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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
The-Errorist
1077
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Posted - 2015.03.04 17:13:00 -
[1] - Quote
For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR.
Here's what came up with a long time ago and the spreadsheet.
Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat
Suits, Tanks, a mode
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LOOKMOM NOHANDS
Warpoint Sharx
83
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Posted - 2015.03.04 17:15:00 -
[2] - Quote
The issue here becomes squads and what the squad multiplier should be.
Also I am pretty sure that is exactly what MU does only a different formula. I have not seen the exact formula. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
134
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Posted - 2015.03.04 18:08:00 -
[3] - Quote
For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas?
Sebiestor scout, MTAC pilot, Merc w/ a face
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LOOKMOM NOHANDS
Warpoint Sharx
84
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Posted - 2015.03.04 18:14:00 -
[4] - Quote
Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas?
Meta level lockouts only divide the player base more. They have the potential to be good as long as it does not mess up search times too bad.
I also have a feeling the trolls of the game will be taking their full core skills on stacked damage mod suit with mlt assault rail rifle and trolling newbies in low meta matches. |
The-Errorist
1078
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Posted - 2015.03.04 18:16:00 -
[5] - Quote
LOOKMOM NOHANDS wrote:The issue here becomes squads and what the squad multiplier should be.
Also I am pretty sure that is exactly what MU does only a different formula. I have not seen the exact formula. I'll get to working on a squad modifier.
Even if MU does something almost exactly like this, I think my numbers are much more well thought out and would produce a better personal ranking estimate.
Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas? My idea does not conflict with the new meta-level lockout that's coming. What I want is to use my formula instead of what the current MU system uses.
Suits, Tanks, a mode
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Atiim
Commando Perkone Caldari State
15861
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Posted - 2015.03.04 18:35:00 -
[6] - Quote
Mu is not a matchmaker, it's a tool which determines what team players are on.
The 1st Matari Commando
-HAND
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LOOKMOM NOHANDS
Warpoint Sharx
84
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Posted - 2015.03.04 18:38:00 -
[7] - Quote
The-Errorist wrote:LOOKMOM NOHANDS wrote:The issue here becomes squads and what the squad multiplier should be.
Also I am pretty sure that is exactly what MU does only a different formula. I have not seen the exact formula. I'll get to working on a squad modifier. Even if MU does something almost exactly like this, I think my numbers are much more well thought out and would produce a better personal ranking estimate.
Unfortunately we have no way to compare. I believe a portion of the formula was posted but I can not locate it.
I will say that in my opinion matchmaking itself works great. The issues come in with the fact that there is no incentive to win. I have seen so many battles that started out great but 5 minutes in once every one had 150 points half the blues disappeared.
I would be very interested in seeing your ideas on giving incentive to win as you have a pretty good way with numbers which is what matters to CCP. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
144
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Posted - 2015.03.05 03:32:00 -
[8] - Quote
LOOKMOM NOHANDS wrote:Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas? Meta level lockouts only divide the player base more. They have the potential to be good as long as it does not mess up search times too bad. I also have a feeling the trolls of the game will be taking their full core skills on stacked damage mod suit with mlt assault rail rifle and trolling newbies in low meta matches. Erm, DMG mods raise the meta of a suit..
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
144
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Posted - 2015.03.05 03:40:00 -
[9] - Quote
The-Errorist wrote:LOOKMOM NOHANDS wrote:The issue here becomes squads and what the squad multiplier should be.
Also I am pretty sure that is exactly what MU does only a different formula. I have not seen the exact formula. I'll get to working on a squad modifier. Even if MU does something almost exactly like this, I think my numbers are much more well thought out and would produce a better personal ranking estimate. Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas? My idea does not conflict with the new meta-level lockout that's coming. What I want is to use my formula instead of what the current MU system uses. Hmm... Can we chat in-game? I want to hear more about your ideas especially matchmaking bc this seems a bit like it would flood newbro matches with bittervets that cling to an underpowered class. I fear this could make newbros hate minjas, as it statistically is the all-aroynd weakest class in the game, costs the same as a logi to fit, and struggles to defeat a sentinel(assuming the sentinel doesn't see him first. When spotted, death is to be assumed )
Sebiestor scout, MTAC pilot, Merc w/ a face
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LOOKMOM NOHANDS
Warpoint Sharx
84
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Posted - 2015.03.05 03:43:00 -
[10] - Quote
Greiv Rabbah wrote:LOOKMOM NOHANDS wrote:Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas? Meta level lockouts only divide the player base more. They have the potential to be good as long as it does not mess up search times too bad. I also have a feeling the trolls of the game will be taking their full core skills on stacked damage mod suit with mlt assault rail rifle and trolling newbies in low meta matches. Erm, DMG mods raise the meta of a suit..
