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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/16/2010 16:33:29
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Szlat
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As I did for the 225 version, I am logging some of the xp scores to give a rough idea of balance. I will update this on a periodic basis.
Stats updated on 3rd October, with 71,564 logs. Since we are now running version 227, this will be the final update.
Looking at the XP scores we have recorded, I have limited the selection to players that have been on the map for at least 20 mins.
It is still early days yet, so we need a lot more logs to get a balanced picture, but this will give initial impressions.
And ignoring the results for Dead_Freddo.
Level 41-50
Code:
SubClass AverageXPPerMin MaxXPPerMap NumTimesPlayed AverageLevel DistinctPlayers
-------------------- --------------- ----------- -------------- ------------ ---------------
None 41 2326 40 45 2
General 24 3334 511 45 20
MonsterMaster 23 2876 916 45 33
WeaponMaster 19 1935 568 44 21
Engineer 19 2883 1725 45 51
AdrenalineMaster 17 2037 547 44 13
The AM is a bit lower than I would have expected. The None is top due to one player scoring well on it.
Level 90-110
Code:
SubClass AverageXPPerMin MaxXPPerMap NumTimesPlayed AverageLevel DistinctPlayers
-------------------- --------------- ----------- -------------- ------------ ---------------
WM/MM hybrid 50 3006 58 103 6
MonsterMaster 49 4397 491 99 14
AM/WM hybrid 40 4474 212 100 5
AdrenalineMaster 38 4037 285 99 7
Engineer 36 3867 851 99 20
AM/Eng hybrid 35 3364 63 99 6
MM/Eng hybrid 34 2660 172 100 10
WeaponMaster 33 3190 547 99 12
WM/Eng hybrid 30 4702 360 98 7
General 26 2541 192 99 1
Again, more results are required to give confidence in the results. Most have only a few players. But the MonsterMaster may be too strong.
Level 150-180
Code:
SubClass AverageXPPerMin MaxXPPerMap NumTimesPlayed AverageLevel DistinctPlayers
-------------------- --------------- ----------- -------------- ------------ ---------------
Extreme AM 115 7095 52 159 3
Berserker 100 6002 12 159 4
Vehicle Specialist 89 5501 7 168 3
Extreme Monsters 78 7186 154 161 4
Sentinel Specialist 68 4841 173 164 4
Extreme Medic 68 6204 24 157 3
Tank 66 4648 169 164 3
AdrenalineMaster 62 5030 129 164 3
MonsterMaster 60 4189 88 162 2
Extreme WM 55 5176 57 164 4
Extreme Engineer 52 4012 116 165 1
Turret Specialist 46 3121 7 167 2
Skilled Weapons 44 4664 63 155 4
Engineer 40 2993 128 173 5
WeaponMaster 39 4249 305 164 5
AM/WM hybrid 37 2904 14 170 2
AM/Eng hybrid 36 2179 31 178 1
WM/Eng hybrid 36 2088 33 160 1
MM/Eng hybrid 33 2126 32 163 3
WM/MM hybrid 24 924 3 163 2
I expanded this to a range of 150-180 to pick up more entries. None of these results really have sufficient different players to give conclusive results. The Sentinel and Vehicle Specialists look a bit high, and the Extreme Monsters and MonsterMaster also look high. Berserker is scoring highly and the Extreme AM is doing too well - so a nerf is needed.
Character basically maxed
Code:
SubClass AverageXPPerMin MaxXPPerMap NumTimesPlayed AverageLevel DistinctPlayers
-------------------- --------------- ----------- -------------- ------------ ---------------
Extreme Medic 96 9155 567 685 6
Skilled Weapons 94 6307 15 339 5
Extreme WM 92 7030 186 434 7
Berserker 90 8750 829 703 11
Extreme AM 88 11350 293 206 10
Vehicle Specialist 87 7732 33 399 3
Extreme Monsters 85 9081 716 628 7
MonsterMaster 72 5761 40 522 5
AM/WM hybrid 72 5847 48 547 7
Tank 68 5865 147 265 3
AdrenalineMaster 68 5376 382 226 9
WM/MM hybrid 62 3984 6 289 3
AM/MM hybrid 60 4372 20 349 3
AM/Eng hybrid 58 5801 629 293 8
WeaponMaster 55 4920 982 299 19
Extreme Engineer 55 3434 15 395 2
Sentinel Specialist 47 5840 345 302 5
Turret Specialist 47 4537 16 393 1
Engineer 42 3554 37 240 2
WM/Eng hybrid 38 2952 69 244 5
MM/Eng hybrid 34 2520 53 585 7
Note that different subclasses max at different levels, and that individual player skill has a greater effect than the subclass.
