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Re: Heatmaps


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#1 Thomas Covenant

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Posted 22 November 2012 - 01:36 PM

Just a place to comment on the data.

Death vs Kills. Obviously both were very similar for each map. I could understand when there were more dots on the death maps, due to team kills, out of bounds, ect. I was confused when the kill maps had "hotter" areas. Why do you think that was?

You can really tell when an area is a place people accidental out-of-bounds die. Leaves a rim.

And how 'bout these movement maps, any make you want to take the road less traveled? Or are these the most traveled for good reason, such as saftey ect?

I was surprised the frozen city cave got so many kills, but it makes sense. In my experience I thought I saw more deaths near the bases.

#2 Dagger6T6

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Posted 22 November 2012 - 01:38 PM

pretty awesome... love the maps, gives me something to look at between CTDs

#3 Thomas Covenant

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Posted 22 November 2012 - 01:46 PM

Crash to Desktop? I don't really have that problem. I've seen bugs in MWO but they've all been cosmetic. I wonder if I just don't see them or am just lucky with my computer hardware/software.

#4 Hakkukakt

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Posted 22 November 2012 - 01:53 PM

hum .. i see not very most difference between death and kill ???

#5 Calmon

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Posted 22 November 2012 - 01:53 PM

View PostThomas Covenant, on 22 November 2012 - 01:36 PM, said:

Just a place to comment on the data.

Death vs Kills. Obviously both were very similar for each map. I could understand when there were more dots on the death maps, due to team kills, out of bounds, ect. I was confused when the kill maps had "hotter" areas. Why do you think that was?

You can really tell when an area is a place people accidental out-of-bounds die. Leaves a rim.

And how 'bout these movement maps, any make you want to take the road less traveled? Or are these the most traveled for good reason, such as saftey ect?

I was surprised the frozen city cave got so many kills, but it makes sense. In my experience I thought I saw more deaths near the bases.


Maybe 'death' is position of destroyed mech and 'kills' means the position of the destroying mech.

#6 Bloody Moon

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Posted 22 November 2012 - 02:35 PM

What's more surprising for me is the fact that the cave in Forest Colony got much more popular than it was before (i remember the CB heatmaps :) ).

#7 Karl Berg

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Posted 22 November 2012 - 04:26 PM

Death is positions of mechs when they get destroyed. Kills are positions of a mech when they make a kill.

#8 Hauser

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Posted 22 November 2012 - 04:40 PM

View PostKarl Berg, on 22 November 2012 - 04:26 PM, said:

Death is positions of mechs when they get destroyed. Kills are positions of a mech when they make a kill.


Would it be possible to create a map with lines between locations of kills and deaths?

Could you differentiate the movement between both teams?

edit:

Will you give me raw data?

Edited by Hauser, 22 November 2012 - 04:41 PM.


#9 cmopatrick

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Posted 22 November 2012 - 04:40 PM

good info. i hope we will get this kind of thing in the long term when we get moderate to large (and even bigger... hint, hint) maps... tactical advantage and team drop planners will likely eat this stuff up. i know that as a deep scout i will even be likely use the caustic movement data once we are back into 8 man groups (where deep scout can be a value).

#10 J4ckInthebox

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Posted 22 November 2012 - 04:47 PM

Posted Image

Edited by J4ckInthebox, 22 November 2012 - 04:53 PM.


#11 Karl Berg

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Posted 22 November 2012 - 04:53 PM

View PostHauser, on 22 November 2012 - 04:40 PM, said:


Would it be possible to create a map with lines between locations of kills and deaths?

Could you differentiate the movement between both teams?

edit:

Will you give me raw data?


Kill and death events are not directly related, so no we couldn't actually do that, but it would be pretty neat :)

We know what teams the players are on, what groups they are in, what mech they're piloting, and a whole pile of various events which are tracked beyond simply kills, deaths and movement. The level design team uses this data to tweak and tune the various maps that are being playing now, and also as guidance for the new set maps that they're working on.

The raw data, that's massive. The data-set that generated the images posted today was stripped down to November 21st only, and that was 372 MB's all by itself. The complete database goes back a few months and is many tens of gigabytes. Plus we're simply not allowed to share it.. B)

#12 Bryan Ekman

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Posted 22 November 2012 - 05:19 PM

View PostKarl Berg, on 22 November 2012 - 04:53 PM, said:


Kill and death events are not directly related, so no we couldn't actually do that, but it would be pretty neat :)

We know what teams the players are on, what groups they are in, what mech they're piloting, and a whole pile of various events which are tracked beyond simply kills, deaths and movement. The level design team uses this data to tweak and tune the various maps that are being playing now, and also as guidance for the new set maps that they're working on.

The raw data, that's massive. The data-set that generated the images posted today was stripped down to November 21st only, and that was 372 MB's all by itself. The complete database goes back a few months and is many tens of gigabytes. Plus we're simply not allowed to share it.. B)


Everyone can thank Karl for those beautiful heatmaps... :D

#13 Obadiah333

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Posted 22 November 2012 - 05:21 PM

Thank you Karl! :)

#14 Squid von Torgar

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Posted 22 November 2012 - 05:23 PM

It truely is insightful stuff, and its great to see it.

