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Sentients custom scoring for l4doodles1

Started by sentient on 3:21am 22/5/11. 591 views and 19 posts, 0 users reading, last post by weisk.

Currently reading (0 users):
I think it's good
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I think it needs work
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¯\_(ツ)_/¯
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Total Votes: 22   Last vote: 3:23pm 12/6/11
Poll closed: 10 months ago
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OP
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Helohelo chums!

The great captain of your favourite Grandfather Australian Power House Team Send For Roar (GAPHTSFR)
presents to my grandchildren my labour of love over the past month(?) or so:

THE SENTIENT CUSTOM SCORING SYSTEM

What is it?
Well, it's a competitive scoring system I devised with my massive throbbing veiny intellect!

Mostly it does the following things:

Modified health bonus calculation
So what I spent the majority of my time on when making this scoring system was being able to modify the health bonus per survivor. This was quite difficult as it required a lot of working in low-level assembly to find a way to do it, but I managed eventually ^____^, I won't bore with the technical workings of it, if you would like to know you can ask me on steamies.

This is the method I use for calculating a survivors health bonus:

(RealHealth / 2) + (TempHealth / (4 x (IncapCount + 1)) + (12 if carrying pain pills)

It's pretty simple, I think.

Definitions:

Real health
Real health is the health you spawn with. In no-kit configs (rotoblin, frustians) you only get 100 of it a map,
otherwise the only way to get it back is with kits.

Temp health
Temp health is what you get when you take pills, or are revived after being incapacitated. It decays at the rate according to a console server variable called "pain_pills_decay_rate", which defaults to the value 0.27. This means that every second you lose 0.27 Temp health. You get 50 temp health from the use of pills, or reset back to 30 when you are revived.

As an example take for instance there was a player called Weis who had 50hp total, 25 of it was Real health, the other 25 is Temp health. Weis hasn't been incapacitated and is carrying uneaten pain pills.
Weis would have a health bonus of 30.
Why? Well, the calculation would go like this:

(25 / 2) = 12 + (25 / (4 * 1)) = 6 + 12 = 30

note: There's no decimal points, everything is rounded down to the nearest whole number.

This means that all damage done to a survivor is directly relates to the overall health bonus of the team.
It also means that being incapacitated is a penalty, so "smart health management" deliberate team incapacitating will most likely always result in a net-loss of health bonus.
There's also a risk/reward relationship with pills because of the static 12 points they give uneaten, teams will have to decide whether it's good to burn the health bonus in return for better chances of survival.
As a perk, you don't need to swap pills around in an attempt to get the maximum health bonus, it doesn't matter who has them, they will always add a static 12 health bonus.

Survivor survival multiplier
Survivor survival multiplier is always locked to 0, meaning that it doesn't matter how many survivors on your team make it to the safe-room, the only thing that will gain you points for that map are Health bonus + Distance (and map multi if it's not 1.0).
I did this because I think it's the only way to normalize the huge gaping chasm that forms when one team barely makes it and the other team barely falls short.


How do I get it?
This scoring system is for linux left 4 dead servers only. The reason for that is because I made various modifications to the Left4Downtown sourcemod extension, and I did all of the modifications with linux in mind and haven't cross-compiled or even tried to find the relevant memory offsets in windows, and I probably won't bother to.
So sorry, if you're running a windows dedicated left 4 dead server (you can check by typing "status" into console and it will tell you ) but you're SOL unless you can convince me to convert it or someone else does it for you.

You can download the extension here:
Only registered users can view this
Hidden text

It includes the source & compiled files to the modified version of the Left4Downtown extension and the plugin I use to do the health bonus calculations.
There's no instructions at this point (1am cbf) so if you can't figure it out (should be pretty easy if you've ever installed sourcemod yourself) then bother me on steam and I'll either update this or tell you how.

Disclaimer
I consider this an ALPHA release, there's probably still many bugs in this scoring system, there's a good chance it might crash your server unexpectedly, produce incorrect scores and/or give weis all your tanks. So don't get all up in ma grill if it does, tough titties bro ***en deal with it u wanna fite me come at me il deck u kunt ok ty luv u.


