Forums
May 04, 2024, 07:54 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dream Trance

Pages: 1 2 [3] 4 5 ... 25
31
Official kaos league (season 2021) / Disconnection handling procedure
« on: October 21, 2021, 11:04 PM »
We have every aspect of what may happen covered, even if your match disconnects. We hope it will not happen in any of the matches, but if it does this is what will be done to solve the problem in a fair way.

First of all a player who caused the disconnection will be automatically forced to skip a turn once disconnected match resumes. In case the host (me, Kayz or a Kf member that will host my matches vs Kayz) will disconnect while hosting a match for others no player will have to skip a turn once the match resumes.

At the moment of a potential disconnection every player always has a certain weapon ammunition. This ammunition consists of utility and weapon units. There is a special weapons and utilities point table which represents point values every utility and weapon has, to be able to count how much "power" both players had at the moment of disconnection. This table will be used to determine what was this "power" difference between players and depending on it - there will be a certain amount of potential additional skips applied once the game is resumed from the score that was displayed prior to the round it disconnected in. The performance points from the disconnected round will be applied following the logical rules (for example if a player who will eventually win a resumed round had 3 worms at the moment of disconnection he will be given not more than 3 points for surviving worms for that round). No performance points will be applied to the resumed disconnected round other than the ones which could be still possible (for example if a round was disconnected with 4 worms left of a certain player, than his opponent will still be able to get points for a 4-kills combo award).

I am aware this is a complicated system, but don't worry, everything will be applied correctly and updated in special thread as the games will progress. The principle of this system is to make it ultimately fair when an unlucky disconnection occurs.

To sum up it will follow the tried and tested system we once introduced:




  • The scores and their respective performance points are kept at all times. (0-0, 1-0, 2-2 etc.)
  • If one player drops, he gets +1 skip in the rematch. If the host drops, no one gets an additional skip.
  • The mod hosting the game goes into the replay file to the exact point where it crashed and counts all weapon points for each player using the above sheet.
  • If one player has 0-19 points more than the other player, no skip is given.
  • If one player has 20-59 points more than the other player, +1 skip is given to the player who has less points.
  • If one player has 60-99 points more than the other player, +2 skips are given to the player who has less points.
  • If one player has 100 points or more than the other player, +3 skips are given to the player who has less points.
  • As long as one player has to skip, it is forbidden to attack/hinder the other player in any form (blocking with girders/petrol, too). You may dig and even use a Super Sheep to collect, but you cannot damage your opponent.
  • If you happen to break this rule and damage your opponent during that time, you directly have to skip the current and following turn and apologise.
  • If your opponent still has skips while you break this rule, they become deducted by 1 and you only have to skip the current turn. This may sound harsh, but hey, you're the one risking using a weapon, aren't you?
  • If it happens that both players get skips, they cancel each other out. (A gets 2 skips, B gets 1 skip --> A gets 1 skip, B gets 0 skips)



Now some might think: "Hey, only one skip for dropping, that's not much!" But think about the fact that it means 2-3 weapon deliveries for you instead of just 1 (depending on who starts).
As you also can see, the point ranges are not the same. The reason is that the more you skip, the more super amazing powerful your opponent becomes. We want to avoid an imbalanced rematch. We tested this system and it looks fair so far.

The reason why we forbid any attacking/blocking of any form is that your opponent should have the chance of a free accessible map in the rematch. If he is blocked completely, he might as well surrender directly. He should at least get a chance of collecting something. :)



The reason why this rule is this complex and long:

Kaos is a very complex scheme, and it's very hard to decide what to do, if a game crashes. We know that the crates are random, and you can't recreate the same situations in a stockpiling match. But this is the best we could come up with so far. :)



Example to clarify:

Player A plays vs. Player B, it's 2-0 for Player A and the third round. Player A crashes. --> 1 skip given to player A.
Mod checks, and sees: Player A has 100 Weapon points and B has 50 weapon points. --> The difference is 50 --> 20-59 range --> 1 skip given to player B.
--> The skips cancel each other out and the rematch will have a clean state, where no one skips, while it's still 2-0 for Player A.

