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Thread Statistics | Show CCP posts - 23 post(s) |
Adipem Nothi
Nos Nothi
4400
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Posted - 2014.08.22 12:27:00 -
[151] - Quote
Vell0cet wrote: It would really help to have a "user story" for A and B. There are some players who are so good just having them on your team virtually guarantees a win unless there is a very solid squad on the other side.
Scotty is rather bland soul, always demanding boring things like "quantitative input values" and the like. Try as we may, we've yet to teach Scotty to appreciate story time.
Shoot scout with yes.
- Ripley Riley
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I-Shayz-I
I----------I
4659
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Posted - 2014.08.22 12:46:00 -
[152] - Quote
CCP Rattati wrote:Don't worry about the A/B thing too much, I was just wondering. Maybe I should have put it differently.
If you want to win a battle, would you prefer the squads of A or B on your team?
what I am trying to see is when does relative quality outweigh the "multiplying" power effect of a squad
I can pretty much say right now that I can win a Caldari FW (possibly the hardest matches to win) with 2 other "A" randoms in my squad and 13 blue dots, even if the enemy had 2 full squads of B players (I'm considering bluedots to be below "normal" or average)
Having A players on your team will always win you the match, no matter how many B players are on the other team. In a individual fight it's different...but as for overall quality and effectiveness, an A player will always be better than six B players.
Unless your blue dots are SO terrible that they clone your team out even though you managed to 4-cap the enemy team at the last second and gain the objective lead. _______________________________________________________________________________
When I form squads for pub matches, I'm pretty cruel when it comes to who gets to stay in my squad. I will instantly kick anyone who can't manage 500 wp, and sometimes I'll just end up kicking the player who scored the lowest below 1000. This is generally my personal way of judging someone's skill right off the bat. Players below 1000 wp are blue dots, players above or right around that are B players.
I generally find that even when playing in random squads of normal players, I could still do 10x better when playing with just one other guy.
Here's a video for an example: http://youtu.be/lVy580UFMsA
No matter what though, it's nice to have someone else in the squad that is actually doing ****. Because I can't tell you how many times I've played matches where I hacked the objectives probably 20-30 times, and only saw them being hacked by someone else once or twice.
Even "normal" players tend to just want to camp high points rather than fighting your way down with a heavy or a scout...or even just running in with a hacker fit to take the objective so that the enemy can't spawn in for a few seconds. "normal" players don't think the same ways or are able to do the same drastic things as us A players in order to win.
7162 wp with a Repair Tool!
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ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3220
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Posted - 2014.08.22 13:34:00 -
[153] - Quote
CCP Rattati wrote:Don't worry about the A/B thing too much, I was just wondering. Maybe I should have put it differently.
If you want to win a battle, would you prefer the squads of A or B on your team
what I am trying to see is when does relative quality outweigh the "multiplying" power effect of a squad
Okay... that is much better worded. Would I be happier to see a squad of [X] at the beginning of battle on my screen. Where A is a well known corp of skilled players and B is not a well known corp of likely average players.
In that case... my response is:
1A vs 2B - 1A 1A vs 3B - 3B 1A vs 4B - 4B 1A vs 5B - 5B 1A vs 6B - 6B 2A vs 4B - 2A 2A vs 5B - 5B 2A vs 6B - 6B 3A vs 5B - 3A 3A vs 6B - 3A 4A vs 6B - 4A
B C R U are letters, not words - Wierd Al Yankovich
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IgniteableAura
Pro Hic Immortalis
1614
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Posted - 2014.08.22 15:19:00 -
[154] - Quote
CCP Rattati wrote:Don't worry about the A/B thing too much, I was just wondering. Maybe I should have put it differently.