Conclusion
Everyone discuss. I'm totally open to any different ways of calculating the health bonus or any other ideas people have and would like to hear constructive criticism.
also GETGOOD, that's all

This is what I expect everyone's reaction to be

Edited once, 23/5/11 - 11:09pm by Meshu.
Posted on Sunday, 22nd May 2011
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It seems like what you are trying to do is make the scoring system more like L4D2 (whether you had this in mind or not), and the alterations, although I agree with parts of them, I think the HB needs to be larger for the survivors that make it to the saferoom, with maybe more emphasis on distance.

But honestly after this tournament the game is dead, but im all for this new scoring with a few tweaks.

EDIT: I don't remember writing this D:

Edited once, 22/5/11 - 11:09am.
Posted on Sunday, 22nd May 2011
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This is what I imagine S looks like IRL
Posted on Sunday, 22nd May 2011
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Quote from Dazz.. on the 22nd of May 2011:
It seems like what you are trying to do is make the scoring system more like L4D2 (whether you had this in mind or not), and the alterations, although I agree with parts of them, I think the HB needs to be larger for the survivors that make it to the saferoom, with maybe more emphasis on distance.

But honestly after this tournament the game is dead, but im all for this new scoring with a few tweaks.

EDIT: I don't remember writing this D:

Yeah, I'm not sure how similar it is to L4D2's scoring system as I never really played it competitively and forget how it works. Mostly I had chats with Davo and others about how to better calculate health bonus and scoring over-all.

As for the HB needs to be larger? Well, when actually making it to the safe-room, health bonus is the reward you get. If you don't make it, health bonus = 0, so no extra points, only your distance travelled. So I'm not sure why it would need to be larger if they make it, as you either have it or you don't, making it doesn't matter as you will have 0 if you don't?

With the distance thing, at one point I was thinking about making it be based on map distance travelled instead of map completion. i.e. 1 point for every meter you travel on the map.
It could help with maps that are short rewarding the same 100 point completion as really long maps.
It's an idea I toyed with and it's entirely possible to do if it's popular.
Posted on Monday, 23rd May 2011
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I think it will be beneficial if you use that distance scoring system, which is how L4D2 comp scoring system works. The confogl scoring system is recognized as the best scoring system to date from the two games, so if there is some way to implement this kind of scoring into L4D1 that would be excellent.

Going over the health bonus, when I said it was too little, lets use your example of Weis, with 50 HP, 25 permanent and 25 temporary and a set of pills. I think a player in this position, under the current scoring system, deserves more then a 30 HB, maybe a larger reward for having your permanent health. That said if the distance scoring system was introduced then perhaps the HB would only need a small buff, just so players making it to the saferoom still get some sort of reward.
Posted on Monday, 23rd May 2011
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Quote from Dazz.. on the 23rd of May 2011:
Going over the health bonus, when I said it was too little, lets use your example of Weis, with 50 HP, 25 permanent and 25 temporary and a set of pills. I think a player in this position, under the current scoring system, deserves more then a 30 HB, maybe a larger reward for having your permanent health. That said if the distance scoring system was introduced then perhaps the HB would only need a small buff, just so players making it to the saferoom still get some sort of reward.

weis wouldnt have permanent health

probably wouldnt have survived either
Posted on Monday, 23rd May 2011
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enjoy starving to death forever.
Posted on Monday, 23rd May 2011
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Game Administrator
Don't bite the hand that cooks the noodles, dilby.
Posted on Monday, 23rd May 2011
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Also, I'm liking that new 4th option on the poll, sentient.
Posted on Monday, 23rd May 2011
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Quote from Meshu on the 23rd of May 2011:
Also, I'm liking that new 4th option on the poll, sentient.

It caused me to change my vote
Posted on Tuesday, 24th May 2011
But there are dreams that cannot be, and there are storms we cannot weather
hyu
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4th option ftw.
Posted on Tuesday, 24th May 2011
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:c this was supposed to be srs thread for srs bsns damnit meshu!
Posted on Wednesday, 25th May 2011
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¯\_(ツ)_/¯ is srs bsns
Posted on Wednesday, 25th May 2011
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i think it shows how little people actually care about you s

you arent relevant any more. sfr is no longer the australian powerhouse team. i think its time to move on

SPOILER
Posted on Wednesday, 25th May 2011
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dilby!! s can't read dat!! spoilrs dun work on linux computar!
Posted on Wednesday, 25th May 2011
 
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Sentients custom scoring for l4doodles1