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Valo Sim Career Mode Idea

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#1
cloudberry

I like the idea of each player having roles, and I also like being able to make setups for each map. But what if we could take that one step further?

My suggestion is:

  1. Having a list of the agents someone can play as part of their stats
  2. Being able to make team comps for different maps by choosing from said agents (other teams' comps can be randomly generated variations of meta comps or something of the sort)

I'm not an expert on development but I'm guessing you can grab the data the same way all the other data from VLR in Valorant Simulator is taken.

It doesn't have to be anything too crazy. It can just be visual if that's what's easiest to implement in a public beta. But even if it does have impact, it doesn't necessarily need to affect the outcome of the game unless you don't have smokes or something (in which case there can be a -25% rating decrease for that specific map similar to when not every role is filled). It could have a little bit of impact on how rounds play out, like for example teams being less likely to rotate if there's no initiator, or sites being more costly to hit if there's a sentinel. But yeah, nothing too insane.

It would also be a cool addition to the UI. It's a bit cluttered right now, but even if it were to be cleaned up a little, it'd still be pretty lifeless. I'd remove the roles (because they'd become redundant) and replace them with agent icons. (Later on in development, it might be possible to also ults by adding up kills and deaths, but that's a bit too much for now.)

I'd love to hear any thoughts on this idea :)

#2
kanyefan4238173
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totally agree
you need to be able to make comps, that would add a lot to this game. it also is a whole new thing and would probably take forever but i think its necessary eventually

#4
cloudberry
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That's the thing, though. This simulator runs mainly off stats, and probabilities derived therefrom. So comps don't actually need to be coded to fundamentally change the game... they can just kinda be there. Kinda like how you can grab any 5 players and their roles usually work out fine, but if you don't have an essential role then the average performance of the team is impacted. That's pretty much how I see this implemented at a baseline level.

#7
gamergirl
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its not if you calculate the probabilities round by round with agent by agent stats

but thats assuming every map and comp has a completely even winrate thats where it gets hard

if youre looking at ascent then obviously two comps are 90% better than the rest and CT side is like 65/35

#9
cloudberry
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Yup. Plus you could be making a comp that's never been played on that map before (if ChatGPT did its calculations right, there are 53,130 possible team comps using all 25 agents in the game right now)

#20
Boketto
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bro don't trust ChatGPT it can't do math

#25
cloudberry
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Okay, to be fair, it does decently well when you give it very simple prompts. Such as "if you have 25 objects, how many unique sets of 5 can you make?"

#31
Boketto
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You don't understand ChatGPT is a language model so its trained on a bunch of stuff but that doesn't mean it can acctually comprehend that stuff and from what I heard even if it was fed math lessons iy doesn't actually comprehend that they would actually have to make a code that specifically for math

#32
Boketto
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its like telling a baby 5x5 = 25 but why? well because 5x5 is 5 sets of 5

#34
cloudberry
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Got it ty

#35
Boketto
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np

#41
yukky
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My goat you're correct

#27
Boketto
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btw its 25x24x23x22x21 which is 6,375,600 possible agent combination

#29
cloudberry
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Never mind I guess

#40
yukky
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No? You’re doing permutations and counting how many different ways you can arrange 25 agents in every possible order.

This is a combination problem so you’d use n!/k!(n-k)!

So 25!/5!(25-5)!

= 53130

#42
Boketto
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oh shit yeah your right cuz raze,brim,gekko,viper,skye = gekko,brim,viper,skye,raze I knew I was doing something wrong but like how did chatgpt do that my experiences with chatgpt it wasn't able to do even the simplest bedmas math maybe a new update I haven't checked out? I thought chatgpt just gave a random number lol also thanks for reminding me of that formula I haven't done that in like 4 years so I forgot

#14
kanyefan4238173
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Yeah but that’s so boring. This game could be so cool if the comps mean something fr

I’m already bored of the game because ur just making rosters and simulating

If I could be a coach and my strategies and comp synergy matter it could add a lot

For now it can be visual but I think eventually they need to make it real and in depth

#24
gamergirl
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introduce comp score, dont use VLR stats to judge it just go by

"team a has too many duelists they will have a 5% worse base winrate on defense before other modifiers"

or "team b has too little flash utility they will have a 5% worse base winrate on attack before you take into account player ratings"