Extreme Medics scores top, but something has to be top and I don't mind a support class being there. Skilled Weapons, ExtremeWM and Berserker are next - and I kind of like it that the foot soldiers can still do well.
Some of the Engineer hybrids down at the bottom.
So, one extra table showing the max achieved regardless of level and duration
Code:
SubClass MaxXPPerMap NumTimesPlayed MaxPlayerLevel
-------------------- ----------- -------------- --------------
Extreme AM 11350 443 409
Extreme Medic 9155 972 918
Extreme Monsters 9081 1369 918
Berserker 8750 1379 1000
Tank 7984 781 390
Extreme WM 7747 709 641
Vehicle Specialist 7732 95 407
AdrenalineMaster 6710 5280 409
Skilled Weapons 6307 123 462
AM/WM hybrid 5847 1162 982
Sentinel Specialist 5840 2115 408
AM/Eng hybrid 5801 990 408
MonsterMaster 5761 11980 806
Extreme Engineer 5021 823 408
WeaponMaster 4920 12932 964
WM/Eng hybrid 4826 1324 388
General 4631 5974 138
Engineer 4574 18201 408
Turret Specialist 4537 59 398
AM/MM hybrid 4372 30 458
WM/MM hybrid 3984 267 458
MM/Eng hybrid 2846 483 889
None 2520 2610 54
So Extreme AM is top, with the Extreme Medic 2000 below at 9155. So Extreme AM too high. Berserker also high.
In loose terms, hybrids, WMs and engineers at the bottom.
So, looking at the individual XP high scores, and still taking out Dead_Freddo's scores (Not because I have anything against Dead_Freddo, but I am looking at how strong classes are relative to each other. And I am not sure those particular Extreme Medic scores help us do that)
Code:
LogDate PlayerName XPGained SubClass Level
---------- -------------------- ----------- -------------------- -----------
2011-07-07 Superlocrian 11350 Extreme AM 246
2011-03-28 cribbage 9155 Extreme Medic 798
2011-09-26 cribbage 9081 Extreme Monsters 914
2011-02-04 [DC]Desert_Wrath 8750 Berserker 886
2010-12-28 cribbage 8665 Extreme Medic 767
2011-07-31 Dead_Junkie 8524 Extreme AM 130
2011-08-16 cribbage 8516 Extreme Monsters 881
2010-08-05 cribbage 8499 Extreme Monsters 662
2010-09-23 Elite_Medic(AI) 8494 Extreme Monsters 391
2011-08-17 cribbage 8254 Extreme Medic 883
2011-04-19 cribbage 8152 Extreme Medic 822
2011-01-24 cribbage 7992 Extreme Medic 773
2011-07-08 Locrian 7984 Tank 220
2010-11-15 [WMD]Hobo_Joe 7949 Berserker 405
2011-07-03 Locrian 7936 Berserker 215
2010-10-09 [WMD]Hobo_Joe 7901 Berserker 397
2010-10-17 [WMD]Hobo_Joe 7864 Berserker 401
2011-08-24 cribbage 7844 Extreme Monsters 888
2011-05-10 cribbage 7840 Extreme Medic 838
2011-03-31 cribbage 7780 Extreme Medic 805
so perhaps Extreme AM too high, but only two scores in the top 20. Most entries are Extreme Medic, Extreme Monsters and Berserkers.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/16/2010 19:00:49
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cribbage
Killing Spree
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I'm not sure that looking at a matrix of numbers one can accurately determine whether a particular class is too strong.
I suggest you delete me and TON from the numbers and look at them again. For instance, that 8499 MaxXPPerMap was mine. I can't really remember which map it was, but it was a small confined space with a bunch of low levels hiding out in the base. This left the map mostly to me and a couple others to kill most of the monsters. If it had been any other mid-level player in any other class instead of me, that max chart wouldn't have extreme monsters at the top. A berserker would probably have had 200 holy crap kills in a row and 15000 xp.
In fact, in the past couple months, I have been on with mostly newer players, and it's easy for a maxed out character to hog all the points regardless of class. I had been playing standard MM for quite a while when I decided to try the extreme monsters again about a month ago. It does score a lot more points than the standard MM. Shouldn't it though?
