I'll answer in line to some points:
duvessa wrote:bel wrote:- Since there's a (runes) squared term in the score, it is almost always desirable to get all the runes you can. Getting later runes is nowhere near as tough as getting the earlier runes, so the (runes) squared term makes no sense.
Quadratic rune scoring makes perfect sense if you want high scores to get all the runes.
If the scoring is in the form of runes/turns, then runes have to be gathered in progressively fewer turns in order to be worth it. 2/15000 is bigger than 2/10000, but 15/11000 is smaller than 14/10000. With runes^2/turns, you don't have this issue.
Of course, if you
do want high scores with fewer than 15 runes to be a thing, then yeah, go ahead and make it linear.
I do not think in terms of "all runes should be gathered for a high score". I start with the goals outlined, and then ask whether the function satisfies the objectives. The old function clearly did not. Is it really more "skillful" to get 15 runes in 80k turns than getting 3 runes in 10k turns? I think the answer is clearly no.
However, even if we assume that this goal of "collect all the runes for a high score" is a desirable goal, is it really violated by a linear function? I am not sure I am parsing your next statement correctly, but it seems that you're making a mistake. All that is required for the next rune to be worthwhile is to have the time taken to collect it less than the
average time taken to collect all the runes so far. The time taken to collect a rune does not need to be
progressively shorter with each rune. Since the first rune typically takes the most time to collect by far (the rest take a relatively short time), the former condition will almost always be satisfied. For confirmation's sake, I took one of Yermak's high score games from
here:
Rune Turn Average time to collect N - 1 runes Time taken to collect Nth rune
1st 5654 undefined 5654
2nd 6668 5654 1014
3rd 8031 3334 1363
4th 9227 2677 1196
5th 9742 2307 515
6th 10387 1948 645
7th 10726 1731 339
8th 10877 1532 151
9th 11197 1359 320
10th 11543 1244 346
11th 12008 1154 465
12th 12630 1091 622
13th 13093 1052 463
14th 13686 1007 593
15th 14604 973 918
You can see that for each rune, the third column is smaller than the fourth column. So, for each rune, it is worthwhile to collect the rune. (These calculations ignore the XP term, but it's hard to include the term without explicitly defining the constants.)
duvessa wrote:bel wrote:XL = player experience level (including partial levels, so a player at XL 14 and halfway to the next level would have XL = 14.5)
No. The existing system uses total experience gathered instead of XL for real, good reasons, not just to confuse you:
1. XL is capped. Total experience gathered is not. With your proposal a character that quits upon reaching XL27 gets a higher score than one that dies later on (with the same runes); "hackable"!
2. XL drain exists, and probably shouldn't penalize your score.
3. Now you have to add experience aptitude to the species factor too, except whoops, remember XL is capped, so now species scores are either screwed up at XL27, or screwed up at all non-27 XLs.
I am not wedded to using XL instead of XP -- it is perfectly possible that the older system is superior. But these reasons aren't really compelling.
1. The case is too marginal to bother with, because by quitting you are forever giving up the chance to win (winning gets you a higher score). So "quitting at XL 27" is not a "hack" if you're looking to maximize score.
2. I am not sure what XL drain means. I thought draining just modified your skills.
3. Species factor already exists in my proposal, so I don't think this factor is too important.
However, as I said, I am perfectly fine with using the old XP system if it is felt that it offers significant advantage. I, personally, don't see the advantages as worth the extra complexity.
duvessa wrote:bel wrote:O = 1 if player has the orb
Why? What's so great about dying on the orbrun that it needs to have a bonus over other death scores?
This is a mistake by me. It should be "O = 1 if player wins" (while carrying the orb, obviously).
duvessa wrote:bel wrote:T1 = length of time which player spent as a chei worshipper
Please no. Just because Chei is good for score in the existing system doesn't mean you should add a kludge to the new system to keep Chei good for score.
I am not adding a kludge to the new system to keep Chei good for score. I am adding a kludge to not make Chei (or Nagas) randomly bad for no reason. The point is that score should reflect skill/achievements. A Chei worshipper who leaves half the dungeon unexplored would have the same score as a human who explores the entire dungeon. Obviously winning a game where you dive a ton is harder than winning a game while playing normally. So this situation makes no sense if we keep in mind our goal.
duvessa wrote:My other concern with the design of your new scoring function is how it deals with losing games. Most players lose a lot. These players will expect to get higher scores when they "get further" in the game. The current score formula accomplishes this very well (for all its other problems), by making losing game scores depend almost entirely on experience gathered, and slightly on number of runes gathered.
Yours, however, divides score by turns in losing games too, not just winning ones. So you risk a situation where a character that plays very efficiently up to D:10 and dies gets a higher score than a slow character that dies in Snake. This might make sense to experienced players, but will not be intuitive for new ones, especially offline players that see their own high score list at the end of every game.
This is a tricky problem. I don't know if I have an answer to this objection. I will think about it more.
However, I am not sure that this would matter in practice. This is because the same player wouldn't "play up to D:10 efficiently" and then "play very slowly till he dies in Snake". Again, I am not sure that this situation cannot happen, but it seems unlikely to me.
duvessa wrote:Also not sure this is substantively different from the existing plan to base scoring on auts and add species factors...
I was unaware that there was some plan for score. Is there a link? All I recall on tavern is some talk of an aut-based system (
this thread, for instance).