pvp tournement system

Information on new updates to the shard as well as what's to come
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Red Squirrel
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pvp tournement system

Post by Red Squirrel »

Yeah I started on it. I know, we already have one - but I did not write it, and its buggy as heck, so doing new one that will be integrated into event system.

By starting on it, what I really mean is that I copied the CTF file over to a new folder, renamed it, then used a search and replace to change the class name. It compiles.

More progress to be done tomorrow. I'm being lazy today.


Ticket: http://www.iceteks.net/devel/index.php? ... ask_id=207

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Red Squirrel
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Post by Red Squirrel »

Not quite at a functional state yet, but I'm almost at a point where I can actually get some in-game functionality out of it. Basically way it works is like this:

When event startsEvent starts:
-All registered members are put into ArrayA
-timer ticks every 10 secs, checking if there is an arena available (there can be unlimited arenas assigned to event)
-If arena is available it checks if there is enough people in arrayA to do at least a 1vs1 but it tries at 2vs2 or whatever is configured, then works way down.
-If enough people, a special region is setup in the arena, the players are teleported there, match starts, after so much time "sudden death" kicks in
- Once there is one person remaining, that team wins, winners are put in ArrayB and taken out of ArrayA, loosers are just deleted (from array, not literally lol)
- Once ArrayA is empty or only has 1 person, ArrayB is dumped into ArrayA and cycle continues until there is 1 person left (or two, if they're on same team)

Thats basicaly the jist of it, very basically. I got most of the code for this process setup, but still tons of work to do. Most of the progress is still structural.

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Death
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Post by Death »

Red Squirrel wrote:Not quite at a functional state yet, but I'm almost at a point where I can actually get some in-game functionality out of it. Basically way it works is like this:

When event startsEvent starts:
-All registered members are put into ArrayA
-timer ticks every 10 secs, checking if there is an arena available (there can be unlimited arenas assigned to event)
-If arena is available it checks if there is enough people in arrayA to do at least a 1vs1 but it tries at 2vs2 or whatever is configured, then works way down.
-If enough people, a special region is setup in the arena, the players are teleported there, match starts, after so much time "sudden death" kicks in
- Once there is one person remaining, that team wins, winners are put in ArrayB and taken out of ArrayA, loosers are just deleted (from array, not literally lol)
- Once ArrayA is empty or only has 1 person, ArrayB is dumped into ArrayA and cycle continues until there is 1 person left (or two, if they're on same team)

Thats basicaly the jist of it, very basically. I got most of the code for this process setup, but still tons of work to do. Most of the progress is still structural.
I doubt many people will understand the whole technical side of it but so far seems as though there's great process. What have you planned for the sudden death part?

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Red Squirrel
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Post by Red Squirrel »

Think I'll disable healing or maybe even make the first damage kill. So as soon as it activates first person to do damage wins, though think I'll stick with no healing and see how that works out. Need to fix the region heal code though, right now it only works for healing skill, I'll make all healing methods work for it.

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Nexus Graveheart
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Post by Nexus Graveheart »

Would it be possible to add in traps for sudden death instead of next hit kill or no healing? Similar to when the next boss spawns in the Gauntlet?

Having to deal with healing up damage from both traps and your opponent would more than likely speed it up.

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Death
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Post by Death »

Nexus Graveheart wrote:Would it be possible to add in traps for sudden death instead of next hit kill or no healing? Similar to when the next boss spawns in the Gauntlet?

Having to deal with healing up damage from both traps and your opponent would more than likely speed it up.
Some arenas will already have traps so I think that the healing block is the best method (I'm not really in favor of the next hit kill thing either). Another good idea would be to give a large HPR penalty.

Sudden death is only activated if both targets manage to survive a long time (Like 3 minutes +). Most tournament fights are over within a minute or so.

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Post by Nexus Graveheart »

Only reason I'm against the no-heal thing is that it is such a huge part of strategy. When people are damaged, they instinctlively try to heal. When they realize that their healing methods aren't working, I think it would throw off their rythym, thus making the duel either lop-sided or not a true duel.

The HPR penalty is a good idea, I like that. But if it doesn't work, I'd say try to put in some sort of healing cap. I.E. No matter what method, a player could only heal up to 20 hit points for the first minute after 3 minutes, 15 hit points after another minute, 10 after the next and so on.

Not definitive figures there, just throwing out the idea. It may not be feasible, but it would lend a bit of realism to the duel. As duelists get tired, they would be less able to heal their wounds as well as they could at full health. Kind of like a drake's firebreath...strong at full health and dismally weak when red-lined.

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Shaggy
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Post by Shaggy »

I am very impressed with the amount of work you guys do. My last server was a scripter/programmers shard and they never had this many things going on... and NEVER would openly discuss the things they do.

The first hit kill wouldnt be a good idea, archers and mages could easily win this everytime over a pure dexxer.

Once again, bravo on your hard work guys!

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Post by jrhather »

Shaggy wrote:I am very impressed with the amount of work you guys do. My last server was a scripter/programmers shard and they never had this many things going on... and NEVER would openly discuss the things they do.

The first hit kill wouldnt be a good idea, archers and mages could easily win this everytime over a pure dexxer.

Once again, bravo on your hard work guys!
Not so. Fukiya, ninja belt.

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Post by Red Squirrel »

Ended up coding a debug system so it can help me debug pvp system and other future systems, but tomorrow I plan to get pvp tourney to a point where I can test it in game. Depending on results I'll put it on TC1.

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Post by Red Squirrel »

Still working on this, just been getting delayed a lot by my lack of motivation and the fact that I've had a crazy week and weekend. But there is some half decent progress going on.

I'm HOPING to have it done by like Wednesday, then test/tweak it for 2 days then possibly publish to live by end of next weekend. a pvp system is kinda hard to debug alone so this will have to go live with possibility of some bugs, but I'll do my best to clear them all ahead of time so we don't have any major issues when we run it for the first time.

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Post by Red Squirrel »

Did tons of progress today. It's starting to look good. See ticket for more details on progress.

If I can keep this up hopefully I can release it next weekend. Oh and I get Canada Day off (Tuesday) so it will be more time to work on it. :D

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DOCTOR THUNDER
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Post by DOCTOR THUNDER »

what exactly is Canada Day?

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Post by Red Squirrel »

It's like independence day, but for Canada. :P

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Post by DOCTOR THUNDER »

what did you guys become independant from, the french?

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Post by Red Squirrel »

Not yet, when that happens, we'll probably just call it Journee d'Independence and still have Canada day (Canada's birthday) as separate stat holiday.

Then there will be huge controversy because it costs companies trillions of billions of millions of dollars to have another stat holiday. :roll: Kinda like the family day incident, where lot of companies refused to give the day off.

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