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Thread: Rush Hour 3

  1. Registered TeamPlayer
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    #21

    Re: Rush Hour 3

    Quote Originally Posted by Blackhawkc99
    Quote Originally Posted by MooMasterCowman
    uploading and distributing movies IS illegal.
    Exactly, so the public can't to to blame for watching them.
    Actually they can.

  2. Registered TeamPlayer ROADKILL_DOA's Avatar
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    #22

    Re: Rush Hour 3

    i saw it it was pretty good.

  3. Registered TeamPlayer
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    #23

    Re: Rush Hour 3

    Rush Hour 3 was pretty good, not as good as the second one.... :'(

  4. Zombie Dog
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    #24

    Question Scoring System

    I've been playing for a while now and I don't think I fully understand how the scoring system really works in this game. From what I understand it is:

    (Total distance + health bonus) * (# of survivors) * (level difficulty)

    How come I see team that make it to the safe room on lets say NM4 with NO medpacks and they all have about 50-60% health still make it to about 1400-1500 points?? I understand the level difficulty multplyer give them an extra 200-300pts, but with such a small heath bonus, shouldn't they be getting a lot less?

    Like I said I don't really understand the scoring system in this game. Is there anything I missed?
    Let them hate me, so long as they fear me...

  5. Senior Member
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    #25
    someone correct me if i'm wrong, but i think having medpacks does not give you extra points, i think it just reads your health.

    lets say all 4 of them had 50 health
    50+50+50+50 = 200 + 100 (distance) = 300 *4 (survivors) = 1200 * difficulty = final score.

    i think that's how it works, but i'm not completely sure myself, it looks about right.
    i'm not sure how much the difficulty is for that level so i can't finish it but that's around 1500..
    build a man a fire and he will be warm for the night,
    set a man on fire and he will be warm for the rest of his life.

  6. Zombie Rat
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    #26
    Is it really just a sum of the health? I've had so many people tell me that it counts the kits, and from what I can tell I thought it did count the kits. I mean on NM1, if everyone limps into the safe room red but still have their kits, they still score in the 1000s. Right? Not, 20+20+20+20 +100% distance = 180*4 = 720. So it pretty obviously counts the health items you haven't used. I think.

    What I'd like to know is just how the fuck the scoring system works, because we have done waaaay more damage to the enemy team only to have them score within 12 points of us, and I notice this especially on NM1. Our team could suffer one incap and the enemy team suffer three and still score higher. I mean when the enemy team startles the witch, sets off the alarm, and suffers more incaps but still scores within a dozen points I'd like to know wtf is going on. Did they pick up two more kits than us or something? Doesn't seem likely.

    For NM1, a relatively high score is around 180 health bonus. This usually means no incaps and green or yellow health for all survivors plus kits, usually with an extra kit found & used. I'd guess that the survivors have an average health of about 70 in that case and four health items unused, with 1 used during the level. If all the health kits were used, than the average health gained by each kit would be 24 (30*.8, going off my guesstimate for average health.) So how the fuck do you get 180 from that? If it were the sum of survivors health, we would see much higher scores (in the neighborhood of 300+ before the level multiplier, even though 300 seems to be a perfect score). So if 300 is a perfect score, 100 for distance and 200 for health, than it must be half the total health of survivors that gets added in.

    Going off of that, an average health of 70 would result in a score of 140. But to get to 180 we have to add in the unsed health. If 4 kits are unused, and the average gain would be 24 health, than we would have a boost of double that to the score (+48), which would give us 188. Now we're close enough to actual score that we can put this forward as a hypothesis that the health bonus is equal to half the survivors health plus half the net effect of their first aid kits. This would also explain why a team that was incapped more could score almost the same, because even though one element is lower (survivor health or net effect of kits) the other element is higher. So on a team where the average survivor's health is 50 but all four have their kits, the score is 100 + 80. So the difference in even having a survivor incapped versus not having a survivor incapped is almost null. Also take a team where each suvivor was incapped at least once, but no one healed. The average health is around 15, but the kits add about 68, giving a score of 30+138 = 168. So a team that everyone gets incapped scores within 100 points of a team that goes through a level flawlessly, all med drops being equal. This seems about right in my experience, though you'll notice more of a gap in everyday play because players usually heal when they get incapped. Also, looking at scoring from the perspective of used health, a team that uses all four of their kits and makes it to the safe room with an average of 80 health scores 160, where a team with an average of 80 health that hasn't used their kits scores 192. A difference of 32 * 4 = 128. This matches what I've experienced in the scoring.

