08-13-2010, 03:26 PM | #77 |
Join Date: Feb 2010
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I for one would like the win/loss to be slightly factored... not becuase I am near the top of course...
apprently I need 5 minutes of play to upgrade my sci. Love that feature.
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In game name: [NID] Go`tak Last edited by Bonnonon : 08-13-2010 at 03:30 PM. Reason: edit due to the reason for edit |
08-13-2010, 05:15 PM | #79 | |||
King Shrak!
Join Date: Jun 2010
Location: Ban Land
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[NID]realz ARRRR!! |
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08-13-2010, 08:16 PM | #80 |
Join Date: Sep 2009
Location: Ohio
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Yeah, you can't be picky when it comes
to stats. Averaging everything is the best way. Or some form of
statistical analysis. Run t-tests, or z-tests, or Correlations, Multiple
Regression analysis. W/e you do. In the long run, there will always be
outliers, and things that don't fit nicely within your data. In a
situation like this where there are so many factors involved. I would
suggest a Multiple regression analysis. I don't know if browsers can run
this though, lol.
Multiple regression analysis (in a very brief nutshell) is like equations in math class. Variables: a=scientist, b=goa'uld, c=soldier, d=jaffa, e=commando, f=ashrak equation: .34a+2b+4.32c-2.2d+1e+1f= (ranking stat) After taking all your data and throwing it into a program like stat crunch for example (there are free online statistical programs, i have a free link to stat crunch if needed). You will want to pull the statistics from players in SGR, you don't want it to be too skewed one way or the other (either, the people that play SGR like they breathe, or the people that played it once and quit). Best way to do this in statistics? Same way in every thing, random sample (best to be from 30-100, above 100 you're results won't change much but it will become a mess, some will say this number is 200, its just preference). So, taking this sample you want to run some tests on it to find where your mean is, hopefully you have a normal sample (bell shaped curve). So, (skipping some steps) you find out how much one variable effects another, negatively or not. Which would probably result in no correlation as these factors are all independent. If you read this, good job. But I know that all these mumbo jumbo things with K/D is more important, Shots fired is more important, XP/time is best! isn't the way to go. If someone plays all sci, their shots fired and accuracy will be too high compared to the rest. Scrap that K/D, sometimes you have good team players who aren't afraid to die, other times you have people that can't live, and other times you have people that don't care about team work, all they care about is their K/D. XP, some say this punishes new guys or those who have a life. which can be true. So you throw in the time factor. Well if you earn 1000 XP for every 1 hour you play, but are clearly a better player than someone that earns 1000 XP in 1/2 an hour (perhaps they only play KOTH and rack up the XP). So the dilemma arises. But, wait perhaps W/L is best. But then you run into the problem that this is an individual ranking, not team ranking, especially because your team is never the same. Then people say "Put them all together". But which do you give the most weight to? Or maybe all the same weight? But thing is that they all have extreme pitfalls. Which really means you should throw them out the window as your confidence interval is sooo low because you can't confidently say that any one of these represents the true best player. Let alone throwing them all together. So what I was saying about multiple reg analysis earlier may be true for these factors as they all do effect one another. If you are a better team player your K/D may not be as high. So you give more weight to K/D than W/L then you look at XP. And you think how much does XP weigh in on the skill of a player? And time, does someones time devoted have anything to do with how good they are? So, take this, run your Multiple reg analysis with your factors and it will tell you how much weight to give to any one variable. Plug that in your PHP and you're set. But, don't accept any equation given here. As they will just be something that is simple division or multiplication and doesn't give weight to any one variable over the other, and if it does, it doesn't give the correct amount. Saying K/D is 2x more important is like guessing who will win the NBA finals, you just don't know. Best way to do it is through a study to figure out which equation (or team) is the best fit. And if you are not up to devoting the time, or finding someone who is, to having a proper formula, then just go with XP. |
08-15-2010, 10:28 AM | #85 | |
King Shrak!
Join Date: Jun 2010
Location: Ban Land
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Quote:
http://forums.stargateworlds.com/sho...5954&page=3#63
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[NID]realz ARRRR!! |
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08-15-2010, 10:29 AM | #86 | |
King Shrak!
Join Date: Jun 2010
Location: Ban Land
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[NID]realz ARRRR!! |
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08-15-2010, 10:31 AM | #87 | |
Join Date: Sep 2009
Location: Ohio
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08-15-2010, 10:39 AM | #88 | |
King Shrak!
Join Date: Jun 2010
Location: Ban Land
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Now to address your concerns: Between classes, I've pretty much found a method to even out the weight, see my secret sauce description in the 0.3 release post above. How to combine that adjusted KDR, with adjusted XP, with adjusted WLR (Win/Loss Ratio), is another matter. I was thinking of simple multiplication, as it is simply subjective of what weight each should have. Is there any real definition of "who's better"? It's up to us to decide right now. Thus the entire equation is really subjective, and the final results will only reflect the "professional" opinion of this thread. People will simply be competing to win the equation, not to be better. Hopefully the two are goals are somewhat the same. As for higher KDR for someone who plays an easy map for instance, or some other factor, this data is not available. The kills/map are not available to me, so I cannot factor that in. I can factor in time, but time is horribly bugged: Court has time jumps, and Amarna is frozen in time (and the W/L for Amarna are frozen at yet another time).
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[NID]realz ARRRR!! |
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08-16-2010, 11:51 AM | #91 |
Join Date: Jul 2009
Location: Louisiana, USA
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that's because all the numbers were
taken out to 64 decimal points in honor of Blevok's half-"parent" Tuvok
from Star Trek. Vulcans... sheesh
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^the many deaths of Dr_Jackson! (I at 5:50) —Daniel Jackson responding to Jack O'Neill |
08-16-2010, 12:05 PM | #92 | |
Join Date: Apr 2007
Location: ~1750 miles from Firesky servers
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08-17-2010, 10:56 PM | #94 | |
Kill streak master!
Join Date: Mar 2010
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The main problem i have with W/L is Winner-Team-Joiners, there are specifically 3 players in the top 25 on Realz's stats in which this is the case and their actual skill level should be lower then what it is. Some players tough it out if they are on the losing team and some players don't, this is much more influential on W/L then it is on K/D, and EXP/Time-Played. I do however like the idea of the default sorting stat being based off of something other then EXP which is primarily based on how much time you have played, (for no controversy have it set to Alphabetical order!).
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"What Ash'rak needs cloak!?" -Rivalen- "Everyone throw their Smoke Grenades in one spot to lag the enemies out! It's a Legitimate Tactic!" -Rivalen- "You know... for a God, i feel rather weak" -[SL] Clan member- Last edited by Rivalen : 08-17-2010 at 11:02 PM. |
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08-18-2010, 10:06 PM | #96 |
King Shrak!
Join Date: Jun 2010
Location: Ban Land
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V 0.4
The next version of evolved is out. Some really cool new features . Changes Summary: Code:
History (new): Code:
Moved out graph equations to a common include file stats.sqlfields.inc.php
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