new rating system & diversification ideas for maps

Talk about general things concerning Forged Alliance Forever.

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Re: new rating system & diversification ideas for maps

Postby Omnix » 08 Nov 2018, 22:29

I dont know if what i'm saying now was entirely covered before cos i must admit to the crime of "skimming" some of previous posts xd Pls dont hate me :D

BUT, i always belive that everything must be simple and idiot proof so there shouldnt be right out supercomplicated systems cos everybody will just say "f... that"

What if (and again plz dont roast me hard for being stupid and not knowing things) the rating system had somthing like that:

gain of points == (fixed ammount) * (player count modifier to the power of game type [FFA << 0,5 >>, Teams << 1,5 >> etc]) * (game balance modifier [i think its in?]) *
( <<magic map modifier>> ) * ( <<magic anti stack modifier>> )


loss of points == (fixed ammount) * (player count modifier to the power of game type [FFA << 0,5 >>, Teams << x 1,5 >> etc]) * (game balance modifier [i think its in?]) *
( <<magic map modifier>> to the power of -1 ) * ( <<magic anti stack modifier>> to the power of -1 ) { this one may be dangerous to implement}


so the magic map modifier would start with [0,9] and it would degrade to [0,3] when repetitively playing the same map and it would grow back to [0,9] when playing different maps

magic anti stack modifier would also degrade from [0,9] to [0,3] when repetitively playing with the same team composition to prevent friend stat padding

( the stack part i think would be hard cos it would need a lot of data storage but maybe not i dunno, i'm a bad programmer, programming only factory software for machines :D)


Soooo... that way i think... every time someone plays the same map over and over he gets less points for winning and looses more points for loosing. Basically benefits would wear out and penalties would grow every time you play the same map to the point of loosing max points and not gaining any.
I'm not sure about that part with loosing points cos it would make grounds for smurfs to degrade their stats quickly probably.

Also my magic modifiers would be reset once a month or week to not be so harsh. But they could be permanent xD

The way at which both modifiers degrade or grow would also be dependant on few more factors but that would need more consideration
Last edited by Omnix on 08 Nov 2018, 23:34, edited 5 times in total.
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Re: new rating system & diversification ideas for maps

Postby Axle » 08 Nov 2018, 22:54

fwiw, I worked out the technical details of how to adapt trueskill to track rating as a function of map-class (as well as a few other things) a couple years ago. I put the results here: https://forums.faforever.com/viewtopic. ... 8&start=10. Short answer is that just dividing maps into small, medium, large classes allows trueskill to almost halve its uncertainty about a players predicted performance for any given game.
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Re: new rating system & diversification ideas for maps

Postby Omnix » 08 Nov 2018, 23:08

This would improve the overall accuracy of rating for sure. But it would be also nice for the rating system to encourage people to diversify their map palette :P
It would be a nice compact way of delivering both carrot and stick to people :D Thats why i posted my sweats above to clear things up :P

And i dont think it would be very invasive cos still people would be able to play all the maps they want, but it would also convince some of the community to broaden their spectrum just for the sake of points or "whatever, why not, i can only gain from this"
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