If you want to win a battle, would you prefer the squads of A or B on your team
1A vs 2B - 1A 1A vs 3B - 1A 1A vs 4B - 4B 1A vs 5B - 5B 1A vs 6B - 6B 2A vs 4B - 2A 2A vs 5B - ? 2A vs 6B - ? 3A vs 5B - 3A 3A vs 6B - 3A 4A vs 6B - 4A
what I am trying to see is when does relative quality outweigh the "multiplying" power effect of a squad I need a definition of A vs B.
If B is for the B in a bluedot, than I would rather have the A on my team for all of those examples. On any given battle I lose, I can usually count at least 4 to 5 players at the bottom of the leaderboard that basically lost us the game. Going 2-20, 1-11, 0-13 with less than 200wp each.
My Youtube
Biomassed Podcast
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Lloyd Orfay
Commando Perkone Caldari State
38
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Posted - 2014.08.22 16:33:00 -
[155] - Quote
Neat. One issue though that I would see for some rearrangements is snipers and scouts. The issue being that there is a possibility for both things to have not an effective restraint on potential statistical scores. The way I see it is that scouts and snipers have a bit of too much damage dealing potential, and a bit too much free agent potential. What I mean by that is a majority of them can have their gameplay easier than others since they do not have to rely on other players as much as other players may need to. Maybe a slight re-purposing for these two could help?
The only suits functional for good gameplay are logistics and sentinels, so rent your meat shield today!
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2147
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Posted - 2014.08.22 18:35:00 -
[156] - Quote
Looking good Rattati.
As a registered protostomper, any improvement to the matchmaking algorithms (or logarithms) will be greatly appreciated, and will make this game much more enjoyable
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2195
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Posted - 2014.08.22 19:40:00 -
[157] - Quote
It just occurred to me that this might be the perfect candidate for A/B testing. You could run this with a few different values for the squad modifier, define some parameters for a close match (health of winning MCC is low, difference in clone count is small), and then run the various versions. See which yields the closest matches after a week or two and lock in those values. It's a bit more work to code, but not that crazy.
Best PvE idea ever!
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aaaasdff ertgfdd
233
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Posted - 2014.08.22 20:19:00 -
[158] - Quote
CCP Rattati wrote:Hey players, this is more of a chat and sharing session than anything else, so please treat it as such. To recap some of the things I have shared in the past. We actively calculate each players rank based on the result of every match, and we lovingly call that rank "Mu". Before the first battle, the player is given a rank of 25. That rank is updated after the battle, based on the weighted average of the persons duration in the battle and whether he won or lost. Simplified (the calculation is considerably more complex) NewMu=OldMu+"Player seconds in Battle/Battle Duration" * Win/Loss So if you lose, your Mu goes down, and if you win, your Mu goes up. This is a modified version of elo ranking, used in many competitive sports such as chess, major league team sports and esports. Eventually your Mu will converge and stabilize around your "true skill", which is where you will win and lose equally against either players with the same Mu. However, since this is a team game, convergence will happen slower and you may find that even having the best game of your life, will not influence the match enough to secure a win. I will, however, demonstrate that it works very well to predict player skill. The underlying problem is that after one match, everyone is very close to 25, and 2 battles, even 10 battles in, only the very best (and worst) have begun to be different from the pack. That's why it's imperative to find a proxy for Mu for the first battles, which is what comes next in our findings. Now to the data. I have been working with a big sample of player data, testing multiple theories, some from the forums (WP/Death), the ever classic K/D of course and a time based WP/second and the results are very promising. DATABy creating buckets of Mu, I can calculate the three ratios of the players within each those Mu buckets and create a correlation table against Mu. That Correlation is then shown graphically on the top Chart. Seeing that two of them are obviously logarithmic in nature, I normalize with the log function and get the bottom chart, Normalized Correlation. Calculating and also just analyzing the graphs, we find that the correlation between WP/s and Mu is a towering 99%, and a bit lower for the other two, but still statistically very relevant. It basically means that