Post by Vansibel on May 15, 2005 5:02:28 GMT -5
In reaction to some peoples inputs about the game balances and to offer a solution for organising matchmaking on kaillera (and to give a standart format to the replay files), I was thinking about experimenting a method as to how a playing session should be done. I am currently proposing severals type of game sessions that could apply depending of the players choice. The kind of matches the players can choose are the following:
Casual matches: Just your regular kaillera matchup between two players. No special rules unless the two player agreed. Casual matches won't get ranked.
Regular matches (ss5): No special rules are really needed for this game yet. Games following the SOA duelling system will get ranked.
Instant death (ss4): Anything is allowed, beginner grade 14 hitter bug, infinite, basara endless juggle. The only rule that apply is if a player try to exploit a bug and make the game hang after the game timer reach zero, he automatically lost the fight (for example, Kyoshiro frog bug is allowed but if the player fail to make his opponent reappear before the timer reach zero and the game hang, he loose the match. A soft reset is done right after and the session continue normally.
Additionnal notes: Bust/Slash variant are considered as different characters.
Manner fight (ss4): Beginner grade is banned and infinites are restricted*. If Kyoshiro frog bug occur, the played have 10 second (in game timer) delay to make his opponent reappear. If a player is caught on doing an infinite (on purpose or not), he must immediatly commit an in game suicide (b,f,fd,d + start) and lost the current round. If a player won the fight upon using an infinite, he must commit suicide for the next round. If there is no round left, the previous fight is considered to have been lost by the player who used an infinite.
Additionnal notes: Bust/Slash variant are considered the same character. A player can switch mode upon selecting the same character after he lost a first time with him, and the same mode can't be selected more than twice for a same character.
-SOA duelling system: In order to prevent player from winning an entire battle upon relying on a certain technique or character, and to make the SOA ranking system a relevent indicator of both a player skill and his capacity of handling a variety of character, the following system will apply upon battle that gonna get ranked: The way of handling the character distribution is slightly different upon duelling, and the idea would be to go trought every possible matchup; for example, on a 3 vs 3, there is 9 possible matchup (the first player to win 5 matches win the battle). The battle is splitted in 3 turn, each turn ending when both player ended a character cycle (gone trought all of his remaining character). The same character can only be selected again at the end of a cycle (mean all character already been selected once) , and if a cycle end by 3 consecutives win for a player, that player must switch to his second character , and the same character can only be selected 3 times. Winner keep the same character with the same mode but change after he already selected that character 3 times. Winner always choose his character first in case both player have to choose. In case of a 3 on 3 battle for example, characters are chosen before the match begin and both player must stick to them as they go on with the battle (in order to prevent the choice of a character depending on which one have been chosen by your opponent). This can done by both player writting their 3 characters (and specifying which will be the first character he/she gonna fight with. Slash/Bust variant are determined during the fight) on a text file they gonna zip and protect with a password, then exange them on their preffered chatting application (aim, msn, icq, ect). The players are then exanging their password and confirm what they have read on the received text file. After that, the match can now begin. If a player loose with a character, he can choose any other left (in any order) but not the same one (until his cycle is over). This is repeated until someone is victorious by having killed every of his opponent characters or by winning half + 1 of the number corresponding to teh possible matchup (5 in the case of a 3 vs 3 matchup). After each matches the players confirm to each other the outcome (in case they are desynced) and go on with the next fight. In case a desync occur, the host reload the game and the previous fight is repeated from round one (a player can ask his opponent the replay file and compare it to his to verify if a desync really occured).
Here is an example to illustrate how this would work for ss4 (bust/slash selection doesn't apply for ss5):
Supposing i'm fighting p100q starting the first turn with my Nakoruru vs His Ukyo. I win the first fight, so I keep Nakoruru and he choose one of his 2 remaining character (Kazuki in this case). I beat his character again so I keep Nakoruru but I must switch mode since I already took her Slash twice, while he select his third character (Haomaru in this case). I managed to win yet again and the first turn is ending (player 2, which is p100q, finished a first cycle with his character). His second cycle start and I must choose a new character (can't take the same character more than 3 times). Since I won the previous fight, I must be the first to choose, I go for Amakusa p100q select Haomaru. I loose. For now I can only select my third character since i already took nakoruru 3 time and my cycle isn't over, so I go for Hanzo. p100q must keep haomaru but he already selected bust twice, so he must switch to slash. I loose again and the first turn is ending (Both player completed a cycle of their available characters). p100q go for ukyo, I choose Hanzo again. I win, so I keep hanzo but I must go for Bust (already selected Slash twice). p100q select kaz and got beaten. It's been 5 win for me so I win the battle and I'm preparing to fill the battle report.
