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Re: Skill system

Posted: Tue 17 Dec , 2013 5:22 pm
by Oska
Train offline instead, so I won't cry joinha ^^

Re: Skill system

Posted: Thu 19 Dec , 2013 3:01 am
by Michie
Butcher wrote:
Oska wrote:Maybe your LDG skill dropped because while you were not playing your actual skill dropped trollface
(ok ... I need to use you as training bag ... LOL ...don't cry when I kill you ;'D'D
Now that's just Funny LOL

Re: Skill system

Posted: Sun 19 Jan , 2014 2:35 am
by Azarael
The skill system should really factor in the magnitudes of the average skills as well as the difference between them. There's no incentive to play games where the average skill is significantly higher than 5 or where the enemy has a stack. The farming effect of an enemy stack is magnified when one considers that those good players who stay in on a stack may well expend an EFR, thus allowing opposing players to farm noobs without fearing taking a death from the good players.

If any two players of equal skill play an infinite number of 1on1s against each other, their skills will both tend to 5. Correspondingly, if a 5.xx plays in a game where the average skill of each team is 6.60 or higher, he's doing extremely well to pull a ratio of 1:1 but in doing so, he will not gain any skill.

Re: Skill system

Posted: Mon 27 Jan , 2014 5:15 am
by Michie
Azarael wrote:The skill system should really factor in the magnitudes of the average skills as well as the difference between them. There's no incentive to play games where the average skill is significantly higher than 5 or where the enemy has a stack. The farming effect of an enemy stack is magnified when one considers that those good players who stay in on a stack may well expend an EFR, thus allowing opposing players to farm noobs without fearing taking a death from the good players.

If any two players of equal skill play an infinite number of 1on1s against each other, their skills will both tend to 5. Correspondingly, if a 5.xx plays in a game where the average skill of each team is 6.60 or higher, he's doing extremely well to pull a ratio of 1:1 but in doing so, he will not gain any skill.
Azarael did you factor in the ping rate for everyone ? Did you try to Balance the Fun of the Game ? I read a lot and to be honest Skill Factor ect... Really has changed game . Not for the better I think. After many years here I noticed it use to be more Fun. Now with Skill Stats a lot more are fighting. . I say hide Skill Stats. You want to see whos the best ? Hit web Pg. :) I give 100% Respect for what you all do. Man Years of Fun )

Re: Skill system

Posted: Tue 28 Jan , 2014 12:32 am
by iZumo
Azarael wrote:If any two players of equal skill play an infinite number of 1on1s against each other, their skills will both tend to 5. Correspondingly, if a 5.xx plays in a game where the average skill of each team is 6.60 or higher, he's doing extremely well to pull a ratio of 1:1 but in doing so, he will not gain any skill.
In that case the 6.60 guy will lose skill to 5.xx. Don't forget that the number is relative to average skill.

There is skill spectrum to secure that a portion of your kills is on good percentage or "no skill". Last time I checked (that was a month ago though) there still wasn't enough data for many players to kick it w/o players getting penalty for "not enough data". Roughly checking, Cookiemonster has bad percentile for his skill, along with Kénôse (didn't check whether it's farming or lack of data). From the numbers it's more like:
85% percentile is:
1) 6.00 -> 8+ skill
2) 5.75 -> 7+ skill
3) 5.50 -> 6+ skill
4) 5.25 -> 5+ skill

i.e. if you have skill > 5 then your 85% percentile has to be 5 + 0.25 * (skill - 5) in order not to be capped.

Re: Skill system

Posted: Tue 28 Jan , 2014 8:18 am
by iZumo
Checking Aza's nicks:
Azafarm 2014-01-16 00:36:47 2014-01-16 00:36:47
B u s t e d !!!

PS: "Azarenka" was a good choice.
trollface

Re: Skill system

Posted: Tue 28 Jan , 2014 11:37 am
by Butcher
Izumo_CZ wrote: There is skill spectrum to secure that a portion of your kills is on good percentage or "no skill". Last time I checked (that was a month ago though) there still wasn't enough data for many players to kick it w/o players getting penalty for "not enough data". Roughly checking, Cookiemonster has bad percentile for his skill, along with Kénôse (didn't check whether it's farming or lack of data). From the numbers it's more like:
85% percentile is:
1) 6.00 -> 8+ skill
2) 5.75 -> 7+ skill
3) 5.50 -> 6+ skill
4) 5.25 -> 5+ skill

i.e. if you have skill > 5 then your 85% percentile has to be 5 + 0.25 * (skill - 5) in order not to be capped.
.=
I do not understand your math, is not clear what you are doing with the numbers. Please do a simple example to illustrate us of how the numbers will look in such an example situation: You have skill 6.1
At the end of the match you did 15 net, 9 deaths, and you thawed completely 4 mates. How is your skill reflect these results?

Re: Skill system

Posted: Fri 31 Jan , 2014 2:18 am
by Spin
Skill system is shit, because you are too lazy to use anything but a kill.

Re: Skill system

Posted: Fri 31 Jan , 2014 11:26 am
by Butcher
Spin wrote:Skill system is shit, because you are too lazy to use anything but a kill.
It seems Izumo only answers posts where he trolls.. troll2

I suggest to base the skill system on damage. Then also thawing, when there is a medic is taken in count positively. Besides, its normal that you may hurt or hit your opponents and not kill them, and there is always the kill steal-er that takes your effort and shoots your pray in the last moment. By using damage as a base for skill you will encourage pro-activity and teamwork, and not only reward those who are mighty single players. Anyway, you always see the top players having the highest damage rates in the games. Damage is directly correlated to kills and deaths, as also to thawing and healing.

Re: Skill system

Posted: Fri 31 Jan , 2014 11:42 am
by CaptainXavious
Proxy healing when teams are grouped up kills the reliability of damage alone determining skill.

It doesn't require any real skill to do damage in such a scenario due to them being grouped up, forming such a large target.

If you were to track damage dealt instead of kills, it would allow you to raise skill by tossing a grenade at a mob of enemies who can easily shake the damage off without actually bringing your team closer to victory. What's more, the enemy mob collectively would have very little chance to raise their skill in such a scenario, with you being alone and offering up 175hp to their 500hp+.

You'd have to come up with something more sophisticated than damage dealt for it to truly be reliable.