Difference between revisions of "Thread:Talk:XanderCat/Version 12.1/reply (10)"
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One bad thing is that there is a lot more volatility in the score, based on whether or not the "scenario" (my terminology) correctly identifies which opponents to activate against. And the score difference can be huge. While in the past the Rumble score was pretty stable after about 2000 battles, I would say it now takes more like 6000 to 8000 battles. Watching the progression on version 12.2, after about 1200 or so battles the APS was around 86.85 (excitingly close to WaveSerpent), but now with 3800 battles it has dropped to 86.50, in danger of dropping below Dookious after such a solid first showing. I still don't think we can say whether or not it will level out above or below Dookious. | One bad thing is that there is a lot more volatility in the score, based on whether or not the "scenario" (my terminology) correctly identifies which opponents to activate against. And the score difference can be huge. While in the past the Rumble score was pretty stable after about 2000 battles, I would say it now takes more like 6000 to 8000 battles. Watching the progression on version 12.2, after about 1200 or so battles the APS was around 86.85 (excitingly close to WaveSerpent), but now with 3800 battles it has dropped to 86.50, in danger of dropping below Dookious after such a solid first showing. I still don't think we can say whether or not it will level out above or below Dookious. | ||
− | It should also be noted that the effectiveness of bullet shielding will be less | + | It should also be noted that the effectiveness of bullet shielding will be less if implemented by top surfers. The score boosts will be less against the vulnerable, and there is more opportunity to lose performance against the non-vulnerable. |
I also have to take an extra step in future development. Due to the volatility, whenever I am working on anything but bullet shielding, I have to disable the bullet shielding mode to get more reliable testing results. | I also have to take an extra step in future development. Due to the volatility, whenever I am working on anything but bullet shielding, I have to disable the bullet shielding mode to get more reliable testing results. | ||
I know I am kind of focusing on the downsides here, but I think the upside is pretty obvious, thus I am commenting on the more subtle issues this new mode introduces. | I know I am kind of focusing on the downsides here, but I think the upside is pretty obvious, thus I am commenting on the more subtle issues this new mode introduces. |
Latest revision as of 18:24, 14 February 2013
One bad thing is that there is a lot more volatility in the score, based on whether or not the "scenario" (my terminology) correctly identifies which opponents to activate against. And the score difference can be huge. While in the past the Rumble score was pretty stable after about 2000 battles, I would say it now takes more like 6000 to 8000 battles. Watching the progression on version 12.2, after about 1200 or so battles the APS was around 86.85 (excitingly close to WaveSerpent), but now with 3800 battles it has dropped to 86.50, in danger of dropping below Dookious after such a solid first showing. I still don't think we can say whether or not it will level out above or below Dookious.
It should also be noted that the effectiveness of bullet shielding will be less if implemented by top surfers. The score boosts will be less against the vulnerable, and there is more opportunity to lose performance against the non-vulnerable.
I also have to take an extra step in future development. Due to the volatility, whenever I am working on anything but bullet shielding, I have to disable the bullet shielding mode to get more reliable testing results.
I know I am kind of focusing on the downsides here, but I think the upside is pretty obvious, thus I am commenting on the more subtle issues this new mode introduces.