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Stats in Modules?
Pleasedontcopymyname
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#21
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Absolutely not. There have been people asking in modules if stats count and when they hear that they don't count, they get upset but still play the game. If stats were added into modules, then people will care more about firsts than cheese and games like traitor won't be as fun anymore(due to the fact that many people win at the same time).
Papero
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#22
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Gamercp a dit :
Absolutely not. There have been people asking in modules if stats count and when they hear that they don't count, they get upset but still play the game. If stats were added into modules, then people will care more about firsts than cheese and games like traitor won't be as fun anymore(due to the fact that many people win at the same time).

my point exactly.
so i dont think stats for minigames is too good of an idea.
Impuredeath
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#23
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Gamercp a dit :
Absolutely not. There have been people asking in modules if stats count and when they hear that they don't count, they get upset but still play the game. If stats were added into modules, then people will care more about firsts than cheese and games like traitor won't be as fun anymore(due to the fact that many people win at the same time).

About traitor, traitor is one of the minigames that still has a unbalanced win system so it couldnt work together with the statistics. But for example games that are only text based and play normal maps, or have a really fair time/first/cheese ratio could get stats.
In team games you can have the best player win, for example in domination you have the highest pointer, and the rounds take usually just as long as a normal game.

It really depends for which game, some games don't need stats for sure, but there are ones which depend on it on the long run.

Lets look at shaman based minigames, oh wait you dont get shaman saves, what am I spending my time here?
Racing minigame with certain effects you dont get in normal racing which makes it more fun. Oh wait I don't get cheese here I might aswell go back to the old boring racing.
Hey look, random minigames every now and then. Oh well I wanted to get that title so I might aswell go to a normal room and farm some cheese. If players want to play minigames they will eventually go to normal rooms to farm cheese, and thus degrade the playability.
Sandermr
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#24
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Impuredeath a dit :
It really depends for which game, some games don't need stats for sure, but there are ones which depend on it on the long run.

Just as you said, some mini-games don't need/should have stats but others would be better with stats (and can't be abused). That's why I think that sydoline should allow stats for particular minigames and if a minigame creator wants stats for his minigames but sydoline said no then he/she should make some changes so it can't be abused or anything.
Beachking
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#25
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If Stats do get added It would be best if the Admins allow stats in certain modules such as deathmatch. If you have it in all then mice could find a way to farm cheese/firsts/saves.

Anyways yes. I prefer having stats back. The only reason why people like the old ffa so much is that they used to be able to get firsts a lot because they are 'good' at the game.
Bestatpvp
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#26
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There has to be stats for fight. Honestly, it's extremely boring if we can't even have perm stats for it. Back in the old fight, people played it more often just for stats(Which is fine, since there was competition etc).
Kmlcan
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#27
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To me it is not a good idea. I see some people come to room *#arena and ask "can I get firsts here?" then I say no and they get out. I think minigames should not be played for stats, they must be played because they are fun. Also they can get free stats, with doing nothing (like traitor).
Delimiax
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#28
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Makinit said:The stats are for the main game: you actually collect cheese, finish first or save mice. Using them for arbitrary achievements in minigames makes them lose their meaning. For example, stats should not have been enabled for the official survivor.

For motiviation, official modules can already earn you shop cheese. While bot-controlled minigames used to mess up your stats, you can now play module minigames without them interfering with your stats in the main game. Seperate stats could be implemented specificly for certain modules, but this is hardly feasible with the current API. lol dats u ?
>.< hai not gd idh lol ....... " "
Kmlcan a dit :
To me it is not a good idea. I see some people come to room *#arena and ask "can I get firsts here?" then I say no and they get out. I think minigames should not be played for stats, they must be played because they are fun. Also they can get free stats, with doing nothing (like traitor).

yup agre ~thinks~~
Nahibi
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#29
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I think that there should be stats.
Ghjxpain
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#30
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i /support.
Kittyepress
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#31
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Impuredeath a dit :
I don't know if a discussion thread like this already exists. But what do you guys think about the suggestion to add stats in modules. This suggestion has been arround since the whole module project started.

<b>So what do you think about enabling stats (cheese+firsts+saves) back into minigames?</b>

As many of you know a lot of old minigames transfered to the new lua system. But by doing so they lost one mayor motivational key. This was stats, unlike right now you are basically playing just to play the game. Before with certain minigames you could get firsts and cheese. Some minigames were really balanced and some were horribly balanced.

But if we look at the fastest grinding time for cheese, we can look at how fast pace racing is going. So I personally set that as my standard. So if we look at deathmatch (former ffa), that game only has 1 winner. If it got stats enabled only one person gets a cheese and only 1 first. Usually these rounds take just as long or longer than a racing round. Yet less people get stats, this would be the perfect balance and should be accepted for having stats, atleast acording to me.

