the exponential scoring system thumbs down thread
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orange
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the exponential scoring system thumbs down thread
this thread is about exponential scoring systems and how they're dumb!
so let's talk about games with good non-exponential scoring systems!
sup garegga
so let's talk about games with good non-exponential scoring systems!
sup garegga
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MX7
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ARCADIA
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CIT
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Udderdude
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Herr Schatten
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gameoverDude
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Mercs isn't too hard to counterstop on the arcade version. If you leech a lot in stage 1 (and can take the boss down fairly fast), you've got a good shot at finishing with 999,990+. The stage clear bonuses get HUGE as you go on through the game, so this is clearly an oversight on Capcom's part.
Kinect? KIN NOT.
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Frederik
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http://www.youtube.com/watch?v=szTzS4wmJLgCIT wrote:Most extreme example.Zebra Airforce wrote:Cleopatra Fortune
Also: Super Mario World Counterstop in a single level. IT´S BROKEN!!!
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spadgy
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Yeah - can somebody clarify the context of 'exponential' here? To me the term refers to something growing constantly larger at a multiplied rate, but I know mathmatically, but I know 'exponential' can refer to a mathematical entity such as a curve.antron wrote:I want to see a mathematical proof that any scoring system is exponential and not just some power function
So are we talking about scoring systems where the rate of scoring increases through the game, or the scoring is rather ambiguously linked to the gameplay itself? Or something different from that!
An example of a typical exponential scoring system would be great for dimwits like myself!
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moozooh
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All Takumi games!spadgy wrote:An example of a typical exponential scoring system would be great for dimwits like myself!
Also, DDP, though for a bit lesser extent. The main source of scoring is divided between two important factors:
1) the more bombs you pick up at full stock without dying or spending them, the more is your score multiplier (x2 for one bomb over the max, x8 for seven bombs); as you go through the game, you pick up more bombs;
2) a chain's value is growing at a typical exponent (like if you're killing three enemies that cost 100, 200, and 300 points respectively, the overall chain bonus will be 100+200+(100+200)+300+(100+200+300)=1500, and with 500+ hit chains this makes a great difference); and the deeper in the game you are, the larger the chains.
That's why survival is the key aspect of scoring in a game like DDP, since the first three stages combined cost less than 25% of the overall score of the first loop, even if done optimally.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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antron
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spadgy
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Well - maybe not fastidious, but the reason I quoted you was because you were getting at what I was thinking - 'exponential' did conjour up mathmatical stuff in my weak mind...antron wrote:I was just being facetious.
EDIT - and thanks Moozah - I know the DDP score mechanic OK, so now I know what you're all on about!
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orange
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my problem with exponentially increasing scores is that when i make a little bit of progress it doesn't seem like much
when i increase my score in something like garegga or batrider my progression is usually a steady increase, not to mention a death or two in a game like that doesn't necessarily mean "whoops there goes 1/2 your score" like in DDP or DOJ or
when i increase my score in something like garegga or batrider my progression is usually a steady increase, not to mention a death or two in a game like that doesn't necessarily mean "whoops there goes 1/2 your score" like in DDP or DOJ or
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moozooh
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To be honest, I also extremely dislike having the score mutilated by a single major mistake, but for some reason exponential scoring games seem more engaging for me. Probably because they usually don't require much milking compared to "linear scoring" games, or because high risk maneuvers are usually much more rewarding there compared to "play with death continuously for two minutes to have your score increased by less than 5%".

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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nimitz
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Exponential scoring games are MUCH more frustrating at higher level of play. When only 1 attemp out of 10 or so may lead to a descent score.
In a linear scoring system one small non-lethal mistake won't fuck up your whole run. You can still make up for it.
In that sense Gradius is much less anal than most Cave games. (even though people seem to complain so much more about Gradius)
In a linear scoring system one small non-lethal mistake won't fuck up your whole run. You can still make up for it.
In that sense Gradius is much less anal than most Cave games. (even though people seem to complain so much more about Gradius)
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PROMETHEUS
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I guess I don't like exponential scoring either. It's only fair for the score to increase a lot more later on when the game is much harder later on, which isn't such a good thing when you're doing a lot of runs as you'd want to have a decently hard beginning too. Or you'll be bored :[ Also, one little mistake definitely shouldn't be punished so hardly with a huge score drop, because if you've only done one or a few little mistakes, then you've already proved you were at least almost able to play perfectly : your score, as a skill rating, shouldn't be cut that much. Although it wouldn't be cool to reward a run that has mistakes in it almost as well as a perfect run either, because a perfect play does deserve those additional "style points" ;]
So yeah, screw DDP for that ^^;
So yeah, screw DDP for that ^^;
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PROMETHEUS
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orange
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oh believe me i knowAru-san wrote:(Constantly presses + and - everytime he screw up even the smallest aspect of Star Soldier R)orange wrote:also another thing is i hate constantly restarting
fuuuuuck
it started with stage 1 in doj
then i got good at chaining it
then it turned into stage 2
i don't really play anymore