One thing that needs to be included in any study of subclass strength is direct competition against each other by similarly ranked characters. The times I have scored tons of xp have been on the maps that no other characters over 200 have been around. I am convinced that on a map with any other subclass of similar rank, my score would plummet. Not only that, but I don't normally play certain maps that I know I wont score very many points on, so my average (and therefore the aggregate) is going to be skewed because of it. Put me on megawoot against any regular engineer, not even a subclass, and I'll come in way behind.
So map type has a lot to do with scoring ability of any subclass. The 1-1 maps, the Ironics, the Tutorial Classics, and the Rankins... these are the maps that you will see the extreme monsters dominating. The fall-off-the-edge maps or wide-open-space maps where engineers with turrets or WMs with shock rifles or AMs with their bolts can hit anything that moves, that's when you will see me either decide to find another way to waste my time, or that I am hungry.
In summary, I think those numbers could be misleading as to which subclass is more powerful because it really depends on a lot of factors including, but not limited to: choice of map - whether one chooses to play it and whether it is friendly to one's (sub)class; number, level, (sub)class, and playing style of fellow players; one's own skill level; time of day; and a little luck.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/16/2010 23:43:04
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Szlat
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Cribbage, I fully agree with you - numbers are just numbers and need correct interpretation, and can't just be taken at face value.
How good the player is, and how efficiently they utilise the subclass will make a huge difference to the scores. And as you say, what map it is and what other players are on also makes a difference.
I much prefer getting feedback from players informing me which subclasses are overpowered - but that only counts if it is a subclass they are playing rather than a subclass someone else keeps beating them with.
Unfortunately, I usually get complaints about a subclass being too weak, and very rarely get feedback saying a subclass is too strong. We all like killing monsters, and getting high scores, so I understand that people are reluctant to tell me what subclasses are too good to be true.
But without the feedback from the players, what else have I got to go on?
cribbage wrote:
....... I had been playing standard MM for quite a while when I decided to try the extreme monsters again about a month ago. It does score a lot more points than the standard MM. Shouldn't it though?.
That's the point - No. For your character at a given level, every subclass should score the same. The Extremes should just have a different playing style - not more power.
(Of course with the caveat that different subclasses will suit different people better, so even if the subclasses were perfectly balanced, some people would do better as a WM than an AM based on their playing style.)
So to summarise, I do need to balance the subclasses on an ongoing basis, as I believe they are not balanced yet. I prefer getting feedback from players who play subclasses as to which they have played are too strong. In the absence of that I have no choice but to use figures, plus my own understanding. And of course I independently test out each subclass myself on a test server - so I can get my own feel as to which score highest under the same map/bots etc.
I could really do with ALL the high level players playing each subclass available to them about 20 times each, then each high level player telling me from their perspective which are too powerful and which are too weak. i.e. which are more powerful than the base class, and which are less powerful.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 02:09:37
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F8_AL
Rampage
Joined: 05/31/2008 05:21:22
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Well i feel a the sentinel master is definatly overpowered. Pre subclasses, i would need to really concentrate and play well to score over 2K. it was perfectly possible, but it requiered some skill and hard work. Now, i score over 2K on nearly every map with very little effort. infact, i could probbly score 2K without even fighting. secondly, i can max out all the requiered class specific skills at lvl 170, where as on the turret and vehiccle masters, i am a LONG way of maxing them. I think they need to max out at similar points, especially as the sent master seems to be the easiest and possibly the most powerfull to play.
I also have a problem with the hybrids. To fully utilise the WM/ENG and AM/ENG i would have to spend valuable points on ammmo bonus and adren, which would waste points for my extreme engi classes, which i am not willing to do. i think you need to be able to alter your stats.
I feel the Ion turret and tank are overpowered, but then if they were taken away nobody would play the turret or vehicle master (people rarely do as it is), the knockback on the blasts really needs to go though, its anoying other players.
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((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 15:01:56
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Ryuxen
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Well my Adrenaline master character lv 117 can beat any sent specialist, they dont really do that much exp only with sentinels, If you are a Sent Spec and want a great score you have to kill with ur link gun too.
They are not overpowered, they are good the way they are, the map Yro thats is in my screenshot is a map very good for engineers but I also defeated them with my adrenaline master.IF they were killing that much with their sents and just staying in there without using the engineer link gun they would have to score more than this screenies.