all of them could be used in place of Mu in the beginning while Mu converges, and even in place of Mu overall. Now, our next step is to implement a better use of this data. One simple way would be to say, instead of exiting the Academy at an earned WP basis, it's not until you actually reach a minimum threshold of WP/s. It is also imperative to utilize this information more during the teambuilding part of the matchmaker. In any sport, if the two best players are on the opposite side, everyone, even the bad players, can have fun and be inspired by the good players. If both of them are on the same side, nobody has fun. I hope you enjoyed this little insight piece P.S. Those with eagle eyes will notice a weird anomaly in the two lowest Mu brackets for the both WP/Death and K/D ratios, but not for WP/s. My theory, is, and not based on prejudice at all, is redline snipers. My reasoning is that they are able to avoid death rather easily, they will be able to pick off stragglers and low hitpoint suits on a regular basis but sadly, have little to no relevance to the battle result, as they do not hack nor defend objectives effectively. Why their WP/s does not show that, I theorize, is because they spend quite some time getting to a mountain top, and or with a dropship to a tower, and if they die, they are forced to do so again. Feel free to burn me at the stake, and/or voice your alternative theories. I will not pretend to understand your theory, anamoly, or math. I do understand games though. So here is a very simple solution to matchmaking if you can select for these. WARPOINTS PER GAME, should be easy, a running average. KILLS PER GAME, not kd just kills per game, running average. I think that these 2 numbers averaged out player vs player or averaged out sqd vs sqd with the computer trying to put the 2 closest together. So for example if my wp per game average was 1200 and my kills per game average was 17 then there would be 2 numbers associated with my character 1200, 17 you would then match me or my squad to someone similar..... My thoughts.
INFINITE DIVERSITY IDIC/
Peaceful Pirate No Dagger Just Swagger/
Num1 AHole in Dust/ Politically Incorrect MAN
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aaaasdff ertgfdd
233
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Posted - 2014.08.22 20:30:00 -
[159] - Quote
Gavr1lo Pr1nc1p wrote:Looking good Rattati.
As a registered protostomper, any improvement to the matchmaking algorithms (or logarithms) will be greatly appreciated, and will make this game much more enjoyable When proto squads go against other proto squads one squad usually stops protostomping. Sometimes they even agree to fight at diffrent points so as to avoid each other. Other times they leave or afk. If proto squads have to face real competition my guess is they wont be as likely to protostomp. Most people protostomp noobs. I have seen FA squads put on there cheap gear after getting there initial proto suits wrecked....
People dont protostomp in pubs because they want good competition, if they wanted a good fight they would put on militia fits and run solo, or put some noobs in there squad. Squads who protostomp do so because they are losers that like to chase kills in the redline.....
INFINITE DIVERSITY IDIC/
Peaceful Pirate No Dagger Just Swagger/
Num1 AHole in Dust/ Politically Incorrect MAN
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Private Part's
sticky green's
1
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Posted - 2014.08.22 22:18:00 -
[160] - Quote
Why not just a win loss ratio? this will promote team play squading and running with your corp. |
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2195
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Posted - 2014.08.23 02:22:00 -
[161] - Quote
Private Part's wrote:Why not just a win loss ratio? this will promote team play squading and running with your corp. Because you'll get douchbags trying everything they can to make their team loose just so they can have easier matches.
Best PvE idea ever!
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iKILLu osborne
Dead Man's Game
196
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Posted - 2014.08.23 04:40:00 -
[162] - Quote
oh dear lord scotty is ditching that ged and getting a college diploma, congrats scotty.
i have a question sensai rattati, i have a tanker alt, that some matches go 3000+wp and then some matches i go 700wp, would that wp/s between the two make a huge diffrence in my "mu" to the point of me stomping the crap out of the next match, or would my "mu" consistently go down in small increments if i continually did poorly?
i also seen in a comment of yours about penalising afk'ers/leavers. Some players leave matches cause the map doesn't support their main role (tanker,sniper,sentinel, etc.) so i would suggest not penalising those that leave at the start of it.
and of course don't penalise players when they dc.
now afk'ers i say make them burn in hell.
