Should Dungeon Level be in there twice?CommanderData wrote:LordGek wrote:Good call! Actually, I think you're on to something here as THIS might be a decent format for a Dungeon Diving Competition.BigDrahma wrote:Perhaps this:
(Dungeon Level * (Experience + Gold)) / (Turns Taken/Dungeon Level)
An example (since you're tracking kills on the leaderboard and not experience, I multiplied the kills by 100 to get a toy EXP):
19 * (14700+4990) / (8952/19) = 794 points.
This formula rewards diving deep into the dungeon; the further down you go, the more steps you're allowed to take before it hurts your point total, and the more valuable your experience and gold become.
"We may have come in here looking for the Amulet of Yendor, but now were in it for something much bigger!"
I have a small problem with in this equation and how it operates: Lets try an example- 2 rogues have identical runs, but one of them decides not to go down the stairs to floor 19, but instead stays on floor 18 and rests one turn so that the number of moves remain equal
19 * (14700+4990) / (8952/19) = 794 points
18 * (14700+4990) / (8952/18) = 713 points
It'll create a stair-step effect that's kind of ugly and unfair... I mean the guys had virtually identical games right down to the final move. What do you think about that? Should two rogues that had an almost identical experience have an almost identical score? Opinions are welcome
Feature Requests for Rogue Touch
Re: Feature Requests for Rogue Touch
Leader Board suggestion
I like the leader boards...
How about adding columns such as
(1) date posted
(2) leader board change (+) or (-), so that we can see if someone sneaks in at a higher position.
(3) Instead of having separate boards, how about having only one with the columns sortable??
I for one would like to know who achieved the highest rank
How about adding columns such as
(1) date posted
(2) leader board change (+) or (-), so that we can see if someone sneaks in at a higher position.
(3) Instead of having separate boards, how about having only one with the columns sortable??
I for one would like to know who achieved the highest rank
Re: Feature Requests for Rogue Touch
Rogue A got closer to the Amulet than Rogue B. He should be rewarded for that. I think it rewards the intent of the game: going down to level 26 and retrieving the amulet.CommanderData wrote:LordGek wrote:BigDrahma wrote:Perhaps this:
I have a small problem with in this equation and how it operates: Lets try an example- 2 rogues have identical runs, but one of them decides not to go down the stairs to floor 19, but instead stays on floor 18 and rests one turn so that the number of moves remain equal
19 * (14700+4990) / (8952/19) = 794 points
18 * (14700+4990) / (8952/18) = 713 points
It'll create a stair-step effect that's kind of ugly and unfair... I mean the guys had virtually identical games right down to the final move. What do you think about that? Should two rogues that had an almost identical experience have an almost identical score? Opinions are welcome
(to prevent sniping about a loophole, you could add levels to the Dungeon Level variable for the purposes of the formula during the ascent, instead of subtracting, so dying at Level 1 after retrieving the Amulet would be a divide by 52 instead of 1)
Last edited by BigDrahma on Fri Mar 27, 2009 9:54 pm, edited 1 time in total.
Re: Feature Requests for Rogue Touch
I placed it in there twice to create that stair-stepping effect, where going deeper into the dungeon was rewarded more and more. Dividing by an arbitrary amount is probably viable, but having the dungeon level in there twice makes that "move to the next level" more rewarding.LordGek wrote: Should Dungeon Level be in there twice?
An example of two ways of calculating the formula:
Divide By Level:
19 * (14700+4990) / (8952/19) = 794 points
18 * (14700+4990) / (8952/18) = 713 points
17 * (14700+4990) / (8952/17) = 636 points
Divide By 50:
19 * (14700+4990) / (8952/50) = 2090 points
18 * (14700+4990) / (8952/50) = 1980 points
17 * (14700+4990) / (8952/50) = 1870 points
Dungeon Level Reward:
Divide By Level = Exponential (more bonus per dungeon level)
Divide By 50 = 110 points
I personally like the idea of a larger reward for moving from Level 18 to 19 than from moving from 17 to 18... the game gets harder the deeper down you go, yeah? So why not award points accordingly? An efficient game (19 levels in 8952 steps) is rewarded for being efficient. The game itself will punish players going too fast by killing them quick, so we don't have to worry about "speed runs" being unfairly rewarded.
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Re: Leader Board suggestion
gregban wrote:I like the leader boards...
How about adding columns such as
(1) date posted
(2) leader board change (+) or (-), so that we can see if someone sneaks in at a higher position.
(3) Instead of having separate boards, how about having only one with the columns sortable??
I for one would like to know who achieved the highest rank
gregban, We're continuing to experiment with them daily (as you may have noticed)... A sortable column design may be possible in the future, but we're still learning PHP as we go. This is pretty amazing crap to us already that it's coming together so quick

