Mod dependant ranks for lobby?

Mod dependant ranks for lobby?

Requests for features in the spring code.

Moderator: Moderators

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Mod dependant ranks for lobby?

Post by TradeMark »

It's very hard to say how good a player is in that mod, even when he has a veteran rank.

We dont have only one mod anymore, i guess its time to expand the ranks for different mods too?

We could use the shortname of mods to determine which mod rank it will increase when you play the mod.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Mod dependant ranks for lobby?

Post by smoth »

I'd love this. Hell I would supply icons for gundam players.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Mod dependant ranks for lobby?

Post by imbaczek »

I suggested this to aegis some time ago, along with map ranks and perhaps mod+map ranks (so you could have a BA+Speedmetal star, yeah!)
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Mod dependant ranks for lobby?

Post by smoth »

well, one d is fine but with maps also you see 2d stats and it starts mushrooming.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Mod dependant ranks for lobby?

Post by aegis »

was actually planning to do more detailed player-specific stats in the server.. I could give the lobbies an interface for displaying them.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Mod dependant ranks for lobby?

Post by imbaczek »

smoth: I imagined those stats as mostly hidden; the lobby client would only receive map, mod and/or map+mod rank of a player when he's in battle, this would make it max 4 ranks to display, which is manageable.
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aegis
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Re: Mod dependant ranks for lobby?

Post by aegis »

could show it per player in battle room
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Mod dependant ranks for lobby?

Post by TradeMark »

yeah the lobby should show the total rank, and when you join in battle, you see mod dependant rank. So, then you can balance teams by those ranks...
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: Mod dependant ranks for lobby?

Post by Wisse »

Or you could see detailed detailed data when u hoover over player in players list.
(only to compliment what TradeMark suggested)
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Mod dependant ranks for lobby?

Post by Neddie »

Aegis, I'd love to be of use on the theory side of this.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Mod dependant ranks for lobby?

Post by Gota »

It should be based on both things.
When your in a room of a specific mod the mods ran kshould have a lot of weight over the rank ud get in the room but when ur jsut in the loby your rank is equally based on all your different mod ranks.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Mod dependant ranks for lobby?

Post by TradeMark »

so is this gonna be implemented, ever?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Mod dependant ranks for lobby?

Post by AF »

Nobody has put forward a proposal for how it is to be implemented, and everybody has ignroed the problems.

Namely what rank do we display next to your name outside the battle window? What about when new versions of game content come out and everyones rank is lost?

Simply asking for it point blank will never get you anywhere here. You don't have to program it in its entirety in the thread but offer up a little bit of logic to get a discussion started.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Mod dependant ranks for lobby?

Post by TradeMark »

Code: Select all

name=Balanced Annihilation V6.31;
version=6.31;
Lets use that name without version number: "Balanced Annihilation V" so that would be the ID where ranks will be stored.

And between versions... do we care about versions? isnt it enough that we have even the mod dependant ranks, lets not make it too complicated, since current ranks are very simple...

Or then just store the ranks for each version, sum them together in a way that makes older versions ranks less effective.

total 60 hours would go like:
10+10+10+10+10+10 -> 5+6+7+8+9+10
and result as 45 hours rank.

though, then we would need some variable which defines how much the mod has changed, so small version changes wouldnt lower the rank so much as in that example. calculations could go also like:
7+8+9+9+9+10 = 52


Though, I would be still happy if we had mod dependant ranks without caring about versions at all.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Mod dependant ranks for lobby?

Post by AF »

mods like BA do not bother adhering to the version number tags and use the version number in their name

Also I was thinking more of a protocol oriented solution to the way the server and lobbies handle the data

Currently the lobby sees A and B and if A is BA v6 then A != B and A is always just as related to B as ti is to C, regardless of what B or C actually are.

Thus P.U.R.E RC3 is just as related to BA 6 as BA 6.1 is, theres no logical chain of versions to follow to say 'these are all the same game but different versions'. Arguably once could attempt to construct and track this but currently the version tags and the other tags in modinfo.tdf are not being adhered to
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Mod dependant ranks for lobby?

Post by imbaczek »

1. there's shortname for mods.
2. the lobby client should only show whatever it receives from the server; aegis will probably tell how to access relevant data points once he implements it.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Mod dependant ranks for lobby?

Post by Pressure Line »

AF wrote:mods like BA do not bother adhering to the version number tags and use the version number in their name
sucks to be BA then :)

im sure when/if this is implimented it will give modders the push to do it properly ^_^

*edit*

Code: Select all

[MOD]
{
	name=Balanced Annihilation V6.21;
	description=Moooooo!;
	game=Total Annihilation;
	shortgame=TA;
	shortname=BA;
	mutator=Official;
	version=6.21;
	modtype=1;
	numdependencies=3;
	depend0=springcontent.sdz;
	depend1=otacontent.sdz;
	depend2=tatextures.sdz;
	[NTAI]
	{
		tdfpath=BA;
	}
}
it is in the name but not the short name, i assume it would be trivial to use that instead of the name...
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Mod dependant ranks for lobby?

Post by TradeMark »

imbaczek wrote:1. there's shortname for mods.
yeah i know, but what if there are two same shortnames :p + some mods "mutators" uses same shortname as the main mod uses...

doesnt really matter what string you use to link between numeric ID's, only what matters that it wont mix two different mods, and name variable provides better accuracy for that purpose.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Mod dependant ranks for lobby?

Post by AF »

hmmm BA does adhere to using the version string and even the game tags, I didn't know that, it would seem then we need a means in the battle listings protocol to differentiate between versions of a mod without putting the version number in the full name. A content version so to speak
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Mod dependant ranks for lobby?

Post by KDR_11k »

Meh, use the game tag (if present), if you track too many different ranks the time for each would be too low to register rank differences. The player list rank would either be the highest ingame time the player has in one mod or the total of all mods.

Maybe a mod could provide ranks with times and symbols to the lobby, most mods aren't played enough that the standard ranks make sense for it anyway (why would I use a lv1 rank that goes up to 5 hours in a mod like LSOS? 20-30 minutes would be enough to declare a player as a non-nub in those). Just tell the lobby the minute number and have it interpret that as a rank or whatever.
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