Other similar games, and there are quite a bunch have well balanced win systems, these games should be able to get stats already if they were to implement it, but a lot still need tweaking because its really unbalanced. Games where you can afk win for example.

A lot of players are getting bored with minigames right now, because it feels pointless. They could be gathering cheese/saves/first if they play in normal rooms. But normal rooms get so generic after a long time. You might think, well i play the game because I find it fun. But a big portion of the people that play games, horde about the stats in it. Some examples with player drops is, when ffa transformed into deathmatch. What happend is we went from about 2000 players at any time to about 600. Ffa could have gotten a whole community dedicated to it, looking at the size. And just the fact you can build up, or excel in transformice in something else then running and building gives players more motivation.

Personally having no stats is just as demotivating, as having no music. Back in the day you were for example able to queue songs for baffbot (pre-deathmatch), and music would play ingame and everyone could hear it. Just having this community interaction and listening together was a big thing for me at the time. And just as that got removed, it took me away a bit from the actual game.

So what are your views on the whole stats thing, do you want them or are they pointless?

i like that
Meltedfruit
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#32
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In room #fight people are competetive to gain firsts, and also like to win fights to get saves, but with no firsts and saves counted, the game is less interesting, not to mention bullshit maps that Mckeydown added in it too.
Sunflowrcake
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#33
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i dunno about all of you guys but i really wouldnt like stats in modules
it'd just attract stat padders because they think they can gain easy stats and shit
besides, the game's concept is a basic cheese-to-the-hole-and-the-shaman-helps-in-the-process. these little modules (i like to call them minigames) are just little additions to the game. not all of them even have a concept like that. i mean, like in deathmatch/ffa, all you do is shoot cannons out of your ass and be the last one standing.
Saliwing
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#34
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It depends on who are. I frequent deathmatch and most other people there would probably agree that stats would make it more interesting.
I recall an ingame discussion which was basically: FFA vs Deathmatch. Most of the regulars agreed that the old FFA was more fun and the old players stopped playing when it was replaced with deathmatch. However some said that it was basically the same and that statwhores would start frequenting if stats were enabled.

I also disagree with the above. It's not as simple as "shooting canons out of your ass and being the last one standing". There is more to the game than just that. It's really hard to win without learning how to canon jump. To do it you also have to find an offset you are comfortable with etc. There are even team battles. I don't remember loads of people having a problem with stats back when FFA was around.

Aside from deathmatch I don't really see why most official modules need stats. The only thing I remember that's worth it is probably fight.
You can't really complain about it since it sticks to the main objective: Shaman helps mice into the hole.
But it has a twist: Shaman can only help mice if he beats the other shaman.
Having stats in there would make it a lot more popular and fun.

Perhaps Tig can add the option to enable stats for official modules that are worth it. I think in the future there will be more good modules that could benefit from stats.
For those of you who don't think Tig is competent enough to decide by himself, maybe he could consult the lua team and ask for their opinions beforehand.

So in conclusion yes and no. But mostly no.
Leafileaf
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#35
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Impure's post.... omg. Nicely written wall of text.

I would personally say yes cuz some games have balanced win systems. Like for example, uh, spiritual? It's just like normal shamaning etc, just with no skills and you get hard maps. in this case you should be getting like saves or something because it's not too different from normal transformice itself. Also the little miceys should be getting their firsts as in normal transformice since the gameplay is about the same.

Kmlcan a dit :
To me it is not a good idea. I see some people come to room *#arena and ask "can I get firsts here?" then I say no and they get out. I think minigames should not be played for stats, they must be played because they are fun. Also they can get free stats, with doing nothing (like traitor).

Sydoline or some other transformice admin could decide which modules would have enabled stats and such. Using your example (traitor) since many mice win at once and people can get stats for AFK'ing the admins could decide not to let this minigame have stats enabled.
Aria
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#36
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only for a select number of minigames, like #bafflua #deathmatch #spiritual etc
baffbot+ffa were the most fun things ever, i stopped playing them when stats didnt get involved tbh
Rizwann
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#37
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I Dont Mind getting stats back thats only for offical one plz
Thewav
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#38
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Leafileaf a dit :
Like for example, uh, spiritual?

Sheriiu a dit :
#spiritual

No no no and no. Guys i'm pretty sure you're not used to play in shaman room, stats just attracting rushers who want to get first easily, most of time shaman is losing saves due to those rushers. In addition to that just take a look to shaman leaderboard stats were a pain for stats of people used to play in shaman.
R0naldinh0
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#39
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I don't see why fight can't have permanent win and loss stats. Don't give me the statwhore excuse, it's better then having barely any players playing fight anymore.
Rebornaddict
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#40
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Paperonaruto a dit :
It'll just attract statpadders to the minigames not people who actually want to play the minigame for what it is.

This ^
but I really would like to have stats back in modules :c
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