Isn't that much greater than a 0-0 rematch, just because player A dropped?

32
Official kaos league (season 2021) / Performance points system
« on: October 21, 2021, 10:40 PM »
In kaos league there is a unique performance points system implemented that tries to rate players style and skill. This system being an interesting meter of how well players can play this scheme. Not only it will rate players, but will also be used for potential prize money coeficient.

In upcoming season performance points system will consist of:

- points for combos starting with 4 kills in one turn (4 points for 4 kills, 5 points for 5 kills etc)
- points for winning rounds relatively fast:

3 points for winning a round in less than 15 minutes, but slower than 10 minutes
5 points for winning a round in less than 10 minutes, but slower than 5 minutes
7 points for winning a round in less than 5 minutes

- points for being able to collect much more than the opponent:

1 point for having collected at least 25% (but less than 50%) more crates in a round than the opponent
3 points for having collected at least 50% more crates in a round than the opponent

- points for a number of surviving worms at the moment of winning a round (once the health bar of defeated player disappears)

1 point for each survived worm

- points for certain match-score:

8 points for winning a match 3-0
6 points for winning a match 3-1
4 points for winning a match 3-2
1 point for losing a match 2-3

This system was introduced for the first time in 2014 season and 3 season have been played with it so far, each time the system being slightly different, but always rating in a fair way.

The top 10 players ranking based on the average performance points from all seasons played with it since it was first introduced is:

Kayz: 418
impossible: 360
Dream: 344
Alien: 236
Asbest: 213
Undead: 205
tita: 193
Hussar: 177
hollow: 162
ouro8oros: 103

Players in red joined the current season.

33
Kf / Professional kaos league signups
« on: October 21, 2021, 12:44 AM »
You can still join the official professional kaos league in this thread. Follow information published everyday until the end of this week in Kf community section. Signups will be active until 29 October. Every professional player is welcome to make this event special. Powered by the official Kaos fans community.

Features of the event:

- professional event coverage
- way to popularize official kaos scheme and compete with the best kaos players
- unique performance points system that rates players based on their played matches
- possibility to win money prize(s)

Players who joined the league so far (alphabetically):

AgiO (signed up on 29 October)
Dream
Echiko (signed up on 27 October)
Hurz
Kayz
Laclac (signed up by Lupastic on 23 October)
Lupastic
Mega`Adnan
ouro8oros
Sibasa
Stoner (signed up by tita on 25 October) - confirmed on 27 October
tita

EDIT: Fixtures schedule will be edited on the weekend of 30-31 October

Players who want to sign up should be able to play at least 1 match per week and willing to be active in next few months.

Get familiar with an official league scheme here:

https://www.tus-wa.com/forums/kf/official-professional-kaos-scheme-(2021-major-revision)-official-league-scheme-33734/

Get familiar with organisation such as league format and hosting procedure here:

https://www.tus-wa.com/forums/kf-official-kaos-league-(season-2021)/league-format-and-hosting-procedures-33746/

Read about the unique performance point system created by me for kaos events:

https://www.tus-wa.com/forums/kf-official-kaos-league-(season-2021)/performance-points-system-33755/

34
Official kaos league will start in November and it will be a classic league that means every player that signed up will have to play match and rematch against every other player (for example with 8 players participating it will be 14 games per player in the season).

League matches will be played based on the "home and away" idea. That means each player in head-to-head will be starting their home match (for example Dream vs Kayz will be started by Dream, but Kayz vs Dream will be started by Kayz). This is to make it fair when it comes to a decider round, so there will be no scenario when same player will be starting the possible decider twice.

First matches in each head-to-head will be played first, and once all of those are completed then second head-to-head matches will be played. This is to assure proportional activity of every player.

