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Gorton wrote:Morax, I think the point is of ideals: In an ideal world, the rating system would take your skill - that's what we are trying to find, right ? regardless of factors e.g the map pool.
We obviously can't avoid these factors, since they are required.
What we should do though is lessen the effect of a particular factor as much as possible. We don't want to know who is the best at a set of maps. We want to know who is the best.
Gorton wrote:Morax, I think the point is of ideals: In an ideal world, the rating system would take your skill - that's what we are trying to find, right ? regardless of factors e.g the map pool.
We obviously can't avoid these factors, since they are required.
What we should do though is lessen the effect of a particular factor as much as possible. We don't want to know who is the best at a set of maps. We want to know who is the best.
Mad`Mozart wrote:Gorton wrote:Morax, I think the point is of ideals: In an ideal world, the rating system would take your skill - that's what we are trying to find, right ? regardless of factors e.g the map pool.
We obviously can't avoid these factors, since they are required.
What we should do though is lessen the effect of a particular factor as much as possible. We don't want to know who is the best at a set of maps. We want to know who is the best.
Well you managed to contradict yourself in your statement.
The game basically cant exist outside of a map, so its kinda natural that maps represent skill. But this game scales a lot and has different meta on different maps, so if you want to find out who is the best, you should put a player in condition where this factor is present at 100% - e.g. a map pool where maps with all possible metas present. So if you want to lessen the effect of this particular factor, you take away some of the maps with specific meta (like 5km, navy, 20km etc). And the more you reduce map variety, the more "best on a set of maps" players you get.
Current ladder works better towards this idea cause we now have somewhat equal map kind distribution, whereas in previous system you could easily exclude maps you dont know how to play or even abuse the system to favor your preffered maps more.
And now lots of players are annoyed cause they cant evade some kind of maps anymore (which imo not how ladder is supposed to be).
At least, thats how it appears to me.
Blodir wrote:Yea in a perfect world we would all be playing Debris and Voodoo Tournament in 1v1 ladder so we can finally find out who is 'the best'
Gorton wrote:Blodir wrote:Yea in a perfect world we would all be playing Debris and Voodoo Tournament in 1v1 ladder so we can finally find out who is 'the best'
I fail to see where I said that.
We don't want to know who is the best at a set of maps. We want to know who is the best.
Blodir wrote:Gorton wrote:Blodir wrote:Yea in a perfect world we would all be playing Debris and Voodoo Tournament in 1v1 ladder so we can finally find out who is 'the best'
I fail to see where I said that.
If you think that big mappool is reasonable because a good FA player should be able to play all kinds of maps and improvise their buildorders, then why stop at ~80 maps? Why shouldn't we make the system plain random of every map in the map vault? That would give the best estimation of player skill, no?We don't want to know who is the best at a set of maps. We want to know who is the best.
If that is so, then why are there no 40x40+ maps included? Why were crazyrush, cluster freak among others removed? Why isn't there Zone Control on ladder? We don't want to know who is the best at a specific set of maps, after all.
Actually the FAF map vault is also a very specific set of maps, I think we need a map generator. But that also generates maps according to very specific rules, we need an algorithm which completely randomizes the map - it will be one in a million chance to get a playable map, but at least we will find out who is the best player in FAF
In an ideal world, the rating system would take your skill - that's what we are trying to find, right ? regardless of factors e.g the map pool.
We obviously can't avoid these factors, since they are required.
What we should do though is lessen the effect of a particular factor as much as possible.
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