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Private Part's
sticky green's
1
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Posted - 2014.08.23 22:14:00 -
[163] - Quote
Vell0cet wrote:Private Part's wrote:Why not just a win loss ratio? this will promote team play squading and running with your corp. Because you'll get douchbags trying everything they can to make their team loose just so they can have easier matches. Then the D bag will drop in rank and eventually be at the bottom of the barrel with super scrubs and other D bags like them selves then all it takes is for the scrubs or new players at the bottom rank to use team work or squad up till they get a ranking where they can play with others who want a serious match. Well that's my thoughts on the matter but i could be wrong since I don't play many competitive games |
Celus Ivara
DUST University Ivy League
231
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Posted - 2014.08.24 00:08:00 -
[164] - Quote
Very happy to see matchmaking being addressed, Rattati. :)
Regarding how much squad size effects the squad Mu multiplier, I feel that there is (as others have pointed out) a geometric growth for how many people are in the squad, but only for the first several members. That is to say, while the value from the 4th player is a lot more than the 3rd player, a 6 person squad is only a bit better than a 5 person squad. (Keep in mind I mean this as "How good is a 6 person squad vs a 5 person squad with a 6th unsquaded player of same skill in Team?").
If I had to guess at the curve, it'd be something like this:
(100-¦ level players, for easy math)
Sqd count x 100-¦ = Total squad -¦ = -¦ per member = -¦PM difference between tiers 1 x 100-¦ = 100-¦ = 100-¦ = ... 2 x 100-¦ = 240-¦ = 120-¦ = 20-¦ 3 x 100-¦ = 450-¦ = 150-¦ = 30-¦ 4 x 100-¦ = 800-¦ = 200-¦ = 50-¦ 5 x 100-¦ = 1150-¦ = 230-¦ = 30-¦ 6 x 100-¦ = 1500-¦ = 250-¦ = 20-¦
My presumption about the underlying dynamic is less that the 6th person isn't useful, and more that there is a critical mass event at about 4 people. 2-3 people in squad is just a voice chat for buds playing a game. But at 4-5 people, the squad firstly has enough people to have a mixed-arms/mixed-roles effect, and secondly has a moral boost (players stop "playing for fun" and start "playing to win").
A final note: I'd postulate there's a sliding scale to when the "squad effect" happens depending on player skill. Like, I've seen vets become M'F'ers as early as 3 people; while newbies seem to sometimes need 5 or even 6 people before any large benefit from the squad shows.
This is all gut-think/experienced-guess, though; I have no idea what the metrics show. :\ |
Thor Odinson42
Molon Labe. General Tso's Alliance
4380
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Posted - 2014.08.26 02:43:00 -
[165] - Quote
This stuff gets a little more in depth than I care to delve, but from what I'm seeing this sounds great!
I doubt it will go over well, but I'd like to see a slight ISK multiplier for those with a higher rank. For no other reason than to see people try harder.
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Haerr
Legio DXIV
1252
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Posted - 2014.08.26 08:25:00 -
[166] - Quote
CCP Rattati wrote:-snip--snip--snip- I want to implement a punishment for ... leaving battle ...
Please do not punish us for leaving games that are just about to end. Some of us just wants to skip the victory screen and scoreboard so that we can quickly get into the next match.
Now posting a cow to convince you that this is a valid point.
.........(__) .........(oo) .../------\/ ../..|....|| .*../\---/\ ...~~..~~
Maybe we can get an option to opt out of the victory screen and scoreboard? Maybe it would be easier if Scotty put us right back in the queue as soon as the match ended? That way we could go from the victory screen directly into the next match.
This SCOTTY has Super Cow Powers.
