04-09-2010, 12:00 AM | #11 |
Join Date: Feb 2010
Location: chicago area
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perhaps a simpler solution? base it on
kd, but people aren't included in the calculation until they have 10
hours of playtime AND 5000 xp. (to prevent people from sitting in empty
servers to make their high kd but low totals count)
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Kalek shal'kek! Clan: The System Lords Pizza: Pepperoni "Don't make me look foolish by allowing yourself to be murdered" -Yu |
04-09-2010, 07:55 AM | #12 |
Join Date: May 2008
Location: Oslo,Norway InGameName: [SL]Lantean Command: System Lords
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The biggest problem (atleast for me) is
that the following things aren't being counted: Hurting someone but not
getting the final shot, destroying turrets, destroying dispencers, and
HEALING!
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SGR ingame name: [SL]Lantean There are 10 types of people in the world, those who know binary and those who don't. Why did the chicken cross the Möbius strip? ...To get to the same side. |
04-09-2010, 08:29 AM | #13 | |
Join Date: Oct 2008
Location: Wakefield, UK
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Quote:
@ zania In your example the person with 2.0 k/d would probably have more XP unless all they did was go for k/d and forget the rest of the team. Also if you're going to start messing with the weights of the equations then you're gonna have to start bringing powers and roots in. Multiplying simply changes the magnitude of the equation answer not the weight of the different factors. @Lantean Those issues are with the game and theres currently nothing we can do about them. Once they introduce these we will modify to include them. Most people seem to be coming to the conclusion of (XP*kills)/(death*time) or however you want to write it atm. I will add another table into the first post for this soon. EDIT: just found that you can get the total games from adding up the won/lost maps thing. Here are the values for the 16 i was using: black: 1087 murphy: 1221 LittleGirl: 951 Dr Jackson: 1071 Do0msayer: 714 quack quack: 775 moko88: 648 Baconsquad: 762 kheno: 590 Rivalen: 572 Culgan: 144 WhiteTiger: 225 Caliaa: 225 Recon911PDW: 50 ManuelFirst: 143 Kal1981: 528
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IGN: Deus_Viator Steam: DeusViator Xfire: deusviator Stats Last edited by Deus Viator : 04-09-2010 at 08:45 AM. |
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04-09-2010, 09:21 AM | #14 | |
Join Date: Mar 2010
Location: Somewhere on this M brane
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Quote:
LOL! do not get upset that just popped in my head, i mean no disrespect.
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04-09-2010, 09:38 AM | #15 | ||
Join Date: May 2008
Location: Oslo,Norway InGameName: [SL]Lantean Command: System Lords
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Quote:
Quote:
-Colonel Everet Young
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SGR ingame name: [SL]Lantean There are 10 types of people in the world, those who know binary and those who don't. Why did the chicken cross the Möbius strip? ...To get to the same side. |
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04-09-2010, 09:50 AM | #16 |
Join Date: Aug 2008
Location: Florida, USA VG[SGUK-1] Maddog
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I agree we need the Devs input on this.
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SGR: [SGUK-1]Maddogsggaminginfo.com
"It's always suicide mission this, save the planet that. No one ever just stops by to say "Hi!" any more!" - Gen. Jack O'Neill |
04-09-2010, 11:26 AM | #18 | |
Join Date: Apr 2010
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While there are some decent calculations
for a very general top players chart... until more tracking
functionality is added server side there will never be anything all that
accurate.
Eg: who you killed and who killed you for your k/d. Somewhat unrelated but a very popular mod I used to play on JA allowed you to register your nick and it would do it's rank calculation vs how well ranked the people you killed/were killed by... Cause lets face it. You could get a high rank by simply camping noobs all match or a low rank for targeting really strong players. What if you are only playing with a bunch of very experienced players wheras someone else is doing alot of rather nubish games. It's not as big an issue now as the community is small but imagine it in a few months when (hopefully) there is a large number of players online nearly 24/7. Issues like that for ranking will become more and more important... I'm well aware that's not really something you can do with your current system as it's not tracked server side but it's definitely something I think developers should look into in the long run. Ranking is far more effective if it is built right into the game systems. That being said, keep on with the calculations. I'm sure you will work out something quite reasonable at least until/if developers add more functionality to their current system. Not super experienced at the game but how about this for a sample calculation.. where x is a balancing number (so easily changeable dependent on how well exp is working at the time) and time is hours played (((exp/time)/x) * kills) / deaths Some sample scores (using x = 1 so exp still needs to be reduced most likely) (using random siggys I see around here...) Deus Viator: 1039 Weapon X: 1087 bctrainers: 645 Lord Atum: 629 Sadly you didn't list the kills/deaths as seperate in your chart and I don't know any of the high ranking players id's so I cant just look them up... What I'd do for this though is further divide the exp by 3... 5... maybe even 10 to make it less of a factor, use the full decimal values from each calculation and in the end multiply it by like 100 or something (because obviously if I made the exp divided earlier we would end up with some small numbers and decimals become important) Quote:
Why not just add in a win/loss ratio to boost/nerf exp to a somewhat reasonable level? So something like... (((Player.Exp / (Player.Wins * 0.5)) + (Player.Exp / Player.Losses)) / Player.HoursPlayed) * (Kills / Deaths) Could work... Using Deus as an example I got ~ 12 for the first section (so factoring exp, wins, losses and time played) and that is then just multiplied by the k/d ratio... so you will end up with a small number (KEEP ALL DECIMALS IN THE EQUATION and most likely multiply it out to give a score that is easily readable) On second thought, I'm sure you could come up with a much nicer calculation... I just wanted to incorporate more elements.
