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Guns of Icarus Online - Fantasy League
Thomas:
Well the original idea was to have myself watch the videos and record the points. With the hard cap on the time limit and only having best of one matches, this should be a lot easier than trying to track matches with overtime or best of three's.
The biggest downsides that I foresee is that matches need to be recorded, and of a relatively decent quality. If it's super pixelated, it could be impossible to read the ticker. And if it's not recorded, there's no way to obtain the information. Disconnects would be harder to track if the casters hide the chat, but it shouldn't be too hard to ask them to bring up the scoreboard or such when this happens to show who disconnected.
The goal is to make it complicated enough not to be boring, and to differentiate the players from the ship as a whole. If it was just based upon the K/D, you'd be getting at least 8 players with the exact same point values every single week.
Von Zincington and Skrimskraw bring up some great points.
I love Zincington's compromise of having participants doing a partial pick and getting the remainder at random.
For the combat log, we'll just have to roll with it. As far as I'm aware it doesn't happen to often. For the points, they're easily adjusted.
A dry run is another great idea, and will help normalize the point system.
With the Sky League, there's about 18 teams that participated. Which means 9 matches, or up to 4.5 hours of videos. With a week between matches, that should be plenty of time to observe and update the points.
For the league, we could easily make the stats public for players to run their own fantasy leagues if they chose. For data collection we'll just be using the combat log in the upper left. However, getting Muse to help would be a great idea. I know they've been looking into more data collection, but had to put in a pin in that because of all the work being done for co-op and matchmaking. By the time the League is ready we might be able to work something out with Muse.
N-Sunderland:
Honestly, I'd say the log is wrong about who destroyed components at least 20% of the time.
redria:
--- Quote from: N-Sunderland on April 03, 2014, 04:09:21 pm ---Honestly, I'd say the log is wrong about who destroyed components at least 20% of the time.
--- End quote ---
I feel like that is mostly due to the odd way things work.
If I destroy my own engines with kerosene, the part destroy goes to the last person who actively damaged it -> either an enemy, nobody, or an ally with mines or tar.
Same goes for guns, hull, and balloon.
If you hit a wall and something is destroyed, the same goes into effect. An ally ramming you into the wall does not actively damage you, so whoever actively damaged you last gets the destroy.
I don't know that I have seen the log be wrong outside of that peculiarity.
Imagine:
--- Quote from: redria on April 03, 2014, 04:16:12 pm ---
--- Quote from: N-Sunderland on April 03, 2014, 04:09:21 pm ---Honestly, I'd say the log is wrong about who destroyed components at least 20% of the time.
--- End quote ---
I feel like that is mostly due to the odd way things work.
If I destroy my own engines with kerosene, the part destroy goes to the last person who actively damaged it -> either an enemy, nobody, or an ally with mines or tar.
Same goes for guns, hull, and balloon.
If you hit a wall and something is destroyed, the same goes into effect. An ally ramming you into the wall does not actively damage you, so whoever actively damaged you last gets the destroy.
I don't know that I have seen the log be wrong outside of that peculiarity.
--- End quote ---
I had done testing for some of this stuff using mercs to knock out components, and sometimes it's just blatantly wrong. Like, I wouldn't fire a single shot (at most I'd be the one that loaded in ammo for it), and yet the log would still say I knocked out something even though someone else was shooting... but not always. It's rather bizarre.
Skrimskraw:
how does pilots get points?
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