Terrible idea then, terrible idea now. Not my problem you won't listen to sense.Ryujin wrote:QUOTE (Ryujin @ Sep 4 2014, 06:29 PM) Oh wait, no this discussion has been had a long time ago, and you decided against it then, and won't even give it a second thought now.
2 easy things that will make more people play more often
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
Shizoku wrote:QUOTE (Shizoku @ Aug 31 2014, 12:49 AM) On an unrelated subject: What if we had seasons on with our leaderboard. Much the same way blizzard and other companies do it, have a period of time where you can rank up and the person who gets the highest wins and then it gets reset. So like do a reset in September and see who can get the highest rank by December, give that player a fancy decal or something and do it again. People who have already lost their (#) would start back at rank 8 at reset and noobs would either go back to 0 or stay the same.
Seeing as we really aren't using leaderboard data to balance games, we may as well make it into another competitive aspect of the game. This would also reduce leaderboard stagnation that we currently see where one person pretty much remains top dog forever till they go inactive or stats get reset.

-
shihabdider
- Posts: 59
- Joined: Fri Feb 10, 2012 5:21 pm
- Location: New York
I have only one thing to say: there was a feature to see who was online on the forums?! Why on earth has this feature been taken out?
Sing O! Muse, the incompetence of shihab, that brought countless ills upon his teammates. Many a brave bomb run, it sent hurrying to pods; many a con did it leave prey to enemy int whores, for so were the councils of his commanders ignored, that the moment he entered in his ship, he flew circles...
http://www.moserware.com/2010/03/computing-your-skill.html
Le me say this:
I spent a bunch of time way way back when trying mightly to understand, to me, the infamous eight page paper from MSR regarding TrueSkill that the author above mentioned and which is the basics of AllegSkill boiled to the most basic of basic parts. Much of my struggle with said paper was while I have training in the field of statistics and probability the level was not sufficient to follow the ninja and demigods of the field's jargom so I did not know that I already know a good deal of the underpinnings. In essence my ignorance of the nuances had me doubting the basics which I did in fact really understand and I had to reconfirm stuff I already knew.
Step in the way back machine with me but first two of many many many faults: Im tenacious when I get motivated and lazy to a fault when I am not.
Way way back when I felt quite certain that we could do a better job of predicting outcomes than the way things were being done at that time. It wasn't the ranking system being used at that time but how Noir was balancing his core based on win/loss percentages between factions. I knew at a fundamental level Noir's approach would only be accurate by pure luck. So I put out the word that we were going to approach this in a systematic manner, check a number of systems, find the best for us (if any), present it to management, and if they were so inclned they could impliment it.
Welp about eight people showed up all with shouter hats and pointers sticks other than one person who brought a shovel. Translation: Everyone wanted to be in charge, give their opinion, and check everyone else's efforts except one who actually was willing to do the work. Being in RL a rain maker (translation: here is a task, here is a date, damn the torpedoes, make it so) I knew how to get'er done but this was different, way different. There were no handles, levers, buttons, motivators, or cattle prods to move things forward when you had roadblocks.
So I learned on the fly that I had made a HUGE GINORMOUS KING-G-G-G sized blunder... we were knee deep in opinion, passion, and drama which was rising fast and honestly no one had a single actual fact to back it up. So I got sneaky and handed out tasks based on each subgroups favorite idea and as the dates kept being missed and no work was availible to review many left and those that stayed became more helpful... anyhoo
After learning something outside of wiki I realized that of the ahhh four-five different approaches we had agreed to look at only one was different and the others building off a common start point, Elo. The lone wolf was an attempt to use various in game actions to develop predictive models via what is/was popularly termed back in the day "Fuzzy Logic". It was my initial sweetheart btw and right in my wheel house as I had a long romance with this kind of approach while doing research in college. People regularly advocate this as "better" which I think they mean will be more accurate. After my efforts I'm not so sure this is the case. Let me blah blah blah.