And even with my normal engineer could beat a sent specialist and I used a turret with 3 def sentinels
Not even close againts a berserker!! lol
Another AM scoring more than a Sent Specialist.
MM beating a Sent Spec
In other words sents specialists are not that powerful they are balanced, scores say it all
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 15:15:05
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RoadKill v3.4
Wicked Sick!
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a good AM can "kill steal" a Engi all day long thus out score them,as sents draw a lot of fire to them
MM/Engi (maxed out) feels pretty good ,only played with Def/Healing Sent but still scored OK,needs more Exp healing IMHO
Will experiment with Light sent auto turret later
Engi/WM is fun too well worth giving up 50 pts to ammo (did 65 by accident DOH!) for resupply
just fun being able to roam around for a change
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 15:23:58
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F8_AL
Rampage
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My problem with both the sent master and the monster master is you don't have to do anything. The AM rewards skill, where as these two classes need no skill at all to play. the monsters just shred everything in sight and the sents sap xp out of whole areas of the map. It is also unfair on lower levels, whose kills are stolen se easily. They have to work to get 400xp, where as you can sit in a base and watch your minions demolish everything.
A different subject: Since getting subclasses playing this server has become easier. I can kill stuff much quicker and get higher scores very easily. Is this how its meant to be? or are the subclasses ment to just focus on a small part of your class without increasing your ability to score highly? At the moment i have seen a noticable increase in how easy it is to score highly, and maps seem very easy to complete. I for one feel that there needs to be some harder monster. Or even a whole new "elite" invasion gametype (after our very own elite if you fancy a harder version of the game for when many high lvls are on. That way lower levels can play on an "easier" version if its just them on the game. When a few sent masters or monster masters are onat the moment, its just a mess of AI controlled monster and sents demolishing the bad guys. Its not fun. I think we need a challenge for these times.
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((> > F8_Al < <))- level 159 engineer
My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474
You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 15:34:01
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Ryuxen
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Well the berserker with the increase damage on weapons deadly with flak cannons or shock rifles, AM and Extreme AM with bolts can kill steal easly from any newbie players and they destroy them in 2 seconds while the sentinels take more time to kill a mob, the Extreme monsters with red skaarj can kill a monster in 1 sec but they can only summon one at a time and using other monsters even with increase damage they take their time killing monsters, the pets intelligence is not that good yet.
What we need is new monsters with new abilities its all, almost all of the players know the abilities of the monsters, how they attack, how they move, how they shoot and how u can dodge them, so with this new subclasses we need new monsters with abilities that will take a time to us to study and to get the point how to get rid of them fastly.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 15:41:23
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Thè-Hättêr
Wicked Sick!
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the only thing i ask is reward = skill.. rod was nerfed because it used no skill. scent master is the same.. no skill but good exp.
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"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 15:42:04
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Thè-Hättêr
Wicked Sick!
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@zslat, one special request, do u have my logs on extreme am? i wish to compare them to normal am.
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"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 16:03:17
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Szlat
Wicked Sick!
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Thè-Hättêr wrote:
@zslat, one special request, do u have my logs on extreme am? i wish to compare them to normal am.
In build 226 you have only played as an Extreme AM, so you can't compare it. There is no point comparing a 226 Extreme AM against a 225 AM, as there were significant changes for the artifacts.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 18:40:37
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cribbage
Killing Spree
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I take umbrage at the suggestion that I can score 5kxp on a map by simply letting monsters do all the killing.
You will rarely see me bragging about my skill set. Quite the opposite, I have said before that the reason I play the medic is because I have no skills and need to be able to shove a flak cannon into the chest of the monsters to kill them.
But what I lack in aiming ability, I make up for in strategy. I know where to be on a map. I know when to berserk. There are many more things to consider over and above just spawning monsters. You have to keep them healed, be ready to respawn when one dies, and you have to move about in such a way so as to keep them interested in killing rather than simply following you. You have to keep the killing constant to achieve the multiple holy crap kills - which is really where the points rack up.
Prove me wrong. I invite any one of you to with a MM to sit in a base and let your monsters do all the killing and score 5k per map. You will find that to do it, there are other skills to master besides being able to aim a shock rifle from half a mile away.