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Hopeless stargate nerd.
Last edited by cookiec : 04-09-2010 at 11:52 AM. |
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04-09-2010, 12:47 PM | #19 |
Join Date: Mar 2010
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i dont think having win/loss ratio be
part of this is a good idea, first winning a game can highly depend on
who else is on your team, and who you are up against, if you team is
terrible and you are up against several very good players, then you will
likely lose regardless of how good you yourself are, the opposite is
also true. second, it would be too easy for players to simply drop out
of a game they are about to lose just before it ends, therefore they get
no loss on their record.
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InGame: ForeverZero "You spent seven years on MacGuyver and you can't figure this one out? We... we got belt buckles, and shoe laces, and a piece of gum, build a nuclear reactor for cryin' out loud. You used to be MacGuyver, MacGadget, MacGimmick, now your "Mr. MacUseless." Dear God, I'm stuck on a Glacier with MacGuyver!" Sam Carter |
04-09-2010, 12:51 PM | #20 |
Command Leader of [SGUK-1] / QA Tester
Join Date: May 2007
Location: Manchester, UK
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The only thing I have to say to you stat
studying people is that I want assist kill points. I play mainly
commando, I get a shot off take a guy down by 100, then someone else
jumps in. I get nada for that.
I hope we get a fix for it soon
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Command Forum, Website, SGW wiki
Checkout: http://www.sggaminginfo.com/ |
04-09-2010, 01:04 PM | #21 | ||
Join Date: Mar 2010
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Quote:
K/D: Does your turret's ability to kill enemies reflect your own? Does your ability to shoot at claymores mean you are a better player? What about pucks? Hit rate: Does it show skill to splash some grenade damage on an enemy? Or to fry their brain with a hand device? Are you a poor shot if you spray bullets into space hoping to reveal an Ashrak? XP: does it prove anything more than how long you've played? Zain said it: Quote:
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04-09-2010, 01:22 PM | #22 |
Officer of [SL]
Join Date: Mar 2010
Location: Boston, MA
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I'm not sure how to make this into an equation, but i think the following should be included:
XP-- not heavily weighted, but everyone has the same disadvantages, so over time, it should even itself out Time-- i like the idea of doing exp/min Damage given/Damage taken-- a damage ratio of some sort, not necessarily this one K/D-- weighted about evenly with damage ratio quick equation, maybe: (XP/min)*(DMG Ratio)*(K/D) just thinking out loud here just realized, that once healing is added, DMG ratio could be (Damage given+amount healed)/(Damage taken) nm about XP/min, it should be (XP*time)/big number depending on how much weight we want to give xp
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I know its confusing, but... I'm an officer in [SL] (due to the RP there), but my SGR clan is 5th... if that makes any sense... Last edited by FireWraith : 04-09-2010 at 01:28 PM. |
04-09-2010, 01:25 PM | #23 | |
Join Date: Oct 2008
Location: Wakefield, UK
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Quote:
if you want to find out any stats go to sgrstats.com and go to the rankings tab In reference to your equation i don't get why half of the things you have are in there and they seem to be in odd places. Why is the XP being divided by the wins and losses respectively? replacing the top bracket with DeliveryKing's equation might make more sense though. This would give: [XP- (wins*win bonus) - (losses*loss bonus)]*kills/(deaths*time) basically the same as the equation we had previously but taking out the win/loss bonuses. Problem is that taking out the team bonuses means that teamwork is not rewarded at all and imo thats a problem.
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IGN: Deus_Viator Steam: DeusViator Xfire: deusviator Stats |
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04-09-2010, 01:39 PM | #24 | |
Join Date: Mar 2010
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Quote:
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InGame: ForeverZero "You spent seven years on MacGuyver and you can't figure this one out? We... we got belt buckles, and shoe laces, and a piece of gum, build a nuclear reactor for cryin' out loud. You used to be MacGuyver, MacGadget, MacGimmick, now your "Mr. MacUseless." Dear God, I'm stuck on a Glacier with MacGuyver!" Sam Carter |
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04-09-2010, 02:09 PM | #25 |
Officer of [SL]
Join Date: Mar 2010
Location: Boston, MA
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only problem with (XP/min)*(DMG
Ratio)*(K/D) equation, is new players could be able to shoot to the top
of the charts. Maybe that equation, but require at least 10k XP and 20
hrs game play? not sure if those numbers are in the right ball field,
but you get the idea.
not sure how to get total damage given/taken, if its even possible, but if someone can let me know, i can run some numbers on excel
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I know its confusing, but... I'm an officer in [SL] (due to the RP there), but my SGR clan is 5th... if that makes any sense... Last edited by FireWraith : 04-09-2010 at 02:15 PM. |
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