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Topics - nhbearit

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Community Events / BTB 2.3 Signups!!
« on: February 18, 2016, 11:05:43 pm »
Back to Basics 2.3 Sign-Ups!!

Time: Sunday February 21st at 12:00 pm EST (Muse Time)(5:00pm UTC)
Sign-ups close: Saturday February 20th at 11:59pm EST (4:59am UTC)


This event is for teams of all sizes and compilations. 8-player teams, 4-player teams, a team made of clan members, a team made of just friends, a team made from mix clans, new or old...you are all welcome to join. This event is truly for practice!

Casting this supernacular event will be (TBA)!

For the extended rules and more information: Look Here!

To Sign-up please post the following information
  • Team Name
  • Point of Contact: In-game name and Steam name
  • Logo (if you have one)
  • If your team is a 4 or 8 player team
  • If your team is requesting a certain team to be paired with (maybe you Cronus League Partner for the week)
  • If your team is participating in the SCS, so need to have all your matches done before SCS starts.


Points of Contact for Back to Basics!! are:
nhbearit and KitKatKitty

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Community Events / Back To Basics!! A new weekly event!
« on: January 18, 2016, 04:45:34 pm »
Hello Hello!
I wanted to let everyone here know about a new event starting up soon. Back To Basics!! A quick and clean practice event. We'll be starting on January 31st, and we'll be doing it again every Sunday starting at 2pm EST.

The plan is to have every team play two matches a day. Two best of one match ups if you'd like to think of it that way. One thing we WON'T be doing however, is a tournament bracket. That's right, no ladder to climb, no prizes to win, no championship matches.Just good practice. Matches will be streamed, but this is to allow teams to review their performance. Our goal is to make this as casual and simple as possible, so that teams have a safe place to practice.

On that note: If anyone wants to use this as a warmup for SCS, just let us know and we'll do our best to get your matches done quickly so you're not negatively impacted by the time.

While we're organized around 2v2 deathmatches, teams are encouraged to sign up both as single ships and as double ships! We'll do our best to make sure everyone can participate. The current ruleset can be found HERE!
Bunches of thanks to KitKat for doin' all the hard work so far ;) and thanks BoCA for making this possible!

Signups start next Tuesday, January 26th. The plan is to have a supernacular 31st so I hope to see everyone then!

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Website and Forum Issues / "Precision"
« on: October 13, 2015, 08:25:41 pm »
Just noticed this. Kinda ashamed it took this long. The tagline for the Apollo "news". "Welcome the Apollo Percision Lens Array"  just a slight misspelling. It's spelled "Precision" not "Percision"

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Feedback and Suggestions / Rearview Mirror
« on: April 13, 2015, 11:41:30 pm »
Can this please be a thing?

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Feedback and Suggestions / Better Match Options
« on: January 07, 2015, 08:02:16 pm »
Basically, I'd like to see a "only this game mode" and a "2v2 only" button added to match options in Matchmaker. I'd also like it if Matchmaker gave you a choice before it loosened criteria.

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Feedback and Suggestions / Questions about Glicko2
« on: October 28, 2014, 07:58:19 pm »
So I'm hoping someone from MUSE can answer a few questions for me. I was about to post a rebuttal to something Keyvias posted when I realized that I simply don't have the necessary information to really dig into what I perceive to be the problem with his line of thinking. I apologize in advance if any of the questions seem rude or interrogatory. I'm working on a pretty limited set of information as well as quite a few assumptions. If you've answered any of these questions elsewhere, again I apologize, I must have missed it, and I would appreciate it if you'd repeat yourself here. Basically all of the information I currently have about Glicko2 comes from: http://www.glicko.net/glicko/glicko2.pdf

1. Why Glicko2?

2. Glicko2 seems to have originally been created to rank 1 v 1 matches, how have you adapted it to fit GoIO?

3. Do you still use just one variable to rank players? (here I'm asking about the end variable, the Glicko score itself.)

4. Does anything, other than wins/losses, effect the Glicko score in your implementation?

5. Why do you feel using a ranking system is necessary?

6. When calculating the balance of a lobby (I'm assuming the ranking of individual ships as well) what process do you use? (simple addition of Glicko scores, or average, or whatever?)

7. What (if any) is your end goal for your system?

8. How does playing with AI effect the rating of a ship/team?

9. When coming up with your system, did you take inspiration from other games, and if so, which ones?

10. What advantages does a Glicko score give you over other methods?

11. How do you feel about the community regulating itself? (basically players deciding for themselves if a lobby is stacked.)

12. How does your system recognize teamwork? (Here I'm mostly concerned about how well certain players work together.)




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Levels in GoIO are kinda weird. Since there are three almost independent level values (pilot, engineer, gunner), it can be pretty hard to estimate a player's abilities. A level 24 whatever, can be better then a level 40 of the same class. However, there are some VERY important milestones that allow you to estimate what that player can do, and how much direction they need. For example level 1, whenever I see this I have to check the player's other levels (and sometimes their profile) to get some important information; namely is this their first match/have they played the tutorials? Another milestone is level 12, this is generally a pretty good indicator of "can I count on this player to do their job without me having to babysit them?" If a player's over level 12 it's pretty safe to assume that they don't need a crash course on their position when the match starts.

A simple way to put this would be that the lower a player's level, the more it matters. While not being able to see levels at a glance might not seem like a huge deal, GoIO is all about communication and coordination. If I can quickly tell what my crew/captain can do, as well as my allies, I can make useful observations/comments, and plan my ship/loadout around what everyone can do. It also allows me to get a better match if I help my enemies. If I see that an entire ship is level 1, it allows me to help them by pointing out things like "You do not need two gunners on your ship." or "gat/flak is actually a pretty bad combo, you might want to try out gat/mortar instead." And while they might not listen, I can also do things like remove flamers from my ship's loadout. Being able to estimate what a player can do let's me take small actions that give both of us a better match.

The thing is, I need to be able to see the levels of the ENTIRE lobby if I really want to make an impact. Being able to see what the entire lobby can do, lets me put myself in the best slot to make the most even/fun match. The problem with the matchmaking system is that it doesn't really understand its players. Most of the time, I don't really care what position/class I'm in, as long as it's a fun match. The matchmaking system seems to have a fundamental flaw in it, it assumes that players want to win the match. A match in GoIO isn't simply about winning, I don't think ANYBODY who plays this game enjoys being on either side of a 5-0 match. Whenever I play a GoIO match, my goal isn't "I want to win this match as quickly and easily as possible." my goal is more "I want to win this match in such a way that I (and any crew) get better at the game." In short, I want every match to be a 5-4 that tests my skill as a player. And I don't know any non-novice player who wants simply to win. The matchmaking system seems to be good at starting lobbies quicker, but you need to trust your playerbase to take actions that give them the most fun (and most well-balanced) matches.

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