As far as I know most new vehicle's transmission use some variation of Fuzzy Logic to attempt to tune the car to the individual's personal driving habits in an effort to please them so they keep buying more of the same. The transmission will slowly adjust its behavior to the driver within predetermined limits. *shrug* They have been doing this for some time now so it may be as complicated as one of Jimmy's posts but my guess is they try to keep simple as my pea brain. So they lean on trillions and trillions of data points of expereience predetermine the transmission algorith's knobs and switches response points. What I am incoherently trying to say is to "teach" this kind of relatively simple system (from an inputs used POV) requires a very solid foundation of what is and is not an important input OR an amazingly long curve fit that almost certainly is convoluted by the endless combinations and permutations of the inputs you chose. Even ten inputs is a right proper mother $#@!er and no guarantee that your ten choices are THE approach that works or the many and numerous interactions between the ten points. I leave it to others to attempt to give the number as the detials matter. That is why using in game actions to predetermine the game's outcome seems such a herculean task even Drizzler^Spidey would go "meh whats on TV" if attempted.
There is a bunch more stuff after this but Im just going to stop here for now. I may continue or not but I hope you enjoyed the post more than I did writing it... which won't be to hard
tl;dr monkey and monkey cheese were used in creating this post
Le me say this:
I spent a bunch of time way way back when trying mightly to understand, to me, the infamous eight page paper from MSR regarding TrueSkill that the author above mentioned and which is the basics of AllegSkill boiled to the most basic of basic parts. Much of my struggle with said paper was while I have training in the field of statistics and probability the level was not sufficient to follow the ninja and demigods of the field's jargom so I did not know that I already know a good deal of the underpinnings. In essence my ignorance of the nuances had me doubting the basics which I did in fact really understand and I had to reconfirm stuff I already knew.
Step in the way back machine with me but first two of many many many faults: Im tenacious when I get motivated and lazy to a fault when I am not.
Way way back when I felt quite certain that we could do a better job of predicting outcomes than the way things were being done at that time. It wasn't the ranking system being used at that time but how Noir was balancing his core based on win/loss percentages between factions. I knew at a fundamental level Noir's approach would only be accurate by pure luck. So I put out the word that we were going to approach this in a systematic manner, check a number of systems, find the best for us (if any), present it to management, and if they were so inclned they could impliment it.
Welp about eight people showed up all with shouter hats and pointers sticks other than one person who brought a shovel. Translation: Everyone wanted to be in charge, give their opinion, and check everyone else's efforts except one who actually was willing to do the work. Being in RL a rain maker (translation: here is a task, here is a date, damn the torpedoes, make it so) I knew how to get'er done but this was different, way different. There were no handles, levers, buttons, motivators, or cattle prods to move things forward when you had roadblocks.
So I learned on the fly that I had made a HUGE GINORMOUS KING-G-G-G sized blunder... we were knee deep in opinion, passion, and drama which was rising fast and honestly no one had a single actual fact to back it up. So I got sneaky and handed out tasks based on each subgroups favorite idea and as the dates kept being missed and no work was availible to review many left and those that stayed became more helpful... anyhoo
After learning something outside of wiki I realized that of the ahhh four-five different approaches we had agreed to look at only one was different and the others building off a common start point, Elo. The lone wolf was an attempt to use various in game actions to develop predictive models via what is/was popularly termed back in the day "Fuzzy Logic". It was my initial sweetheart btw and right in my wheel house as I had a long romance with this kind of approach while doing research in college. People regularly advocate this as "better" which I think they mean will be more accurate. After my efforts I'm not so sure this is the case. Let me blah blah blah.
