Endgame comparative statistics, like in OT
Moderator: Moderators
Endgame comparative statistics, like in OT
Remember when a game ended in OTA and statistics would show up in bar and number format? Not a graph that couldn't be interpreted but bars?
It displaed things like units produced, energy used/wasted and the like?
Can we have those?
It displaed things like units produced, energy used/wasted and the like?
Can we have those?
-
- Posts: 79
- Joined: 11 Jul 2005, 02:01
Re: Endgame comparative statistics, like in OT
The spring stats have everything the OTA stats did except for kills iirc...ee wrote:Remember when a game ended in OTA and statistics would show up in bar and number format? Not a graph that couldn't be interpreted but bars?
It displaed things like units produced, energy used/wasted and the like?
Can we have those?
The visibility of the lines is more dependant on the team colour, yellow is just annoying. =P
I think he wants something like TOTAL units killed, or total metal produced.
As we all learned in school, this is possible by integrating (sp?) the graphs
What I would REALLY like to see was an option to create a log of the game.
It should feature the deaths/creations of units and maybe the metal/energy of the players.
Imagine something like this:
There could be all kind of usefull third party programms to analyze games, for example a picture of the map with marked locations where most units were killed etc. or you could compare build-orders.
On the other hand, an explanation for the replay file-format would help the same purpose, but those would probally harder to parse.
If there is one, I would like try building something like http://bwchart.teamliquid.net/us/bwchart.php for Spring.
As we all learned in school, this is possible by integrating (sp?) the graphs

What I would REALLY like to see was an option to create a log of the game.
It should feature the deaths/creations of units and maybe the metal/energy of the players.
Imagine something like this:
The numbers would be the location of the event on the map....gametick 1325:
KILLED: ARMCON-Team1-2014:3014
KILLED:ARMSOLAR-Team1-2010:3200
...
gametick 1330:
CREATED: ARMWIND-Team1-1053:1504
KILLED: CORSLASHER-Team2-3140:3421
...
There could be all kind of usefull third party programms to analyze games, for example a picture of the map with marked locations where most units were killed etc. or you could compare build-orders.
On the other hand, an explanation for the replay file-format would help the same purpose, but those would probally harder to parse.
If there is one, I would like try building something like http://bwchart.teamliquid.net/us/bwchart.php for Spring.
I want to see exact numbers, not graphs!!
The stats what we have now are too clicky (means i need to click too much to see what i want). And even when i click, i dont understand those graphs > they are still kinda useless.
And what the hell are those: "MC/m", "MP/m", KP/m", "Cmds/m", "ACS" ??? (i think cmds means commands)
We should have simple stats: "kills, losses, m/e make, m/e extract, m/e shared".
The stats what we have now are too clicky (means i need to click too much to see what i want). And even when i click, i dont understand those graphs > they are still kinda useless.
And what the hell are those: "MC/m", "MP/m", KP/m", "Cmds/m", "ACS" ??? (i think cmds means commands)
We should have simple stats: "kills, losses, m/e make, m/e extract, m/e shared".
Mouse over them and read the tooltip.TradeMark wrote:I want to see exact numbers, not graphs!!
The stats what we have now are too clicky (means i need to click too much to see what i want). And even when i click, i dont understand those graphs > they are still kinda useless.
And what the hell are those: "MC/m", "MP/m", KP/m", "Cmds/m", "ACS" ??? (i think cmds means commands)
We should have simple stats: "kills, losses, m/e make, m/e extract, m/e shared".
They're value per unit time, coloured in your teamcolour. For example, the "Metal Produced" graph shows you how much you were producing at each second from the start of the game.TradeMark wrote:much to see what i want). And even when i click, i dont understand those graphs > they are still kinda useless.
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
I don't think this should be a priority but rather something to be added to a wishlist.
I think I speak for the greater majority of people when I say we'd rather be rid of the "no RTTI data" errors and the sync/lag/bandwidth problems first.
For example, spring supposedly only requires 10kbps per user, but there are times when Spring's upload bandwidth spikes greatly to sync one user, causing the rest of the users to lose sync (limitation of asymmetricbroadband connections)
I think I speak for the greater majority of people when I say we'd rather be rid of the "no RTTI data" errors and the sync/lag/bandwidth problems first.
For example, spring supposedly only requires 10kbps per user, but there are times when Spring's upload bandwidth spikes greatly to sync one user, causing the rest of the users to lose sync (limitation of asymmetricbroadband connections)
This is not true. Everything spring sends out goes to all clients and something like syncing one user does never happen. There isn't even something like that implemented in the code.altruist wrote:For example, spring supposedly only requires 10kbps per user, but there are times when Spring's upload bandwidth spikes greatly to sync one user, causing the rest of the users to lose sync (limitation of asymmetricbroadband connections)
Note that I don't say that the upload bandwidth doesn't spike. That can still happen when someone gives large orders.