2015 UNAC testing tournament!

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Some updates to DoF's roster.  :smile:

14) Gadric ID: 1000785
15) Dante ID: 25460
16) Kohath ID: 148796 & 1730524
17) Erminas ID: 400033
1:cool: Viglaf ID: 2018
19) Varangian ID: 660169
20) CreamPie ID: 1188166
21) Alec ID: 1083977
22) Hero ID: 1399923
 
We're going to be implementing the follow changes in order to see how they work out,

Server Settings:
Gold: 120%
Combat Bonus: 300%
Round Bonus: 0%


Why am I switching back to 1200 gold?

Eternal 说:
My opinion? Arys, review what we found after BIT. Get a general analysis of how 1000 gold works and what it changes. We've been down that road and we have our results, both good and bad. Set gold back to 1200, then take Zaffa's idea and test it here. Then, for UNAC5, look at both results. Analyze BIT - was 1000 gold good? If so, implement it. Analyze this tournament - was tweaking combat gold good? If so, implement it.

It just makes sense :razz:



Sign-up's are now closed, thank you to all the teams that signed up! You can check the OP to see teams and the match-ups!
 
Let the killstealing begin !
Looking forward to this bold change of ruleset :smile: btw anybody knows how much gold u get for a kill at 100% and how it is influenced by the enemy´s wealth ?
 
Wolfpack_sHocK figured it out:

https://twitter.com/WolfpackWarband/status/406674558167425024

Basically work out to 100 gold plus 10% of your victim's equipment if I can maths.
 
OurGloriousLeader 说:
Wolfpack_sHocK figured it out:

https://twitter.com/WolfpackWarband/status/406674558167425024

Basically work out to 100 gold plus 10% of your victim's equipment if I can maths.

I can confirm from my own testing that this equation is about accurate. For example (at 300%):

That equation predicts that killing someone who has 720g worth of armor will yield 472.8g. However, the actual amount is 471.
Likewise, the equation predicts that killing someone who has 1393g worth of armor will yield 634g. However, the actual amount is 630.

For those claiming this is a ton of gold, which it is, remember the difference in total overall gold. Under the native system (100 combat, 100 round):

An ace yields about 4550 gold. (7 x 500) + (7 x 150).
4 players surviving with 4 kills between them yields about 2600 gold. (4 x 500) + (4 x 150).
2 players surviving with 4 kills between them yields about 1600 gold. (2 x 500) + (4 x 150).

In this system:

An ace yields about 3150 gold. (7 x 450).
4 players surviving with 4 kills between them yields about 1800 gold. (4 x 450).
2 players surviving with 4 kills between them yields about 1800 gold. (4 x 450)
 
Please post scheduled match times so I can stream some of these matches! Looking forward to it!



Aura (Zaffa) 说:

After reading that, it looks very interesting, to be honest. I want to see where this goes.
 
I don't know about this no round bonus. Maybe just bump it to like 50% because there is no assisting in this game. Bumps and archer tags play huge roles on the game and now more than ever wont be credited for it.

Good luck this mini season though fellas.
 
OurGloriousLeader 说:
Wolfpack_sHocK figured it out:

https://twitter.com/WolfpackWarband/status/406674558167425024

Basically work out to 100 gold plus 10% of your victim's equipment if I can maths.

DO NOT TRUST OGL, HE CANNOT MATHS  :fruity:
 
Aura (Zaffa) 说:
OurGloriousLeader 说:
Wolfpack_sHocK figured it out:

https://twitter.com/WolfpackWarband/status/406674558167425024

Basically work out to 100 gold plus 10% of your victim's equipment if I can maths.

I can confirm from my own testing that this equation is about accurate. For example (at 300%):

That equation predicts that killing someone who has 720g worth of armor will yield 472.8g. However, the actual amount is 471.
Likewise, the equation predicts that killing someone who has 1393g worth of armor will yield 634g. However, the actual amount is 630.

For those claiming this is a ton of gold, which it is, remember the difference in total overall gold. Under the native system (100 combat, 100 round):

An ace yields about 4550 gold. (7 x 500) + (7 x 150).
4 players surviving with 4 kills between them yields about 2600 gold. (4 x 500) + (4 x 150).
2 players surviving with 4 kills between them yields about 1600 gold. (2 x 500) + (4 x 150).

In this system:

An ace yields about 3150 gold. (7 x 450).
4 players surviving with 4 kills between them yields about 1800 gold. (4 x 450).
2 players surviving with 4 kills between them yields about 1800 gold. (4 x 450)
The actual amounts will most likely be off by 1-3 gold due to the fact that the MS has no form of floating point arithmetic. Also (not arguing against or for anything here), but your analysis is missing some important variables--death refund and min gold limit. You can still generate gold if you die and have a kill, based on current equipment cost. Seeing as a team has more than 4 players, your 2 and 4 surviving player analysis is off. You will possibly be generating more gold than 1800.
 
MadocComadrin 说:
Aura (Zaffa) 说:
OurGloriousLeader 说:
Wolfpack_sHocK figured it out:

https://twitter.com/WolfpackWarband/status/406674558167425024

Basically work out to 100 gold plus 10% of your victim's equipment if I can maths.

I can confirm from my own testing that this equation is about accurate. For example (at 300%):

That equation predicts that killing someone who has 720g worth of armor will yield 472.8g. However, the actual amount is 471.
Likewise, the equation predicts that killing someone who has 1393g worth of armor will yield 634g. However, the actual amount is 630.

