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Trash Talk - Jackpot Calculations

Mine GO BOOM - Sun Aug 27, 2006 3:25 am
Post subject: Jackpot Calculations
Upon request of Mackieman, Shanky, him and I attempted to work out the weird values of how flag jackpots are rewarded. Through some trial and error, this is as good as we got, but it doesn't work if Team:MaxPerTeam >> # of people in the zone by like 2 or so.

If FlagRewardMode = 0:
[JackpotSize(?jackpot) * (NumShipsInGame * NumShipsInGame * Flag:FlagReward / 1000)]

If FlagRewardMode = 1:
[JackpotSize(?jackpot) * (NumShipsInGame * NumShipsInGame * Flag:FlagReward / 1000)] * [Team:MaxPerTeam / (NumShipsOnWinningFreq + MAX(0, Team:MaxPerTeam - NumPlayersInArena)]

Sample:
Jackpot: 10
Ships in game: 2
Players on winning freq: 1
Players in zone: 3 (1 in spec)
FlagReward: 2000
MaxPerTeam: 2
FlagRewardMode: 1

[10 * (2 * 2 * 2000 / 1000)] * [2 / (1 + MAX(0, 2 - 3)] =
[10 * (8)] * [2 / (1 + MAX(0, -1)] =
[80] * [2 / (1 + 0)] =
[80] * [2] =
160

MAX(a,b) just means that the formula there has to be non-negative. Anyone else want to try some in-game testing? I'm waiting for Mackieman to send me an excel file with all our recording test data to try and find out when MaxPerTeam was 6 or larger, it made the latter part of the formula always just * [2].
K' - Sun Aug 27, 2006 8:54 am
Post subject:
I was under the impression that this was common knowledge as was explained once or twice by Jeff in the past?
Dr Brain - Sun Aug 27, 2006 9:48 am
Post subject:
I thought jackpots were added?

P.S. >> is 10x greater than, so in your context, it should be just plain old >
Mine GO BOOM - Sun Aug 27, 2006 1:10 pm
Post subject:
K' wrote:
I was under the impression that this was common knowledge as was explained once or twice by Jeff in the past?

Not the FlagRewardMode when the TeamSize is larger than the number of people in the zone. Thats were some funky math starts to happen, where it can do things such as only multiply by 2 or half a million. Mackieman asked because his zone has TeamSize set to a large number (its two teams against each other), and when only a couple of people are in the game, the jackpots sometimes go higher than hour long games with tons of people. And ?jackpot shows a tiny number before it hits.
a dead fish - Sun Aug 27, 2006 10:49 pm
Post subject:
Would also be very interested in how the server.ini variable affects this...

NoFlagRewardLimit=(0 or 1)
Mackieman - Mon Aug 28, 2006 1:29 am
Post subject:
Clearly, the answer is 42.





Anyway, thanks to MGB and Shanky for helping us sort this mess out. I'm currently delegating the task of data entry to my team since I would have to take a day off work to get it all done myself. After this is complete and we have a clear picture of what happens in the case where the freq size is the same or smaller than the total zone population, I hope to discuss it with PriitK and see if he has any insight into the issue of the fuzzy math. Barring that, does anybody have JeffP's number? icon_smile.gif
K' - Mon Aug 28, 2006 3:58 am
Post subject:
I see.
I do believe this issue was adressed at Infantry with the introduction of a parameter dictating amount of people required to be in the arena prior to beginning an event (flag, KoTH, etc.).
grazzhoppa - Mon Jan 11, 2010 1:17 pm
Post subject:
Reviving this old thread.


How is the ?jackpot calculated before winning it:
Do the bounties of players who die get added it to? Any other elements affect it's running total?
JoWie - Tue Jan 19, 2010 2:35 pm
Post subject:
Only a percentage (in settings) of a players bounty when they die. nothing more
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