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Additions to statistics
Posted: 21 Aug 2006, 06:27
by mongus
Unit type, would be great for statistical game analysys... but how to separate them in types?...
Would like to realize what type of "build" is used by players.
For example, this could be very telling (about the way plyers play different mods).
Related to unit types too, a basic separation about structures, offensive/construction.. helps organize the game.
Also.. in many games.. the energy leaking/production (and sometimes metal too) reaches sky high levels.
Or other times, the game just takes too long, and thus, its hard to analyze specific parts, like the beguining, or some specially intense part..
Any more polished ideas?
oh, mouse clicking, and keyboard pressing could use a graph too :)
Posted: 21 Aug 2006, 12:39
by NOiZE
I would really like end-game statisics like in OTA!

Posted: 21 Aug 2006, 13:18
by Snipawolf
+1 for ota stats, I luvved those colors

Posted: 21 Aug 2006, 17:38
by knorke
The Spring stats show much more info than the OTA stats...
The stats should be saved as a .txt or in the replay, I think that might be usefull.
Posted: 21 Aug 2006, 18:09
by Michilus_nimbus
knorke wrote:The stats should be saved as a .txt or in the replay, I think that might be usefull.
Duncs and me were trying that out, but I haven't heard of him in a while

Posted: 21 Aug 2006, 18:51
by Vehementi
Spring stats probably give more information than the OTA ones but I can't be the only one that finds them hard to read...
Posted: 21 Aug 2006, 19:04
by NOiZE
a table like in OTA would be handy, as you can quickly see the stats you want to see, without going trough 8 graphs...
Posted: 21 Aug 2006, 19:09
by clericvash
Vehementi wrote:Spring stats probably give more information than the OTA ones but I can't be the only one that finds them hard to read...
I honestly have no idea what they mean

Posted: 21 Aug 2006, 19:18
by espylaub
clericvash wrote:Vehementi wrote:Spring stats probably give more information than the OTA ones but I can't be the only one that finds them hard to read...
I honestly have no idea what they mean

The presentation is really rather useless, to be honest. Even if I understood what the graphs meant, I still couldn't recognize anything because the lines are too thin and don't have enough contrast.
Posted: 21 Aug 2006, 20:38
by Dragon45
I've said it before and i'll say it again - the numbers just need to be dumped in a seperate text file (or better yet, inclluded compression-free in the footer of the demo file) so that we canplug all those numbers into Excel or whatver and look at the graphs ourselves in whartever way we choose...
Posted: 21 Aug 2006, 21:49
by Egarwaen
Dragon45 wrote:I've said it before and i'll say it again - the numbers just need to be dumped in a seperate text file (or better yet, inclluded compression-free in the footer of the demo file) so that we canplug all those numbers into Excel or whatver and look at the graphs ourselves in whartever way we choose...
/signed.
Posted: 21 Aug 2006, 23:41
by FizWizz
NOiZE wrote:a table like in OTA would be handy, as you can quickly see the stats you want to see, without going trough 8 graphs...
Agreed. Currently you can see the progression of two statistics at a time through the game, but to be honest I don't think many people are interested in seeing more than the end-game statistics, and showing those in table form would allow you to see many more different statistics simultaneously, a la OTA.
Posted: 22 Aug 2006, 04:19
by mongus
Ota table is clear, but not very telling.
On the other hand, the graphics that spring shows, give you a representation of the TIME in the game, stuff happened.
For example, if you watch the graph, you will be able to tell when did a commander explode, possibly by the number of kills, and maybe by the metal lost graph too.
The thing is, the first stages (many times quite interesting) are lost in the final graph, because of the final scale.
Actually, you cant realize how efficient was the energy management of certain player, at the beguining of the match, because... usually.. some guys do produce and also lose lots and lots of energy near the end of the game.
So that small details get lost in the scale of the conflict... :D
implementing something like a zoom function for the graphics may be hard.. and not elegant..
Maybe the time line can be splitted in 4 parts?
With that many statiscal data, you can provide much more rich interpretation of gameplay/style/.. who knows, about the game played than what ota did give.
But data must be intepreted for that matter, and put in a easy to read eyecandy way.
for example you can do a basic classification of players who use, and players who dont use the keyboard, or unit groups, or ai groups.. (ok that not in the data yet :p ). But who makes the patch?!
Posted: 22 Aug 2006, 04:30
by LordMatt
If the graphs must stay, it would be nice if they defaulted (and scaled) to metal produced.
Posted: 22 Aug 2006, 11:58
by Torrasque
It would be cool to have two scale, one at left for first courbe, and one at right for the second.
Posted: 01 Sep 2006, 17:24
by duncs
oops, I'm just lazy.
and at work at the moment ;D
uhm, I'll put more effort into it this weekend. tobi mentioned something about a code change he was making for directories, then my internet died for 8 days. but I think he's made the change now, so I can actually do the code. But mostly I'm just lazy.
Michelus gave me some code that looked good, that I'll use as a basis. I am not going to do any of that OTA graphics stuff, but I will do the 'save into a file' stuff. I promise. Anyway, Michelus has already done most of it himself. Thanks Michelus.