I'm thinking of two things here:
1 - Ability to check in-game stats (current players on current world)
2- Ability to have stats stored to a server somewhere and kept/updated.
Some stats off the top of my head (Feel free to add to the list):
shots fired / hits (accuracy)
above / kills (avg shots per kill)
diff opponents played
opponents most often played
indiv breakdown vs all opponents (this would make it obvious if a player was padding stats vs fake opponents)
flag ranking/usage % (this has its own sub-area):
*for each flag have the following:
-avg time (mins/secs) flag held before dropped or killed:
-% of times - flag held till death vs dropped
- % of total victims taken while holding this flag
-% of total times killed while holding this flag
- times flag picked up
....thats it for now....
You could get all sorts of interesting data out of these stats...what flags people preferred, what they were best with, what they sucked with....I think you might find alot of people who prefer GM but often get killed quickly......peope who love ST but get few kills with it.....same with OO....stuff like that.....
Comments?
-T
Stats!! (in-game and long-term)
Permananet stats are an interesting topic, maybe we will have some of it later. I hope that the next release will include some authentication system, so there would have to be a player database for that anyway. We could later add all kind of per player information.
It is not easy to gather good stats though for at least two reasons: First, raw nubers are usually not saying very much for a variety of reasons (depends on opponents played, sometimes players do not really play, but merely talk or test something etc.). Second, if we talk global stats here (for all servers), each individual server would have to send update messages to the central database which rises problems of trust (a pacthed server could send crap data).
It is not easy to gather good stats though for at least two reasons: First, raw nubers are usually not saying very much for a variety of reasons (depends on opponents played, sometimes players do not really play, but merely talk or test something etc.). Second, if we talk global stats here (for all servers), each individual server would have to send update messages to the central database which rises problems of trust (a pacthed server could send crap data).
- Fiberchunks
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[quote=Chestal](a pacthed server could send crap data).[/quote]
I suppose that this would become less of an issue when karma and it's related systems are implemented, no? It seems to me that having servers validate themselves against the db would also be a prudent idea - but I haven't really thought about it too deeply.
Peace[/quote]
I suppose that this would become less of an issue when karma and it's related systems are implemented, no? It seems to me that having servers validate themselves against the db would also be a prudent idea - but I haven't really thought about it too deeply.
Peace[/quote]