Yes but lower level damage mods raise it by less giving you the ability to hang around lower meta level matches. |
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
144
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Posted - 2015.03.05 03:44:00 -
[11] - Quote
LOOKMOM NOHANDS wrote:Greiv Rabbah wrote:LOOKMOM NOHANDS wrote:Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas? Meta level lockouts only divide the player base more. They have the potential to be good as long as it does not mess up search times too bad. I also have a feeling the trolls of the game will be taking their full core skills on stacked damage mod suit with mlt assault rail rifle and trolling newbies in low meta matches. Erm, DMG mods raise the meta of a suit.. Yes but lower level damage mods raise it by less giving you the ability to hang around lower meta level matches. Yes... But they increase the damage by less... Are you trolling?
Sebiestor scout, MTAC pilot, Merc w/ a face
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LOOKMOM NOHANDS
Warpoint Sharx
84
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Posted - 2015.03.05 04:12:00 -
[12] - Quote
Greiv Rabbah wrote:LOOKMOM NOHANDS wrote:Greiv Rabbah wrote:LOOKMOM NOHANDS wrote:Greiv Rabbah wrote:For better matchmaking, the already planned meta level lockout system will be good. Older players with low meta suits will be tough, but not insurmountable and I feel it will also make balancing the game easier. Are you talking about an alternate method or supplementing the new meta-level based method with your own ideas? Meta level lockouts only divide the player base more. They have the potential to be good as long as it does not mess up search times too bad. I also have a feeling the trolls of the game will be taking their full core skills on stacked damage mod suit with mlt assault rail rifle and trolling newbies in low meta matches. Erm, DMG mods raise the meta of a suit.. Yes but lower level damage mods raise it by less giving you the ability to hang around lower meta level matches. Yes... But they increase the damage by less... Are you trolling?
No not at all. of course they increase the damage by less but they still increase the damage.
When you take a veteran that has core skills maxed out to receive extra shields and armor coupled with a couple of damage mods and a damage increase from the warbarge there is simply not much newbies can do to hang in the fight. The newbies are giving up damage on their fitting to tank HP are screwed against full core skills + proficiency. One could easily argue that this advantage applies no matter how a vet fits their suit and they would be correct, I only point to stacked damage mods because the TTK for a new player is already insanely low and damage mods only make that time lower.
Personally I feel like meta lockouts are not going to complete very much in the end. This is because proto stompers primary advantages come from high core skills and squading up. We will most likely see them flock too the low meta areas and continue stomping because everyone knows that those guys do not ever take a fight that there is a risk of loss.
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CCP Rattati
C C P C C P Alliance
17892
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Posted - 2015.03.05 05:56:00 -
[13] - Quote
The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat
I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with.
WP/D is my favorite simple method btw.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sequal's Back
Dead Man's Game RUST415
356
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Posted - 2015.03.05 13:51:00 -
[14] - Quote
The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat Impressive work here. Even if it may not change anything, the time spent on that spreadsheet deserves to be rewarded!
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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Celus Ivara
DUST University Ivy League
305
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Posted - 2015.03.05 14:22:00 -
[15] - Quote
CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw. Mu has been used for balancing competitive games since before videogames existed. It has been extensively tested, peer-reviewed and its viability is sorta less rule-of-thumb and more unassailable-scientific-fact.
Now, I think we can have discussions about whether a player should have different Mu ratings for the different game modes. And there really needs to be a multiplier on effective Mu if a player is in a Squad or not. (I'm pretty sure this isn't the case right now? I'd love to be corrected on this though.)
But the utility of Mu Rating (and it's decedents, like Glicko and TrueSkill) in skill-based games is sorta a conversation that ended decades before Dust even entered development. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 14:52:00 -
[16] - Quote
Hilariously Mu by game mode might be more accurate.
For ambush K/Dr
DOM K/Dr and WP/d
Skirm WP/d. I think the results of this would be utterly fking hilarious.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
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Posted - 2015.03.06 03:01:00 -
[17] - Quote
LOOKMOM NOHANDS wrote:Greiv Rabbah wrote: Yes... But they increase the damage by less... Are you trolling?