Four best players once all the regular games will be played will contest playoffs of the season (1st vs 4th and 2nd vs 3rd). Ranking criteria hierarchy will include: number of victories, head-to-head aggregate score (if tied), rounds won/lost ratio (if tied), performance points - a system that will be explained in coming days (if still tied). Playoff matches will consist of "home and away" matches, winners will play season final and losers - 3rd place match (optional). Final (as well as 3rd place match) will be started by a player with greater aggregate score from playoffs, greater performance points from playoffs (if tied). Playoffs will be played at 5 victories (bo9) and final (and 3rd place match) at 9 victories (bo17).

All official league matches will be hosted by me (except of my own matches) based on fixtures schedule that will be released on the weekend of 30-31 October once signups end. The reason for this format is to make all games comparable and to assure they are hosted with correct settings and with correct scheme. What is more it will allow to apply performance points to players' accounts while watching and not having to re-watch each match (explained later).


All games will be played with 8 worms and a special map-type format of: island-island-cave-cave-island-(...) to assure a fair factor of starting on each map-type by each player. The maps used for official league matches will be very complicated randomly generated landscapes without default girder-bridges and with a maximum of theme-objects to assure complexity. Chosen maps will not be modified in any other way. Landscape type will not repeat within any match (for example no 2 Fruit landscapes in one match). Decider rounds will be played on a grass-themed landscape (for example Medieval / Sports etc).

This piece of information may be edited (with possible changes notified in red) until the end of October, but will be fixed once season will start.

35
I'm not sure if anyone requested this, but it would be convenient to have these features implemented:

1. An ability to resume game from the moment it disconnected (especially matters with stockpiling schemes and longer matches).

2. An ability to determine which player / team will start the match.

3. An ability to modify ALL utilities settings (mainly probabilities) and super weapons (also mainly probabilities).

4. Possibility to modify crate-count of each weapon (for example setting Mad Cow or Girder to appear 1x per crate).

5. Implementing remaining wormpot modes that had never been implemented in WA (for example and mainly Specialist Worm Mode).

36
Is this editor actually able to change the power and probabilities of super weapons group? I thought that since forever they follow special physics that cannot be changed unless you are a programmer and create some mod for it.

37
But I don't understand what's the point of playing such designed scheme bo3 / bo5 then if it's basically a one-round match after all then? I think that playing a crate-based scheme when your collecting means nothing in the long term makes advanced tactics pointless. It's much easier to plan a one-round match without having to worry if your opponent will collect more than you and outrun you later on, but to prevent this and put pressure yourself to avoid an opponent from collecting much. Resetting weapons each round is against better players who will be better at collecting and favourizing those who just wish their weapons to reset next round, because they know they will lose every following round (having no plan how to collect good for example).

38
Personally I never said I'm "afraid" to play it without :) I just don't like the idea of kaos being a one-round scheme. What is more I think that it's much more difficult and much more exciting to play it with stockpiling, because weapon management in the longer run is not as it is within one round. Since kaos is not a one-round scheme, but a process why should we make it something else? Personally I have nothing against playing it without it, just that it would be easier and less challenging plus the winner will always be more random.

Anyway why would you want to lose all the weapons that you have collected?

39
These are completely different schemes. Development heads in a way that tries to make kaos more skill dependant while still keeping the dynamic spirit and not being just a noob-multishooter.

Let me name just a few differences between Kaos and Intermediate:

Intermediate is a fixed weapon set scheme, where you have to plan a one-weapon successful / tactical action every turn and manage your stuff effectively. Each round is a separate mini-match.

Kaos is a crate-based scheme, but you usually have to collect, attack and make the right decisions much faster than in Intermediate if you want to succeed. It is also highly important to manage your weapons effectively. Due to stockpiling kaos is a whole match-process. It is a much more dynamic scheme, but mistakes are usually punished in the same way as in Intermediate when playing on a high level.

I recall it was you who preferred to having stockpiling off so it would be more like Intermediate :)

40
Below you can see a detailed explanation with changelog (in red) of the official professional kaos scheme revision adapted to 3.8 possibilities that improves many tactical aspects in order to prioritize skill in kaos scheme even more.

