Statistics: Posted by Reaper Zwei — 25 Oct 2013, 07:00
Statistics: Posted by Nombringer — 24 Oct 2013, 23:50
Statistics: Posted by Mafa — 24 Oct 2013, 13:30
Statistics: Posted by Nombringer — 22 Oct 2013, 23:36
Statistics: Posted by Golol — 22 Oct 2013, 22:35
Statistics: Posted by MetaOntosis — 22 Oct 2013, 20:19
Statistics: Posted by Exotic_Retard — 22 Oct 2013, 18:50
All we'd need to get this ball rolling would be someone capable of writing in the script/programming code w
Statistics: Posted by RoLa — 22 Oct 2013, 10:44
Statistics: Posted by Golol — 21 Oct 2013, 16:38
Statistics: Posted by MetaOntosis — 19 Oct 2013, 13:51
Statistics: Posted by MetaOntosis — 19 Oct 2013, 13:25
Statistics: Posted by MetaOntosis — 19 Oct 2013, 11:50
Statistics: Posted by Reaper Zwei — 19 Oct 2013, 04:58
Nombringer wrote:
You define primary and secondary targets due to the mirror relationship between two players, and you said that how they are weighted will be determined contextually. You simply connote desighn an algorithm to do this as the amount and type of interaction with a players mirror will depend on:
The size of the map
The type of the map (starting positions of players) Have a look at a 2v2 on haven reef, these provide a great example of a map where helping your teammate, as the back player is essential, and where being able to soak up damage as the front player, is also essential, both of these things are rewarded my your system. However, depending on the design of another map, the same two players will interact less, and thus get less points, pureley because of the map design limited their interaction.
The type of game each player is playing (One player might spam, one might eco, neither of these are bad things, just different strategies, in some cases, one of the other might be objectively worse, however these two will always be rewarded DIFFERENTLY by your system.)
Nombringer wrote:
At the end of the day, the current system encourages players to do WHATEVER they can to win, if they follow the system, then they will always try to do what is necessary to win, if that is team play, it will be team play, if it is eco, it will be eco. Your problem is with players who DO NOT follow what the rating system sets out to do, (trolling) if they think they can win by doing idiotic and selfish things, then it is they are more likely to lose rating and they will go down. Yes it is unfortunate that sometimes you do all you can do, and you still lose and are not rewarded, but the fact remains that winning and losing is the only unbiased way to determine what side played better.
Yes, occasionally you will get shafted, but I would prefer to get unlucky occasionally, and have it all balance out in the end, rather than get SOME numerical gratification from those times, with no guarantee that it will eventually balance out correctly.
Statistics: Posted by MetaOntosis — 19 Oct 2013, 03:08