Measured mod statistics

Measured mod statistics

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Measured mod statistics

Post by Licho »

Created this:

http://planet-wars.eu/ModStats/

Allows us to view stats like cost effectivity of untis, unit vs unit balancing etc.

If you want to support your mod, contact me.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Measured mod statistics

Post by smoth »

sounds like fun, would it be able to handle multiple resources that are defined as a custom param in the unit info file?
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Licho
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Re: Measured mod statistics

Post by Licho »

Not very well - but you control how is "cost" calcualted when its sent to system so you can add some conversion formula.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Measured mod statistics

Post by Warlord Zsinj »

Great idea, I'd love to get some statistical feedback from games of IW.

Some other stats that could be useful (apologies if these are already available):

- frequency of units built over time (to see how units are used / replaced in the duration of a game
- feedback relative to map being played
- evolving trends over a number of games

Getting it to spit out some nice graphs would also be win.
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KingRaptor
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Re: Measured mod statistics

Post by KingRaptor »

See, this is actual mathematical balancing. Not arbitrarily assigning values to stats and creating a one-size-fits-all linear equation to output costs with certainty.

EDIT: Obviously still far from perfect, as units can have utility beyond simple damage-dealing (among other issues), but this is a useful tool.
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smoth
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Re: Measured mod statistics

Post by smoth »

it is nice to look at units and let people see shit like dps but it isn't mathematical balancing. Nor is mathematical balance something that would ever be accurate.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Measured mod statistics

Post by AF »

This would be useful for AIs
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Measured mod statistics

Post by Pxtl »

Is there a reason that it uses damage-dealt as an absolute number instead a %age of the target's maximum?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Measured mod statistics

Post by AF »

5% of a krogoth != 5% of a peewee
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Measured mod statistics

Post by Pxtl »

Yeah, but Sumos and Juggs are a little easier to rack up damage on compared to similarly-priced units.
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AF
AI Developer
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Re: Measured mod statistics

Post by AF »

And there is beyond a doubt that this is an example of perfect balance no?
Saktoth
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Joined: 28 Nov 2006, 13:22

Re: Measured mod statistics

Post by Saktoth »

I got Licho to add the Cost Damage/Investment Column, which is what you really want to be looking at.

That is the cost in damage a unit does over its lifetime divded by its cost.

So, if a unit costing 400 kills 2 units costing 200 then it makes 1.0 cost. If a unit on average kills 4x its cost, the number is 4, etc.

This cant take into account the usefulness of non-damaging abilities or the usefulness of damage done (killing a fusion can be more useful than killing a flash), but it does take speed, range and tactical flexibility etc into account because this is the -actual- cost damage the unit is doing in practical use.

Of course this will vary by the players skill, though you can sort the games by players and player count (to count only 1v1's) if you like.

It also tells you how often units are used, the % of spending that goes on them and the average number built in a game, which is useful as well.

So, the most OP unit in the game thus far? Depthcharge launcher! Most OP mobile? Dragons egg! Though these are based on tiny sample sizes. The most powerful units with reasonable samples are actually LLT's.
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