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Thor Odinson42
Molon Labe. General Tso's Alliance
4381
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Posted - 2014.08.26 14:47:00 -
[167] - Quote
Haerr wrote:CCP Rattati wrote:-snip--snip--snip- I want to implement a punishment for ... leaving battle ... Please do not punish us for leaving games that are just about to end. Some of us just wants to skip the victory screen and scoreboard so that we can quickly get into the next match. Maybe we can get an option to opt out of the victory screen and scoreboard? Maybe it would be easier if Scotty put us right back in the queue as soon as the match ended? That way we could go from the victory screen directly into the next match. Edit: Perhaps you could change ambush to have a "continual queue" which skips the Merc Quarters and holds you on the victory screen until Scotty can put you into the next ambush match?
I don't think you can punish people from leaving battles.
I don't want to snipe beside 15 blueberries in the redline.
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Ansla Valier
One Corps
0
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Posted - 2014.08.26 17:48:00 -
[168] - Quote
Makes sense to me. Lots of good points on squads too. I think using Mu will probably be a big improvement on the current system regardless of how it's implemented.
The only thing I don't see any of these proposed solutions fixing is this situation. A player quits game or loses connection when their team is doing badly (MCC is nearly destroyed, team has almost no clones or team has objectives). I get deployed to this game. In this situation I'm basically being handed a loss that affects my stats but also isn't my fault.
I'm not sure how to fix that besides just letting the losing team lose. I don't mean for all games but if they have 4 clones left and the winning team has 150 there is no way I should be put in that battle. Most of my time will be spent connecting, earning a loss before spawning, viewing the stats, going back to headquarters and having to get into a new match.
Little bit of a tangent but it's directly related to "Player Statistics, their Rank and Matchmaking" so I thought I'd add it. It would also help improve Mu since Win/Loss ratio would be more accurate. |
Vell0cet
Fraternity of St. Venefice Amarr Empire
2205
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Posted - 2014.08.26 18:07:00 -
[169] - Quote
Ansla Valier wrote:Makes sense to me. Lots of good points on squads too. I think using Mu will probably be a big improvement on the current system regardless of how it's implemented.
The only thing I don't see any of these proposed solutions fixing is this situation. A player quits game or loses connection when their team is doing badly (MCC is nearly destroyed, team has almost no clones or team has objectives). I get deployed to this game. In this situation I'm basically being handed a loss that affects my stats but also isn't my fault.
I'm not sure how to fix that besides just letting the losing team lose. I don't mean for all games but if they have 4 clones left and the winning team has 150 there is no way I should be put in that battle. Most of my time will be spent connecting, earning a loss before spawning, viewing the stats, going back to headquarters and having to get into a new match.
Little bit of a tangent but it's directly related to "Player Statistics, their Rank and Matchmaking" so I thought I'd add it. It would also help improve Mu since Win/Loss ratio would be more accurate. This would be solved by using WPs/Death for Mu. And also by not putting players in matches that are nearly over, which is something CCP Rattati said he want to fix.
Best PvE idea ever!
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Hand Fap
Kirkinen Risk Control Caldari State
33
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Posted - 2014.08.26 20:15:00 -
[170] - Quote
Celus Ivara wrote:Very happy to see matchmaking being addressed, Rattati. :)
Regarding how much squad size effects the squad Mu multiplier, I feel that there is (as others have pointed out) a geometric growth for how many people are in the squad, but only for the first several members. That is to say, while the value from the 4th player is a lot more than the 3rd player, a 6 person squad is only a bit better than a 5 person squad. (Keep in mind I mean this as "How good is a 6 person squad vs a 5 person squad with a 6th unsquaded player of same skill in Team?").
