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Fantasy TF2: Let’s do this!
posted in Projects
31
#31
0 Frags +
fatswimdudethe biggest trick is balancing the scoring system so that every class is as useful as every other class.

Because you'll be buying players the pricing will reflect the balance of the players where appropriate, although individual skill is probably the biggest factor.

fatswimdudeobviously everything will have to be done as a ratio (frags per death, damage per minute)

Not really practical IMO for a number of reasons, and makes it impossible to know how your team are doing without a calculator.

[quote=fatswimdude]the biggest trick is balancing the scoring system so that every class is as useful as every other class.[/quote]
Because you'll be buying players the pricing will reflect the balance of the players where appropriate, although individual skill is probably the biggest factor.
[quote=fatswimdude]obviously everything will have to be done as a ratio (frags per death, damage per minute)[/quote]
Not really practical IMO for a number of reasons, and makes it impossible to know how your team are doing without a calculator.
32
#32
1 Frags +

This is exciting.

I'm sure there will be a million imperfections but, really it's probably best to get it started with simple, intuitive stats that are easily accessible now and get people started. As it goes on, little improvements will start to be obvious and maybe it can evolve.
I remember playing Fantasy Football when it was just points for touchdowns and yards. So many advanced statistics are widely available now because of the interest from fantasy led to the development of tools to satisfy more complicated fantasy leagues.

Maybe a fantasy league would generate enough interest that people would get interested in finding ways to do advanced logs/demo file parsing that could give us better information about how a game went - tracking events by advantages and situations, for example, would be awesome. Finding a way to quantify uber forces or wasted damage or something like that would be extremely cool.

This is exciting.

I'm sure there will be a million imperfections but, really it's probably best to get it started with simple, intuitive stats that are easily accessible now and get people started. As it goes on, little improvements will start to be obvious and maybe it can evolve.
I remember playing Fantasy Football when it was just points for touchdowns and yards. So many advanced statistics are widely available now because of the interest from fantasy led to the development of tools to satisfy more complicated fantasy leagues.

Maybe a fantasy league would generate enough interest that people would get interested in finding ways to do advanced logs/demo file parsing that could give us better information about how a game went - tracking events by advantages and situations, for example, would be awesome. Finding a way to quantify uber forces or wasted damage or something like that would be extremely cool.
33
#33
15 Frags +

fantasy tf2 you say? still waiting on this spicy card game that was teased a year ago :(

http://i.imgur.com/VanKYZR.jpg

fantasy tf2 you say? still waiting on this spicy card game that was teased a year ago :(
[img]http://i.imgur.com/VanKYZR.jpg[/img]
34
#34
2 Frags +

I've run a complete simulation of ESEA Season 18 and there were some interesting results. One of the main grey areas is default wins/forfeits so I'm interested in people's opinions on this. My default approach to them is to ignore forfeited games - there was no game so no points, and because of the potential for forfeits to make the fantasy game more predictable - if you know it's coming up you can guarantee yourself x points by grabbing cheap players on the team that will win.

However there are some downsides, if a team ends up getting more defaults than another then those players end up scoring fewer points and it's probably pretty easy for a fantasy team owner to get caught out expecting a game only to find it doesn't count with no notice.

Any strong feelings either way anybody? Or just shit happens?

I've run a complete simulation of ESEA Season 18 and there were some interesting results. One of the main grey areas is default wins/forfeits so I'm interested in people's opinions on this. My default approach to them is to ignore forfeited games - there was no game so no points, and because of the potential for forfeits to make the fantasy game more predictable - if you know it's coming up you can guarantee yourself x points by grabbing cheap players on the team that will win.

However there are some downsides, if a team ends up getting more defaults than another then those players end up scoring fewer points and it's probably pretty easy for a fantasy team owner to get caught out expecting a game only to find it doesn't count with no notice.

Any strong feelings either way anybody? Or just shit happens?
35
#35
-2 Frags +

It'd be cool for ESEA open, you could even pick yourself and carry your own fantasy team

It'd be cool for ESEA open, you could even pick yourself and carry your own fantasy team
36
#36
7 Frags +

Now we have a positive ESEA announcement I'm planning to run ESEA S19 as the first Fantasy season closely followed by ETF2L S21. I'm working hard to get a usable site in place and a few people have been helping me out with some simple testing so a beta is on the way... although not until we've got some confirmed team data to enter.

Now we have a positive ESEA announcement I'm planning to run ESEA S19 as the first Fantasy season closely followed by ETF2L S21. I'm working hard to get a usable site in place and a few people have been helping me out with some simple testing so a beta is on the way... although not until we've got some confirmed team data to enter.
37
#37
12 Frags +

I'm close to producing an acceptable beta system.

http://i.imgur.com/nAGkEDp.png

But I need some help with the data. With ESEA Season 19 fast approaching I've got to add and price up players, and that means knowing who will play on what team as opposed to roster riding. For testing I've gone off who has paid but obviously that's almost nobody at the moment, so a little help would be more than simply useful.