As far as I know most new vehicle's transmission use some variation of Fuzzy Logic to attempt to tune the car to the individual's personal driving habits in an effort to please them so they keep buying more of the same. The transmission will slowly adjust its behavior to the driver within predetermined limits. *shrug* They have been doing this for some time now so it may be as complicated as one of Jimmy's posts but my guess is they try to keep simple as my pea brain. So they lean on trillions and trillions of data points of expereience predetermine the transmission algorith's knobs and switches response points. What I am incoherently trying to say is to "teach" this kind of relatively simple system (from an inputs used POV) requires a very solid foundation of what is and is not an important input OR an amazingly long curve fit that almost certainly is convoluted by the endless combinations and permutations of the inputs you chose. Even ten inputs is a right proper mother $#@!er and no guarantee that your ten choices are THE approach that works or the many and numerous interactions between the ten points. I leave it to others to attempt to give the number as the detials matter. That is why using in game actions to predetermine the game's outcome seems such a herculean task even Drizzler^Spidey would go "meh whats on TV" if attempted.
There is a bunch more stuff after this but Im just going to stop here for now. I may continue or not but I hope you enjoyed the post more than I did writing it... which won't be to hard
tl;dr monkey and monkey cheese were used in creating this post
Ssssh
yep lets go for a rank reset guys - i'm down for that
phoenix1 wrote:QUOTE (phoenix1 @ May 5 2013, 08:35 PM) Vogue is clearly #1 and commanding against him feels like commanding against Spideycw at times... though he lacks that little bit of "I don't care who's on my team or what the factions are, it's going to be a stomp anyways" that Spidey managed to pull off in his heyday.
If what you are trying to do is balance the game then a rank reset would be totally counterproductive.
If what you are trying to do is stat whore then a rank reset is exactly what you want.
The first sentence is probably what mrc was trying to say, but then he went off as usual and demonstrated why he is an engineer and not a manager
If what you are trying to do is stat whore then a rank reset is exactly what you want.
The first sentence is probably what mrc was trying to say, but then he went off as usual and demonstrated why he is an engineer and not a manager
Last edited by Broodwich on Fri Sep 05, 2014 5:49 am, edited 1 time in total.
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
In regards to rank resets: I like this idea. I have a pm out to Backtrak asking him about this, with Shiz's quote.Ryujin wrote:QUOTE (Ryujin @ Sep 4 2014, 03:27 PM) Rank Resets. Really guys, I've heard it's "in the works".
How $#@!ing hard can it be? Just do it already. Do it once every three months.
Remember when you used to be able to see who is online in the front page? Why was this removed, and how $#@!ing hard can it be to bring it back?
Seriously.
In regards to seeing who is online from the front page: This feature was removed because at that time the consensus agreed that advertising on the front page that zero or very few people were logged in would not be good for getting new players to give the game a shot. Also it was agreed that if you wanted to know who was online you should just log in and see. The game can be run in the background of virtually any computer. Personally I advocated that people just always be logged in and sitting in noat and check in every now and then to see who was playing. (I realize now that having a large amount of inactive people sitting in noat is as bad if not worse than not having anyone in there at all.
Suffice to say I agree with both of requests. That said, our coder-base is not what it once was and since both of these things involve ACSS it's likely that Backtrak is the only one who has the authority and know-how to be able to do them. Backtrak has been awesome enough to dedicate many hours to Allegiance already and it's important that we recognize that.
Anyways, the pm about the rank reset and 'seasonal leaderboard' is sent. After that we'll see about bringing back the ACSS-users-online thing. Personally I'm still conflicted on that as I honestly have no idea how long it would take BT to code and I wonder if there are more valuable things we could ask him to work on.
Broodwich wrote:QUOTE (Broodwich @ Sep 5 2014, 01:48 AM) If what you are trying to do is balance the game then a rank reset would be totally counterproductive.
If what you are trying to do is stat whore then a rank reset is exactly what you want.
This right here. Rank reset is stupid since the a large reason for ranks was to aid game balance (lets not get into the effectiveness of said system).
Now the proposed "seasonal" leaderboard in addition to the current global leaderboard might be fun for some (I personally don't really see the point) so that wouldn't be too bad.