For those claiming this is a ton of gold, which it is, remember the difference in total overall gold. Under the native system (100 combat, 100 round):

An ace yields about 4550 gold. (7 x 500) + (7 x 150).
4 players surviving with 4 kills between them yields about 2600 gold. (4 x 500) + (4 x 150).
2 players surviving with 4 kills between them yields about 1600 gold. (2 x 500) + (4 x 150).

In this system:

An ace yields about 3150 gold. (7 x 450).
4 players surviving with 4 kills between them yields about 1800 gold. (4 x 450).
2 players surviving with 4 kills between them yields about 1800 gold. (4 x 450)
The actual amounts will most likely be off by 1-3 gold due to the fact that the MS has no form of floating point arithmetic. Also (not arguing against or for anything here), but your analysis is missing some important variables--death refund and min gold limit. You can still generate gold if you die and have a kill, based on current equipment cost. Seeing as a team has more than 4 players, your 2 and 4 surviving player analysis is off. You will possibly be generating more gold than 1800.
While possible, generally the gold attained in a match by dead players will be "eaten up" by the death tax cost.
 
I don't think it would be "generally" in any particular direction, as it depends on gear choice, kills, equipment, current gold, etc.  For example, I've saved for later (or sometimes forgotten) upgrading to maille as Nords. There are times that when this happens, if our team loses the round (by death) I do pick up maille on, I can usually still afford maille (while most of my teammates lose it)--sometimes I actually come out ahead in gold, depending on my kills. This is somewhat situational (still it's happened quite a bit), but there are a multitude of other situations similar to this. If a dead player can push ahead of the min gold amount with his gold reserves, the death refund and his kills, he can still be generating gold, and it happens more often than you would think.
 
MadocComadrin 说:
I don't think it would be "generally" in any particular direction, as it depends on gear choice, kills, equipment, current gold, etc.  For example, I've saved for later (or sometimes forgotten) upgrading to maille as Nords. There are times that when this happens, if our team loses the round (by death) I do pick up maille on, I can usually still afford maille (while most of my teammates lose it)--sometimes I actually come out ahead in gold, depending on my kills. This is somewhat situational (still it's happened quite a bit), but there are a multitude of other situations similar to this. If a dead player can push ahead of the min gold amount with his gold reserves, the death refund and his kills, he can still be generating gold, and it happens more often than you would think.
Ill be honest Madoc. I just don't see this as a situation that should ever occur in a scrim. It is a very foolish tactic to save gold between rounds as it basically amounts to hoping your team carries you while you are under-geared. At the end of the day, rounds determine matches. As such, if your tactic is to concede rounds in exchange for decreasing the gold the enemy receives then by all means do so.

However, not only would this be impractical (as they'd only receive 50g less), but it is an incredibly foolish tactic to employ. Its something that sounds poor on paper and worse in implementation. As such, I don't feel this is a scenario to be concerned about.
 
2.0
 
Aura (Zaffa) 说:
MadocComadrin 说:
I don't think it would be "generally" in any particular direction, as it depends on gear choice, kills, equipment, current gold, etc.  For example, I've saved for later (or sometimes forgotten) upgrading to maille as Nords. There are times that when this happens, if our team loses the round (by death) I do pick up maille on, I can usually still afford maille (while most of my teammates lose it)--sometimes I actually come out ahead in gold, depending on my kills. This is somewhat situational (still it's happened quite a bit), but there are a multitude of other situations similar to this. If a dead player can push ahead of the min gold amount with his gold reserves, the death refund and his kills, he can still be generating gold, and it happens more often than you would think.
Ill be honest Madoc. I just don't see this as a situation that should ever occur in a scrim. It is a very foolish tactic to save gold between rounds as it basically amounts to hoping your team carries you while you are under-geared. At the end of the day, rounds determine matches. As such, if your tactic is to concede rounds in exchange for decreasing the gold the enemy receives then by all means do so.

However, not only would this be impractical (as they'd only receive 50g less), but it is an incredibly foolish tactic to employ. Its something that sounds poor on paper and worse in implementation. As such, I don't feel this is a scenario to be concerned about.

Actually, I do it too, but its unintentional, usually. I seem to play better with less armor, maybe its the difference in weight. I don't think its impractical at all. If you can keep up with 1200g equipment, that could be valuable. If you do end up dying, not only will you not have to worry about not being able to upgrade, but the enemy that killed you gets less gold, no matter how small the gold amount is.

Still, I don't think its a bad thing. If someone wants to employ this tactic, more power to them. Who knows, maybe it'll work out.
 
Aura (Zaffa) 说:
Ill be honest Madoc. I just don't see this as a situation that should ever occur in a scrim. It is a very foolish tactic to save gold between rounds as it basically amounts to hoping your team carries you while you are under-geared. At the end of the day, rounds determine matches. As such, if your tactic is to concede rounds in exchange for decreasing the gold the enemy receives then by all means do so.

However, not only would this be impractical (as they'd only receive 50g less), but it is an incredibly foolish tactic to employ. Its something that sounds poor on paper and worse in implementation. As such, I don't feel this is a scenario to be concerned about.
You've completely missed the point: I pointed out one example of gold being generated on death. One example of which I insisted were (unpredictably) many. The point was not to argue that my example was some sort of tactical success, but to show that gold can be earned on death (not just on death, but on an entire loss--the round loss is not necessary: even if we won the round with only my death, I still could still be generating gold*), even when you're not expecting it.

To summarize and reiterate: If a dead player can push ahead of the min gold amount with his gold reserves, the death refund and his kills, he can still be generating gold, and it happens more often than you would think--in a variety of fashions.
 
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