As a vanilla MM, and before the advent of the subclasses, I used to be able to regularly score 4-5k xp per map. At least half of that was in healing xp. (Again, you have to know when to heal and when to kill in order to maximize xp from healing.) Once the subclasses were in full swing, I noticed that as a vanilla MM I could no longer keep a holy crap kill string going. In fact, it became a rarity that I would get even one HC on a map. My points per map dropped while it seemed that even low-level characters were able to score more than me. The standard monsters are simply not potent or durable enough to get 4-5k xp anymore. In order to compete at a level I am used to, I switched to extreme monsters. The way I figure it, I was scoring at this rate before subclasses and a few hundred levels lower. (Note this topic: http://www.disastrousconsequences.com/dcforum/posts/list/3760.page where I mention in March of 2008 that I was able to score 3kxp per map on healing alone.) So my current scoring rate is just about where it ought to be seeing as I've now maxed out my attributes and have had a couple more years practice at aiming.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/17/2010 22:13:57
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Ryuxen
Rampage
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cribbage is right, you need skill to make the monsters fight for you, healing them, creating more when they die, u have to be constantly behind them in support mode. And finding the sweet spots where monsters are the must. this is about technique, same is with sent master.
And using berserker in the right times in the right places give you a nice score even wit a sent master, there is a variation of strategies that dont mean certain classes are OverPowered.
The thing is in my previous screenshots the sent masters have a score variation, If the sentinels were overpowered, all of them in the same map would get at least 2500 exp in each game but that is not happening.
What it makes this server unique is that certain classes require different strategies to survive, we dont have to be all running all around seeking for monsters, we have pets, turrets, vehicles and sentinels we depend on.
If those classes dissapear the server will become just like another RPG invasion server.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/18/2010 00:07:45
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Szlat
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Skill will always get more from any subclass. That is not in debate.
There are two main considerations for me.
All the subclasses should be about the same power. That means with the maxed class I should score about the same xp for a WM, AM, hybrid, Specialist or Extreme. Some will be easier to survive, some will have more killing power, some will require roaming round the map, others may be more support rather than killing - there should be variety but the same xp on average. Now a skillful player will score more than a not-so-skilled player, which makes it difficult to directly compare different players scores. But if every MM finds he can score more xp as say Extreme Monsters than any other subclass available, then it is probably too powerful. Likewise if all the MMs find that they cannot score at all well as an AM/MM hybrid, then it is too weak.
I got used to seeing engineers hiding in a base spending all map linked to a sentinel outside the base - so the sentinel did the killing and the engineer just sat there all map. And I didn't want to encourage this. Everyone should have to work for their xp. So I am less positive towards the subclasses where you can initiate something and it will earn you lots of xp without you doing much. So I nerfed the rod, nerfed the sentinels slightly, nerfed AMs getting huge xp from the spheres, nerfed linking turrets etc. I haven't yet nerfed the pets, except to limit red skaarj to one, but I may need to.
Obviously each map provides different opportunities to each different subclass, and the blend of other subclasses on also affects scores. Balancing is not easy, but that doesn't mean we shouldn't do it. And that means some of our favourite subclasses may get weaker.
But at heart, don't all of us want a level playing field?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/18/2010 06:21:56
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Szlat
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Ok, so if the only way to compare subclasses is for an individual, then lets try that way.
So assume I have a player who plays 3 subclasses A, B and C, and his average xp per minute for each subclass is 8, 10 and 13.
Then from his perspective, B is 1.25 times as good as A, and C is 1.3 times as good as B.
Now if I do those checks across all players who have played multiple subclasses, I will get a set of ratios comparing the subclasses.
If I then set the WeaponMaster SubClass to have a value of 1.00, then I can follow these chains to work out a relative value for each SubClass. So I tried it.
Unfortunately at the moment, there is not enough data to get accurate results.
One problem is that the link points between the class options are the hybrids, which have probably the least reliable of the scores. So the relative comparison between classes may have significant error in it.
Obviously if one subclass is only played by skillful players, or poor players, then the SubClass will get a bias accordingly, which is inappropriate
There are anomalies in the list due to having too restricted a data set. These should resolve over time. For example, the Engineer class is at the top because it has only been played by one player who has also played other subclasses, and the other subclass did not do well. And the players who can get the SubClasses are not playing the base classes much - so lots of room for error. So forget about the Eng-MM-AM-WM comparison for the moment
So I think I will try again in another few weeks, once we have more data.
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