fivefactor We are currently experimenting with a more proper system in test place currently. We don't place a player on a team internally until they spawn. This may cause issues with team spawning. But if this works well, we will find a workaround for that.
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RE: The team balancing algorithm is too balanced.
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RE: The team balancing algorithm is too balanced.
This does bring up a interesting issue, we currently have no way to tell if a user is AFK and discount them from the team balancing stuff.
If you want the factors used in the balancing it's essentially the following:
3 Hours worth of data maximum old records are thrown out
If the user has less than 15 minutes (1 Round) of data then we explicitly take their score as 0
And we generate a "score" of that 3 hours worth of rounds like with this example pseudo codenetkillsum = 0 playtimesum = 0 for round in 3hrs worth of rounds do netkillsum = netkillsum + round.kills - round.deaths playtimesum = playtimesum + round.playtimes score = netkillssum/playtimesum
Then we sample that score for every player and put it in a hash table and sort it from greatest to least.
Then we process players 2 at a time, one will go on phantoms the other will go on ghosts. Each team will have a "absolute" score which would be a sum of all the team members scores.
Essentially it will guarantee each team will have at least one good player. Then after that it will try to keep the skill of each team somewhat similar.
Though that obviously doesn't account factors if a player is AFK or such. -
RE: The beginning [Call of Robloxia - Test place news #1]
PhantomSoldier You are forgetting about floating point error.
Edit: Besides roblox's walkspeed stuff isn't technically correct. Since the engine is step based you always have a margin of error due to the delta time. -
RE: The beginning [Call of Robloxia - Test place news #1]
Ikea Cat If we want to be technical here. A stud is sorta a dummy metric. It could be feet or meters or whatever you want. But internally roblox considers it as 1 stud = 1 foot
But in your own code it could be whatever technically. -
RE: Test place not transferring data
dany47474747 Pinging him so he can look at it.
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RE: Sound Effects
We have a few big problems:
#1 We don't have a sound guy anymore
#2 That is a lot of casings to make sounds for
#3 PF is a pile of junk and it would probably have a meltdown changing the code where that functionality resides.
Edit:
If we want to be specific here, we would have to make 76 different sounds to cover all the different calibers of casings in this game. -
RE: Question: Did playing PF enhance your gameplay in other games?
Outside of roblox? It made me worse.
Cause now I play more aggressively in almost every other FPS game.
Aggressive gameplay does not work in a game like siege...