This scheme will be used for upcoming season of official kaos league. Some minor aspects may still be consulted and changed, and this thread may be edited until the end of October. Final version of this scheme will be available in Schemes section in coming days.

GENERAL SETTINGS

* Random placement of worms on a landscape.
* Initial energy of worms is set at 200 value.
* Worm choice before each turn is enabled.
* Worms can walk and jump normally.
* Anti-lock aim enabled (resets weapon-aim between turns to default one).
* Fall damage is enabled.
* Initial landscape objects such as Barrels and Mines are disabled.
* Crate-drop rate (before each turn) value is 12 (previously there was a value of 10, but this was done to boost up the pace of play a bit. This setting allows to spawn a maximum of 12 crates of all types per turn that follow the settings described in Crate Settings section).
* Maximum amount of crates at once on a landscape available is 50 (this has always been like this and while it sounds crazy it's rarely reached, but keeps the gameplay at desired dynamic pace).
* Maximum flamelet count on a landscape is set at maximum 65535 value to enable maximum possible flames at once.
* Victories required to win a match: 3 (commonly known as "best of 5").
* Round time of 30 minutes with a sudden death setting of 50 health points lost per turn. (edited after publishing this post)
* Since kaos match is a whole process, unused weapons and utilities transfer to following rounds (commonly known as "stockpiling" mode). Otherwise every round would be a separate match. What is more such setting forces players to manage their weapons and utilities even better throughout whole match process which requires more skill. Additionally the scheme is crate-based and not based on fixed weapon set that needs to last the entire round and get renewed each round (like for example Intermediate) thus stockpiling mode being logically justified I think.
* Donor cards are enabled (not applicable to 1 vs 1 and teamgames).
* Blood effects are enabled.
* Glitches disabled except of skip-walking glitch as making it disabled caused a bug - walking worm stopping its motion randomly at times while arrow was still held.

TURN-TIME SETTINGS
 
* 45 second turns with a retreat time of 3 seconds. (edited after publishing this post)
* Turn-timer with a crate-counter.
* No delay between turns except for each turn's crates-drop.
* Timer is not paused while firing a weapon (commonly known as former fdpt rubberworm setting - one of kaos root-settings).
* Loss of control doesn't end turn (commonly known as former ldet rubberworm setting - one of kaos root-settings).
* Shooting a weapon doesn't end turn (commonly known as former sdet rubberworm setting - one of kaos root-settings).

CRATE TYPE SETTINGS

* 100% probability to spawn a weapon crate within crate-drop sequence.
* 80% probability to spawn an utility crate within crate-drop sequence.
* 60% probability to spawn a health crate within crate-drop sequence.
* 10% probability to not spawn any crate within crate-drop sequence (suggested by StepS to experiment with pre-turn crate-drops).
* Health crates contain 100 points.
* Health crates cure only the worm that collects the crate (and not whole team).

WEAPON SETTINGS

There is only an infinite Bungee (not available in crates) when the match begins, however you will find crates with many weapons to use in your matches.

In kaos each of these available weapons have a default power set at 60% (3 stars) with the exception of so called super weapons group. These weapons have default power that is not yet possible to be modified. Probably if it would be possible to modify their power some may have been available in official kaos with reduced power. The exception in power settings is Ninja Rope which has a 20% power (1 star) which means it has 1 shot available as well as a maximum of 45 degree angle.

There is no delay applied to any of the weapons, you can use each weapon as soon as it is collected.

Major change section below

Probabilities of most weapons are set to 100% (5 boxes) however there are some weapons that have reduced probabilities with this revision of a scheme. Some weapons (mostly super weapons) are also disabled. Below comes a detailed list of available weapons (sorted by grid for your convenience) in the current revision and those with a probability other than 100% have suitable info. Select Worm as well as super weapons group probabilities are special and cannot be precisely defined nor modified at this moment of game development.