No not at all. of course they increase the damage by less but they still increase the damage. When you take a veteran that has core skills maxed out to receive extra shields and armor coupled with a couple of damage mods and a damage increase from the warbarge there is simply not much newbies can do to hang in the fight. The newbies are giving up damage on their fitting to tank HP are screwed against full core skills + proficiency. One could easily argue that this advantage applies no matter how a vet fits their suit and they would be correct, I only point to stacked damage mods because the TTK for a new player is already insanely low and damage mods only make that time lower. Personally I feel like meta lockouts are not going to complete very much in the end. This is because proto stompers primary advantages come from high core skills and squading up. We will most likely see them flock too the low meta areas and continue stomping because everyone knows that those guys do not ever take a fight that there is a risk of loss. OK I feel you there. Thanks for clarifying your meaning and I see your point. I think a decent matchmaking system coupled with meta level lockout will accomplish much more than you're giving credit for though
Sebiestor scout, MTAC pilot, Merc w/ a face
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CCP Rattati
C C P C C P Alliance
18085
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Posted - 2015.03.06 03:09:00 -
[18] - Quote
Celus Ivara wrote:CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw. Mu has been used for balancing competitive games since before videogames existed. It has been extensively tested, peer-reviewed and its viability is sorta less rule-of-thumb and more unassailable-scientific-fact. Now, I think we can have discussions about whether a player should have different Mu ratings for the different game modes. And there really needs to be a multiplier on effective Mu if a player is in a Squad or not. (I'm pretty sure this isn't the case right now? I'd love to be corrected on this though! ) But the utility of Mu Rating (and it's decedents, like Glicko and TrueSkill) in skill-based games is sorta a conversation that ended decades before Dust even entered development.
Pretty much this, also, the teambuilder incorporates a squad multiplier.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Terry Webber
Molon Labe. General Tso's Alliance
596
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Posted - 2015.03.06 05:15:00 -
[19] - Quote
Why isn't the squad Mu the average Mu of the squad members? |
THUNDERGROOVE
Fatal Absolution Negative-Feedback
1592
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Posted - 2015.03.06 05:21:00 -
[20] - Quote
CCP Rattati wrote:
I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with.
WP/D is my favorite simple method btw.
If player age/SP is a factor in MU scores then just
Some of the worst players I know have 60M+ and are two years old.
Our lives are nothing but a means to an end.
AIV member.
21 day EVE trial.
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Text Grant
PIanet Express Smart Deploy
387
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Posted - 2015.03.06 14:35:00 -
[21] - Quote
CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw. The problem with any simple method is that we are humans and use different gear in different matches. The formula needs to in some way account for our use of mlt, basic, advanced, or proto gear, so that pub stomping makes a player be put against pub stompers. |
The-Errorist
1080
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Posted - 2015.03.06 15:29:00 -
[22] - Quote
Greiv Rabbah wrote:... Hmm... Can we chat in-game? I want to hear more about your ideas especially matchmaking bc this seems a bit like it would flood newbro matches with bittervets that cling to an underpowered class. I fear this could make newbros hate minjas, as it statistically is the all-aroynd weakest class in the game, costs the same as a logi to fit, and struggles to defeat a sentinel(assuming the sentinel doesn't see him first. When spotted, death is to be assumed ) Yeah sure. Mail Velvet Overkill or my skype Enkouyami and I'll tell u when I am on or will be. I don't really see minja's being put into newbros because they're not all about combat, they can also get WPs from quickly going to places and hacking things. Also from my experience using my minja against newbs, they don't always notice my cloak shimmering while running directly at them or are able to handle my strafing as well as vets, so I usually am able to kill them fairly easily with just an SMG sometimes. They'll probably be put against an average level team with not a lot of newbs.
Added a squad multiplier, fixed a typo, toned down how much ISK cost factors in to things, and added some more details.
@Celus Ivara, I'm gonna see if I can find info about MU, TrueSkill, and Glicko. Also there's no reason something new made for just Dust couldn't be better.
@Rattati, I like WP/D also but just plain unmodified WP/D just fills high level matches with just logis. There should be some diminishing returns on stats so a logi who only good at getting tons WP would be ranked much lower that a logi who gets tons of WPs and kills. Also can you give details on your squad multiplier and MU and if you already have, can you point me to them?
@Breakin Stuff, a stat per game mode does sound like a good idea.
@THUNDERGROOVE age is a poor indicator of skill; you could have come back from a year off Dust, just be really bad at playing FPS, or be an elite vet who made a new account. For those reasons age should not be used.
