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Post Game Metrics...


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#1 Arandmoor

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Posted 03 December 2015 - 02:24 PM

Does anyone else find the post-game metrics a bit lacking?

I was thinking about this after my last three games (got rolled every game) because after each game I'd see 2-3 mechs on my team with close to zero damage. At first, I wanted to rage at them super-hard because their poor performance basically turned the game into a 9 v 12.

But, then it hit me: I have no idea why their damage output was so poor. I mean, I've had games where I just happened to be the first person to round the wrong corner and ended up getting blown off the face of the earth by the entire enemy team less than 2 minutes in.

I've also had games where I was playing a missile boat, and the other team had 3 Arctic Cheetos and two Hellbringers, all packing ECM (one memorable game like that I still managed to score over 200 damage with just my medium lasers).

What metrics would you like to have at the end of a match? Damage and "match points" is, quite honestly, insufficient.

#2 Revis Volek

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Posted 03 December 2015 - 02:29 PM

View PostArandmoor, on 03 December 2015 - 02:24 PM, said:

Does anyone else find the post-game metrics a bit lacking?

I was thinking about this after my last three games (got rolled every game) because after each game I'd see 2-3 mechs on my team with close to zero damage. At first, I wanted to rage at them super-hard because their poor performance basically turned the game into a 9 v 12.

But, then it hit me: I have no idea why their damage output was so poor. I mean, I've had games where I just happened to be the first person to round the wrong corner and ended up getting blown off the face of the earth by the entire enemy team less than 2 minutes in.

I've also had games where I was playing a missile boat, and the other team had 3 Arctic Cheetos and two Hellbringers, all packing ECM (one memorable game like that I still managed to score over 200 damage with just my medium lasers).

What metrics would you like to have at the end of a match? Damage and "match points" is, quite honestly, insufficient.



I really think whoever does the majority of the scouting (getting the scouting bonus' first) should get a boost in Cbills and XP made. Would give reason to scout, and scout well (meaning faster, better amd smarter then others even on your team) and would bring the a true scouts skills to the front page for everyone to see.

Give them a little check mark next to their name after the match...or a green dot or something so we know "oh, this guy was the reason i got missle locks all game". Could go the other way with it too and give a 100 xp boost to the most assist, most dmg, and even most KMMD.

I agree though with your premise, There needs to be a better evaluation of the score at the end so we can see what the hell some of these people were doing all game. Seeing 0 dmg now may get you reported for silly things like "assisting the Enemy" or AFK because we have no idea what really went down.

#3 Troutmonkey

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Posted 03 December 2015 - 03:25 PM

The problem is what metrics do you even measure? And then how do you display them for each player on your team in a meaningful way?

#4 Champion of Khorne Lord of Blood

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Posted 03 December 2015 - 04:59 PM

Would be interesting to see how much damage you took in a match.

Would also be interesting to be able to click on the name of any player on your team or the enemy's at end game and see their scores in detail like you can see your own. Of course for that you'd also probably want a longer end of match screen time.

#5 Arandmoor

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Posted 10 December 2015 - 05:24 PM

Been thinking about this for a few days. I want...

Time Live: Time you lasted from your first point of damage (from an enemy weapon) to when you died.

Match Duration: Match officially starts when twenty damage is dealt inside of one second, and ends when one team wins (sporadic poking doesn't count unless there's some significant damage being throw around at extreme range).

DPS-I: Damage Per Second In. Based on Time Live, not match length or Match Duration.

DPS-O: Damage Per Second Out. Based on Time Live.

Then, I would love some build-specific metrics as well...

Loadout Pattern: Missile Boat, Laser Boat, Brawler, In-Fighter, Sniper, etc...

For Missile Boats...
Missiles Fired

Missiles Shot Down: ...by AMS

Missiles Impacting Enemies

Missiles Impacting Terrain: These three metrics should be a breakdown of your missiles fired metric.

For Laser Boats...
Damage Lost Beyond Optimum Range: Every time you fire an 8 point LL at a range where it will only do 4 damage, this metric goes up by 4.

Laser Spread Percentage: This is the number of times you fire laser weapons and deal damage, divided by the number of hit locations you damage with your lasers. 100% means that every single laser you fired over the match only dealt damage to a single location. If you fire a laser and sweep it over their arm and connecting side torso, this would then be 50% (assuming you only fired the laser that one time).

For Brawlers...
Damage Dealt in Brawling Range

Damage Dealt Beyond Optimum Range

Damage Taken From Beyond Optimum Range

For In-Fighters...
Number of Times Opponents Swore about your Arctic Cheetah's Hitboxes: This one should be obvious

#6 Zolaz

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Posted 10 December 2015 - 07:05 PM

role warfare is lostech and evidently super hard for PGI to code





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