F1

Bazooka
Homing Missile
Mortar
Homing Pigeon
Sheep Launcher

F2

Grenade (with a probability of 80% - 4 boxes) - because 3 units per crate
Cluster Bomb
Banana Bomb (disabled) - because overpowered
Battle Axe
Earth Quake (disabled) - because affecting landscape globally

F3

Shotgun
Handgun
Uzi
Minigun
Longbow

F4

Fire Punch
Dragon Ball
Kamikaze
Suicide Bomber (disabled) - because marginal actual usage
Prod

F5

Dynamite
Mine
Sheep
Super Sheep (with a probability of 20% - 1 box) - because allowing extensive collecting possibility, potentially more than Jetpack usually
Mole Bomb

F6

Air Strike
Napalm Strike
Mail Strike
Mine Strike
Mole Squadron

F7

BlowTorch (with a probability of 60% - 3 boxes) - because 3 units per crate
Pneumatic Drill
Girder (with a probability of 60% - 3 boxes) - because 3 units per crate, also to limit first turn scenario of locking most worms of the enemy
Baseball Bat
Girder Pack

F8

Ninja Rope (with a probability of 20% - 1 box) - in order to limit the amounts of available mobility tools to enhance creativity in getting weapons
Bungee (not appearing in crates)
Parachute
Teleport (disabled) - because it serves as the most powerful mobility, also it may easily ruin the tactical tense ending of a crucial round
Scales of Justice

F9

Super Banana (disabled) - because overpowered
Holy Grenade (with a probability of 40% - 2 boxes) - because it is possibly the most powerful weapon in current revision of the scheme
Flame Thrower
Salvation Army (disabled) - because overpowered
MB Bomb

F10

Petrol Bomb
Skunk
Ming Vase (disabled) - because overpowered
Sheep Strike (disabled) - because highly overpowered
Carpet Bomb (disabled) - because it has the potential to be highly overpowered

F11

Mad Cow (with a probability of 20% - 1 box) - because 3 units per crate
Old Woman
Concrete Donkey (disabled) - because highly overpowered
Nuclear Test (disabled) - because affecting landscape globally with several unwanted sudden death effects
Armageddon (disabled) - because it is not a comet dodging scheme

F12

Skip Go (not appearing in crates)
Surrender (not appearing in crates)
Select Worm
Freeze
Magic Bullet (disabled) - because overpowered

UTILITIES SETTINGS

However probabilities of utilities are not possible to be modified manually there are special externally applied probabilities with a fixed settings known as kaosmods. Below are the probabilities of each utility that are controlled with kaosmod4. At this point disabling Double Time is impossible, but it would help this scheme.

I ordered these long ago from Pisto giving him percentages of the roster that summed up to 100%. Imagine whole utility roster being 100%. In theory kaosmod4 used for official scheme (but as any other kaosmod) represents probabilities that should sum up to 100% and they are:

Fast Walk 25%
Laser Sight 25%
Low Gravity 20%
Crate Spy 10%
Jet Pack 10%
Double Time 5%
Invisibility 5%
Crate Shower (disabled)
Damage*2 (disabled)

However theoretically every 20th utility crate is Double Time is still affects the scheme in undesired way.

This changelog contains few changes done after publishing original post.

The Laser Sight was meant to be turned off, but it will eventually stay in the scheme, otherwise unbalanced probabilities caused too much mobility available.

You can download this scheme here --> https://www.tus-wa.com/schemes/scheme-4151/

41
This will be a thread where an official scheme revision of kaos will be explained in detail very soon.

It comes with a quick poll (we are unsure if this particular setting would be any interesting). Please vote for now.

42
Kf / Re: New decade, new hype
« on: October 19, 2021, 12:21 AM »
Yes exactly, I advertised on facebook, discord and snooper already a bit. Anyone that want to help promoting this - please help spreading word if you want this event to be even more exciting with more professional players on board.

Many of great kaos players and my good friends are also inactive at this moment in time as well, but anyone with decent skills is appreciated if they only want to.

43
Kf / Re: New decade, new hype
« on: October 19, 2021, 12:07 AM »
The required amount of players have confirmed participation in the Official professional kaos league powered by Kf community so I can proudly announce that it will take place once again after longer hiatus (it's been over 6 years since last season was completed).

