eta92

Eta's Avatar & Signature Generator

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My point is T1 is much easier to gain SR for newbies, back then T1 is hard, ain't got no mk3 stuff, right now you get open space and anyone can get mk 4 with loyalty and artifact. T3 now you have all the pro players and squads which even beat my butt now days facepalm.png

 

Your 5 win ratio is a good proof that "pro players" and squads beat your butt nowdays  ;)wt

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Once you have everything in T3, you know it's the easiest way to farm DSR.

T3 isn't the easiest way to farm DSR and actually never was. You will hardly get over 1500 easy (except you want to reach that only). It is easy to farm credits, free syn and loyalty though.

Why? Because in T3 you have usually a mix of endgame players in every team, and as you said, most people have full purple ships.

 

If you want high DSR, go T4. You get more per kill, and you have way more ppl who tier rush up too fast to kill, and less squads to face because of low pop and snipers who try to get on leaderboards.

It would be however interesting to use tools to measure these things. Lets all make a study. We got the tools. Offtopic olay.

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T3 isn't the easiest way to farm DSR and actually never was. You will hardly get over 1500 easy (except you want to reach that only). It is easy to farm credits, free syn and loyalty though.

Why? Because in T3 you have usually a mix of endgame players in every team, and as you said, most people have full purple ships.

 

If you want high DSR, go T4. You get more per kill, and you have way more ppl who tier rush up too fast to kill, and less squads to face because of low pop and snipers who try to get on leaderboards.

It would be however interesting to use tools to measure these things. Lets all make a study. We got the tools. Offtopic olay.

 

My study is my experience, in T3 I could farm easily to get 1800, games are usually in high numbers, so you can get more kills per game. In T4 you have to wait more per game, and games are smaller, so "farming" requires way more time.

 

So T3 is still the easiest way to farm DSR. At least for me.

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So T3 is still the easiest way to farm DSR. At least for me.

 

i believe you can farm it if you plan to do it, and you may be right - but the chances, you meet a good group, and lose hundreds of points in one match is still high.

i am also biased, since i am mostly T3 exclusively now for a year. if i go t4, my dsr is over 1400 in couple of games, sometimes higher, but in t3, the chance to get devastated is still there, and i move around 1300-1400.

also i do not really farm it.

 

depends on the definition of "easy" :)

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My study is my experience, in T3 I could farm easily to get 1800, games are usually in high numbers, so you can get more kills per game. In T4 you have to wait more per game, and games are smaller, so "farming" requires way more time.

 

So T3 is still the easiest way to farm DSR. At least for me.

That's the thing. Big battles = you're far less likely to die (as absurd as it may sound but that's how it is) = more DSR.

Plus you have all the DSR farmers in T3 so by killing them you move up in bigger chunks if you're low DSR.

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That's the thing. Big battles = you're far less likely to die (as absurd as it may sound but that's how it is) = more DSR.

Plus you have all the DSR farmers in T3 so by killing them you move up in bigger chunks if you're low DSR.

 

While I can only say, your low T3 presence for sure does not make you an expert, I trust in your numbers.

 

Usually I look at the average DSR in T3 a lot, and its around 1200-1300 max for pure t3 players, while "T3 farmers" are usually visitors from higher tiers playing - and they actually give huge chunks away.

But logically and statistically, you have to "go into t3, play up until you farmed and then leave it again", staying in it will lower your average dsr, and maths for sure favor the higher tiers, since your reward is bigger, which makes the average higher. (theoretically)

But true, bigger battles means more survival for certain playstyles - i have actually more fear mes from smaller battles (statistically, but it is pretty close), additionally, you get more kill opportunities in bigger battles (never thought of that before)

And, I can admit, residente and you have a point; It might be especially easy if you come in with low DSR. But reaching top scores (2k+) might be another story.

 

Also T3 had a lot of new players/corps last months, and they start to do good. And, of course, I have little solo&R8 experience, only talking about R9.

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Sure, I'm not playing T3 regularly anymore, but that's hardly the point. I was 1700 in T2 and 1900 in T3 when I still played there regularly and before I began intentionally dropping my numbers, most of the high rated forum regulars these days play T3 regularly, as well as the squads from the top corps who all typically come with high rating. In short: T3 has a pretty high average DSR.

Now, the higher the average DSR in the tier the more you earn from kills and the less you lose from deaths because of how it is calculated. A 2000 player getting killed with a 1000 player getting the kill shot loses 20 points for one death and needs to kill 10 of them to earn a single point back. Two 2000 players killing each other stay neutral on points. So it should be clear that staying in the tier with the most high DSR player benefits your DSR farming needs the most, should you be so inclined.

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Yes, the higher "visitation level" is actually bringing in the DSR, after some games my DSR spikes. But this of course means, somebody who is average and has good DSR in a higher tier, might lose more, than win. In short we actually agree.

That's why I said, staying in, will still make you hit limits. Also, one day the visits might stop, as it was when open world started, or if T4 and T5 become "big gamed".

For me, even without purple modules in T4, I still "farm dsr" by queueing in T4, simply because of my supportive kamikaze playstyle, I still get more DSR together, than in T3. I have never bothered DSR too much however, I love to ram people and die, because Victory is Life.

 

Okay, but I stop commiting to this page-2-offtopic, also I feel quite a consensus anyway in this side topic.

 

Sry, Eta, and nice to see all the ppl getting the forum sigs.