If I had to guess at the curve, it'd be something like this:
(100-¦ level players, for easy math)
Sqd count x 100-¦ = Total squad -¦ = -¦ per member = -¦PM difference between tiers 1 x 100-¦ = 100-¦ = 100-¦ = ... 2 x 100-¦ = 240-¦ = 120-¦ = 20-¦ 3 x 100-¦ = 450-¦ = 150-¦ = 30-¦ 4 x 100-¦ = 800-¦ = 200-¦ = 50-¦ 5 x 100-¦ = 1150-¦ = 230-¦ = 30-¦ 6 x 100-¦ = 1500-¦ = 250-¦ = 20-¦
My presumption about the underlying dynamic is less that the 6th person isn't useful, and more that there is a critical-mass event at about 4 people. 2-3 people in squad is just a voice chat for buds playing a game. But at 4-5 people, the squad firstly has enough people to have a mixed-arms/mixed-roles effect, and secondly has a moral boost (players stop "playing for fun" and start "playing to win").
A final note: I'd postulate there's a sliding scale to when the "squad effect" happens, depending on player skill. Like, I've seen vets become M'F'ers as early as 3 people; while newbies seem to sometimes need 5 or even 6 people before any large benefit from the squad shows.
This is all gut-think/experienced-guess, though; I have no idea what the metrics show. :\ wow instead of getting good yall waste your time doing math. I like match making getting addressed for new players but others that have been here longer since uprising have no excuse and some are just flat out shielding themselves away from competition. |
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2206
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Posted - 2014.08.26 20:53:00 -
[171] - Quote
Hand Fap wrote:wow instead of getting good yall waste your time doing math. I like match making getting addressed for new players but others that have been here longer since uprising have no excuse and some are just flat out shielding themselves away from competition. I prefer close matches. That means Scotty creating roughly equal teams playing each other. This isn't about "getting good" it's about having more matches come down to the last few clones, or last few bars of health on the MCC. Frankly I'm baffled that anyone could be against that.
Best PvE idea ever!
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Celus Ivara
DUST University Ivy League
232
|
Posted - 2014.08.27 04:18:00 -
[172] - Quote
Hand Fap wrote:Celus Ivara wrote:Very happy to see matchmaking being addressed, Rattati. :)
Regarding how much squad size effects the squad Mu multiplier, I feel that there is (as others have pointed out) a geometric growth for how many people are in the squad, but only for the first several members. That is to say, while the value from the 4th player is a lot more than the 3rd player, a 6 person squad is only a bit better than a 5 person squad. (Keep in mind I mean this as "How good is a 6 person squad vs a 5 person squad with a 6th unsquaded player of same skill in Team?").
If I had to guess at the curve, it'd be something like this:
(100-¦ level players, for easy math)
Sqd count x 100-¦ = Total squad -¦ = -¦ per member = -¦PM difference between tiers 1 x 100-¦ = 100-¦ = 100-¦ = ... 2 x 100-¦ = 240-¦ = 120-¦ = 20-¦ 3 x 100-¦ = 450-¦ = 150-¦ = 30-¦ 4 x 100-¦ = 800-¦ = 200-¦ = 50-¦ 5 x 100-¦ = 1150-¦ = 230-¦ = 30-¦ 6 x 100-¦ = 1500-¦ = 250-¦ = 20-¦
My presumption about the underlying dynamic is less that the 6th person isn't useful, and more that there is a critical-mass event at about 4 people. 2-3 people in squad is just a voice chat for buds playing a game. But at 4-5 people, the squad firstly has enough people to have a mixed-arms/mixed-roles effect, and secondly has a moral boost (players stop "playing for fun" and start "playing to win").
A final note: I'd postulate there's a sliding scale to when the "squad effect" happens, depending on player skill. Like, I've seen vets become M'F'ers as early as 3 people; while newbies seem to sometimes need 5 or even 6 people before any large benefit from the squad shows.
This is all gut-think/experienced-guess, though; I have no idea what the metrics show. :\ wow instead of getting good yall waste your time doing math. I like match making getting addressed for new players but others that have been here longer since uprising have no excuse and some are just flat out shielding themselves away from competition. I'm sorry, I think we have a few layers of communication errors happening between us. I don't 100% understand your statement, and from I can surmise, I'm pretty sure you're misunderstanding my mine.
