Currently, it appears that the map selection weights all maps equally.
River City (night) - 12.5%
River City (day) - 12.5%
Frozen City - 12.5%
Frozen City (night) - 12.5%
Forest Colony - 12.5%
Forest Colony Snow - 12.5%
Caustic Valley - 12.5%
Alpine - 12.5%
As you can see, many maps are over-represented.
It would be better to weight maps based on the basic map type.
Please re-weight the maps as follows:
River City (night) - 5%
River City (day) - 15%
Frozen City - 10%
Frozen City (night) - 10%
Forest Colony - 10%
Forest Colony Snow - 10%
Caustic Valley - 20%
Alpine - 20%
Thus, we get a more regular rotation with fewer instances of poor visibility... but they still happen.
Also, please track the players 'last 5 maps' and try to select the map that the least # of people have played.
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Proportional Map Weighting
Started by HRR Insanity, Feb 19 2013 09:15 PM
4 replies to this topic
#1
Posted 19 February 2013 - 09:15 PM
#2
Posted 19 February 2013 - 09:22 PM
Agreed. I now have to play regular frozen city 100% thermal because it hurts my eyes (too bright).
River city night, I would like to use night vision but the glare off the building from it also hurts my eyes. I wish night vision had less glare but because of the way it is I would like to be playing river city night alot less.
River city night, I would like to use night vision but the glare off the building from it also hurts my eyes. I wish night vision had less glare but because of the way it is I would like to be playing river city night alot less.
#3
Posted 20 February 2013 - 03:20 AM
/sign
#4
Posted 22 February 2013 - 10:37 AM
I've been thinking about how to minimize map repeats...
I think if you implement a scoring system for map selection it would work.
16 people drop.
If they all add a 'point' to the maps they just previously played... then there will be a map with a low score. That map should be the one selected. Then, the next drop, that map would have a higher score. Over time, you'd likely end up playing a lot more balanced selection of maps, especially if you're in a group (which would therefore be seeing the same maps and would proportionally increase that maps 'down-weighting').
I think if you implement a scoring system for map selection it would work.
16 people drop.
If they all add a 'point' to the maps they just previously played... then there will be a map with a low score. That map should be the one selected. Then, the next drop, that map would have a higher score. Over time, you'd likely end up playing a lot more balanced selection of maps, especially if you're in a group (which would therefore be seeing the same maps and would proportionally increase that maps 'down-weighting').
#5
Posted 22 February 2013 - 07:38 PM
I agree completely with both ideas in the original post. I think the proposed probabilities are spot on.
-Talrich
-Talrich
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