Statistics: Posted by Ajack — 08 Nov 2018, 23:08
Statistics: Posted by Axle — 08 Nov 2018, 22:54
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}
Statistics: Posted by Ajack — 08 Nov 2018, 22:29
Statistics: Posted by TheKoopa — 07 Dec 2017, 15:37
Statistics: Posted by SpoCk0nd0pe — 07 Dec 2017, 14:24
Statistics: Posted by Exotic_Retard — 07 Dec 2017, 14:10
Trueskill adjusts within a few games to the most probable rating. We can use the already played games to calculate the rating for each category for each player (we dont have to start from scratch). Only very few players will start in this system with the 1500/500 mean/deviation for their categories. Even if some categories are on these values, this only contributes to a part of their rating and thus the volatility is not that big.Brutus5000 wrote:
There problem addressed here seems to be, that you want to downrate players, that gain rating on only one map.
If you calculate them independently the proposed changes will backfire in the opposite direction: low-rated players will be uprated on maps they play for the first time. Since the initial rating is pretty high, the rating in the 600-1000 range for players with few games becomes even more volatile, killing the little rest of balance you have in that range.
Even today there are problems with this (quoting a mod who has to deal with this daily):Brutus5000 wrote:
From a support perspective these changes are a nightmare. Even today many player have problems understanding why the rating changed the way it did. And there are certain aspects - like joining a new game before the old one ended with ratings override each other - that make it even more confusing. Making the rating logic-multidimensional will make these problems even worse.
Yes it is a system that is not really easy to understand, but (as it was said before) the players dont really have to calculate it themselves. Solutions could be to show in the game lobby "Your estimated rating for this game configuration is approximately:" or to hide rating completely and replace it with a level system (i.e. bronze, silver, gold,...) depending on the calculated rating for the game. This means that a player could be gold in one game and silver in another one.Exotic_Retard wrote:
point is, is like literally 20 people in faf understand how rating actually works
I dont think a matchmaker would solve the issue, but I also know that it will take a while until this system would get implemented if it is decided that we want itBrutus5000 wrote:
From a developer perspective I'd estimate, that implementing a matchmaker should be less effort than implementing this change. But anyway: nobody is willing to touch the current server code. So we'd have to wait for the java server, which is waiting on ICE, which is in development for more than a year with still no light at the end of the tunnel.
Statistics: Posted by CookieNoob — 07 Dec 2017, 13:29
Statistics: Posted by FtXCommando — 07 Dec 2017, 02:18
Statistics: Posted by Brutus5000 — 07 Dec 2017, 01:50
Statistics: Posted by keyser — 06 Dec 2017, 23:52
Statistics: Posted by angus000 — 06 Dec 2017, 23:16
Statistics: Posted by nine2 — 06 Dec 2017, 22:50
Statistics: Posted by Feather — 06 Dec 2017, 22:12
Statistics: Posted by FtXCommando — 06 Dec 2017, 20:09