Skill system

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iZumo
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Re: Skill system

Post by iZumo » Mon 14 Oct , 2013 5:50 pm

It's time to defarm this. I'm going to implement a kill spectrum - it will track the skill of your victims (with linear transition so killing 6.5 skiller will give you 0.5 kill for 6 skillers and 0.5 kill for 7 skillers) with it's own data decay. median and upper quartile from your spectrum will define your maximum skill and keep its stability. It's also very simple to implement this.

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iRobot
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Re: Skill system

Post by iRobot » Mon 14 Oct , 2013 5:52 pm

So you get full points for killing someone equal to your own skill level. That makes sense, but those of us in 8.x, and even 2 of those are by the skin of their teeth (shiet when did Aza get 8+?), don't really have anyone equal to kill.

Therefore we just get punished the most.

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Re: Skill system

Post by iZumo » Mon 14 Oct , 2013 6:14 pm

No that's not how it's going to work and exactly for that reason - the kill counter will remain as it is now, this will only collect extra information and will only limit the maximum of your skill, which will be calculated from the percentiles of your spectrum. It may however reduce your skill a bit, it depends on the numbers, however your plain efficiency remains unaffected.

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iRobot
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Re: Skill system

Post by iRobot » Mon 14 Oct , 2013 6:21 pm

The result is the same. If it takes into account that you kill lower skilled players primarily, then the higher skilled players are only going to lose out.

MUH SKILL

;"( ;"( ;'D'D

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Re: Skill system

Post by iZumo » Mon 14 Oct , 2013 6:30 pm

There is a certain difference between "lower skilled players" and "low skill players". The idea simply is that "lower skilled players" != "low skill players".

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iRobot
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Re: Skill system

Post by iRobot » Mon 14 Oct , 2013 6:35 pm

Everyone is equally meat to me. Except Aza, he's worth a little more.

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Re: Skill system

Post by iZumo » Mon 14 Oct , 2013 6:42 pm

I'm telling that to giZmo.
trollface

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Azarael
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Re: Skill system

Post by Azarael » Mon 14 Oct , 2013 7:07 pm

I think it was more a joke based on how I often complain of being targeted.

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Butcher
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Re: Skill system

Post by Butcher » Mon 14 Oct , 2013 7:08 pm

Well, the skill system is flaw... I mean there are players that for instance had a good score and the have been playing 2 games per session with EFR and maintain their score for months like this. Also there are players leaving the game few seconds before the end (when the game is almost lost) to have less skill punishment. There is also the ones that spec until there is a map they know or handle good and then play when the other players are of inferior skill level. And some other players that have advantage for having deep insight of the game advantage (I don't know if admins read the teamchat and know the other team strategy for example). For sure a player like Aza has more idea of which weapon is the best for the situation cause he sets it like that (He is a very good player, but its just to point out there is an advantage).

Is not the same to play against the Robot or JAM or Aza, than playing with others, in the same team your skill gets low because they are killing everything, and against you your skill also gets lower cause you are frozen most of the time. Is not the same to kill someone with higher skill than to kill someone with low skill. But is kind of uncommon the games where the high skills play against each other. When this happens you get good games :).

Lately, I'm ending the game in the 1st or 2nd position of my team and I am loosing skill. I do not have the fault the balancer sucks, and I couldn't choose my teammates... and when you are against a team with HIT, the robot and Aza together... well you can't expect to much of your team to counter... There are games that the 1st to 2nd in the same team double the points. And then in the end they quit, leaving the team to ruin... Games that show such evident huge unbalance end in 6-0 6-1... they should not be taken in count for the skill balance. No one can help to have a sucking team.

Also, if I play in the morning, against 6 people is quite different than when I play full server with all the high skills... I see some farming skill off the peak hours.. (as JAM was accused for example), nonetheless games with less than 10-12 people should not count.

For those reasons, I suggest the skill is weighted differently. At least in some sense to take care of the points exposed...
"An BW match is a test of your skill against your opponents' luck." :)

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Azarael
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Re: Skill system

Post by Azarael » Mon 14 Oct , 2013 7:21 pm

The advantage I get from being the balancer and knowing the stats is very minor, if it exists at all. I'm forced to maintain a varied loadout to avoid bias towards particular weapons. Anyone with interest can learn the stats and functionality of the weapons.

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