Usually the best players of this scheme gather to showcase their skills, creativity and all what it takes to succeed in kaos and compete for the title of the true champion of professional kaos.

I will disclose full details about this event in separate thread until the end of this week. Official scheme (2021 revision) that will be used for this event should be revealed very soon for you to get familiar with it before season starts. I will post full specification and just try to highlight in red all the changes that some of you may not be familiar with and what differs from the last major scheme revision that was around 7 years ago.

The players who joined this season so far (season 9 overall since 2010) are:

Sibasa
Hurz (kaos community member)
o (kaos community member)
Lupastic
Mega'Adnan
Kayz (kaos community management) - organisation help executive and scheme consultant
tita - signed by contacting me and not via this thread

and me Dream Trance (continuator of Mr Kaos' legacy, the official kaos scheme developer since 2009, founder of this official league back in 2010 and founder of kaos community).

Signups are still open until Friday 29 October (end of the day). Once knowing full list of players by the end of that day this will give me time to create fixtures to be played for each week (on the weekend of 30-31 October) and provisional deadlines of matches for your convenience. This will be the last step of information that will be revealed and season will be able to kick off on Monday 1st November (played until unknown yet date - this will depend on a number of players that will join).

Event information publishing schedule:

Tuesday 19 October: official kaos league scheme revision for 2021 will be revealed (along with a surprise version of kaos never published before).

Wednesday 20 October: hosting procedure and league format will be explained

Thursday 21 October: performance points system and potential crash issues handling will be explained

Friday 22 October: money prize system and other organisational details such as ranking updates and possible discord coverage will be explained

Saturday and Sunday 30 & 31 October: fixtures with deadlines will be announced

Monday 1st November: probable season start

44
Kf / Re: New decade, new hype
« on: October 17, 2021, 04:29 PM »
Yes, I can understand several versions of the scheme existing, it's fine to have a variety. Yesterday I managed to find a hosted Kaos Pro game and it was the closest to what kaos scheme was intended to be.

I admit that kaos was played with Damage *2 and Crate Shower, BUT that was in very early years of its development 2009-2011 (first 2 of 8 seasons of the official league were played like that I think) and that is why I was ordering several kaosmods from Pisto back then to try to improve the scheme and make it more skill-based and not a luck-based.

Since many years now official development excludes Damage*2 and Crate Shower, although just yesterday I made a testscheme with a 25 maximum cratelimit and constant crateshower (without Damage*2 ofc) with majority of overpowered superweapons turned off and most strong weapons reduced which increased the pace of play and was actually interesting. I may release it soon as "Shower Kaos official 2021". It's a very interesting hybrid of kaos I think.

Although league version is to still be played on a somewhat "regular" scheme I can disclose some changes from the last official version. Major changes to adapt the scheme to modern times and make it even more skilled as the 2021 official edition will include:

- reducing turn time to 45 seconds to reduce the unbalanced effect of double time (as well as super sheep or jetpack excessive collecting), so players will need to involve little more creativity to get weapons.

- removing Teleport that ruined tactical endings (especially in caves where it took some time - even with Jetpack, to reach last worm for example).

- removing several overpowered super weapons and keeping just those tactical ones and less lethal strikes

- reducing probabilities of some key weapons (like Super Sheep - due to excessive collecting possibility, Mad Cow - because it comes as 3 units per crate and Ninja Rope (combined with lower power set at 1) - because it is one of too many collecting tools

I really wish utilities will become modifiable in 3.9 (I'm surprised it wasn't implemented in 3.8 already) to be able to remove Double Time from appearing in crates (maybe someone can create suitable "kaosmod6" that will turn off 3 instant effect utilities at once - Damage*2, Crate Shower and Double Time).

45
Schemes Comments / Re: Scheme #3386, Crate War submitted by Crespo
« on: October 16, 2021, 02:14 PM »
Whatever you call it, just wanted to say that he contributed a lot to it in the early years.

Pages: 1 2 [3] 4 5 ... 25