To clarify, my intent is to help the community/CCP improve matchmaking; which would lead to closer, better fights for everyone.
Basically the opposite of trying to be shielded away from competition. ;) |
Duke Noobiam
S.e.V.e.N. General Tso's Alliance
142
|
Posted - 2014.08.27 19:08:00 -
[173] - Quote
Thanks Rattati,
Here are my comments.
0. Great analysis, thanks for sharing, it's comforting to know that CCP has been doing some match making and that improvements are possible.
1. Assuming that MU is mostly based on wins and time in battle (as you specified), the corollary between wp/s and MU shows that CCP did a great job weighing and determining the value of WPs for actions in battle. + 1 for CCP.
2. Why not use WP/S instead of MU? As you mentioned, such a directly proportional relationship between MU and WP/S means you could simply use WP/S instead of MU. You mentioned that you could use KD/R or WP/D as well, but these don't align perfectly at the beginning of the curve (for the redline snipers) so WP/S is better. Your MU is obviously a very reliable value (and if nothing else it has shown that WP/S is the best replacement to MU) so keeping it has some merit. However, you might want to differ to WP/s in some cases (as in #3 below).
3. Remaining in the academy until a certain WP/S threshold is a good idea but it introduces a little quirk. Your MU is only valid within a specific community of players. A longer academy means that there would be 2 player bases so that MUs from the academy could not be compared to MUs from the non-academy. I'm sure you understand this as it is also true for Chess / Backgammon ELO ratings and it is due to the fact that the rating is determined on wins and losses within a set player base. This means that when players will leave the academy, their MU will be too high and they will get stomped.
I believe that the difference in player strength between the 2 player bases would equate much better if you used WP/s instead of MU. So I would propose leaving players in the academy until they reach a specific WP/s threshold. Once they reach this threshold and move to the regular player base, then their MU should be changed to a value that maps to the Wp/s of the non-academy players.
Example: Player A has a MU of 50 and has finally reached the WP/s threshold to leave the academy (let's assume that the threshold is 2 WP/s). When this player enters in the regular player base his MU is set to 15 which is the corresponding value for 2 WP/s in the regular community as is demonstrated in your graph.
4 One way to have MU converge more quickly to its true value is to take strength of opponent into account when modifying the rating after a match. You may already be doing this, if not it could be food for thought.
5. I agree that a multiplier for MU is required when players are in squads. A few good ideas have been suggested (Fibonacci sequence, Square root of number of players in squad). I also think that teams should have the same number of squads (or best that can be done) and that squad strength should be compared (you alluded to this in some of your posts) when assigning squads to teams.
How do you kill that which has no life?
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Bayeth Mal
OSG Planetary Operations Covert Intervention
1305
|
Posted - 2014.08.27 19:13:00 -
[174] - Quote
Since this got buried in the garbage posts early on I'll repost as I don't think my question was answered.
Bayeth Mal wrote:I assume you mean ++? Over all this looks better than I expected, I'm surprised by those correlations. Is it possible to factor the meta level of specific gear over a small window? Say 2-3 hours? Or maybe the last 5 matches within that window (so it doesn't carry over day to day)? Somebody who generally runs cheap fits may just decide to splurge or be squadded with proto stompers and go nuts for a few hours. Depending on the Mu window (is it lifetime or what?) that person or a squad doing something similar may be able to completely unbalance the system. End of match screen shows favourite weapon and suit, is that based on time carrying those items, or kills using them? Either way you could use the meta level of the favourite suit from the prior 4 matches to tell if they're on a proto stomping binge (which I'll admit I do at times) but those outlier periods may not be picked up and dealt with as it gets buried in the total average. e.g. When annoyed and just in a "dont give a F" mood I have gone from 0 to cap using all proto in every match. And looking at the weekly leaderboard stats my KD has been quadruple or more than my total KD, which didn't move by even so much as 0.01. Perhaps add a multiplier: If mean favourite suit meta level from prior 4 matches is >7 -> Mu * 1.25 Though that could have the effect of Nyan San ending up with a permanent +25% to their Mu. Oh well In my IRL job I deal with some terribad data bases and so never get to do any of the interesting analysis stuff as all I'm ever asked to do is "fix" it, so I'm getting rusty from my uni days. From what I can tell you have a massive but well organised set of data and for over a year now I've been wishing I could take a look and play with it XD +1 to you good sir. Edit: just noticed you said Mu is lifetime. That's maybe not a good idea. Playing sentinel and scout for so long during uprising left me with disproportionally low stats. I could now proto stomp to my hearts content and not even make a dent in my stats before xmas. Also if I was some very high KD etc player, making some "lol fits" (NK sentinel etc) would be unnecessarily punishing. A short term multiplier could help off set this. Perhaps you could game it but if designed well you could have it so you'd have to throw 3 games to stomp in 1. e.g. If you go down in Mu and then immediately dominate Mu is reversed back to prior value.
