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  1. KZG Bot

    KZG Bot

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  2. Skoll

    Skoll

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  3. haydenn

    haydenn

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  4. Tigger Pulls the Trigger

    Tigger Pulls the Trigger

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Showing content with the highest reputation on 30/09/21 in all areas

  1. haydenn

    Skill surf points adjustment

    So right now the point system is completely messed up and pretty inequitable considering the tiers. Tier 1's give way too many points for little effort, while t2,3 and 4 give low points if you compare the skill and effort required to complete them. Surf_ebony(t2) Wr gives ~ 200 points whilst ~1500 points for surf_pantheon(t1) for group 1, surf_calamity(t4) wr giving ~500 points. (aircontrol literally gives 2600 points for g1 and 10k points for wr) It goes without saying this makes no sense. If you are good enough to get wrs/top 10s on maps, getting group 1s on tier1 maps literally take 1 attempt. This makes it way less motivating to get times on these tiers. Right now points given are calculated by a constant dependent on tier and a multiplier based on completes. Though the multiplier only starts applying at a certain amount of map completes. (Note: this is literally just my speculation, I might be completely wrong but it makes sense if you compare how points scale on tier1s.) T2 - 6 are significantly harder than t1s and will need lowered multiplier number. For tier 2 >500. tier 3: >100 tier 4: >50 tier 5: >25 tier 6: >10 This is just where I believe the multiplier should start taking into effect for these tiers but you should ask other people. This doesn't have to be the only method, using KSF's method of calculating might be smarter but this seems more practical because it keeps the current system without a drastic change. Plenty of people would agree with this change! 44
    2 points
  2. Skoll

    Skill surf points adjustment

    This is quite interesting, and it's really good information to have. To summarise, the current system places a cap on the amount of points you can earn in T3+ maps (probably unnecessarily as it requires ~170 completes on a T6 to reach the cap). In my mind we need to both: reduce the effect of mass completions on the most popular T1 maps vs the less popular T1 maps, and increase the rewards for completing hard maps. It's pretty clear the system set up on that page was never intended to have 30,000 people complete a map. It means that a g1 on a 30,000 complete map gives ~2200 points, which is the equivalent of 3.5 * T6 map completions. I've been fiddling with some numbers for a while, and while I was aiming to come up with something that wouldn't affect most players negatively, it's hard to justify keeping the insane amount of points awarded by those popular T1 maps. If things get rebalanced around them, it'll basically be by giving points in the same vein that MMOs assign healthbars to enemies (i.e. have 10,000 fucking points for no discernible reason). I think it's easy enough to massively boost the map completion points given to higher tier maps, but I think the multipliers should be increased as well. Using the same system other than the completion points and the WR calculation I would do something like the following. Completion Points Tier 1: 25 Tier 2: 50 to 200 Tier 3: 100 to 350 Tier 4: 200 to 600 Tier 5: 400 to 1200 Tier 6: 600 to 1500 By boosting T2 completions significantly, hopefully we can see some more players approaching T2 maps without getting frustrated at the lack of points for not getting a group time. This then follows on in a similar vein to the higher tier maps. WR Calculation The existing system already had a minimum for T3-6 maps, but to be even handed I think this should be applied to all tiers. Then combining with a limit, we can still have very valuable T1 maps, with rewarding WR and group times, but they don't completely outclass higher tier maps. Tier 1: (1.75 * Number of Completes) / 6 to 1.75 * MAX (200, (MIN (2000, Number of Completes / 5)) Meaning maps with more than 12,000 completions should be calculated as if they only have 10,000, so g1 times would go from 2.2k for a 30k completion map to a max of 900. Maps are also always counted as having at least 1000 completes, giving a minimum of 325 points for a WR instead of 25. Tier 2: (2.8 * Number of Completes) / 5 to 4 * MAX (50, (MIN ( 400, Number of Completes / 5) High complete map surf_borderlands with 4.4k completes maxes out at 1.8k points for WR. T2 maps with 1000 completions give 1000 points. Maps are also always counted as having at least 50 completes and will award a minimum of 400 points for a WR. Tier 3: MAX(350, (3.5 * Number of Completes) / 4) to 6 * MAX (35, Number of Completes / 4) Min points for WR 560 Tier 4: MAX(400, (5.74 * Number of Completes) / 4) to 8 * MAX (30, Number of Completes / 4) Min points for WR 840 Tier 5: MAX(500, (7 * Number of Completes) / 4) to 10 * MAX (25, Number of Completes / 4) Min points for WR 1450 Tier 6: MAX(600, (14 * Number of Completes) / 4) to 12 * MAX ( 20, Number of Completes / 4) Min points for WR 1750 To use some examples: Old system, g1 on a 30k completion map is 2.2k points, equivalent to 3.5 * T6 map finishes (no group). Updated, g1 on 30k completion map is 900 points, which is 4.5 * T2 maps. Of course it should be adjusted a bit depending on the average completions across the tiers, I can only really guess at how many people have actually completed T5 and T6 maps on the server... And also, there are always harder and easier maps within tiers. This accounts for the easier ones by placing caps on the point allocation after a certain number of completions, and somewhat for the harder ones by awarding a minimum amount of points for the WRs, but doesn't really account for just finishing some of the harder maps within a tier and not making a group. Maybe admins could assign bonus points for completions of specific maps? There are a handful of T2 maps that could do with that, I think. Though I imagine that would be harder to implement than just changing the math in the plugin. In any case this is just a suggestion, and I'm keen to see what people think of something using actual numbers.
    2 points
  3. KZG Bot

