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Introducing CANZStats! |
Posted by: Scav3nger - 07-04-2016, 02:42 PM - Forum: CANZ News
- Replies (14)
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Before I begin I must stress the point that this is still very early days in the process, what I am about to show you and open discussions about is not final.
Introducing CANZStats, a web based stat tracking platform for the CANZ Racing Community!
The progress of the last couple of weeks has been a slow build up to today. I started the foundations of the new system on Friday after a few weeks of planning and a moderate amount of internal discussion between z00lu and myself. It is still very much early days in development but I'm sharing the concept imagery with you guys to start getting some community input and ideas for the system.
To briefly explain some of the information we'll be keeping track of, I must first share the concepts for the driver profile and the circuit information:
Remember these are concepts, while the final result will look similar, there will be differences in the end product. I got these concepts to the point in which I was confident I knew the overall direction I was heading before moving on to another section of the system.
I believe you'll be able to get the gist of it from the images, but just in case, here's some of the information we'll be keeping track of using CANZStats:
Race Starts
Wins
Championships
Lap Records
Pole Positions
Your global points earned (across RGL and CANZ)
Total distance travelled
Laps completed
Percentages, lots of percentages. Win %, DNF %, Podium %, Pole %, Pole to Win %, and more
We'll also be keeping track of some global stats including things like the total number of races, overall distance travelled, number of championship points earned, champions crowned, among others.
Close observers of the Driver Profile page will see that medals are back. RGL veterans will know that we'd planned a system during 2014 but it never quite came to fruition due to the upkeep of manually updating driver stats AND medals. Well now the new system will be able to keep track of all that information for us and update medal tally's when race results go into the database! Much easier and less maintenance for us admins.
We are also keen to put into place the ability for drivers to update their gamertag/alias when they change and have all records update accordingly, specify whether they want to share their real name on their driver profile page or not, and update their profile image using a small profile backend. Though this is not 100% confirmed at this time, it's a stretch goal for now.
There's also other sections that will feature on the site that I'm not revealing. You'll have to wait until I'm done to see them live, these images are just a teaser. However if you have any ideas for things we should consider tracking, or features you'd like to see, post them up and I'll see what can be done.
Note: These stats are not real, I just used placeholder information for visual reference.
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Rocket League Stats |
Posted by: Scav3nger - 07-03-2016, 07:58 AM - Forum: Rocket League
- Replies (1)
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Many of you would be aware that we have a stat tracking section on the website for game information relating to Rocket League. Including wins, losses, goals, assists, saves, player value, and more.
Is there anything the system doesn't currently track that you wish it did? Or something it doesn't do that you wish it did (i.e. compare two players stats head-to-head)?
I'm messing around with a system for CANZ and seeing if there's any point in applying it to Rocket League or just keeping our system we're using now.
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Date Changes/Round Movements |
Posted by: Scav3nger - 07-01-2016, 11:58 AM - Forum: CANZ News
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The recent discussion in the V8SC thread has prompted me to open a discussion on date changes, how they should be arranged and what the processes should be because organising the moving of the Bathurst round of V8's has turned into a bit of a mess.
Firstly I think we need to establish a ruling on requesting date changes. I'm open to suggestions on this but I'm thinking some form of application for a date change should be put forward in the forums.
We will also need to establish what happens if other drivers are not available for the proposed date(s). On this I'm thinking if equal or greater numbers (i.e 2 request a change and 3 are unavailable for the proposed date) then the change would not go ahead. As we've always tried to accomodate drivers to have the optimal grid size we'll need to preference the people who are able to stick to the provided schedule.
We'll need to look at how many times this can be applied as well. I want to be lenient but we want to keep the schedule as much as people so people are able to plan around it. In saying that I'm thinking every round should only be able to be moved once and if a late or last minute issue comes up preventing other drivers from racing they'll unfortunately have to miss out.
Lastly, and this is something I'll be bringing up when I start the 2017 discussions after the enduros are over, we'll start looking at how we can schedule rounds better in 2017 so everyone can plan ahead as much as possible. We'll look at this more after next week (or the week after depending on when Bathurst get's rescheduled to).
Happy to hear your thoughts on this as I want to be able to accomodate everyone.
Currently proposed ruling:
Any race can be changed once provided the following conditions are met:
Proposed date does not clash with an existing event
Greater than 50% of the field agree to the change AND the change does not affect equal or greater numbers of drivers
Admin/Series Organiser approval for the change of date is granted
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FIFA Troubles as gamers uncover potential handicapping |
Posted by: Scav3nger - 06-27-2016, 02:16 PM - Forum: Other Games
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https://www.reddit.com/r/Games/comments/...roved_the/
Quote:Just to give a really quick run-down of what has been discovered, in lay-mans terms:
1) In FIFA Ultimate team you open packs to gain access to cards which represent players in the game. You can also buy these cards from other users.
2) When you build your team, by playing cards in particular positions, and with particular set-ups, you can increase their chemistry attribute. Having a high chemistry attribute on a player will give them boosted stats, having a low chemistry will nerf their stats. These chemistry stats boosts are huge for how your team plays.
3) It turns out that for a large chunk of the most expensive cards in the game, FIFA has not been attributing the stats boost to the cards afforded by their chemistry. Meaning that they feel sluggish, slow and clumsy in comparison to other, cheaper cards in the game which have been given the chemistry stats boost.
