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Old 08-09-2010, 01:32 AM   #51
Stehinch
 
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Quote:
Originally Posted by realazthat View Post
Just curious, is Stehinch your ingame name?
yep, same person, why are you the person that keeps killing me????
oh wait, thats pretty much everybody
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Old 08-09-2010, 02:14 PM   #52
Kurt_Russell
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will this eventually replace the existing site>?

in any case my number is 15286

I would add all my clan members but i can wait for the finished site


very nice site. thanks for this we link to it on our clan site.
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Old 08-09-2010, 02:26 PM   #53
realazthat
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Default Update

Changes

In-game notification(feature):
If someone is in game within the latest update interval (ten minutes right now for most ppl), all changed stats are marked green.
Pedantic ratios (feature):
Mouseover ratio stats will have the decimal to 64 places to satisfy the Tuvok side of Blevok
Per class stats:
(feature) Ranks, rank images, mouseover for rank name, xp until next rank
If your'e at the highest rank, it gives some enormous number of xp to the next (fictitious) rank. It will be filled in as info becomes available.
Map stats (new):
(bug) Amarna appears to have invalid stats in SGR's db
Last battle on (fixed):
Now displays timezone for time
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Last edited by realazthat : 08-09-2010 at 02:38 PM.
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Old 08-09-2010, 02:40 PM   #54
realazthat
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Quote:
Originally Posted by obmstudio View Post
will this eventually replace the existing site>?

in any case my number is 15286

I would add all my clan members but i can wait for the finished site


very nice site. thanks for this we link to it on our clan site.
It's a separate site. I'm not sure if the site will ever be "finished"; I'll always be changing it lol (until I get super-busy).

If anybody is mighty good at php, and/or mysql and/or html/css and wants to lend a hand or take it over for long-term maintenance, reply or PM me. Heck, I might even make the whole thing open source.
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Old 08-09-2010, 02:58 PM   #55
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Originally Posted by obmstudio View Post
I would add all my clan members but i can wait for the finished site
This gave me an idea, not sure how practical it would be, could you rank Clans? Not just Best Player but Best Clan. Perhaps add up the stats of each Clan member, divided by the number of Clan members and taking time in game into account somehow?

Not really thought it through, if it's nonsensical please disregard.
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Old 08-09-2010, 03:10 PM   #56
realazthat
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Quote:
Originally Posted by Scott Morrison View Post
This gave me an idea, not sure how practical it would be, could you rank Clans? Not just Best Player but Best Clan. Perhaps add up the stats of each Clan member, divided by the number of Clan members and taking time in game into account somehow?

Not really thought it through, if it's nonsensical please disregard.
Absolutely. Its in the original post.
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Old 08-09-2010, 03:12 PM   #57
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Originally Posted by realazthat View Post
Absolutely. Its in the original post.
Well now I feel daft, but at least I wasn't nonsensical.
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Old 08-09-2010, 03:52 PM   #58
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scott, what he was saying was that it's a great idea, so he added it to the list of things to be added in, not that it had already been brought up
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Old 08-10-2010, 12:52 AM   #59
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some other things that come to mind, accuracy per class or per weapon would be cool, as well as best team score per map.
and while it's nice to be able to see small changes in my kd, 64 may be a bit overboard. i don't think even tuvok would ask for such precision. Data on the other hand...
really, 6 or 8 is enough to see if i'm going up or down after every couple matches.
love the site, live long and prosper
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Old 08-12-2010, 12:28 PM   #60
ColYoung
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I would love to be tracked, my id is 4155. Thanks, the site is really lookin good.
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Old 08-12-2010, 01:33 PM   #61
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dude dont forget to play the game , take time out from this every little in a whille... if not ill end up as #2
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Old 08-12-2010, 04:20 PM   #62
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Quote:
Originally Posted by realazthat View Post
Changes

In-game notification(feature):
If someone is in game within the latest update interval (ten minutes right now for most ppl), all changed stats are marked green.
It would be nice if you could have it compile a list of people in game on the home page, when you draft one.
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Old 08-13-2010, 01:35 AM   #63
realazthat
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Default Evolved 0.3

V 0.3

Evolved has evolved . V 0.3 is out today. Buncha new cool stuff. Please report any bugs etc. here.