These are the invite teams:
froyotech
cafe monster
The Five Dollar Club
hawaii beach vacation
eLevate TF2
Champagne and Cocaine
Rat Squad
Hate Being Sober
Street Hoops eSports

Any opinions on who you think are the best players in these teams would also be good. Also the Steam group is open for business http://steamcommunity.com/groups/fantasytf2

I'm close to producing an acceptable beta system.

[img]http://i.imgur.com/nAGkEDp.png[/img]

But I need some help with the data. With ESEA Season 19 fast approaching I've got to add and price up players, and that means knowing who will play on what team as opposed to roster riding. For testing I've gone off who has paid but obviously that's almost nobody at the moment, so a little help would be more than simply useful.

These are the invite teams:
froyotech
cafe monster
The Five Dollar Club
hawaii beach vacation
eLevate TF2
Champagne and Cocaine
Rat Squad
Hate Being Sober
Street Hoops eSports

Any opinions on who you think are the best players in these teams would also be good. Also the Steam group is open for business http://steamcommunity.com/groups/fantasytf2
38
#38
8 Frags +

The public beta is now available here:
http://beta.fantasytf2.com/

ESEA Season 19 is the first league and there's only about 17 hours to go before the first match from the time of this post so mosey on over and pick yourself a team.

There are some players not included yet, Champagne and Cocaine are still uncertain as far as I know and hawaii beach vacation needed to confirm players last I heard. I'll make any necessary updates as soon as I know what's going on there. A big thankyou to Alkaline for helping with the roster information.

There will almost certainly be bugs, you can report them here or in the steam group or message me direct and I will get on with fixing them.

The FAQ should answer most of your questions but just ask anything you're still puzzled about.

The public beta is now available here:
http://beta.fantasytf2.com/

ESEA Season 19 is the first league and there's only about 17 hours to go before the first match from the time of this post so mosey on over and pick yourself a team.

There are some players not included yet, Champagne and Cocaine are still uncertain as far as I know and hawaii beach vacation needed to confirm players last I heard. I'll make any necessary updates as soon as I know what's going on there. A big thankyou to Alkaline for helping with the roster information.

There will almost certainly be bugs, you can report them here or in the steam group or message me direct and I will get on with fixing them.

The FAQ should answer most of your questions but just ask anything you're still puzzled about.
39
#39
1 Frags +

Server Error in '/' Application.

Runtime Error

Server Error in '/' Application.

Runtime Error
40
#40
-2 Frags +

23_skidoo
desca
showstopper
Dagger
Clockwork
b4nny

Lets go

23_skidoo
desca
showstopper
Dagger
Clockwork
b4nny

Lets go
41
#41
0 Frags +
joshuawnServer Error in '/' Application.

Runtime Error

Yeah, that was a nice instant error wasn't it? I think I've fixed what caused it

[quote=joshuawn]Server Error in '/' Application.

Runtime Error[/quote]
Yeah, that was a nice instant error wasn't it? I think I've fixed what caused it
42
#42
9 Frags +
Capturing a point: +1 point

Gggygly please come back to invite.

[quote] Capturing a point: +1 point

[/quote]
Gggygly please come back to invite.
43
#43
4 Frags +

I believe in showstopper

I believe in showstopper
44
#44
0 Frags +

not even good enough for fantasy invite rough life
edit: i made it boys thx john

not even good enough for fantasy invite rough life
edit: i made it boys thx john
45
#45
1 Frags +

Further to Saam's post I've added the confirmed members of the Champagne and Cocaine roster

Further to Saam's post I've added the confirmed members of the Champagne and Cocaine roster
46
#46
3 Frags +

Any idea what the % of likeliness of adding weekly competitions/cups at some point during this season?

Would love to be able to experiment with different builds and such throughout each week. Might be a good way to test adding new slots as well, such as a team slot, utility slot, additional demo/medic slot, etc, etc.

Any idea what the % of likeliness of adding weekly competitions/cups at some point during this season?

Would love to be able to experiment with different builds and such throughout each week. Might be a good way to test adding new slots as well, such as a team slot, utility slot, additional demo/medic slot, etc, etc.
47
#47
0 Frags +
shadeAny idea what the % of likeliness of adding weekly competitions/cups at some point during this season?

Would love to be able to experiment with different builds and such throughout each week. Might be a good way to test adding new slots as well, such as a team slot, utility slot, additional demo/medic slot, etc, etc.

Right now the first priority is stability, improving the current experience (particularly some aspects on mobile browsers) and improving the administrative areas, it's pretty rough and ready behind the scenes and I'll need to make it easier to work with.

On my roadmap I've got better (or any) steam friends integration and making your own friends leagues instead of all just being in the same big list. That might be the right venue for a paid entry competition with a prize pool as well.

Some kind of weekly competition is also on the radar, although whether it's multiple teams or just a weekly reset for your team I'm not sure. In fact I'm not sure where to go with multiple teams per person, I've thought maybe donator perk or something but that's very vague.

In terms of the team composition, when I look at Highlander I'll be trying to make the whole thing more configurable as it's currently very much fixed in a 6v6 lineup, then it should be easy for me to look at alternative selection options.

[quote=shade]Any idea what the % of likeliness of adding weekly competitions/cups at some point during this season?

