Best Of
Re: How would you like teams to be balanced with per team skills?
Just a few thoughts, including a summation of what everyone has been discussing. The best way to introduce these changes is via server options. If any of my interpretations re: moultano's proposals are wrong, please let me know.
1. Introduce the following shuffle modes:
Aggressive:
Shuffle is determined by averaging player skills which have been calculated using the offset. Of a player’s two skill values ([skill + offset] and [skill – offset]), whichever value results in the lowest team standard deviation will be used. For a given server population, this system seeks the most statistically "even" game possible with the lowest possible standard deviation for each team. Servers running this mode will see team win-rates move toward 50/50 (subject to the limits of hive accuracy). Better players will generally be forced to play on the team they're worse at (and vice versa).
Moderate:
Shuffle is determined by a player's [skill + offset] and [skill - offset] values, but with the server’s total average offset subtracted before shuffling. For a given server population, this system seeks a blend of the aggressive and classic modes by attempting to reduce the severity of certain drawbacks of either. Servers running this mode will see team win-rates that reflect the average difference in skill on the server. Most team assignments will be random. Exceptional players may still be forced to their worse team.
Classic:
Shuffle is determined by using each player's average skill (without a + or - offset). This mode is essentially the current shuffle. For a given server population, team assignments will be uniformly random regardless of individual player skills.
2. Allow server operators to select the mode they want to be the standard shuffle mode for their server.
3. Allow server operators to force shuffle using whichever mode they want, even if it's not their server's standard shuffle mode.
4. Indicate a server's standard shuffle mode in the server information window of the server browser.
1. Give players the option to set a default team preference in their settings.
2. Give players the ability to select a team preference on a per-round basis. Do this by allowing them to switch their default preference (if set) at the start of each round, before a shuffle vote. To select or update a preference, there would be a simple on-screen interface allowing them to select marines or aliens. If they've set a default team preference in their settings, it will be selected by default. If they haven't set a default preference in their settings, no option will be selected. If they join a team before the shuffle vote is complete, that team would be locked in as their preference.
3. Was the player placed on their preferred team? After each shuffle, record the resulting user statistic as a preference_mismatch value. The goal is to keep track of the historical percentage of rounds that a player isn't successfully placed on their preferred team. Update this value once per shuffle. Commit this data to the historical total only once per round, at the end, using the most recent value generated. If a player switches teams after getting placed on their preferred team, it shouldn't be recorded as a preference mismatch. If a player is forced onto their non-preferred team because another shuffle vote happens, then it should be recorded as a preference mismatch.
4. Prevent gaming the system by only recording preference values for rounds longer than a specific duration - maybe 5 minutes?
5. Let server operators set a 'team preference' flag. This would introduce team preference data to their chosen shuffle algorithm. Not every server would have this flag enabled. In servers ignoring team preference data, your team preference and result would still be recorded, but it would have no influence over that particular server's shuffle results.
6. Don't use a strict karma system. On servers running this mode, allow operators to designate a % value as the server's team preference override threshold. The system would correct the problem of a player consistently being placed on their non-preferred team by giving them their first choice in the event that their historical preference_mismatch value crosses the threshold. In the event that multiple players in a server cross this threshold in a given round, randomly assign them to their preferred teams until the maximum allowed standard deviation is reached (see next point).
7. Allowing per-user team preference to impinge upon the shuffle algorithms comes at a cost in the form of increased standard deviation, and thus reduced balance (with respect to each algorithm's goal). So server operators would need to be able to establish a maximum allowed standard deviation value which would limit preference-honoring whenever doing so would raise a team's standard deviation above that value.
Proposed Player Skill Changes (via @moultano ):
Each player will have two skill values. The first is equivalent to the current skill value. The second is an offset that turns the average into their skill for each team when added or subtracted.
marine_skill = skill + offset
alien_skill = skill - offset
The skill values this learns without the offset are backwards compatible, so shuffle algorithms will not need to be modified. Despite the fact that each player will still only have one skill value for balancing, there is still a benefit to doing this. A player’s skill will no longer randomly walk based on their team assignment. It will always be the average of their marine and alien skill, rather than being effectively a weighted average of their skill for the teams they’ve played on recently. Additionally, by collecting this data, and returning it from hive, we can open it up to modders to balance teams more aggressively if they desire.
