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Peteman



Joined: Dec 17, 2003

Post   Posted: Jan 29, 2004 - 14:24 Reply with quote Back to top

The luck gauge up the top is a cool idea. But it's annoying watching it be soo very wrong. The problem is that it counts a 6 as being really lucky and a 1 as being really unlucky always. This doesn't really represent what's going down.

A better method would be calculate the odds of any given action ending successfully or unsuccessfully.

E.g. Succeeding at a 2+ dodge roll should increase your luck rating less than succeeding at a 5+ dodge roll. Regardless of what is actually rolled.

In the case of blocking it's a little more complex. But if you consider pushes as neutral it should all work out.

Just a thought.
Vero



Joined: Dec 30, 2003

Post   Posted: Jan 29, 2004 - 15:05 Reply with quote Back to top

I have a proposal for luck-o-meter: Let it count avarage of the dice rolled by a player. Blocks should be counted as 1=skull, 2=pow/skull, 3 and four=pushback (maybe 3,5 or if program uses 3 and 4 as pushbacks then them), 5=pushback/pow and 6=pow. From two dice block all dice must be calculated to avarage. If it's over 3,5 he's been lucky and if it's under he's been unlucky.

All the skill-modifiers and assist which you give are only how you overcome odds and the one doing that better usually wins.

And thanks for the great client SkiJunkie!
SkiJunkie



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 15:43 Reply with quote Back to top

Christer and another fumbbl member wrote the luck meter. I just plugged it in. Write your own, i'll give you the details on what the functions need to be there. I'll plug it in if I like it.

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Mully



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 16:13 Reply with quote Back to top

Junkie -- I'll take you up on that. I'll send you a PM and you can try it, improve it, or trash it.

Mully

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Severian



Joined: Dec 12, 2003

Post   Posted: Jan 29, 2004 - 16:32 Reply with quote Back to top

Mully, I wondered if you would want to incorporate Kickoff results in the luck. I know that in a game where the same team gets Blitz! or a favorable Pitch Invasion it has really turned the tide in the game. Should a method of factoring these into the luck be considered?

Even if not, I do like the idea of sticking to a more stringent measure of luck (lots of 6's = lucky), because in this game 1's are always unfavorable and 6's are always favorable.
Mully



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 17:14 Reply with quote Back to top

Sev - I'm gonna send something that doesn't include kick off results. If used I think we should get feedback on a revision before going to the next step. I agree that KO results can often determine games, but how much value you put on each result can be very subjective.

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SkiJunkie



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 17:24 Reply with quote Back to top

Mully, if you plan to do this ask give me a place to send you the current luck class. I don't want to have to change the way the rolls are reported. So I would want you to rewrite the same class so I can just plop it in with no changes in my stuff.

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Severian



Joined: Dec 12, 2003

Post   Posted: Jan 29, 2004 - 20:30 Reply with quote Back to top

Ski if you could please send the necessary class files and such to me at this address:

bradford596@-?/NOSPAM*/?-hotmail.com

(without the interjection of course). I know someone who may be interested in tweaking the luck value.

From a development point of view is there any official stance on what should or shouldn't be included in the luck value? I'm sure everyone on this site has their own opinions but is there an overwhelming majority opinion?

To Mully - if we could work to make a luck interpreter that's more subjective by nature I think it would improve the luck functionality...but this may prove too comlplex for the payoff, you know?
BunnyPuncher



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 20:35 Reply with quote Back to top

To me the lucksystem is something you use as a crutch when you lose (I know I have doen so)...

I'd like to see it eliminated altogether.

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AsperonThorn



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 20:57 Reply with quote Back to top

BunnyPuncher wrote:
To me the lucksystem is something you use as a crutch when you lose (I know I have doen so)...

I'd like to see it eliminated altogether.


I almost in agreement with you. Unfortunately, to an extent I think it is a legitimate crutch. It really doesn't come down to skill when your opponent breaks armor every block after rolling 1 die pows against your blodgers, over and over, without so much the benefit of STR skills, and on your turn your elves roll double 1's as your first action requiring a roll, 4 turns running.

Now I know that the reality of it is, that people SAY that that happens a lot more then it does, but sometimes that actually does happen.

Now, why does an accurate luck meter need to be there? Well when I go reading match reports, and making mental notes of good sports vs bad sports, and who I am willing to play, I like to see if the guy that is complaining about luck has 30% or 70%. Sometimes I will even watch the replay to see if thier luck was truly as bad as they say. Most often it wasn't. But the occasional 60% luck on some poor sop who just had pathetic luck is enough to make me interested in a newer system.

Some have even recieved PM's, from me, conveying my condolences for just unfortunate games, that just didn't get reflected by the numbers.

Asperon Thorn
Jugular



Joined: Aug 02, 2003

Post   Posted: Jan 29, 2004 - 23:44 Reply with quote Back to top

I agree it should be eliminated. There is no accurate way in which the more relevant rolls can be valued higher than those gratuitous 1dbs at the end of ur turn. The luck meter is so often used as a crutch I think removing it altogether would be the best option. OR at least if there were a simple option to turn it off or on in the client? I imagine that would be pretty simple but I await SkiJunkie's judgement.
Mr-Klipp



Joined: Aug 02, 2003

Post   Posted: Jan 30, 2004 - 00:35 Reply with quote Back to top

Here is a simple thought for those asking for it to be removed. If you don't like it, IGNORE IT.