#28
Boketto
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This is better imo

#30
cloudberry
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I love the idea but what if it's on maps that don't require those things? For example you don't really need entry on Icebox, and there are no flashes in the meta Lotus comp

#39
kanyefan4238173
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idk anything about coding or wtv but the way id want it to work is that it would be able to see which agents are strong on which maps and give ratings to players in their proficiency on those different agents

like u have a guy that can play initiator, but hes never played breach in pro before, so your breach isnt playing as good as he usually would. also if u choose comps u should be able to grow players at certain roles by making them practice it during offseason or in game by making comps with those roles/agents

or if its breeze sova is almost a must pick agent, so having a strong sova player on a strong sova map would make u way better on breeze.

idk how they could do synergy tho.

also there should be like a team identity thing, where you can train your team into playing a certain style or around certain agents. like your playstyle and identity can give a slight buff if you play a map with similar agents and comp as another map, but it wouldnt be a debuff

#3
gamergirl
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tbh you just gotta get off VLR stats and create ratings imo it would be hard to maintain but like

maybe have 8 different stats with substats in them, that way players can play different roles

mfs like narrate could have 90 rated entry and 86 rated flash and 60 everything else right, you could play him anywhere but hed be a 90 rated entry and a 86 rated init

#6
cloudberry
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Separate ratings for roles is a neat idea, but at that point, why not take it a little further and merge it with the agents idea? N4RRATE could have a 93 Fade and a 63 Sova, for example, and that kind of thing wouldn't be unrealistic for a ton of players

#10
gamergirl
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nah because you can seperate that with the stats i mentioned

if you take it like

IGL
Communications
Entry
Anchor
Lurk
Controller
Initiator
Operator

for example 8 random stats

under the initiator, you can have lineups, support play, flash, utility timing, refragging (essentially aim)

narrate can have low lineup score but if he has an 80 support play his fade would be substantially higher than sova

ofc its not perfect but each agent has its own caveats

#12
cloudberry
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That's actually a really good idea (we definitely need more roles than entry and op, and I think igl is a MUST for that category, among others) but I have a feeling that'd be nightmarishly difficult to implement :(

#15
Boketto
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Yeah especially since its only one dev

#18
cloudberry
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Completely true
(Although Robert Topala has been programming Geometry Dash completely on his own for over a decade, but I digress lmao)

#19
gamergirl
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nah its not if you just make it dice rolls, its just that it wont be 100% accurate, i done similar projects in uni, you just have to be creative with the way you implement it

and create a "balance" score so maybe if you have too many initiators or duelists for example your team is inherently worse in the RNG rolls

another way to layer that is by adding "flash" or "info" balances to comps so teams that have no flashes take a base RNG hit to all the rolls

its just something you gotta think about im sure if someone sat down and really thought about every dice roll you can do it pretty simply

#23
cloudberry
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Oh interesting, ok

#5
SuperRoss
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from what i understood by playing and reading about the thing it is based on stats,

so this is deffo not out of the realm of possibilities as stats for agents are gatherable,

plus a player could be able to learn new agents and roles over time

#13
cloudberry
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Would honestly be really cool if they could learn new roles/agents. Currently they have one set of roles and they keep that set for their entire career (not super unrealistic, but not the most realistic thing in the world either)

#8
LordItachi
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.

#11
TM06Nick
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i think i actually made this feedback in the discord yesterday lol

#16
cloudberry
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No way, we share the same brainwave :D

#21
TM06Nick
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yeah my thought was making ults a thing by giving each ult like a % of influencing more kills for the team like say gekko ults give a 30% boost to winning a round etc.

#26
cloudberry
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That's a neat idea. Didn't think that far ahead but I like it a lot

#17
Boketto
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100% agree would add so much depth remind me of why I liked FM24 so much

#22
cloudberry
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Yooo Football Manager player

#33
Boketto
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Im very nerdy and I enjoy the technical aspects of games so thats why I like these games lmao

#36
cloudberry
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I love them too but to be completely honest I only watch national football/soccer so Football Manager never really appealed to me because of that

#37
Boketto
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I see yeah

#38
BTM_Wipr
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also be able to play against each other like fifa @Rito take note and do it

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