Battle report: After matchmaking is over, the winner must fill a text file which contain the following information: Type of matchmaking (instant death or duelling) along the option (normal, extended), Character listing for both player, the matchup, the winner name, ect, and possibly a few comments. Here is an example of what could have been a Battle report of the previous example (note that this battle ended at the second turn):
---------------------------------------------
Date: 18/02/2005
Game: SS4
Contestant: Vansibel (nakoruru, amakusa, hanzo) vs p100q (ukyo, haomaru, kazuki)
Type: Manner fight
Turn 1: nako/ukyo - nako/kaz - nako/hao - ama/hao - Hanzo/hao
Turn 2: hanzo/ukyo - hanzo/kaz
Winner: Vansibel
Comment: Desync on fight 5, restarted game
---------------------------------------------
Put your text file along with the mame replay file in a zip archive and send it to vansibel@gmail.com with a signifiant title (SS5 SOA BATTLE)
Additionnal rules: Any type of controller is allowed, and cross linking multiple button (like ab, cd, abc, abcd, ect) is permitted but macros involving the D-pad (arrow) and timed button combination (like qcf+a, qcb- f + d, autofire) is strictly prohibited.
Penalty: If a player manage to proove with replay files that his opponent faked a desync or used autofire ect, the cheater automatically lost the whole matchmaking session and all his current stats are resetted to zero. That player can also be permanently banned from the board and SOA.
The ranking: Ranking is pretty simple, each contestant keep a personnal record on the ratio of games he won (ex: nwaps, 6/10). The winner get as much point as the value of his current win ration in % multiplied by his opponent score(everyone start at 10) which have been previously multiplied itself by the win ration of that person. In this case, if Lunar (7/10, score:30) win a battle vs nwaps(6/10, score 25), Lunar get 10,5 points. (0.7*(0.6*25)).
In order not to make the whole thing a pain to sort off, every contestant must use mame32k 0.64 with the latest ss5sp rom (13 may 2005), available in the member lounge section.
*Note on infinite on ss4: To make it as simple as possible, infinite are moves or a sequence of moves leading into an endless loop. For example, sogetsu bust true cd cancel with his powered fireball did twice in a row is an infinite, but 2x foward + kick isnt. Each combo attemp should follow those criteria (each ABC of a continuous slash reset those): -1. Each special moves can be performed only once per combination -2. Each hit can be canceled with AB only once -3. Two of the same hit cannot be done consecutively, it have to be followed by a different one (unless the said hit dont lead into an infinite). 4. In case of a standart hit being followed by a different one, each pattern can only be applied once (example: nakoruru dash + A then B can lead into dash + A then A, but cannot be followed by dash + A then B since this pattern already been used).
Feel free to give feedback/suggestion or ask any questions about this ranking system.
Casual matches: Just your regular kaillera matchup between two players. No special rules unless the two player agreed. Casual matches won't get ranked.
Regular matches (ss5): No special rules are really needed for this game yet. Games following the SOA duelling system will get ranked.
Instant death (ss4): Anything is allowed, beginner grade 14 hitter bug, infinite, basara endless juggle. The only rule that apply is if a player try to exploit a bug and make the game hang after the game timer reach zero, he automatically lost the fight (for example, Kyoshiro frog bug is allowed but if the player fail to make his opponent reappear before the timer reach zero and the game hang, he loose the match. A soft reset is done right after and the session continue normally.
Additionnal notes: Bust/Slash variant are considered as different characters.
Manner fight (ss4): Beginner grade is banned and infinites are restricted*. If Kyoshiro frog bug occur, the played have 10 second (in game timer) delay to make his opponent reappear. If a player is caught on doing an infinite (on purpose or not), he must immediatly commit an in game suicide (b,f,fd,d + start) and lost the current round. If a player won the fight upon using an infinite, he must commit suicide for the next round. If there is no round left, the previous fight is considered to have been lost by the player who used an infinite.
Additionnal notes: Bust/Slash variant are considered the same character. A player can switch mode upon selecting the same character after he lost a first time with him, and the same mode can't be selected more than twice for a same character.