Rank could be interesting... there are only 20 official ranks you can reach in 1.4 though. I do think this "score" that we've been discussing could be a neat way to quantify your overall rank. I think I will call them "Guild Points"!
BigDrahma wrote:I placed it in there twice to create that stair-stepping effect, where going deeper into the dungeon was rewarded more and more. Dividing by an arbitrary amount is probably viable, but having the dungeon level in there twice makes that "move to the next level" more rewarding.LordGek wrote: Should Dungeon Level be in there twice?
An example of two ways of calculating the formula:
Divide By Level:
19 * (14700+4990) / (8952/19) = 794 points
18 * (14700+4990) / (8952/18) = 713 points
17 * (14700+4990) / (8952/17) = 636 points
Divide By 50:
19 * (14700+4990) / (8952/50) = 2090 points
18 * (14700+4990) / (8952/50) = 1980 points
17 * (14700+4990) / (8952/50) = 1870 points
Dungeon Level Reward:
Divide By Level = Exponential (more bonus per dungeon level)
Divide By 50 = 110 points
I personally like the idea of a larger reward for moving from Level 18 to 19 than from moving from 17 to 18... the game gets harder the deeper down you go, yeah? So why not award points accordingly? An efficient game (19 levels in 8952 steps) is rewarded for being efficient. The game itself will punish players going too fast by killing them quick, so we don't have to worry about "speed runs" being unfairly rewarded.
BigDrahma, thanks for the thoughtful explanation of why you did that. I can see your point of view now too

As I just mentioned, I will probably call these "Guild Points", and we can use them as the basis of our ERC competitions here. The final calculation will definitely take all of the important variables into account.

I'm going to play with some stuff in MySQL/PHP this weekend to see what sticks

Re: Feature Requests for Rogue Touch
I'm hoping that the games balances at surviving and killing in the depths to at least make it theoretically feasible, I'm not sure if anything changed in the last update but I doubt few people have the experience digging in the depths, and even with a secret char it became impossible, unless you just want the dungeon to be endles....at least change the drops way up from like 50+
Re: Feature Requests for Rogue Touch
A quick, totally non-Guild-Points related request:
Can you offer the leaderboards as a webapp or iPhone/iPod-friendly page-layout too? That way, you can point the app's Safari link to that page, and it'll look great on our iPods/iPhones. Heck, I'd put a bookmark of it in my Home screen and compulsively check the leaderboards over the course of the day.... but that's just me.

Can you offer the leaderboards as a webapp or iPhone/iPod-friendly page-layout too? That way, you can point the app's Safari link to that page, and it'll look great on our iPods/iPhones. Heck, I'd put a bookmark of it in my Home screen and compulsively check the leaderboards over the course of the day.... but that's just me.

Re: Feature Requests for Rogue Touch
Hey, just signed up for the forum but I'm a big fan, rogue touch pretty much fills every 5 minute gap in my day 
Anyways, every night I talk to my girlfriend (long distance relationship) and I end up putting her on speakerphone while I tap my way through the dungeon of doom. Problem is that the phone status bar covers my health/strength bar. How about knocking that down a line to make room during calls?
And yes, I know I'm a terrible guy for playing a game while I talk to my girlfriend. What can I say? That's one addictive game you've got there

Anyways, every night I talk to my girlfriend (long distance relationship) and I end up putting her on speakerphone while I tap my way through the dungeon of doom. Problem is that the phone status bar covers my health/strength bar. How about knocking that down a line to make room during calls?
And yes, I know I'm a terrible guy for playing a game while I talk to my girlfriend. What can I say? That's one addictive game you've got there

Re: Feature Requests for Rogue Touch
Yea....whenever I'm talking to a girl and I start to doze I start playing and that problem has killed me before, maybe just remove the entire little signal/AT&T/3g/time/battery bar
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Re: Feature Requests for Rogue Touch
Trogdor wrote:Hey, just signed up for the forum but I'm a big fan, rogue touch pretty much fills every 5 minute gap in my day
Anyways, every night I talk to my girlfriend (long distance relationship) and I end up putting her on speakerphone while I tap my way through the dungeon of doom. Problem is that the phone status bar covers my health/strength bar. How about knocking that down a line to make room during calls?
And yes, I know I'm a terrible guy for playing a game while I talk to my girlfriend. What can I say? That's one addictive game you've got there
Ha h, you guys are awfully addictedjhawk wrote:Yea....whenever I'm talking to a girl and I start to doze I start playing and that problem has killed me before, maybe just remove the entire little signal/AT&T/3g/time/battery bar

The reason I leave the bar along the top now is I use my iPhone for everything- calls, entertainment, a clock/alarm... nice to have the time at the top, plus know how your battery level is doing. I think there's actually a way I in software that can detect you on the call and move the status information (Health, Strength, AC, and Gold) down so it's still visible.
I'll see if I can get that into the next update (submitted to Apple tonight if all goes well)... *disclaimer* I won't be responsible if you accidentally swear at your girlfriends while playing Rogue Touch!
