First off, I wish you guys would play nice. It's just a game and it seems to be getting a bit hot in here. I'll stick with what's already been said and what WGT actually says. Okay, what's already been said?
Miantiao: Kudos to Young46 for stating as much. You blokes would do well do listen
and read more carefully in order to prevent any ridiculous
misunderstanding, and to propagate such drivel to others.
What did I say previously?
11BC2: The patent doesn't tell us if there is a ceiling on how much randomness
is applied, how long it last, or what the parameters for VEM are. We
just accept it's part of the game and do our best to sink the putt o_^.
Miantiao: [0019]
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In real life, as users become more skilled with equipment, their
existing equipment is easier to use and they can select new equipment
that gives them an increased level of control. This observation forms
the basis for automatically adjusting a piece of virtual equipment's
sweet spot(s) according to a user's skill level.
Basically, one's Tier determines skill level, and not the player's recent form. You see where this is going now?
I responded previously by saying you were taking things out of context. Why did I say that? You seem to think Only ones Tier determines skill level. I would also disagree with your assessment of [0019]. The observation relates to your personal skill (proficiency) and equipment you use.
Key words would be "skilled with equipment" which is directly related to your game play, and "can select new equipment" which has a default precision and forgiveness (seen below in [0021] and 0026]). I think multiple factors determine skill level, one of which is indeed recent form. WGT, while sometimes ambiguous seems rather clear on this point (skill level)in [0021] and [0026]. Why do I think that?
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[0021]
Accuracy is the probability that a given piece of virtual equipment
will perform as a user intended. The probability that a swing of a
virtual golf club will cause a virtual golf ball to follow an intended
trajectory and land where it was aimed is an example of accuracy. By way
of another illustration, accuracy can be the probability that a virtual
gun will hit a virtual target when fired. Precision is the probability
that user interaction with a given piece of virtual equipment will
result in the same outcome time after time. For example, precision can
be the probability that the same swing of a golf club will result in the
same outcome. In one implementation, the accuracy and precision of a
given piece of virtual equipment can be automatically increased as a
user's skill level increases. Similarly, the accuracy and precision of a
given piece of virtual equipment can be automatically decreased as a
user's skill level decreases. These relationships are illustrated in
exemplary graphs 204 and 206 of FIG. 2. In summary, a user's ability to control virtual equipment increases commensurate with their skill level as shown in graph 208. Although the exemplary graphs 204, 206 and 208 in FIG. 2
illustrate roughly linear relationships, other relationships are
possible and can be defined by a virtual equipment model, as described
below.
No one drops levels or Tiers. You either tier up or you stagnate. It would have to be based on your actual game play also. So then on what basis does the virtual equipment change? Do we see evidence of this in the WGT Patent? We can respond with an emphatic YES.
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[0026]
A skill level monitor 306
monitors changes to user skill level. A change in user skill level can
be detected by the user's proficiency at using a given piece of virtual
equipment to achieve one or more goals in the virtual universe (e.g.,
such as an improved score), the ability to perform relatively advanced
tasks with the virtual equipment, an achieved accuracy rate using the
virtual equipment, an achieved precision rate using the virtual
equipment, time spent using the virtual equipment, combinations of
these, and other factors. In one implementation, user skill level is
quantified as a number. If the skill level increases or decreases beyond
a certain threshold, a change is communicated to the VEM 306, which in turn can communicate the change to the input model 302 and the representation 304. Using a non-zero threshold value can prevent the VEM 306 from changing too rapidly.
Notice it says Wgt monitors "changes" in user skill level. It doesn't say Wgt monitors "advancement" in user Tier or level. They also state "proficiency" when using an actual piece of equipment. Key distinctions help us understand the context. Wgt also states " such as an improved score". We must not confuse this with the Tier or current game level we are at. Emphasis is placed on the improved scoring which then enabled you to Tier up. Again, current user proficiency in conjunction with current equipment.
What can we take from all this? There seem to be 2 parameters regarding VEM. Firstly, every piece of equipment has a built in range of precision and forgiveness based on the current model of the Wgt universe (whatever that may be; wgt eludes it's not always the same). 2nd, as the above [0021] and [0026] state, User proficiency, such as current scoring effects VEM (current skill level, separate from tier mandated equipment).
After reading points [0021] and [0026] we can see VEM can be adapted. It can be added via a skill increase or removed via a skill decrease. Again, this is a KEY point. If skill was purely based on Tier the patent wouldn't state "decreases or removing" in the language.
In cases where skill has increased (such as an improved score [0026] ), the patent clearly states that additional parameters which contribute to randomness will be implemented. Do we know under what conditions these changes occur, or how long they last, or when they are updated? We have no idea.
It would be nice if we could all just get along. And to finish, there's a lot we don't understand but from what the patent states he have a generalized idea. I hope this helps anyone following this thread with interest.
Cheers.