    The difference between someone healing right after they begin to bleed out and someone making it to the saferoom at 1 health with a kit is only about 4 points or so less for the 1hp guy. And if they get incapped (even by a teammate) and picked up right at the safe room, they score the same as if they hadn't bled out.

    As the scoring system is now, the first level forecasts the rest of the game even though the scores are usually close. On longer levels, a team that was down only a hundred points on the first level will usually find the difference magnified tenfold on maps like NM2 and NM3. For match-long scoring, this scoring system works fine. I wish it was more penalty/reward based, though. I mean, I think there should be a penalty for each incap your team suffers and a static bonus for each health item and grenade your team manages to bring into the safe room. That's just how I'd like to see the system change, but no doubt it would result in even more massive differences in scoring and more ragequits.

  7. Senior Member
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    #27
    Quote Originally Posted by Nijay View Post
    Is it really just a sum of the health? I've had so many people tell me that it counts the kits, and from what I can tell I thought it did count the kits. I mean on NM1, if everyone limps into the safe room red but still have their kits, they still score in the 1000s. Right? Not, 20+20+20+20 +100% distance = 180*4 = 720. So it pretty obviously counts the health items you haven't used. I think.
    you forgot to add the difficulty bonus, it doesn't add much though. 720 *1.4 = 1008 (i think the bonus is 1.4 for the 3rd level) and the finale gives you a bonus of 2 so 720*2 = 1440. i've had a game where all everyone on my team made it to the safe house, we where all at less then 10 hp and we all had medkits. then the other team got only 2 people to the safehouse, they both had 80+health and didn't have medkits, but they scored higher then us.

    i could still be wrong... it just never seemed to add your health packs.
    build a man a fire and he will be warm for the night,
    set a man on fire and he will be warm for the rest of his life.

  8. Zombie Rat
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    #28
    It turns out better people than I have figured out the scoring system to a t.

    Misc: Versus Scoring System. | NOM NOM NOM | Left 4 Dead, Left4dead, L4D, SDK, Blog

    also, here's a good site to debunk some mysteries, like when you are invisible or not. L4D - Weapon Statistics & FAQs - KingPin's Forum

    To clarify:
    With Survivors:
    (AverageDistance + HealthBonus) * NumberOfSurvivors * MapMultiplier

    Health Bonus:
    Sum of each Survivors' Individual Health Bonus

    Individual Health Bonus:
    RoundDown(RealHealth/2) + Round(TemporaryHealth/4) First Aid Kits and Pain Pills are automatically included in their owner's Individual Health Bonus.

    What this means is the game automatically applies the items to the carrier when you close the safe house door.
    (emphasis added)

    So if you have higher health and a health item compared with a teammate with lower health and no item, it is better to give/use the item on the teammate with lower health and no item. Also, you apparently have to shoot them to get the score to update, though weather or not closing the safe room door makes the score update I don't know. Again to clarify, Temp Health is any health that degenerates, meaning health gained from being picked up after an incap and from pills.

  9. Community Staff
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    #29
    Health kits count, they just add to your existing health/score. That is why when I face a team and they're all in red/yellow but still have medkits, they can get the same score as us, who for some reason used all their medkits but are all in green.

    This is also why, if you're 99+ health and have a medkit and your team mate doesn't and is in red, it's best to give them your medkit. - **NOTE** this does NOT mean healing yourself before a saferoom gives you more health.

  10. Senior Member
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    #30
    Quote Originally Posted by Nijay View Post
    It turns out better people than I have figured out the scoring system to a t.

    Misc: Versus Scoring System. | NOM NOM NOM | Left 4 Dead, Left4dead, L4D, SDK, Blog

    also, here's a good site to debunk some mysteries, like when you are invisible or not. L4D - Weapon Statistics & FAQs - KingPin's Forum
    thanks for the links, i guess it does count them. and now i know why the infected can find me so easily when i'm crouch walking... i need to keep quiet >.<

    great find
    build a man a fire and he will be warm for the night,
    set a man on fire and he will be warm for the rest of his life.

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