Wait, is it because of the sigs that you guys all wanna farm? ^^

If yes, please come and farm more T3, I want faster games!

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The player lookup field to the log analyzer? Sure, can add that. After the next patch, waiting for some additions to the logs first that the devs were so kind to implement for me.

Great!

 

The overlay? Haven't decided. Maybe it'll go into extended closed beta testing for supporters only? :lol: (can't say I don't learn from StarGem xD)

maxresdefault.jpg

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Your 5 win ratio is a good proof that "pro players" and squads beat your butt nowdays  ;)wt

 

I actually got around 4.5 w/l before 0.80 patch, the rest 0.50 w/l is from my 139 win streak in recent sector conquest. :dntknw:

I wish they add SR in open space so ppl who are farming will risk getting shot and lose SR.

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Eta, why don't you store on the database the picture of a player that ask for it, then give him the direct link to use it on the forum (so he don't have to pass through imgur or anything else), then actualize the link you gave him each day. So that stats on the pictures are readjusted each day.

  • Upvote 1

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Eta, why don't you store on the database the picture of a player that ask for it, then give him the direct link to use it on the forum (so he don't have to pass through imgur or anything else), then actualize the link you gave him each day. So that stats on the pictures are readjusted each day.

 

Oh wow i never realized that the sigs weren't dynamic. Probably should've made a sig for myself to check

It kinda defeats the point of having stats in the image if its static.

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Eta, why don't you store on the database the picture of a player that ask for it, then give him the direct link to use it on the forum (so he don't have to pass through imgur or anything else), then actualize the link you gave him each day. So that stats on the pictures are readjusted each day.

 

Thank you for giving your suggestion.

I will try to provide a server side with storing and updating data.

If I follow this idea, the pictures will be refreshed once my tool generate images for the player name (even if another player refresh your profile).

Is this solution O.K for everyone ?

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If I follow this idea, the pictures will be refreshed once my tool generate images for the player name (even if another player refresh your profile).

Does that mean the player would have to manually regenerate the signature? That's bad design

 

You could do something similar to this-

Script a server side image generator (php would be ideal for it) that generates the image based on parameters passed to it (script.php?u=terrorblade&ship=noobship)

First time the script is executed with those params it will generate a shiny new sig for me and store it in a cache folder.

Next time the script is executed with those params it will check the cached sig's last modify time ( filemtime($filename)). If $time<{x} then serve from cache else generate new image

 

That way people can simply use the script url in their signature and the stats will refresh every {x} seconds

[img=http://url.tld/sig.php?u=name&s=ship]
  • Upvote 2

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First things first Terrorblade  :01313:

I first need to create an automated host process before making a refresh process.

 

Moreover this process is heavy so making a global refresh may cause an overload on the server.
I think best solution would be to create a form where you enable refresh for 1 week.
 

Anyway I have work to do. I'll let you know as soon as I have news  :00222:

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Terror, I think he understood.

But loading the website would be slooooooow as hell with your method if send a request everytime somebody is asking for the url.

Don't forget that his server may not be that powerful, so he have to limit requests. An automatic 1 refresh per X hours/days is the best solution, since you can still actualize it by yourself if you need to.

The link in signature should not be a way to refresh the data. It must be the server alone that do it without any request, since it's designed for a forum. And a forum can have a lot of views. Your method could be viable on something that may not be requested that much, but here I wouldn't recommend it.

Eta, feel free to ask if you need some help. I've already done something similar (In C), so I may help you. ;)

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He understood.

No, he didn't, and neither did you. I'll join terror on the nevermind though. They implemented their own solution for WPK anyway.

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I don't say that it won't work. But there's better solution for the server.

The link provided should be a direct link to the picture for faster results.

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Does that mean the player would have to manually regenerate the signature? That's bad design

 

You could do something similar to this-

Script a server side image generator (php would be ideal for it) that generates the image based on parameters passed to it (script.php?u=terrorblade&ship=noobship)

First time the script is executed with those params it will generate a shiny new sig for me and store it in a cache folder.

Next time the script is executed with those params it will check the cached sig's last modify time ( filemtime($filename)). If $time<{x} then serve from cache else generate new image

 

That way people can simply use the script url in their signature and the stats will refresh every {x} seconds

[img=http://url.tld/sig.php?u=name&s=ship]

 

plz make me a custom hip version of wpk signature

 

yoloalex

swag rating -

yolo ratio -

 

 

corp logo of some vintage mis-matched accessories

 

etc

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Terror idea is not bad but explanations are useless, he have no idea what I am doing in JavaScript and I have no idea what he did in PHP.

 

Anyway no need to fight, the project is in "stand by" 01313.png 

As far SC dev team don't want to collaborate with me anymore I won't go forward.

 

If you want more feature, feel free to PM Antibus about it  (this post may be censored)

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Actually i specialize in front-end development. So i do have an idea of what you're doing it in javascript. I deal with more javascript than PHP

 

Wonderful   :00888:

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OK, now that the drama is - hopefully - over... can we get an update on this? Are any updates to the project expected?

With the server side hosting, you could use background workers to periodically go through the database and update data. As long as you limit resource availability or player processed per minute, you can limit it in a way that with a growing amount of signatures the stress on the server won't get bigger, simply the updating cycle will take longer.

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Is there a chance this tool will be updated for the new player rating system?

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