Proposed Shuffle Changes: Selectable Modes (Algorithms)
1. Introduce the following shuffle modes:
Aggressive:
Shuffle is determined by averaging player skills which have been calculated using the offset. Of a player’s two skill values ([skill + offset] and [skill – offset]), whichever value results in the lowest team standard deviation will be used. For a given server population, this system seeks the most statistically "even" game possible with the lowest possible standard deviation for each team. Servers running this mode will see team win-rates move toward 50/50 (subject to the limits of hive accuracy). Better players will generally be forced to play on the team they're worse at (and vice versa).
Moderate:
Shuffle is determined by a player's [skill + offset] and [skill - offset] values, but with the server’s total average offset subtracted before shuffling. For a given server population, this system seeks a blend of the aggressive and classic modes by attempting to reduce the severity of certain drawbacks of either. Servers running this mode will see team win-rates that reflect the average difference in skill on the server. Most team assignments will be random. Exceptional players may still be forced to their worse team.
Classic:
Shuffle is determined by using each player's average skill (without a + or - offset). This mode is essentially the current shuffle. For a given server population, team assignments will be uniformly random regardless of individual player skills.
2. Allow server operators to select the mode they want to be the standard shuffle mode for their server.
3. Allow server operators to force shuffle using whichever mode they want, even if it's not their server's standard shuffle mode.
4. Indicate a server's standard shuffle mode in the server information window of the server browser.
Proposed Shuffle Changes: Team Preferences
1. Give players the option to set a default team preference in their settings.
2. Give players the ability to select a team preference on a per-round basis. Do this by allowing them to switch their default preference (if set) at the start of each round, before a shuffle vote. To select or update a preference, there would be a simple on-screen interface allowing them to select marines or aliens. If they've set a default team preference in their settings, it will be selected by default. If they haven't set a default preference in their settings, no option will be selected. If they join a team before the shuffle vote is complete, that team would be locked in as their preference.
3. Was the player placed on their preferred team? After each shuffle, record the resulting user statistic as a preference_mismatch value. The goal is to keep track of the historical percentage of rounds that a player isn't successfully placed on their preferred team. Update this value once per shuffle. Commit this data to the historical total only once per round, at the end, using the most recent value generated. If a player switches teams after getting placed on their preferred team, it shouldn't be recorded as a preference mismatch. If a player is forced onto their non-preferred team because another shuffle vote happens, then it should be recorded as a preference mismatch.
4. Prevent gaming the system by only recording preference values for rounds longer than a specific duration - maybe 5 minutes?
5. Let server operators set a 'team preference' flag. This would introduce team preference data to their chosen shuffle algorithm. Not every server would have this flag enabled. In servers ignoring team preference data, your team preference and result would still be recorded, but it would have no influence over that particular server's shuffle results.
6. Don't use a strict karma system. On servers running this mode, allow operators to designate a % value as the server's team preference override threshold. The system would correct the problem of a player consistently being placed on their non-preferred team by giving them their first choice in the event that their historical preference_mismatch value crosses the threshold. In the event that multiple players in a server cross this threshold in a given round, randomly assign them to their preferred teams until the maximum allowed standard deviation is reached (see next point).
7. Allowing per-user team preference to impinge upon the shuffle algorithms comes at a cost in the form of increased standard deviation, and thus reduced balance (with respect to each algorithm's goal). So server operators would need to be able to establish a maximum allowed standard deviation value which would limit preference-honoring whenever doing so would raise a team's standard deviation above that value.
Re: Copyright strike?
Seriously, UWE should release an app that does something. I 'unno, plays the soundtrack? Has a mini-game? Plus a few NON-OBTRUSIVE ads, and you've got a nice extra revenue there.
They should port Zen of Sudoku into an app, I'm not sure why they haven't done that yet. That is a game made for tablets and phones!
Re: Should a Map be implemented and how?
After reading @Maalteromm's cool post, I goggled GPS for subs and found this:
Inside DARPA's Plan To Create GPS Systems For Undersea Submarines
https://foxtrotalpha.jalopnik.com/inside-darpas-plan-to-create-gps-systems-for-undersea-s-1792724897
If someone posted this already, apologizes in advance. Typing this while dozing at work. Er, I didn't say that. I'm working very hard.