Code:
  Features:
now playing: stats on player profile turn green if they changed since
the previous update

css changes: cool new looks, utilizing jquery ui theme
Advancement table
sortable tables

Rankings: tons of cool columns (far too many lol)

Notes:
TOO MANY !@#$% COLUMNS! I will provide a method to selectively view
certain columns.
Clearly indicated the Volume columns
Clearly indicated Ratio columns
Notice how some ratios are per-time, and others are time-per. This is
because for comparison it doesn't matter which Volume goes on top or
bottom; it still shows the ratio. Usually if swapping the Volumes in the
ratio, will change the meaning of the ratio from higher being good or
bad to vice versa. Therefore, I chose the Volume to be on top based on
the decimal places required by the result. So instead of having Rounds
Per Minute (result example: 0.03), I chose Minutes Per Round (result
example 33.33).
[/code]
All columns based on time (ie. have a Minutes-Per, or Per-Minute) are bugged for players that have skewed times (time warping bug).

Columns to come:
Code:
      Volume:
Damage Given
Damage Taken
Heals
Derived Columns (for each Volume column, and some other Derived Columns):
Ratio Per every other Volume with a relation
Percentile over all players
Column/ (Avg Coumn)
Adjusted Per Class (part of realz secret sauce)
Change over time
realz' Secret Sauce:
Bottom line: Adjust the KD ratios for comparison with each class,
so someone with a heavy leaning on one class won't have an advantage.
Then, combine the adjusted KD's for each class with the relative
experience that player has for that class to obtain an adjusted ratio
that can be used as ranking for that class, and is also comparable to
other classes. Once it is relatively comparable, the resulting scores
for each class can be all added up for a final rating.



I have not taken into account some other important things, such as
teamwork. I think teamwork is reflected well in the Win/Loss Ratio, as
that is the ultimate proof or disproof of your worth as a teamate; if
you help out so much, you should always be winning, nevermind your KD
Ratio. Thus it should probably be integrated as well, probably as a
relative multiplier, just as XP is. Another thing is that XP multiplier
here, so someone playing twice as long, will have twice the rating
(assuming the same KD) as another player. This can be adjusted to be
more difficult to rise as one gains more XP, by using a logarithm on the
XP. The KD Ratio can be limited in the same manner instead as well
(limiting both in this way, would be pointless).

Code:
For each class, i, 
---------------------
//the kill death ratio, kd_i, is equal to the kills, k_i, divided by
//the deaths, d_i
kd_i = k_i / d_i

//The average kd_i over all players, kd_avg_i, is equal to the sum of
//the kd_i of each player, p, divided by the number of players
kd_avg_i = avg_player(k_i/d_i) = S_p(kd_p_i)/|<p>| = S_p(k_p_i/d_p_i)/|<p>|

//The adjusted kd_i, kd_adj_i is the ratio of this players kd for this
//class, in proportion to the average kd for this class of all players. It
//is thus the relative kd ratio for this class, compared with all players.
//In othe words: *How much better than the average player in each class
//you are*.
kd_adj_i = kd_i / kd_avg_i

//Now that we know the adjusted KD, we need to know how far it goes.
//That is, the KD becomes a multiplier of the players experience for that
//class.

//The total experience for class i, xp_i.
xp_i

//The average experience for this class, xp_avg_i, over all players
//<p>, is equal to the sum of all experience of all players for this
//class, divided by the number of players
xp_avg_i = avg_player(xp_i) = S_p(xp_p_i)/|<p>|

//Instead of using experience directly as a multiplier, we will use the
//experience relative to the average experience. This will give us a
//smaller managable number, and take lessen any experience advantages one
//class might have over another. In other words: *How much better than the
//average player in each class you are*.

//The relative experience for this class, xp_rel_i, is equal to the
//ratio of the class experience for this player to the average class
//experience for all players.
xp_rel_i = xp_i / xp_avg_i

//The score for each class, kd_xp_i, is finally calculated as follows:
//The relative xp for this class, xp_rel_i, multiplied by the relative
//kd ratio for this class
kd_xp_i = xp_rel_i * kd_adj_i

-----------------

//The final adjusted score has been normalised to be relative to its
//class only. It is therefore a rating about *How much better than the
//average player in each class you are*.

//Therefore, the points are relatively comparable to eachother, and can
//be summed up for a final rating.
realzSecretSauce = S_i(kd_xp_i)
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Old 08-13-2010, 01:39 AM   #64
realazthat
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Quote:
Originally Posted by zainea13 View Post
It would be nice if you could have it compile a list of people in game on the home page, when you draft one.
This will be built in to the ranking list, and domination map.
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Old 08-13-2010, 02:13 AM   #65
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I would like to be able to be able to compare myself and others in the rankings.

