Here are a few changes and other sundry thoughts regarding
The Win Formula.
Intro and Act 1 Changes
- When X-Act proposes his formula, it should be presented as simply a statistics report he is working on.
- He would like to make a report that shows "What percentage of matches are won because of hax?"
- He received a bunch of statistical data from me, and now he is trying work up a good statistical definition of "What is a hax win?"
- He thinks it might be helpful later on, if we ever decide to test things like OHKO moves and Evasion, since those are considered hax today.
- This should be very non-threatening to everyone. Since it's just statistics, no one should react negatively AT ALL.
- A few interested parties will chip in and help X-Act form a good definition of "a hax win".
The Formula
For all intents and purposes, assume we have near-unlimited access to information about battles. We don't -- but just assume we do. To make a believable formula, we need to incorporate some battle data that is practically impossible to collect.
For example, here's a rough outline for a formula that uses all sorts of data realistically unavailable to us today. But, I'm going to act like it's available at my fingertips:
There are two variables that indicate a "true win":
P = The number of pokemon left at the end of battle. In most close matches that are the target of this formula, the winner should have 1 or 2 pokemon remaining.
R = A Glicko rating assessment of whether or not the player "should" win. This is along the lines of the calculation that X-act mentioned earlier.
There are three categories of statistics that indicate the impact of hax on the win.
O = Offensive hax assessment. Critical hits are a big part of this one. Criticals against opponents with defensive stat boosts are weighted even more heavily. But, also repeated hits at near-max damage also factor in. These are hax related to the player doing more damage to the opponent.
S = Status hax assessment. Getting low-percentage secondary status on moves (like Paralysis on a Thunderbolt). Getting multiple turns of Full Paralysis. Freeze of any kind. Basically, this is an assessment of how often status hax worked in your favor.
A = Accuracy hax assessment. How much did moves missing and/or hitting work in your favor. Did you hit a lot of Hypnosis? Did your opponent's Meteor Mash miss you multiple times? Did the game turn on a big Fire Blast miss at a critical juncture? That's accuracy hax.
P and R add to your 'Win Calculation'. O, S, and A subtract from your Win Calculation.
If ((P + R) - (O + S + A)) is less than zero -- then your win was a "Hax Win".
Maybe this isn't the right formula, and it certainly has no math detail behind it -- but hopefully you get the idea. As the discussion progresses we can add other variables, just like I mentioned in the script. We need to work up a formula that seems somewhat interesting and believable, and the variable letters can be fit to spell "April Fools". And we have to think outside of the box as it pertains to information available to the calculation.
If you really asked me to extract the number of times Meteor Mash and Fire Blast missed in a given battle -- I'd tell you to go fuck yourself. It's unbelievably difficult to collect that kind of data from battle logs. But for purposes of this April Fools joke -- my answer will always be,
"Yes. That's a great idea! I'll get right on it. In fact, I have some code that already does something like that."
So, put on your thinking caps, and get creative about how we could mathematically evaluate a "hax win".
Transition to Act 2
In the discussion thread, after the formula gets some help and support -- then we'll propose that it really be used on the server to determine the winner of a match. That's the start of Act 2, when things start getting heated.
Handling X-Act's Departure
Since X-Act is leaving for a while, and won't be able to actively post in the discussion thread. He needs to act like this is a team project by him and Caelum.
"Caelum and I have been working together on this for a while. I'm going to be getting married soon and I won't be able to work on these statistics as much as I hoped. So, I'm posting here in Policy Review to see if other members of the community can help us get this thing into a workable state. Caelum will likely be doing most of the work on it for the next several weeks, and I'll join back in later, after my wedding."
This will make it very clear that Caelum is taking the ball and running with it. In fact, it can be a key part of the plot later when we are debating the server implementation. Comments like "X-Act never intended this", and "Caelum has taken this too far" can be possible bits of drama we play up.
With this hand-off from X-Act, Caelum is free to add all the detailed math smokescreen we require to keep this stuff above the heads of most readers.
Getting Into Character
We need lots of heroes here, and most people signing up for roles want to bitch about the formula. For all you people that have a hard time "getting into character" to support this idea -- think of it this way: If we really and truly could eliminate bullshit hax wins, but still keep all the basic luck elements in the game -- would you oppose it? I think very few of you take joy in winning a match that you "should have lost". I also think most of you hate it when your opponent gets lucky as hell and wins a match that they should have clearly lost. Tap into those emotions when feigning support for this idea. Use that as "character motivation".
In fact, we should have a LOT of "Reformed Villains" -- people who were skeptical about the idea, until they realized that this formula will eliminate large, unfair streaks of hax, while still allowing luck to be a big part of the normal ebb and flow of a match. I'd like to see many people post something like
"I really hated this idea when I saw it. I thought it was ridiculous. But, now I see that it won't change the way the game is played at all. It won't ban pokemon or moves. It will make a clear and accurate assessment of whether or not luck had too much of a part in deciding the game. I've never been proud of winning based on hax, and I don't like when some noob beats me because he got extremely lucky.
Luck is a part of pokemon and always will be. That will never change. But, it should never be the primary reason for a win. If this formula helps eliminate those cases of extreme luck -- then I'm all for it."
Say it however you want, but you get the idea. It's OK to admit that you are a proponent of luck in pokemon. You can even admit that you originally disagreed with the formula. I think it will be even better if many avowed proponents of luck, throw their support behind this idea without admitting any change in philosophy. I can imagine the general public sitting there reading the parade of support, being crushed when a longtime supporter of luck lines up behind the idea.