Forged Alliance Forever Forged Alliance Forever Forums 2012-12-04T09:46:47+02:00 /feed.php?f=2&t=1329 2012-12-04T09:46:47+02:00 2012-12-04T09:46:47+02:00 /viewtopic.php?t=1329&p=24369#p24369 <![CDATA[Re: Ranked map randomness.]]> It was made for the beta.
This is not planned anymore.

Statistics: Posted by Ze_PilOt — 04 Dec 2012, 09:46


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2012-12-04T09:19:59+02:00 2012-12-04T09:19:59+02:00 /viewtopic.php?t=1329&p=24365#p24365 <![CDATA[Re: Ranked map randomness.]]>
Personally I think, let's just try switching the starting points on some of the ranked maps (Ambush, Rivers, Palms) and take it from there. I like the idea though. Baby steps though.

Statistics: Posted by Lyr — 04 Dec 2012, 09:19


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2012-12-03T15:24:23+02:00 2012-12-03T15:24:23+02:00 /viewtopic.php?t=1329&p=24312#p24312 <![CDATA[Re: Ranked map randomness.]]>
Voodoo wrote:
I think it's a good idea. It brings more diversification in the ranked map pool.
I'm thinking of the old maps like Ambush Pass. I played this map like 1000 times since 2008, so it would be realy cool
to have a little bit difference in the game.

Starcraft 2 has also totaly random positions and it's fine (I know the maps are realy kept simple compared to FA).


but on Ambush pass it would be quite a difference if you start uphill or in the valley, dont you think?

Statistics: Posted by Kryo — 03 Dec 2012, 15:24


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2012-12-03T15:15:53+02:00 2012-12-03T15:15:53+02:00 /viewtopic.php?t=1329&p=24311#p24311 <![CDATA[Re: Ranked map randomness.]]> I'm thinking of the old maps like Ambush Pass. I played this map like 1000 times since 2008, so it would be realy cool
to have a little bit difference in the game.

Starcraft 2 has also totaly random positions and it's fine (I know the maps are realy kept simple compared to FA).

Statistics: Posted by Voodoo — 03 Dec 2012, 15:15


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2012-12-03T08:33:39+02:00 2012-12-03T08:33:39+02:00 /viewtopic.php?t=1329&p=24290#p24290 <![CDATA[Re: Ranked map randomness.]]> i suggest having multiple different pre-set spawns (for example 3 on roanoke, one gets an island and the other player the opposite one), the spawns will be decided randomly after the map has been selected

Statistics: Posted by Myxir — 03 Dec 2012, 08:33


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2012-12-03T07:55:21+02:00 2012-12-03T07:55:21+02:00 /viewtopic.php?t=1329&p=24286#p24286 <![CDATA[Re: Ranked map randomness.]]> Statistics: Posted by ColonelSheppard — 03 Dec 2012, 07:55


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2012-12-03T06:53:33+02:00 2012-12-03T06:53:33+02:00 /viewtopic.php?t=1329&p=24280#p24280 <![CDATA[Thumbing down]]> Statistics: Posted by Memto — 03 Dec 2012, 06:53


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2012-06-01T15:50:55+02:00 2012-06-01T15:50:55+02:00 /viewtopic.php?t=1329&p=14246#p14246 <![CDATA[Re: Ranked map randomness.]]>
:lol: :mrgreen:

Statistics: Posted by Fok — 01 Jun 2012, 15:50


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2012-06-01T14:52:14+02:00 2012-06-01T14:52:14+02:00 /viewtopic.php?t=1329&p=14240#p14240 <![CDATA[Re: Ranked map randomness.]]> Statistics: Posted by Isen — 01 Jun 2012, 14:52


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2012-05-31T18:58:01+02:00 2012-05-31T18:58:01+02:00 /viewtopic.php?t=1329&p=14167#p14167 <![CDATA[Re: Ranked map randomness.]]>
I can't remember my last Tal'darim Altar match :lol:



@Topic:

There are not really maps that support this. Bermuda may be one of them, but is that really worth the effort?