4) This means that users have been spending vast amounts of in-game and real life money, sometimes hundreds even thousands of dollars/pounds, to obtain player cards which are NOT what they seem and are in fact heavily nerfed.
I've only ever played FIFA15 when it comes to ultimate team so I'm not 100% across the inner workings of it. But this does sound like a potentially huge problem if it turns out to be correct. The system seems to have failed to apply boosting stats for chemistry on cards added since day 1.
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TSG RLC Season 1 Pre-Planning Stage |
Posted by: Scav3nger - 06-27-2016, 09:43 AM - Forum: Rocket League
- Replies (2)
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We're getting close to announcing our plans for Season 1 of TSG's RLC, but before we do that there's a bit of pre-planning we need to do and cover off a couple of things in the lead up to the announcement.
First things first, we need to establish some ground rules. These will be made available on the website in due course in a more refined format, but to cover off the basics now we're setting the following in place:
A) The Salary Cap. Each team will be set a $1 million salary cap. Each captain will have to pick two team mates to combine with their own value that fits within this cap.
B) Players must have played at least four games to be eligible to creat their own team (players who have competed in the pre-season cup for example will have played as many as 10 games already).
C) All players will be released into a selection pool, negotiations between players and captains will take place during a "draft period".
D) New players who do not have a previous player value will be assigned a base value that should allow them to fit into most teams. This value is yet to be determined but should be less than 200k.
E) Players will be given opportunities to pre-select players they would prefer to play with or prefer not to be teamed up with. While we'd like an all inclusive community we understand there occasionally times where two people simply don't gel and we don't want to force people to play together if they don't want to.
So if anyone has any questions at this stage, let us know here and we'll get back to you, otherwise keep an eye on the forums for further information on Season 1!
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GTA MEGA Social night |
Posted by: z00lu - 06-23-2016, 02:14 AM - Forum: GTA
- Replies (13)
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The plan:
To host the largest GTA social we have ever had across RGL and TSG, where we will continue our favourite event - Mounting of Chiliad, and The Descent using none other than the Panto vehicle (tiny smart car). This will be followed by the usual random chaos as well as some racing and other game types suited to lobby numbers.
When:
To be advised, though it will be either a Tuesday or Thursday night. Due to the goal of building a big lobby, the aim will be to start from 8:30pm AEST, with the first event beginning by 9:30pm.
Stay tuned for the date!
List of potential players:
- z00lu
- Scav3nger
- deadx89
- Blogsie360
- MrDaddyDavis
- Woebegone
- Alsimo
- Ollie9394
- Caderz
- MRN3Drifter
- The Doc
- Clasfied Hunter
- Techwo1f
- Kotic (DaddyDavis friend)
- NuclearNinja
- NuclearMajor
- DrinktilDeath
Might be missing some peeps.
Post below if you are keen once the date is released and I'll update the list above.
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[V8SC] Bathurst Lap Times |
Posted by: Scav3nger - 06-05-2016, 09:29 AM - Forum: Lap Times and Hot Lap Competitions
- Replies (10)
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Share your best lap times for the upcoming Bathurst Enduro!
Just been doing some testing for a fuel strategy (the strategy itself didn't work, just FYI) but I managed to get a 2:08.363. Turns out going slower makes you faster, the faster I tried to push it the slower I got, started lifting and coasting into half the corners and went over a second faster than my previous best 2:09.442, not bad.
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[V8SC] Round 5, Bathurst, Stewards Briefing |
Posted by: Scav3nger - 06-04-2016, 03:39 AM - Forum: CANZ Stewarding Centre
- Replies (3)
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Round 5, Bathurst, Stewards Briefing
June 30th, 2016
29 lap endurance event, worked out based on 2:09's going into one hour 28 times + 1 lap.
Teams and drivers are advised of the following information contained within:
Qualifying Procedure
Starting Procedure
Pit Entry and Exit
All information contained in this stewards briefing is created with the purpose of ensuring we have stable events, so CANZ administrators appreciate that everyone follows this information along with adhering to the CANZ sporting regulations.
Qualifying Procedure:
For our Bathurst round we'll be doing a single lap shootout qualifying session.
The session will be set to three laps. Each driver will get an outlap, and a flying lap before all drivers cross the finish line on the third lap to complete the session. The order will be determined on reverse championship order (if you are lower down the championship standings you will set your time earlier).
The driver taking the first lap will proceed immediately to complete their out lap and flyer. All other drivers are to move to the grass area to the left of the exit of turn one and pit-out. All other drivers are to maintain position on the grass until the driver ahead of them starts their flying lap (passes the field waiting on the mountain straight), once the driver on a flying lap passes this area the next driver can commence their out lap. Once a driver has completed their flying lap, they must return to the grassed area at the pit out to wait for other drivers to complete their flying lap. Assuming a similar number to that which we had on Thursday (10-12 drivers) the session should take approximately 15-20 minutes.
Starting Procedure:
A standard start will be used. There will be no reverse grid race this round as it is the endurance round. If there is it will be a non-championship scoring race.
Pit Entry and Exit:
Pit entry and exit for Bathurst is fairly straight forward, call it early so drivers are aware you're heading in, and call when you are exiting. The racing line merges from the right of the circuit across to the left so traffic will be able to filter.
Any questions, pop them below!
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