Inside DARPA's Plan To Create GPS Systems For Undersea Submarines
https://foxtrotalpha.jalopnik.com/inside-darpas-plan-to-create-gps-systems-for-undersea-s-1792724897
If someone posted this already, apologizes in advance. Typing this while dozing at work. Er, I didn't say that. I'm working very hard.

Re: The fate of console commands in v1.0
idbeholdv
idbeholdi
idkfa
iddt
iddt
idspispopd
7
Your move...
TVTropes entry "Classic Cheat Code", header paragraph:Devil: "I'll grant you any three wishes. Just remember, you'll be going to Hell afterwards."
Gamer: "Alright. One. IDDQD. Two. IDKFA."
Devil: "And the third?"
Gamer: "What third? Come on, send me to Hell already. It's ass kicking time."
Note: (We suggest IDBEHOLDS for good measure.)
Well, the Devil just shot himself in the foot
Re: Should a Map be implemented and how?
@gamer1000k Okay. So, this is a Sci Fi game, and we expect we should have a nifty cool map, and we want to be as realistic as possible. So, of course, this will require satellites for GPS coordinates. Let's skip creating the rocket ship to take us off planet. Instead, let's launch a sufficient number of satellites to support mapping. How many satellites does the US GPS system have? Let's round down to 24. And, we'll definitely skip the Russian satellites. Are they called GLONASS or something similar? I'm all in favor of extending the gameplay for the sake of realism. So, we'll need 24 rockets. Then, we'll need 24 satellites. Sounds good to me.
GPS (and similars) signal does not work underwater. You would need to surface to get your position. Current underwater positioning uses sound.
And those satellites do not map, they just give you an accurate position. Mapping would require other tools and, possibly, knowledge on the protagonist part.
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
While conversing with Father of Tides, I realised that his gestures seemed noticeably slower and significantly less fluid than usual. Rather than skip lightly around the question foremost in my mind, I addressed my concerns as bluntly as possible. His shockingly blunt reply nearly floored me.
"Sick? No." Father of Tides signed, his slow-moving forelimbs seemed to whisper. "This One is ending. Many, many tides This One has swam. This One die soon."
"These Ones help Father of Tides? Make healing life-stuff for Father of Tides?"
"No. Too many tides too long gone. This One will die. New life sleeps in This Place." Father of Tides replied calmly, indicating a Precursor structure below us.
I see a low platform attached to some sort of mechanism. The platform carries five Sea Emperor eggs; all dormant, but apparently still viable.
"Old Ones not have knowing to wake these ones. Lost Ones from beyond-sky not wake these ones. You must wake them. This One cannot. Too many tides are gone."
Hell. We've grown extremely fond of Father of Tides over the years. Alien behemoth or no, this news hit us all like a solid punch to the guts. Héloise is openly sobbing her heart out. If I had the appropriate equipment installed, I would certainly be joining her. I can still experience grief, but find myself unable to express it.
There's only a hollow, aching void where my real feelings used to be.
Our grief is of little concern to Father of Tides. A closer examination of the Precursor machine has confirmed that it's an incubator of some kind. Like many Precursor devices, it's equipped with a standard ion power crystal receptacle. Powering it up poses no problem, although we're running a bit low on the wherewithal. Presumably, there might be more crystals to be found deeper inside this complex, but I'm reluctant to squander the couple we have left. I have no qualms about using one on this device, although it appears to need something more than a simple jolt of energy in order to function. A cylindrical flask is attached to the operating console, and I'm assuming that a chemical component is also required. Unfortunately, accessing the Precursor data terminal sheds no further light on the Sea Emperor incubation process, or exactly what chemical compounds are involved.
"New life sleeps. Life-stuff from This One gone. You make, Father of Shells. This One show. Look."
We watched in amazement as Father of Tides reached out with his mind, summoning various creatures into his presence. Each one arrived carrying a single fragment of plant material, unerringly homed in on the incubator platform, dropped its offering and swam away. When a lone Crabsquid entered the chamber, my internal HUD targeting system reflexively acquired it, at least until I noticed that it also carried a frond of deep-water growth. It dropped the plant matter onto the platform without even glancing in my direction, and then slowly swam away.
