Feature Requests for Rogue Touch

Discussion about Rogue Touch for the iPhone and iPod Touch
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kennfusion
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Joined: Wed Mar 04, 2009 6:11 pm

Re: Feature Requests for Rogue Touch

Post by kennfusion »

The global high score list on the website is neat, and a great addition to the game. I know you guys are working on some other rankings than gold based also. For each ranking list I think long term, you will need at least 3 time filters, All Time, This Month and either This Week or Today. Just keeps it fresh and fun.
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

Hey CD,

Now that we have the global rankings and all...can you do tricky formulations with the raw data? I know you've never been a big fan of the concept of an actual "SCORE" but I think it might be fun, as a purely optional thing on the scoreboard server, to compile the data into some sort of formula that would, more than anything else, reward gains divided by time. Just shooting something out right off the top of my head it could be like:

(gold + experience points)/(turns/100)

The idea being that you'd really need to make each and every turn productive. I'd love to see what something like this would produce and would never expect this as a display actually IN the game.
BigDrahma
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Joined: Sun Mar 08, 2009 11:43 pm

Re: Feature Requests for Rogue Touch

Post by BigDrahma »

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.
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

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.
Good call! Actually, I think you're on to something here as THIS might be a decent format for a Dungeon Diving Competition.

"We may have come in here looking for the Amulet of Yendor, but now were in it for something much bigger!"
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CommanderData
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Re: Feature Requests for Rogue Touch

Post by CommanderData »

I'm starting to like the ideas of a hard-calculated score! These sample equations and ideas get my juices flowing :lol:

Check out the changes I just made to the leaderboards page! There are multiple categories now and a "Refresh Board" button to reload the table without having to reload the whole page... I will likely add a bunch of categories and features soon. Let's discuss this scoring system a bit more and then I'll try to implement one for a contest!

Don't forget to join the "Elite Rogues Club"... see the announcement at the top of the forums! Also don't forget to re-rate and update your iTunes reviews, so we can gain some momentum again after the hit we took when iTunes barfed us out last night :mrgreen:
BigDrahma
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Re: Feature Requests for Rogue Touch

Post by BigDrahma »

There's one refinement I'd make, though it may not have to be made:

I'd subtract the number of turns spent searching from the turn total before the division occurs. That way, searching for secret doors isn't punished (since oftentimes, it's necessary to continue downwards).

If search isn't counted as a step, then no worries. However, if it is, and it can be distinguished from a step or attack, I think it'd help out the formula.
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

BigDrahma wrote:There's one refinement I'd make, though it may not have to be made:

I'd subtract the number of turns spent searching from the turn total before the division occurs. That way, searching for secret doors isn't punished (since oftentimes, it's necessary to continue downwards).

If search isn't counted as a step, then no worries. However, if it is, and it can be distinguished from a step or attack, I think it'd help out the formula.
I for one say that it should be counted.

Yes at times you can be screwed and need to find some key room just to find the stairs, but more often, especially since searching will soon offer little prizes, it's just to fully search out a level. I mean trying to count turns doing certain actions differently could just get silly. Like why count turns you're resting in one spot when you're character is blinded from a potion or why count the turns you spend chasing down a nymph that stole your super enhanced crossbow?
BigDrahma
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Re: Feature Requests for Rogue Touch

Post by BigDrahma »

Fair enough. I'll admit I thought of that after searching for over 150 turns trying to find a secret door. :mrgreen:
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

BigDrahma wrote:Fair enough. I'll admit I thought of that after searching for over 150 turns trying to find a secret door. :mrgreen:
I see it as just one of the MANY ways this game can hose you. :twisted:
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CommanderData
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Re: Feature Requests for Rogue Touch

Post by CommanderData »

LordGek wrote:
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.
Good call! Actually, I think you're on to something here as THIS might be a decent format for a Dungeon Diving Competition.

"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 :D
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