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Need a better way at guessing a players skill.
#1
Posted November 26 2012 - 09:44 PM
I feel there need to be some sort of player level, not just mech level as that doesn't do anything.
having a level 20 mech doesn't stop you from having a level 0 mech.
Maybe a sum of mech levels, k/d ratio, damage ratio. something more mathematical then "Your level 20."

#2
Posted November 26 2012 - 09:50 PM
#3
Posted November 26 2012 - 09:50 PM
max level for a mech * number of mechs available
or
it is based on the total EXP gained (wouldn't mind more buffs for player levels, lol)
 Necro, on November 26 2012 - 09:44 PM, said:
Necro, on November 26 2012 - 09:44 PM, said:
EDIT
 D3m0n1t3, on November 26 2012 - 09:50 PM, said:
D3m0n1t3, on November 26 2012 - 09:50 PM, said:
Edited by ArnieF4440, November 26 2012 - 09:51 PM.

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#5
Posted November 26 2012 - 10:06 PM
as tiers then your splitting the player base in 4 already for MM.
Add player levels and then your splitting it into even smaller chunks, hopefully this could work without causing wait time but if it didn't then perhaps for higher skill level there could be less tiers 1-10 11-20?
Basically splitting the player base too much but not splitting it enough causes balancing issues/wait times.
i can argue against my own point in my own thread what of it?

#6
Posted November 27 2012 - 12:33 AM
Player level won't work as I can be bad at the game but reach max level.
The best thing they have at the moment is MM which has been mentioned here. I don't think it's the best system but if they can pair players based on that rating it would probably be better than whatever they're doing now. Unless that's what they're doing now.
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#7
#8
Posted November 27 2012 - 02:55 AM
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#9
Posted November 27 2012 - 04:16 AM
 Dreizehn, on November 27 2012 - 12:52 AM, said:
Dreizehn, on November 27 2012 - 12:52 AM, said:

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#10
Posted November 27 2012 - 09:38 AM
#11
Posted November 27 2012 - 10:27 AM
You can judge a players skill by facing him on the battlefield.
As for what is displayed on the screen, i have proposed the idea of having a ladder, confident players will be drawn to the ladder and have their games ranked.
I would also like to propose that we see the total accumulated exp for a mech. Once the game is released most of us will play a specific mech way past the base exp required for level 20. Having the chance to know a player has 10gazillion exp on his scout versus just knowing he reached level 20 would be nice.
#13
Posted November 29 2012 - 03:05 AM
((Kill+assist)/death) * damage ratio) + (Skill increase * time in combat per mech)
This seems to be the easiest way to test a players skill for a certain mech. higher the number the better.
Use the kills and deaths from the mech your evaluating not every mech.
(time in combat would be a number that represents the total time you have played that certain mech since the last skill increase calculation)
(skill increase would be a percentage that would account for player getting better and subtract time from you playing essentially)
((Kill+assist)/death) * damage ratio) - player level) + (Skill increase * time in combat)
(player level would be the sum of a player mechs. It would be given in a numbered value like "player level" 1 for a level 20 mech 1.5 for a 20 and level 10 and level ones don't count)
(time in combat would be a number that represents the total time you have played since the last skill increase calculation)
(skill increase would be a percentage that would account for player getting better and subtract time from you playing essentially)
That's as good as I can make skill translate into math.
Essentially it takes your aptitude at getting kills, assists, not dying, avoiding damage while dealing damage and weighs it against the time you play while then calculating for an increase in skill by essentially subtracting time you have played.
(not literally just mathematically)
The player level one will essentially see how good of a overall player you are by weighing all the data against the levels of your mechs, This may mean however that you have an excellent top of the rank scout pilot but the worst overall pilot because of you have .1 k/ds with every other mech and they are somehow level 20. This proves a problem however because your able to switch mechs...there isn't really a way to account for that.
Of course right now the numbers don't mean much because people K/ds are insane due to clans entering pubs and uneven games. This also only calculates skill for TDM and DM. Skill in OBJ based games is entirely different.
Edited by Necro, November 29 2012 - 04:01 AM.

#14
Posted November 29 2012 - 03:36 AM
Ok let's simplify this!
((Kills+Assists)*[Total Damage]) / (Deaths*[Time in Combat]^2)
So let's say you have a KA/D of 1 and a Damage Ratio of 1
1/[Time in Combat]
This number will get closer to 0 the longer you play.
Edited by z121231211, November 29 2012 - 03:36 AM.
#15
Posted November 29 2012 - 03:46 AM
Now it's just Skill increase compared to time played since the last calculation.
You get less 50% more skilled in X amount of time it raises Y much
You get 50% less skilled in X amount of time it will lower it by Y much.
You stay at your current skilled rate 0% change multiplied by any time played keeps you at the same value. Or
1 + (change in skill * time played since last calculation)
This could tend to give improper values at first play so something would have to be put in to contract that. maybe newer players would have to play a certain amount of time before there skill increase * time played score is calculated and added to the equation or something.
Thanks
 
					
					Edited by Necro, November 29 2012 - 04:05 AM.

#16
Posted November 29 2012 - 03:57 AM
 Necro, on November 29 2012 - 03:05 AM, said:
Necro, on November 29 2012 - 03:05 AM, said:
((Kills+Assists)*[Total Damage]) / (Deaths*[Skill Increase]*[Time Played]^2)
If KA/D and Damage Ratio is constant (1):
1 / ([Skill Increase]*[Time Played])
Eventually all you want to do is decrease your [Skill Increase] as much as possible.
#17
Posted November 29 2012 - 04:01 AM
It's 6:00 in the morning here and i haven't slept yet btw
 
					
					Edited by Necro, November 29 2012 - 04:09 AM.

#18
Posted November 29 2012 - 04:15 AM
#19
Posted November 29 2012 - 04:17 AM
thanks and good night.

#20
Posted November 29 2012 - 04:42 AM

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