Statistics: Posted by Pavese — 31 May 2012, 18:58


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2012-05-31T16:44:21+02:00 2012-05-31T16:44:21+02:00 /viewtopic.php?t=1329&p=14161#p14161 <![CDATA[Re: Ranked map randomness.]]>
It will force you to invest in early scouting and preventi you to make a boring BO for each map where all is more or less fixed in he way how the game should goes

Statistics: Posted by dstojkov — 31 May 2012, 16:44


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2012-05-31T15:13:11+02:00 2012-05-31T15:13:11+02:00 /viewtopic.php?t=1329&p=14154#p14154 <![CDATA[Re: Ranked map randomness.]]>
It's not there in supcom 2, it's not there is starcraft 2, and nobody complain about the lack of it there.

Statistics: Posted by Ze_PilOt — 31 May 2012, 15:13


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2012-05-31T14:51:30+02:00 2012-05-31T14:51:30+02:00 /viewtopic.php?t=1329&p=14152#p14152 <![CDATA[Re: Ranked map randomness.]]>
Ze_PilOt wrote:
Why do a random at all if you want to play some specific maps ? That's why the custom is there.


I don’t play Automatch for the random maps I play it for its ability to match me against close rated players, for the high match quality and the 1v1 leader board.

Ze_PilOt wrote:
If you need a math proof :

with 10 maps and one thumb down/up per player :

You double each map, so you have 20 maps. You add one more for each thumb up, and one less for each thumb down.

That mean (more or less) that you have 1 chance out of 20 to get your thumb down, and one chance out of 6 to get your thumb up and 1 chance out of 10 to have any other map (same for the other player).

Double that for FAF. While the chances of getting your thumb down is relatively low, the chances of having your thumb up are not that high either.

And more map you add, the less it have any statistical relevance.


I don’t think the math proof you stated is an issue as a ‘thumbs up’ can be weighted. If I wanted to implement code that would only allow a player to assign one thumbs up and if both players selected the same map and I wanted to assign a 50% probability that map would be selected (let’s keep some randomness). Then for 21 maps the probability of map selection would be:

2 x ’Thumbs Up’ (one from each player for same map): 50%.
There is a 50:50 chance the players get the map they both selected or one from the remaining 20 in the pool.

1 x ’Thumbs Up’: 26.25%.
Each player gets a 26.25% chance their map will be played, there is a 52.5% chance one of the players maps will be selected and a 47.3% chance one of the other 19 maps in the pool will be selected.

This was only an example and the weightings in my equation might be considered to be too heavy but the point is the ‘Thumbs Up’ ‘Thumbs Down’ assignments can be made to be relevant.

I was thinking a player could assign four options: ‘Thumbs Up’, ‘Thumbs Down’ (like GPGnet) plus ‘Double Thumbs Up’ and ‘Double Thumbs Down’ due to FAF’s much larger map pool.

I might have derailed this thread a little but just wanted to a respond to your statement that the probability of making a selection would be insignificant.

Please don’t misunderstand me I really appreciate the work you and others have done with FAF otherwise I wouldn’t be playing this game anymore, I just think this feature does work with the larger map pool, but also accept I wouldn’t be doing the coding, :oops: my specialist language is VHDL.

Statistics: Posted by X-Peri-MENTAL — 31 May 2012, 14:51


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2012-05-31T12:17:02+02:00 2012-05-31T12:17:02+02:00 /viewtopic.php?t=1329&p=14145#p14145 <![CDATA[Re: Ranked map randomness.]]>
Later, you will be able to host a mini-tourney (even for two players) with extended map selection options (random from map pool, random from selection, specifics).

Statistics: Posted by Ze_PilOt — 31 May 2012, 12:17


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2012-05-31T11:56:35+02:00 2012-05-31T11:56:35+02:00 /viewtopic.php?t=1329&p=14144#p14144 <![CDATA[Re: Ranked map randomness.]]>
Ze_PilOt wrote:
If you need a math proof :

with 10 maps and one thumb down/up per player :

You double each map, so you have 20 maps. You add one more for each thumb up, and one less for each thumb down.

That mean (more or less) that you have 1 chance out of 20 to get your thumb down, and one chance out of 6 to get your thumb up and 1 chance out of 10 to have any other map (same for the other player).

Double that for FAF. While the chances of getting your thumb down is relatively low, the chances of having your thumb up are not that high either.

And more map you add, the less it have any statistical relevance.

This is true. But how about we get an option to order all of our maps in how much we like them. This would statistically improve your chances of getting maps you liked a lot more.

Statistics: Posted by noobymcnoobcake — 31 May 2012, 11:56


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