    [AIM] TAM1T's Moderator Application

    Hi TAM1T, We wish you all the best in your Staff Application! DO NOT BUMP OR TRY TO GET ANYONE TO READ OR VOUCH ON YOUR APPLICATION. The Staff Application Process usually takes between 2-3 weeks upon making an application. - Killzone Gaming Management
    1 point
  4. drk

    Skill surf points adjustment

    For those of you who are interested in the point system, from what I know it works roughly like this: Click Me Personally I believe the system atm works great in terms of groups giving better times on a map and with popular tier 1s with 20k+ completes giving a couple hundred points is good, id expect to get more points for getting a good time over many others then doing a tier 4 with 60 completes. I do agree that tier completion points could be more, especially tier 2s. I also don't think a rework is needed more a buff, but it wont change point grinding for higher ranked players, A current map completion will still be the same after a buff in points but the only difference will be the amount of points a player holds, so I only see it making a larger gap with more points rather then what it is now, but I agree that it would make players want to play harder maps
    1 point
  5. Tigger Pulls the Trigger

    Skill surf points adjustment

    Make the multiplier work inversely to the number of completions a map have, rather than correlate with completions. I.e. the more completions a map has, the LESS points you get from groups. Lower completions indicate that a map should be more difficult relative to another and surfers should be rewarded for completing them. Getting rank 700 on surf_leet is not that same as completing 4 tier 6s. For maps like leet, getting a group 1 should give like 100 points MAX since it isn't very difficult for any surfer who has a little bit of experience. Conversely, getting top 10 on a map like leet should reward surfers heavily. With reference to OP, surf_ebony is a relatively difficult tier 2 map with a low amount of completions in comparison to other tier 2s, hence its low completion count. Completing this map should give a larger amount of points in comparison to other tier 2s.
    1 point
  6. KZG Bot

    [COMBAT SURF] Larry's Unban Appeal

    Hi, It is our pleasure to accept this Appeal. Your UNBAN / UNMUTE APPEAL has now been accepted. ACCEPTED. - Killzone Gaming Management
    1 point
  7. I hop

    [COMBAT SURF] Larry's Unban Appeal

    +rep for +rep? sup
    1 point
  8. Skoll

    Skill surf points adjustment

    It would be great to see some adjustment with this. It would be easier to know how to tweak things if we had some more information on the existing method of assigning points. Skill surf is quite different to most major sports which have a lot of work put into assigning values to establish ranks, and even in such things the math is often contentious. So there are a few points that have been made here that I see as really valuable. Obviously: High tier maps are worth far too few points and pretty much discourage people looking to rank up from completing them. But, there's also a lot of value having competitive times on maps in giving their current amount of points. In my mind increasing the points assigned for completing difficult maps should take priority over reducing the point value from highly competitive times on easier maps because: High points from easier maps encourages skilled players to play the lower skill maps on the easier servers, fostering a better environment for new and upcoming players (especially with spec bots mostly broken). Most players don't visit the forums and will be unaware of any re-balancing, so suddenly losing 10,000 points will be more significant to more players than the 300ish players who have significant T3 and above completions from gaining 10,000+ points. Depending on the adjustment, it could further discourage players from completing the more rare T1 maps (they already give very few points compared to the most popular T1s, but are essentially required playing for most lower skill players to actually get good). There needs to be a baseline for balancing points and we might as well use the existing baseline that has been established on the most popular maps to adjust the harder maps. The easiest thing to do would likely be to apply an adjustment over a sliding scale for completions, where low completions award more points (so an entry G1 on surf_lo_tek (1500 completions) would be worth more points than an entry G1 on Luna 2 (30,000+ completions)). This sliding scale should be individual to each tier, as there is significantly more difference in the number of completes between common and rare T1 maps which would screw the math if it was then applied to every other tier. This should be combined with increasing the multiplier applied to higher tier maps significantly. There will be problems no matter how you adjust things, because the current system is focused heavily on the noob T1s. There has been a massive amount of time investment across the board in these maps, from players of all skill levels, which has made the g1 times extremely competitive and skews things significantly with the sheer number of completions. I do think something needs to be done. Maybe you could look at putting together a group to have a proper look at the current model and assess what adjustments could be made that would feel fair to people at all skill levels. I doubt you want to publicly reveal the specifics of the current system (as you might have 500 people offering some low effort 'best' solutions that would likely only benefit them) but adjusting from the current system is probably the best way to move, rather than establishing a completely new system.
    0 points
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