We'll bang, OK?
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CCP Rattati
C C P C C P Alliance
5887
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Posted - 2014.08.28 08:40:00 -
[175] - Quote
Bayeth, Duke Noobiam, both excellent contributions to the conversation. In particular the worry that a graduated Academy player will have inflated MU compared to post-academy MU's.
Something to keep an eye out for, I will see what can be done about resetting the MU to a lower MU.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2356
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Posted - 2014.08.28 12:03:00 -
[176] - Quote
Here is a hilarious question, since I suck at reading statistics...
What is the average WP/D range for most players, what is the average WP/SEC?
Where do the high performers start to pull away?
How much does fitting type seem to affect either? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2356
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Posted - 2014.08.28 12:07:00 -
[177] - Quote
CCP Rattati wrote:Bayeth, Duke Noobiam, both excellent contributions to the conversation. In particular the worry that a graduated Academy player will have inflated MU compared to post-academy MU's.
Something to keep an eye out for, I will see what can be done about resetting the MU to a lower MU.
Why not just reset it to the baseline for entry into pubs? 25 I believe it was?
That way they can rise or fall based on ttheir skill level organically and not be subjected to the absolute fun of someone like me saying "welcome to DUST" with a boundless, viziam or duvolle? |
ladwar
SHAKING BABIES FACTION WARFARE ALLIANCE
2079
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Posted - 2014.08.29 00:57:00 -
[178] - Quote
So a boost to sp per wp to 3 is in order so the average player can beat the passive ingame 5per second game last. Yes? actually reward players 4 doing stuff more then not getting kicked out.
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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SponkSponkSponk
The Southern Legion Final Resolution.
1023
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Posted - 2014.08.29 04:09:00 -
[179] - Quote
Breakin Stuff wrote:Here is a hilarious question, since I suck at reading statistics...
What is the average WP/D range for most players, what is the average WP/SEC?
'normal' is 0.92KDR, 35.6WP/D at a rate of 2.4WP/s
Normal being defined as about 2/3 of all players are in this band.
Quote:Where do the high performers start to pull away?
'slightly better than normal is 1.37KDR, 60WP/D at a rate of 3.7WP/s (one tier above normal)
I would say 'almost good' is 2.08KDR, 93WP/D at a rate of 5.2WP/s (two tiers above normal, this is where I am BTW)
'good' is 2.63KDR, 117WP/D at a rate of 6.1WP/s (three tiers above normal)
Past that is 'seriously good', of varying levels of seriousness.
http://i.imgur.com/7QRiR7K.png
Quote:How much does fitting type seem to affect either?
Not tracked, who knows?
Dust/Eve transfers
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2389
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Posted - 2014.08.29 15:27:00 -
[180] - Quote
so what would my .99 KDR, and right around 98 WP/Death say to you? I did the math on WP/Death early last week. too lazy to do it again.
Hint: I run AV primary/HMG secondary/all else tertiary so my results are skewed off the norm. |
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