Would love to be able to experiment with different builds and such throughout each week. Might be a good way to test adding new slots as well, such as a team slot, utility slot, additional demo/medic slot, etc, etc.[/quote]
Right now the first priority is stability, improving the current experience (particularly some aspects on mobile browsers) and improving the administrative areas, it's pretty rough and ready behind the scenes and I'll need to make it easier to work with.

On my roadmap I've got better (or any) steam friends integration and making your own friends leagues instead of all just being in the same big list. That might be the right venue for a paid entry competition with a prize pool as well.

Some kind of weekly competition is also on the radar, although whether it's multiple teams or just a weekly reset for your team I'm not sure. In fact I'm not sure where to go with multiple teams per person, I've thought maybe donator perk or something but that's very vague.

In terms of the team composition, when I look at Highlander I'll be trying to make the whole thing more configurable as it's currently very much fixed in a 6v6 lineup, then it should be easy for me to look at alternative selection options.
48
#48
1 Frags +

What happens if a player I buy quits/is cut? Do I just no longer get points from that player and am now playing with 5 players?

What happens if a player I buy quits/is cut? Do I just no longer get points from that player and am now playing with 5 players?
49
#49
0 Frags +
brooky12What happens if a player I buy quits/is cut? Do I just no longer get points from that player and am now playing with 5 players?

Yeah, you need to sell him and get someone else

[quote=brooky12]What happens if a player I buy quits/is cut? Do I just no longer get points from that player and am now playing with 5 players?[/quote]
Yeah, you need to sell him and get someone else
50
#50
1 Frags +

The scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point

The scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point
51
#51
1 Frags +

miwo
xalox
Dagger
Ma3la
cyzer
Clockwork
:)

miwo
xalox
Dagger
Ma3la
cyzer
Clockwork
:)
52
#52
0 Frags +

http://i.imgur.com/j8rSbmY.jpg

fattest team i've ever seen

[img]http://i.imgur.com/j8rSbmY.jpg[/img]

fattest team i've ever seen
53
#53
2 Frags +
kounterpartsThe scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point

Adding assists would add to the medic scoring. Also I think Kills By Medic could be +3. But that is not due to any possibly personal reasons. Kappa.

Maybe a .5 point for each assist.

[quote=kounterparts]The scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point[/quote]


Adding assists would add to the medic scoring. Also I think Kills By Medic could be +3. But that is not due to any possibly personal reasons. Kappa.

Maybe a .5 point for each assist.
54
#54
0 Frags +
shadekounterpartsThe scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point
Adding assists would add to the medic scoring. Also I think Kills By Medic could be +3. But that is not due to any possibly personal reasons. Kappa.

Maybe a .5 point for each assist.

Too late to change scoring now.

[quote=shade][quote=kounterparts]The scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point[/quote]


Adding assists would add to the medic scoring. Also I think Kills By Medic could be +3. But that is not due to any possibly personal reasons. Kappa.

Maybe a .5 point for each assist.[/quote]
Too late to change scoring now.
55
#55
1 Frags +
kounterpartsThe scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point

You may be surprised, top medics should get a lot of points. I've run some simulations and classes are priced according to how they've done in the past so you tend to get scouts and medics being very strong but demos and soldiers are the poor relations, but not by much.

[quote=kounterparts]The scoring currently makes medics pretty useless, maybe every x/heals per minute +1 point[/quote]
You may be surprised, top medics should get a lot of points. I've run some simulations and classes are priced according to how they've done in the past so you tend to get scouts and medics being very strong but demos and soldiers are the poor relations, but not by much.
56
#56
-2 Frags +

http://puu.sh/hBvG1/905c56b141.jpg

not getting showstopper is throwing

[img]http://puu.sh/hBvG1/905c56b141.jpg[/img]

not getting showstopper is throwing
57
#57
1 Frags +
Show Content

im banking on medics being underrated in stats

aim-not getting showstopper is throwing
[spoiler][img]http://puu.sh/hBwLq/63836be706.png[/img][/spoiler]
im banking on medics being underrated in stats

[quote=aim-]not getting showstopper is throwing[/quote]
58
#58
-3 Frags +

http://i.gyazo.com/7e680146b55cd6be8b610dc35be7a8cf.png

[img]http://i.gyazo.com/7e680146b55cd6be8b610dc35be7a8cf.png[/img]
59
#59
-4 Frags +
fatswimdudeim banking on medics being underrated in stats

http://gyazo.com/44d2c0196dbd53fc5107c8047238561c

[quote=fatswimdude]
im banking on medics being underrated in stats
[/quote]
[img]http://gyazo.com/44d2c0196dbd53fc5107c8047238561c[/img]
60
#60
3 Frags +
fatswimdude
Show Content
im banking on medics being underrated in stats
aim-not getting showstopper is throwing

exactly the same as my team, if medics turn out to be important we're fucked m8

[quote=fatswimdude][spoiler][img]http://puu.sh/hBwLq/63836be706.png[/img][/spoiler]
im banking on medics being underrated in stats

[quote=aim-]not getting showstopper is throwing[/quote][/quote]

exactly the same as my team, if medics turn out to be important we're fucked m8
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