Author Topic: RE: Grid positions  (Read 4114 times)

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Offline Mute.

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RE: Grid positions
« on: December 25, 2012, 12:31:46 am »
Ok this is kinda hard to explain but I'll try to be as clear as possibru.

So, in a world of 4 players each, instead of having the people who qualified for the top four positions of the grid all spawn in the same world (1st and 2nd at the front row, 3rd and 4th at the back row), have the person who qualified 1st spawn at the front of that grid, and then the person who qualified 2nd, spawn at the front of the next set of players (equivalent to 5th in 4 players world) and so on. That way, the people who done well enough to spawn 3rd and 4th won't end up spawning behind 5th place. Obviously you wouldn't need to use this in one worlds.

I really hope this is clear because it's quite hard to explain lol, hopefully it's possible to script and if it is, I really think it would make a positive difference.

Ask questions if you have no idea what I just tried to explain, I'll do mah best to make it clear for you.

Offline [MAF]Karlis

Re: RE: Grid positions
« Reply #1 on: December 25, 2012, 01:12:55 am »
There would be no problem coding it, it would probably take just few edited lines, but imo it would take away from the racing feel our server supposed to have.
By putting noob in pro grid this could happen:
 -risk for pro player to be heavily fucked up at some point is increased, once there is noob in front of you it can be a nightmare
 -racing feel is decreased, as battling and frequent overtakes are less likely
Therefore race is somewhat closer to tt yet with bigger chance to fuck someone up, which often conflicts with the reason for the track to be in grid it is in.

Offline [FSR]Ush

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Re: RE: Grid positions
« Reply #2 on: December 25, 2012, 01:37:50 am »
I agree with karlis

Offline Mute.

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Re: RE: Grid positions
« Reply #3 on: December 25, 2012, 04:01:37 am »
There would be no problem coding it, it would probably take just few edited lines, but imo it would take away from the racing feel our server supposed to have.
By putting noob in pro grid this could happen:
 -risk for pro player to be heavily fucked up at some point is increased, once there is noob in front of you it can be a nightmare
 -racing feel is decreased, as battling and frequent overtakes are less likely
Therefore race is somewhat closer to tt yet with bigger chance to fuck someone up, which often conflicts with the reason for the track to be in grid it is in.

Not really, 5th place will spawn in the 2nd position (usually alongside the first person) 9th will spawn in 3rd (usually one row behind first) and 13th will spawn in 4th (alongside 3rd/behind 2nd) and so on. It's not eliminating the competition, it's just giving people who qualified in a good position a good position, rather than a shitty position stuck behind 1st and 2nd (if they qualify 3rd or 4th). It's pointlessly unfair on those who try to spawn well the way it is at the moment.

Offline [FSR]Ush

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Re: RE: Grid positions
« Reply #4 on: December 25, 2012, 10:48:43 am »
can you draw it, works better for me :L

Offline musicloveR

Re: RE: Grid positions
« Reply #5 on: December 25, 2012, 02:10:52 pm »
^

Offline [MAF]Cromiell

Re: RE: Grid positions
« Reply #6 on: December 26, 2012, 10:27:22 am »
Though... I still feel like making worlds for x-y score gaps would be fine. Quality would improve a lot.

Offline Mute.

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Re: RE: Grid positions
« Reply #7 on: December 27, 2012, 04:42:07 am »
Though... I still feel like making worlds for x-y score gaps would be fine. Quality would improve a lot.

That's a good idea, if the server picks the 4 players closest to your score, and whoever has the best previous 3 positions spawns 1st among the group of people within your score range. Like how it works normally but between the 4 closest scores rather than the whole server. You could just keep one worlds the same as how they are.

Offline [MAF]Karlis

Re: RE: Grid positions
« Reply #8 on: December 27, 2012, 12:55:11 pm »
score range is much less accurate than few last average finishes, because someone might not be trying as hard as usual and score doesn't represent skills.
also it would make grid "static", therefore if you have some players online they will always have the same positions, which imo is kind of boring and can also be annoying if you have bad luck.
and about noobs and pros in one grid: it doesn't help that you are in front when noob goes in turn at 200kmh.

Offline Mute.

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Re: RE: Grid positions
« Reply #9 on: December 27, 2012, 06:22:45 pm »
score range is much less accurate than few last average finishes, because someone might not be trying as hard as usual and score doesn't represent skills.
also it would make grid "static", therefore if you have some players online they will always have the same positions, which imo is kind of boring and can also be annoying if you have bad luck.
and about noobs and pros in one grid: it doesn't help that you are in front when noob goes in turn at 200kmh.

You didn't read my reply properly :p I said you keep the last 3 positions thing to determine where each player within the score range spawns (1st, 2nd, 3rd or 4th). I'll give an example here:

P1's score: 1000
P2's score: 999
P3's score: 998
P4's score: 997           

If P4's last 3 positions are 1st 1st 1st he will spawn at the front (just like how it is now, but on a scale of 4 players, rather than the whole server) rather than always spawning at the back of his group. So basically, just because you have the highest score in the group you are put in, doesn't mean you will always spawn first, meaning the grid won't be static, it will be just how it is now, but on a smaller scale.

I hope you understand this better now :pp

Offline [MAF]Karlis

Re: RE: Grid positions
« Reply #10 on: December 27, 2012, 10:16:36 pm »
that smaller scale(or static range) also is the problem i wanted to note, it would mean that you would always see player X until he quits and never player Y, which as i already described wont be a good thing. i'm sorry to oppose the whole time, but grid system is few years old and has matured in a way, new ideas are welcome, but mostly they aren't as good as the current system imo.

Offline Mute.

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Re: RE: Grid positions
« Reply #11 on: December 28, 2012, 05:45:28 am »
that smaller scale(or static range) also is the problem i wanted to note, it would mean that you would always see player X until he quits and never player Y, which as i already described wont be a good thing. i'm sorry to oppose the whole time, but grid system is few years old and has matured in a way, new ideas are welcome, but mostly they aren't as good as the current system imo.

Yeah I see what you mean, then again, this wasn't mah original suggestion lold, I dunno why I went into so much detail D: