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Mathematical balance metrics in competitive multiplayer games

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Date Editor Before After
4/8/2015 3:34:36 PMDErankAdminmojjj before revert after revert
4/8/2015 3:32:28 PMDErankAdminmojjj before revert after revert
4/8/2015 3:31:23 PMDErankAdminmojjj before revert after revert
Before After
1 the scope is very wobbling. my experience tells me, that you have to somehow narrow the scope and make it gritty (at which i was not so successful with several works so far, costed me much more unneeded time investment to the work). 1 the scope is very wobbling. my experience tells me, that you have to somehow narrow the scope and make it gritty (at which i was not so successful with several works so far, costed me much more unneeded time investment to the work).
2 what is the final goal/vision the thesis shall target? how to win, what amount of tech stats or unit usages lead to what statistical outcome? 2 what is the final goal/vision the thesis shall target? how to win, what amount of tech stats or unit usages lead to what statistical outcome?
3 \n 3 \n
4 this is a very complex task. i am not even sure how i would start here, as gaming has so many dimensions and the technical parameters are only one part of it. how much part has the human creativity in this (cover this too?)? 4 this is a very complex task. i am not even sure how i would start here, as gaming has so many dimensions and the technical parameters are only one part of it. how much part has the human creativity in this (cover this too?)?
5 \n 5 \n
6 you write rock-paper-scissors (RPS) principle, also overkill stats. most simple start is RPS with oneshot / no overkill, then you can compare easiest way. look for units close to this as a start maybe, then broaden along the lines of the unit classes. hardes part are classification of units which dont fit into classes. 6 you write rock-paper-scissors (RPS) principle, also overkill stats. most simple start is RPS with oneshot / no overkill, then you can compare easiest way. look for units close to this as a start maybe, then broaden along the lines of the unit classes. hardes part are classification of units which dont fit into classes.
7 \n 7 \n
8 what are your plans to stich these into equations: 8 what are your plans to stich these into equations:
9 information/information denial 9 information/information denial
10 time windows to react to known things 10 time windows to react to known things
11 macro gaming 11 macro gaming
12 unit micro 12 unit micro
13 element of surprise 13 element of surprise
14 timeing to react and teamwork 14 timeing to react and teamwork
15 unit combinations to a certain situation 15 unit combinations to a certain situation
16 unit placement on the battlefield (and influence by unit speed...) 16 unit placement on the battlefield (and influence by unit speed...)
17 singleplayer / teamplayer coordination 17 singleplayer / teamplayer coordination
18 etc 18 etc
19 \n 19 \n
20 i would also write a subchapter about self-target your thesis from the side (how you say that in proper english, i hope you understand), how a human can alter the game mechanics with unintended usage, see creative trolling in zero-k. 20 i would also write a subchapter about self-target your thesis from the side (how you say that in proper english, i hope you understand), how a human can alter the game mechanics with unintended usage, see creative trolling in zero-k.
21 \n 21 \n
22 im glad if i can offer more support later on, keep us updated. 22 i feel im drawing the ideas too far. im glad if i can offer more support later on, keep us updated.
23 \n 23 \n
24 also, im 87,37% sure you name is not godde godde. you cannot fool me! 24 also, im 87,37% sure you name is not godde godde. you cannot fool me!