Paradox12 wrote:This is way too complicated to implement, and this kinda ruins ranked because now people will just focus on doing everything on this checklist instead of, you know, actually trying to win.
cob709 wrote:Players should indeed be rewarded for their individual actions during the game. However, it should not be as linear as this.
Also, certain things such as voting shouldn't be punishable because evils need to blend in with the Town, without seeming suspicious for voting innocent.
Overall, players should be awarded ELO for playing well, but the system shouldn't be a straight +x amount, and certain things need to be lenient so that it doesn't significantly affect gameplay or encourage metagaming.
/support
MafiaxSK wrote:Rewards for successful vig or jailor kills, or even TP protections, sounds fine. The rest encourages metagaming just for points. Pretending to be BMed or jester on the stand is a legitimate strategy, although not necessarily a good one. Elo shouldn’t be awarded or lost for anything other than hard statistics, like games won or evils killed as TK, etc
MafiaxSK wrote:Although can we gain or lose less elo when we die early on? It’s really annoying to sustain a town loss when you were killed N1 and lose significant elo for it
Soulshade55r wrote:Some situations I could list off as bus plays or really stuff that's out of the players control
JTWOLF wrote:Paradox12 wrote:This is way too complicated to implement, and this kinda ruins ranked because now people will just focus on doing everything on this checklist instead of, you know, actually trying to win.
WTF are you on about? It really isn't that complicated. There are plenty of games out there with way more complicated ranking systems, adding a function that gives you bonus elo for achieving a successful kill or heal etc etc etc wouldn't be that hard to do. Also how does it ruin rank? the things on the checklist that you get bonus elo for, are actions that are striving towards your roles win condition. Killing an evildoer as a Vigilante is increasing the chance of the town winning, killing a member of the Town is decreasing the chance. Every single thing I've put on this checklist is doing stuff that helps these roles win. I'm honestly struggling to get your logic here. How would these elo bonuses/penalties cause people to focus on them rather than actually trying to win. Seriously? wtf do you mean.
Doc
*Successfully heal a Town member (per heal) +4 - Requires good reading techniques to figure out whos gonna be attacked, obviously just lucky if you heal Jailor though as TP is usually on them
Vig
*Kill Evildoers +3, +3, +6 - What the Vigilante should be doing, so isn't this what a Vigilante should be focusing on. How does them focusing on this stop them from trying to win??? Seriously please explain your logic
Sheriff
*Find a Mafia +3
-Have them lynched the next day +3 - Exactly what they should be doing and intelligent town members should be able to work out if the target was Framed, hence the negative elo for lynching a framed target
Escort
*Roleblock a member of the Mafia +2 - Exactly what they should also be doing, tell me again how focusing on this equates to them not trying to win???
Godfather or Mafioso
*Kill a Townie +1 - Ill say it once again, this is exactly what they fucking should be doing.
So please if you are going to comment please at least leave valid feedback or suggestions. Rather then just using your weird logic that honestly doesn't make any sense
Brilliand wrote:There is no way an automated system could carry out a detailed "reward players for making good plays" ELO system without creating a horrible meta that distorts the game.
The particular version in the OP is bad for the the reasons Paradox stated. Cob thinks it should be fixed; I contend that it can't be fixed, for essentially the reasons Soulshade55r stated - there's no way an automated system could understand the nuances involved.
cob709 wrote:Brilliand wrote:There is no way an automated system could carry out a detailed "reward players for making good plays" ELO system without creating a horrible meta that distorts the game.
The particular version in the OP is bad for the the reasons Paradox stated. Cob thinks it should be fixed; I contend that it can't be fixed, for essentially the reasons Soulshade55r stated - there's no way an automated system could understand the nuances involved.
Perhaps it may work as such, if the player or their faction wins, then they will only be awarded with ELO, and not punished for their actions. But if they lose, they will not be rewarded for their actions, and will be penalized for any mistakes.
Could this be a valid solution that would encourage all players to focus on winning more? As they would only be rewarded if their faction wins, they will focus on that.
Brilliand wrote:cob709 wrote:Brilliand wrote:There is no way an automated system could carry out a detailed "reward players for making good plays" ELO system without creating a horrible meta that distorts the game.
The particular version in the OP is bad for the the reasons Paradox stated. Cob thinks it should be fixed; I contend that it can't be fixed, for essentially the reasons Soulshade55r stated - there's no way an automated system could understand the nuances involved.
Perhaps it may work as such, if the player or their faction wins, then they will only be awarded with ELO, and not punished for their actions. But if they lose, they will not be rewarded for their actions, and will be penalized for any mistakes.
Could this be a valid solution that would encourage all players to focus on winning more? As they would only be rewarded if their faction wins, they will focus on that.
Hmm. You've certainly reduced the problems with the idea, but still you're going to have problems with players on the winning side competing with each other to get a bigger share of the ELO handed out by the computer. This would be worsened by the fact that the single most powerful thing anyone can do - pointing out the entire Mafia in day chat as a credible townie - would be completely ignored by the computer's metrics.
cob709 wrote:Of course! How could I have overlooked such crucial detail? Worry not, for I have a simple solution. We shall implement a complex AI to observe, record. analyze, and evaluate each message that sent and process it through a neural network. Then, it shall award ELO based on the quality of each message they send.
Brilliand wrote:cob709 wrote:Of course! How could I have overlooked such crucial detail? Worry not, for I have a simple solution. We shall implement a complex AI to observe, record. analyze, and evaluate each message that sent and process it through a neural network. Then, it shall award ELO based on the quality of each message they send.
Yeees. You do that.
Of course that being infeasible is precisely my point.
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