higher than blizz therefore with certain "close nature" map design, FE is quite easy even if you are 4 gating. This will change a LOT of things including the definition of all-in play and the timing push. The longer the games go, the more different it will make between ICCUP and blizz. This is also 1 of the reason y crossfire is a STUPID map considering how hard to play FE on it. 2 different map systems will result 2 different game plays and 2 different mechanic so map choice and practice are quite important. i made this post at 3:44AM so there might be some mistakes, go confirm it urself. Did you know that on some of the ICCUP map, instead of a default "curving" mineral line, the map designer purposely make it a "line" so that MANNER PYLON is POSSIBLE? ![]() Why is it bad if people have to prepare different styles for different maps? That's part of what makes the game so good... Aside from that, Phelix is just talking about a map "imbalance" in terms of spawning positions. Like he said, the traditional thirds for each players might have different # mineral patches, which would obviously favor the player with more minerals. We noticed this when testing maps, and let the ICCup mapmakers know... I was assuming they would have fixed it by now o.O. | ||
yenta
Poland1142 Posts
Yeah, we have a ghetto tru rnk algorizzle set up to judge the powa of teams. Just got a proposition for an Incubator project for a real statistics page though - | ||
yenta
Poland1142 Posts
Lineups - SUP SUP? | ||
EtherealDeath
United States8366 Posts
On October 27 2010 19:46 yenta wrote: Yeah, we have a ghetto tru rnk algorizzle set up to judge the powa of teams. Just got a proposition for an Incubator project for a real statistics page though - ah i c Well, sometime tonight or midday tomorrow I'll have auto parse for every school and player I can find on your page up, and I guess in the process of parsing every team page I'll just display their match history as well on the team pages I have on my site, and have each match link to the appropriate page on cstarleague or something. At which point, everything will be set up for any major additions I think... race statistics would be straightforward. MU and map statistics I would just have to make a parser for using the match pages that I parse off of team pages. edit - only parsing every now and then, storing the results in a database on my server, so don't worry about too high a % of non person hits showing up lol | ||
NB
Netherlands12045 Posts
Suggestion: make 2 teams declared their 2v2 race when they submit line up | ||
DarthThienAn
United States2734 Posts
On October 29 2010 14:57 NB wrote: problem occurred: LOTS of players use their 2nd race for 2v2 and csl website can only report 1 race. Suggestion: make 2 teams declared their 2v2 race when they submit line up ? What do you mean? When you submit a lineup, you submit the race along with it. Your "default" race doesn't actually matter if you're good about submitting lineups, you can play whatever race you want, regardless of the race listed in your profile. | ||
JiYan
United States3668 Posts
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NB
Netherlands12045 Posts
On October 29 2010 15:27 DarthThienAn wrote: ? What do you mean? When you submit a lineup, you submit the race along with it. Your "default" race doesn't actually matter if you're good about submitting lineups, you can play whatever race you want, regardless of the race listed in your profile. even though you submit race, the profile of the player on cs still indicate their main race in the line up page... is that right? | ||
DarthThienAn
United States2734 Posts
On October 29 2010 16:10 NB wrote: even though you submit race, the profile of the player on cs still indicate their main race in the line up page... is that right? No, the race submitted in the lineup is the race listed on the match page. | ||
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