Suits, Tanks, a mode
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Celus Ivara
DUST University Ivy League
310
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Posted - 2015.03.07 04:32:00 -
[23] - Quote
CCP Rattati wrote:Pretty much this, also, the teambuilder incorporates a squad multiplier. Ah! Very happy to hear that. :)
Hrrmm,.. we may want to up the value on the multiplier a lil' bit. The very few times I've found a match to be unbalanced these days, it often seems to be due to the 6 best players on the winning team being squaded while the losing team's high Mu players were lone-wolfing. |
emm kay
Direct Action Resources
276
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Posted - 2015.03.07 04:36:00 -
[24] - Quote
CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw. Jihad jeep! 300 wp/d FTW.
There is a reason you never see me in battle.
it's because I see you first.
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ReGnYuM
Kameira Lodge Amarr Empire
3537
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Posted - 2015.03.07 05:10:00 -
[25] - Quote
CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw.
Here's my problem, I usually solo ambush yet I consistently get but up against organized squads. I just don't understand how my solo MU is being matched up and put up against consistent Proto squads? |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2528
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Posted - 2015.03.07 18:01:00 -
[26] - Quote
Imo the teambuilder is doing it's job. I can't be the only one who felt the difference in matches after Rattati's changes went live. There are still redlines to be sure, but my impression is that even in redlined matches if we look at the difference in end-of match clone counts & MCC health we'll see that the average pubfight is more entertaining than before.
The next step is getting the matchmaking to a better place - this is where our population numbers really start to make Rat's life hard. Also, because of the complexity and number of interconnected systems in DUST, there are a lot of ways any given battle can play out. Matches that at first glance vets might intuit as going one way can got the other way reasonably often - i think we've all experienced those matches where a team of apparent 'nobodies' beat a team that has obvious big hitters on it.
The only way we make sense of the incredible variability DUST matches can have is with statistics.
@ CCP Rattai: would you consider publishing some stats that can quantify how 'close' matches are now compared to before the new teambuilder was implemented? I imagine you looked at exactly those stats when researching the teambuilder in the first place.
PSN: RationalSpark
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Derpty Derp
Dead Man's Game
881
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Posted - 2015.03.07 18:52:00 -
[27] - Quote
Celus Ivara wrote:CCP Rattati wrote:Pretty much this, also, the teambuilder incorporates a squad multiplier. Ah! Very happy to hear that. :) Hrrmm,.. we may want to up the value on the multiplier a lil' bit. The very few times I've found a match to be unbalanced these days, it often seems to be due to the 6 best players on the winning team being squaded while the losing team's high Mu players were lone-wolfing.
I dunno, I find most stomps have 2 'well known' squads pitted against either randoms, or just not so good squads.
Yesterday for example, we had a close match as a squad of corp players vs the well known (and sometimes loved) 'Gummiebears.' The next match however had both our squad and the gummiebears on the same team... And the match was a total stomp.
One question, do mics count in this Mu equation? Because when I'm with guys using mics, I get a lot more information on what's happening the other side of the map, which helps a lot (especially when in a vehicle.)
Is there any balance between both teams having a few mics? ( I know most are annoying and get muted, but I've had randoms use their mics to good effect a few times as well.) |
Nothing Certain
Bioshock Rejects
1569
|
Posted - 2015.03.07 19:31:00 -
[28] - Quote
Terry Webber wrote:Why isn't the squad Mu the average Mu of the squad members?
It doesn't matter, Mu and multipliers don't really address the problem of squads. If you have a pool of 32 and a 6 man squad has the 6 top players, or even top 10, no switching around of the rest of the players can balance that.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1569
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Posted - 2015.03.07 20:54:00 -
[29] - Quote
ReGnYuM wrote:CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw. Here's my problem, I usually solo ambush yet I consistently get but up against organized squads. I just don't understand how my solo MU is being matched up and put up against consistent Proto squads?
Because you are a good or reasonably good player. Team A gets the squad, which with the multiplier gives them the 6 highest Mu. Team A then gets populated by the lowest Mu players, you don't make the cut, you have to get worse.p
Because, that's why.
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Nothing Certain
Bioshock Rejects
1569
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Posted - 2015.03.07 21:25:00 -
[30] - Quote
But the utility of Mu Rating (and it's decedents, like Glicko and TrueSkill) in skill-based games is sorta a conversation that ended decades before Dust even entered development.[/quote]
Pretty much this, also, the teambuilder incorporates a squad multiplier.[/quote]
How does the squad multiplier work. Does a 6 man squad get the same muliplier as a 5 man squad? Jow about a 1 man squad?
Because, that's why.
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