AlanH said:Not reallyWe do have a database, and the technology is well capable of determining which players have reached which milestones. What sort of badges would you suggest, for what levels of play?
I just ran a few database queries for Civ4 vanilla. here's the bell curve of best scores:
0 - 100: 4 players
100 - 250: 8 players
250 - 500: 9 Players
500 - 1K: 14 players
1k - 2.5K: 33 players
2.5K - 5K: 127 players
5K - 10K: 241 players
10k - 25K: 365 players
25k - 50k: 234 players
50K - 100K: 198 players
100K - 250K: 79 players
>= 250K: 3 players
Total: 1315 players
civ_steve said:I did have that thought myself, whether the Adventurer scoring penalty should be applied if the object is to score the lowest. OTOH, if the Shield is awarded to the lowest base score, the penalty might not apply to that, perhaps only to Global Player Points and final score.(I'm just not sure off the top of my head.)
I'm also not sure about the CIV scoring system and whether it works well or poorly as a competition to achieve the lowest winning score.
AlanH said:Also, no one should be making a career out of playing at Adventurer level. It was only ever introduced as a "shallow end" for newcomers to the GOTM to get their feet wet. Keeping the arm bands on over a lot of games isn't in the spirit of that class.
Lexad said:As this is the mix of samples from 9 different distributions, you'd better not make far-reaching conclusions. However, we see once again the support that most things in this world are ~normally distributed![]()
AlanH said:I just ran a few database queries for Civ4 vanilla. here's the bell curve of best scores:
bio_hazard said:Well, if I had to design this (and again, I'm not unhappy with the current shields system), I'd keep it simple by NOT breaking out separate lists for different difficulty levels, map types, etc. The HOF data are heavily parsed, and I don't see how we need that for GOTM.
I basically like the bins you listed above, although with a few modifications. For example, start the first cutoff >=5k. Maybe 5k, 10k, 25k, 50k, 75k(?), 100k, 150k(?), 200k, >250k.
I'll leave it to others if they want to make names for these milestones.
Then, in the results announcements, a quick statement like:
"Reaching new GOTM score milestones:
5k: A,B,C
10k: D, E
25k: F
etc.
And if we're in the mood for more pats on the back, how about welcomes to new players and/or listing first victories?
AlanH said:Also, no one should be making a career out of playing at Adventurer level. It was only ever introduced as a "shallow end" for newcomers to the GOTM to get their feet wet. Keeping the arm bands on over a lot of games isn't in the spirit of that class.
da_Vinci said:Where are the aspirin? Seriously, since lowest base might go to the upper tier players, perhaps the shields, if retained, need to go to the lowest unpenalized score. That way, the adventurers are still eligible, but don't have an advantage for this award.
The whole shield debate hinges, of course, on whether anyone really cares about getting them or not. Maybe it is all moot? If they are not something that people intentionally aim for, then perhaps it does not matter. But if there are some players doing what civ_steve suggested, and planning their play around the shields, then I think we ought to get this right.DynamicSpirit said:Awarding lowest-scores to lowest unpenalized scores was something that crossed my mind too yesterday. I think the problem with it is it's going to cause a lot of confusion, and every resultset is going to be accompanied by 'why did X not Y win that award' type queries (we're already getting that to some extent with the 'fastest' awards. I think it'll get a lot worse if different awards are calculated on different final scores).
Highest scoring newcomer and biggest improvement are good ideas. I think that a series of ranks that players earn and hold (a different idea than an award for the game) would settle into a small number of mentions after a few games, as people's ranks reach their level of skill. Future promotions would then require some large leaps in performance, and these would come less often.DynamicSpirit said:In terms of adding new awards/etc. My own view is that the way the final score is calculated is so badly broken anyway that, frankly, I don't take much notice of it, and I'd be uneasy at adding more awards based on that final score without fixing the final score first (but that's another discussion that's been had elsewhere). Also, I think there's a danger in adding too many awards/mentions, that you end up with a situation where half the people who entered will win something, and that seems to devalue the fact of getting an award. However, if you want to add something, my initial thought would be something like 'highest scoring newcomer' and 'biggest improvement' (ie. who's improved their score most compared to anything they've previously scored).
jesusin said:The scoring system is so poorly designed that I dont think that ranks based on score are a good idea.
jesusin said:Oh, that! It is not a difficulty level indicator but a number of posts indicator. I have changed it now anyway. I usually play Emperor or Inmortal when opponents are random.