Father of Tides descended slowly, his immense form coming to rest barely two metres away from Gawain. I exited the ExoSuit cockpit, swimming over to him so that we can converse face to face. One last time. It seems most befitting to do him this courtesy of honour while he still draws breath.
"You have many knowings, Father of Shells. You have knowing to make bad waters clean, yes?"
"Yes. This One can." I admitted. "Waters of First Home above-sky gone bad. Nothing swims."
"You take many life from This Place. Make waters of First Home clean. Make new seeds of life."
At this point, you might be wondering precisely what species of plant those creatures were carrying. I can only tell you this... Keep wondering.
There are some secrets that can never be revealed.
"Sick? No." Father of Tides signed, his slow-moving forelimbs seemed to whisper. "This One is ending. Many, many tides This One has swam. This One die soon."
"These Ones help Father of Tides? Make healing life-stuff for Father of Tides?"
"No. Too many tides too long gone. This One will die. New life sleeps in This Place." Father of Tides replied calmly, indicating a Precursor structure below us.
I see a low platform attached to some sort of mechanism. The platform carries five Sea Emperor eggs; all dormant, but apparently still viable.
"Old Ones not have knowing to wake these ones. Lost Ones from beyond-sky not wake these ones. You must wake them. This One cannot. Too many tides are gone."
Hell. We've grown extremely fond of Father of Tides over the years. Alien behemoth or no, this news hit us all like a solid punch to the guts. Héloise is openly sobbing her heart out. If I had the appropriate equipment installed, I would certainly be joining her. I can still experience grief, but find myself unable to express it.
There's only a hollow, aching void where my real feelings used to be.
Our grief is of little concern to Father of Tides. A closer examination of the Precursor machine has confirmed that it's an incubator of some kind. Like many Precursor devices, it's equipped with a standard ion power crystal receptacle. Powering it up poses no problem, although we're running a bit low on the wherewithal. Presumably, there might be more crystals to be found deeper inside this complex, but I'm reluctant to squander the couple we have left. I have no qualms about using one on this device, although it appears to need something more than a simple jolt of energy in order to function. A cylindrical flask is attached to the operating console, and I'm assuming that a chemical component is also required. Unfortunately, accessing the Precursor data terminal sheds no further light on the Sea Emperor incubation process, or exactly what chemical compounds are involved.
"New life sleeps. Life-stuff from This One gone. You make, Father of Shells. This One show. Look."
We watched in amazement as Father of Tides reached out with his mind, summoning various creatures into his presence. Each one arrived carrying a single fragment of plant material, unerringly homed in on the incubator platform, dropped its offering and swam away. When a lone Crabsquid entered the chamber, my internal HUD targeting system reflexively acquired it, at least until I noticed that it also carried a frond of deep-water growth. It dropped the plant matter onto the platform without even glancing in my direction, and then slowly swam away.
Father of Tides descended slowly, his immense form coming to rest barely two metres away from Gawain. I exited the ExoSuit cockpit, swimming over to him so that we can converse face to face. One last time. It seems most befitting to do him this courtesy of honour while he still draws breath.
"You have many knowings, Father of Shells. You have knowing to make bad waters clean, yes?"
"Yes. This One can." I admitted. "Waters of First Home above-sky gone bad. Nothing swims."
"You take many life from This Place. Make waters of First Home clean. Make new seeds of life."
At this point, you might be wondering precisely what species of plant those creatures were carrying. I can only tell you this... Keep wondering.
There are some secrets that can never be revealed.
Re: ns2_origin
something I noticed as alien in this map is that traveling through it feels weird and in a lot of places there is stuff I don't think it should be there and in cargo when I want to move to skylights (into that hallway I don't know how it is called) I really need to look at my map to find the entrance (yes I have been there like 10 times now and still need to). In the room is like no indication that you can go there since the entrance is in a blind spot.
I have you know that my alien vision renders pretty much all lights invisible for me so routing techniques you have used with lights don't apply to my alien
I have you know that my alien vision renders pretty much all lights invisible for me so routing techniques you have used with lights don't apply to my alien
Re: What the F have you done with the game with last update?
Pack it away boys, it's solved
Re: What the F have you done with the game with last update?
SquishpokePOOPFACE wrote: »Pack it away boys, it's solved
Fair enuf, I'll make a note of this in the book of "git gud scrub!"
