Hello,
First off, I want to express my greatest admiration for what Downlord and the other developers have achieved. I was around when Downlord announced his work on a new client and I remember how a lot of people smack talked him and belittled him. They all were proven wrong. The dedication and vision it takes to create a client we all can benefit from now – amazing! Thanks a lot!
Now I was wondering what DATA is available we, the public, can use to tinker around with? In Downlord’s client we get a glimpse of what is possible with the nice achievement badges (also wonderfully designed by tatsu? Thanks! I have spent quite some time just looking at them - Well done!). We also see the distribution of land/water/air units as well as tiers built if memory serves). Cool stuff.
I feel there is a lot of additional potential for using the data which has not been dug into yet. Examples, in combination with adding to the client itself:
To be displayed for the LADDER tab, adding some competitive element:
- Longest winning streak
- Most often fought opponent
- Most often defeated opponent
- Most often lost to opponent (“Arch enemy”) have him being displayed in the ladder tab or at the beginning in the game when facing him
- (Least) favorite t1/t2/t3 unit (how often built)
-->All of this can be shown as global information or map specific information
- Win/lose ration for specific maps (helps identify issues)
Sidenote: you also could ask players after a game: “How do you rate this map?”; once a rating is given don’t ask anymore, or ask occasionally “Would you like to rerate the map?” [or ask once the ladder period is over; see further below]
Additionally, data can be used to analyze beyond what can be found in Softly’s thread (which is a great read, thanks!)
viewtopic.php?f=2&t=13449
We mostly find distribution of data there without any statistical analysis. There is probably more you could get out of it, here is just one example:
- Where (map) and when are nukes built most often?
- How likely is it that a nuke hits/is blocked by smd on specific maps
- How likely is it that player building a nuke wins/loses
- Is the amount of additional reclaim over your opponents reclaim a good predicator for a win? Is the apm-rate?
- How often are t4’s, arties, nukes etc. built? When is the average time for each (1st time) -> is it a good predictor for a win?
- For specific maps, e.g. water heavy maps, I would like to see the composition of the fleet. Yes, I can just watch the replay, or I could get an overview of not just units built but what kind of units (for opponent and myself)
I also would like to see a tally after each ladder period:
- How many games did I play
- Which maps did I play how often? [rate them]
- Win/lose ratios?
- Most faced (lost/defeated) opponent(s)?
- Average time played (in general and map specific)
- Overall development graph (similar to global rating graph)
Would be nice if the ladder graph would be adjusted a bit. Seems nonsensical to me to have bars for players with a -300 rating. Maybe increase the minimum numbers of games played before including the datapoints in the dataset displayed?
Finally, I suppose there also is data which could be used related to things beyond gameplay.
E.g. how did reports develop over time?
- Where there more or less teamkill reports once the auto-report was introduced?
- How often do people click on anything shown in Aeolus (link to rules, link to polls)
--> Those numbers may help identify what works and what may deserve some changes
[On a sidenote, I would be very curious to see the relationship between rating and number of warnings/bans. I have my suspicion which tier is the most involved.]
So, to reiterate my initial question:
What data is available to play around with/what regularly updated data can we get access to?
Thank you.
[Sidenote II:
I would love to see a Promo Councilor do surveys like: “Favourite t1/t2/t3 unit”, maybe faction and land/air/water based, a tier each 2 weeks or so and then present the winners in a new poll across factions, like a tourney.
Stuff like that, with the right promo strategy can be fun for the entire community I think]