Have a bar where you can drag drop names to compare a bunch of people at once and be able to save you set compare. (for clans).

I wonder how much coding this would require.
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Old 08-13-2010, 04:28 AM   #66
AF freyr
 
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cool you have rankings up now but im not on there my id is 13885 freyr maybe a bug
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Old 08-13-2010, 04:45 AM   #67
Arcadenut
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Nice job Realz!

I noticed I'm #3!



in deaths


I'm also assuming that the HIGHER the realzSS score, the better?

Quote:
I have not taken into account some other important things, such as
teamwork. I think teamwork is reflected well in the Win/Loss Ratio, as
that is the ultimate proof or disproof of your worth as a teamate; if
you help out so much, you should always be winning, nevermind your KD
Ratio.
I would have to disagree. I have been on many losing teams, and it wasn't because of me . I've joined many servers where teams are very lopsided based on skill levels.

I like to think I'm a pretty good team player, but if you base that off the W/L ratio, you wouldn't think so...
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Old 08-13-2010, 06:20 AM   #68
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This bit made me chuckle:

"Score: 279169 of 40000000. At your historical rate, you should earn 39720831 in 56099:03:32 of playing Goauld straight."
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Old 08-13-2010, 08:00 AM   #69
realazthat
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Quote:
Originally Posted by Arcadenut View Post
Nice job Realz!

I noticed I'm #3!



in deaths
I'm gonna have to do something about that . You gotta be number one! Bounty on Arcadenut!

Quote:
I'm also assuming that the HIGHER the realzSS score, the better?
Indeed. K/D adjusted per class and experience are directly proportional to the result.

Quote:
I would have to disagree. I have been on many losing teams, and it wasn't because of me . I've joined many servers where teams are very lopsided based on skill levels.
Yes, and so have many others. But on average you should be improving your teams chance of winning by x amount. Or rather by W/L amount.

Quote:
I like to think I'm a pretty good team player, but if you base that off the W/L ratio, you wouldn't think so...
What would offset this is you playing a class that is more difficult to win with, such as soldier. People who are Scientist would have a higher W/L ratio. The solution is to have an adjusted W/L ratio, that is rated per class, relative to other players. This takes away any advantage one class would have. You surely have a higher adjusted W/L ratio (ie. you are a better _soldier_ than others, and that would count much more heavily since you are mostly soldier).
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Old 08-13-2010, 08:12 AM   #70
realazthat
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Quote:
Originally Posted by AF freyr View Post
cool you have rankings up now but im not on there my id is 13885 freyr maybe a bug
ICU:
http://evolved.sgrstats.com/rankings/13885

hmm. I do think there is a bug, as some people aren't showing up, but i c u .
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Old 08-13-2010, 08:14 AM   #71
realazthat
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Quote:
Originally Posted by Fumbles View Post
This bit made me chuckle:

"Score: 279169 of 40000000. At your historical rate, you should earn 39720831 in 56099:03:32 of playing Goauld straight."
Yeah, well I made the next rank *really* hard to achieve until I've put something real there lol. If you manage to get there, you might be able to hack my site so good luck.
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Old 08-13-2010, 09:29 AM   #72
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Quote:
Originally Posted by realazthat View Post
Yeah, well I made the next rank *really* hard to achieve until I've put something real there lol. If you manage to get there, you might be able to hack my site so good luck.
At my current average xp gains for Goa'uld it would take ~2337 days or more then 6 years of in game play time.
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Old 08-13-2010, 11:48 AM   #73
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Very nice, I like the new Time To Advancement section (though 41 hours to rank my Jaffa again was a little dispiriting at first lol) in particular, will be very handy.

I see I'm 32 in the default rankings scheme, which is nice. I've only dropped one place from where I was on the SGR Stats ranking.

Good work Realz, appreciated.

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I’ve not been much for Clans in the past but I’m currently giving it a go with The Fifth Race.


I am opposed to suicides in every situation except to fix bugs.
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Old 08-13-2010, 11:57 AM   #74
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innit morley realzs site vs old site..ummmmmmm. EPIC WIN FOR REALZ
dont get me worng the other one is good but realz has more indepth stuff etc
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Old 08-13-2010, 02:01 PM   #75
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Quote:
Originally Posted by Nova100AU View Post
innit morley realzs site vs old site..ummmmmmm. EPIC WIN FOR REALZ
dont get me worng the other one is good but realz has more indepth stuff etc
Agreed Nova. I like Realz site for more stuff and it cna only get better.
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