-SOA duelling system: In order to prevent player from winning an entire battle upon relying on a certain technique or character, and to make the SOA ranking system a relevent indicator of both a player skill and his capacity of handling a variety of character, the following system will apply upon battle that gonna get ranked: The way of handling the character distribution is slightly different upon duelling, and the idea would be to go trought every possible matchup; for example, on a 3 vs 3, there is 9 possible matchup (the first player to win 5 matches win the battle). The battle is splitted in 3 turn, each turn ending when both player ended a character cycle (gone trought all of his remaining character). The same character can only be selected again at the end of a cycle (mean all character already been selected once) , and if a cycle end by 3 consecutives win for a player, that player must switch to his second character , and the same character can only be selected 3 times. Winner keep the same character with the same mode but change after he already selected that character 3 times. Winner always choose his character first in case both player have to choose. In case of a 3 on 3 battle for example, characters are chosen before the match begin and both player must stick to them as they go on with the battle (in order to prevent the choice of a character depending on which one have been chosen by your opponent). This can done by both player writting their 3 characters (and specifying which will be the first character he/she gonna fight with. Slash/Bust variant are determined during the fight) on a text file they gonna zip and protect with a password, then exange them on their preffered chatting application (aim, msn, icq, ect). The players are then exanging their password and confirm what they have read on the received text file. After that, the match can now begin. If a player loose with a character, he can choose any other left (in any order) but not the same one (until his cycle is over). This is repeated until someone is victorious by having killed every of his opponent characters or by winning half + 1 of the number corresponding to teh possible matchup (5 in the case of a 3 vs 3 matchup). After each matches the players confirm to each other the outcome (in case they are desynced) and go on with the next fight. In case a desync occur, the host reload the game and the previous fight is repeated from round one (a player can ask his opponent the replay file and compare it to his to verify if a desync really occured).
Here is an example to illustrate how this would work for ss4 (bust/slash selection doesn't apply for ss5):
Supposing i'm fighting p100q starting the first turn with my Nakoruru
Battle report: After matchmaking is over, the winner must fill a text file which contain the following information: Type of matchmaking (instant death or duelling) along the option (normal, extended), Character listing for both player, the matchup, the winner name, ect, and possibly a few comments. Here is an example of what could have been a Battle report of the previous example (note that this battle ended at the second turn):
---------------------------------------------
Date: 18/02/2005
Game: SS4
Contestant: Vansibel (nakoruru, amakusa, hanzo) vs p100q (ukyo, haomaru, kazuki)
Type: Manner fight
Turn 1: nako
Turn 2: hanzo
Winner: Vansibel
Comment: Desync on fight 5, restarted game
---------------------------------------------
Put your text file along with the mame replay file in a zip archive and send it to vansibel@gmail.com with a signifiant title (SS5 SOA BATTLE)
Additionnal rules: Any type of controller is allowed, and cross linking multiple button (like ab, cd, abc, abcd, ect) is permitted but macros involving the D-pad (arrow) and timed button combination (like qcf+a, qcb- f + d, autofire) is strictly prohibited.
Penalty: If a player manage to proove with replay files that his opponent faked a desync or used autofire ect, the cheater automatically lost the whole matchmaking session and all his current stats are resetted to zero. That player can also be permanently banned from the board and SOA.
The ranking: Ranking is pretty simple, each contestant keep a personnal record on the ratio of games he won (ex: nwaps, 6/10). The winner get as much point as the value of his current win ration in % multiplied by his opponent score(everyone start at 10) which have been previously multiplied itself by the win ration of that person. In this case, if Lunar (7/10, score:30) win a battle vs nwaps(6/10, score 25), Lunar get 10,5 points. (0.7*(0.6*25)).
In order not to make the whole thing a pain to sort off, every contestant must use mame32k 0.64 with the latest ss5sp rom (13 may 2005), available in the member lounge section.
*Note on infinite on ss4: To make it as simple as possible, infinite are moves or a sequence of moves leading into an endless loop. For example, sogetsu bust true cd cancel with his powered fireball did twice in a row is an infinite, but 2x foward + kick isnt. Each combo attemp should follow those criteria (each ABC of a continuous slash reset those): -1. Each special moves can be performed only once per combination -2. Each hit can be canceled with AB only once -3. Two of the same hit cannot be done consecutively, it have to be followed by a different one (unless the said hit dont lead into an infinite). 4. In case of a standart hit being followed by a different one, each pattern can only be applied once (example: nakoruru dash + A then B can lead into dash + A then A, but cannot be followed by dash + A then B since this pattern already been used).
Feel free to give feedback/suggestion or ask any questions about this ranking system.