However it does highlight the kill funnel that is smaller maps. (I enjoy playing them) I am really looking forward to more expansive maps where we can try out more of a war of manuvuer though.

#15 MoonUnitBeta

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Posted 22 November 2012 - 06:19 PM

View PostKarl Berg, on 22 November 2012 - 04:53 PM, said:


Kill and death events are not directly related, so no we couldn't actually do that, but it would be pretty neat :)

We know what teams the players are on, what groups they are in, what mech they're piloting, and a whole pile of various events which are tracked beyond simply kills, deaths and movement. The level design team uses this data to tweak and tune the various maps that are being playing now, and also as guidance for the new set maps that they're working on.

The raw data, that's massive. The data-set that generated the images posted today was stripped down to November 21st only, and that was 372 MB's all by itself. The complete database goes back a few months and is many tens of gigabytes. Plus we're simply not allowed to share it.. B)

That's wicked!!! Would be neat to get more stats as well like Most popular weapon from each type (energy, ballistic, missile), most popular mech from each class, the most common kill for a jenner or something.
Maybe even some %'s for What kills a jenner: Atlas, 16%, Catapault, 20%, commando, 30%, and etc.

I'm sure there's tonnes that could be reported on, but 2 or 3 fun facts like that are interesting :D

Definitely dig the heat maps though! Very cool stuff. :) Thanks!

Edited by MoonUnitBeta, 22 November 2012 - 06:20 PM.


#16 Hauser

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Posted 22 November 2012 - 06:19 PM

View PostKarl Berg, on 22 November 2012 - 04:53 PM, said:


Kill and death events are not directly related, so no we couldn't actually do that, but it would be pretty neat :)

We know what teams the players are on, what groups they are in, what mech they're piloting, and a whole pile of various events which are tracked beyond simply kills, deaths and movement. The level design team uses this data to tweak and tune the various maps that are being playing now, and also as guidance for the new set maps that they're working on.

The raw data, that's massive. The data-set that generated the images posted today was stripped down to November 21st only, and that was 372 MB's all by itself. The complete database goes back a few months and is many tens of gigabytes. Plus we're simply not allowed to share it.. B)


Cheers!

It's nice to get a glimpse of the analytical side that goes on. But it is a shame you're not allowed to share it. Reason I was asking because I've done a visualisation of genetic data for my bachelor project and I'm left with an unsatisfied interest in data visualisation. I'd be easier for me not to pelt you with suggestions and do it myself.

But since this is not in the cards, pelting it is. :D

It'd be cool to create a animated heatmap. So rather then creating one heatmap, you create one for every 6 seconds period in the game and show those in order. It'd be nice to see the specific assaults and their counter moves playing out.

Kill locations aren't really informative. More often then not a mech will get damaged and run off. So it'd be nice to see a map that shows how much damage is taken in a certain location and how much is dealt. This would highlight the kill boxes on the map.

Or a grid of all chassis showing how much damage they dealt to every other chassis. Do lights kill lights? Do mediums kill assaults?

Owh and popular loadouts and weapons. Actual distance at which weapons are used. The velocity of a mech in each location as a percentage of its maximum speed.

Edited by Hauser, 22 November 2012 - 06:21 PM.


#17 MoonUnitBeta

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Posted 22 November 2012 - 06:22 PM

View PostSquid von Torgar, on 22 November 2012 - 05:23 PM, said:

It truely is insightful stuff, and its great to see it.

However it does highlight the kill funnel that is smaller maps. (I enjoy playing them) I am really looking forward to more expansive maps where we can try out more of a war of manuvuer though.

Same, sometimes these maps feel really confining and I'd like have a little more 1 on 1 kind of duels in a map where you don't have 3 other team mates beside you... or enemies against you. Some breathing room would be nice for me to stretch out in.

But it has been said that we are going to be getting a bigger map eventually, (soon?) which will be very welcome change.

Edited by MoonUnitBeta, 22 November 2012 - 06:23 PM.


#18 Thomas Covenant

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Posted 22 November 2012 - 10:27 PM

View PostCalmon, on 22 November 2012 - 01:53 PM, said:


Maybe 'death' is position of destroyed mech and 'kills' means the position of the destroying mech.


Of course!
Consequentially the data is much more important than I realized.

#19 Smeghead87

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Posted 23 November 2012 - 06:05 AM

It's great to see the difference in the movement patterns caused by adding the shipwreck in forest colony compared to the forest colony snow. It seems in the absence of the ship as cover, more people opt to take the cave/tunnel.

#20 Chuckie

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Posted 27 November 2012 - 09:56 AM

The most interesting thing I see, is when we go into a map with a light wolf pack lance (USually 2 Cammandos and 2 Jenners) We then apparently go to and get kills where it looks like we shouldn't have gone.. :)

No wonder all those pugs on the team go NO !! Dont do that.. !! (When we tell them where we are going)

Then at the end of match go.. HOW did you ?? (When our group of lights, gets most the kills and all survive..)

:P





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