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neverborn



Joined: Aug 02, 2003

Post   Posted: Jan 30, 2004 - 00:45 Reply with quote Back to top

I proposed a system that would work quite well a while back

however, i have not the time to code it in java, as cool as that would be.

It just works on the fractions, it adds the chance of you failing something when u succeed, and then subracts the chance of you succeding something when you fail it.

So, if you suceeded 5 2+ dodges then fail your 6th, your luck goes to 0 (1/6 + 1/6 + 1/6 + 1/6 + 1/6) - 5/6
just as it should be!

So at the end of the day, if your luck is below 0 you have been unlucky, if it is above 0 you have been lucky, this takes into account rolling a 6 when u needed one, cause then you would add 5/6, or if you fail a 2+ with a reroll because that would subtract 31/32

best system to use imho, cause it is both simple and it actually does something other than add dice
SkiJunkie



Joined: Aug 02, 2003

Post   Posted: Jan 30, 2004 - 00:59 Reply with quote Back to top

OKay, so many people are asking I'll just post it here. Here is the current luck class stubbed out. Included here are only the methods jbb calls. You can do whatever you want with the internals, but these methods are how jbb will report rolls.

Code:

package bbowl;

public class LuckCalculator {
        int oppLuck = 50;

   public LuckCalculator() {
   }

   public void reset() {
   }

        public void setOppLuck(int luck){
            oppLuck = luck;
        }


        public int getOppLuck(){
            return oppLuck;
        }

   public double getLuckFactor() {
   }


   /** Add a pass roll to the statistics.
    *
    * @param target Target Roll for success (ie, basic agility roll).
    * @param modifiers Modifiers to the roll.
    * @param roll Actual die roll.
    */
   public void addPass(int target, int modifiers, int roll) {
   }

   /** Add a go for it roll to the statistics.
    *
    * @param blizzard Is the go for it made in a blizzard?
    * @param roll Actual die roll.
    */
   public void addGoForIt(boolean blizzard, int roll) {
   }

   /** Add a dodge roll to the statistics.
    *
    * @param target Target Roll for success (ie agility base + any

modifiers).
    * @param standFirm Does the player dodging have the Stand Firm

skill?
    * @param roll Actual die roll.
    */
   public void addDodge(int target, boolean standFirm, int roll) {
   }

   /** Add a catch roll to the statistics.
    *
    * @param target Target Roll for success (ie agility base + any

modifiers).
    * @param roll Actual die roll.
    */
   public void addCatch(int target, int roll) {
   }

   /** Add a pickup roll to the statistics.
    *
    * @param target Target Roll for success (ie agility base + any

modifiers).
    * @param roll Actual die roll.
    */
   public void addPickup(int target, int roll) {
   }

   /** Add misc d6 roll to the statistics.
    *
    * @param target Target Roll for success (ie agility base + any

modifiers).
    * @param roll Actual die roll.
    */
   public void addD6(int target, int roll) {
   }


   /** Add a block roll to the statistics.
    *
    * @param dice The number of dice rolled.
    * @param diceAgainst Is the die chosen by the opponent?
    * @param attackerDown Did the attacker go down on the block?
    * @param defenderDown Did the defender go down on the block?
    * @param attackerBlock Did the attacker have the Block skill?
    * @param defenderBlock Did the defender have the Block skill?
    * @param attackerTackle Did the attacker have the Tackle skill?
    * @param defenderDodge Did the defender have the Dodge skill?
    */
   public void addBlock(int dice, boolean diceAgainst, boolean

attackerDown, boolean defenderDown, boolean attackerBlock, boolean

defenderBlock, boolean attackerTackle, boolean defenderDodge) {
   }

   /* Add a rerolled block roll to the statistics.
    *
    * @param dice The number of dice rolled.
    * @param diceAgainst Is the die chosen by the opponent?
    * @param attackerBlock Did the attacker have the Block skill?
    * @param defenderBlock Did the defender have the Block skill?
    * @param attackerTackle Did the attacker have the Tackle skill?
    * @param defenderDodge Did the defender have the Dodge skill?
    */
   public void addRerolledBlock(int dice, boolean diceAgainst,

boolean attackerBlock, boolean defenderBlock, boolean attackerTackle,

boolean defenderDodge) {
   }


   /** Add armour and injury rolls to the statistics. This will only

process the injury
    * roll information if the armour roll succeeds.
    *
    * @param armour The armour value of the defender.
    * @param aMod The modifiers to the armour roll.
    * @param aRoll The armour roll.
    * @param iMod The modifiers to the injury roll.
    * @param iRoll The injury roll.
    */
   public void addArmour(int armour, int aMod, int aRoll, int iMod,

int iRoll) {
   }

   /** Add dauntless roll to the statistics.
    *
    * @param target Target strength to beat.
    * @param roll Actual die roll.
    */
   public void addDauntless(int target, int roll) {
   }

   public String toString() {
   }
}

_________________
--SkiJunkie
________________________________
Java BBowl - http://www.geocities.com/javabbowl
Mirror - http://javabbowl.no-ip.org
Mirror - http://home.austin.rr.com/javabbowl
koadah



Joined: Mar 30, 2005

Post   Posted: Oct 13, 2006 - 11:16 Reply with quote Back to top

Ski sure knows how to get folk to shut up! Smile

Anyone care to try their hand at any of those methods?

Edit:

Got any test cases?

It would be really cool to plug the new class into Rynkky's JBBR to see how the new class would compare to the old one. Smile

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