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Spamming the boards!
Donator
Hi everybody,
this is my first post in the forum, I actually registered to write here because this new tracker idea is great, in the past years I played around a lot with etpro statistics taken from demos (ettv and not), I took statistics (with custom mods ofc, you can't do that without modding) like splitting damage in parts (1on1 damage, crossfire, sideshoot), calculating damage per second in fight (excluding prefire and gibbing). I must say that I like player stats.
I always knew it is impossible to calculate a player's skill from numbers, even though I got some consistent numbers there (for example damage per second in 1on1 ranging from 50-55 for low players to 75+ for highskill is pretty much consistent even in different maps, at least on etpro), and 1on1 damage ratio gives an accurate idea of a player technical (aim) skill if compared to his enemies, while crossfire+sideshoot damage ratio is more a tactical/teamplay skill index.
Of course I know that this new system is not a mod, so you can't do some things I did in my test mods, for example I had a table to calculate 1on1 damage (players who hadn't received damage from others in the last x seconds), had to make a dot product of player vectors to check if it was backshoot or not, etc. Knowing only stats is different. I just wanted to tell that I have a bit of background on the subject.
After reading all these posts in this thread I would like to share a couple of ideas, of course I am conscious it's all imho, after all I come from a different background and even if now I play jaymod and not etpro I'm not a rater, but I think this new system could make others interested in rating.
Coming to the point, about all those formulas, at first the most logical thing would be to look at damage. The problem is, on etpro (and I think most mods) if I have 1 hp and someone hits me with a panzerfaust, he gets 1hp damage given, on jaymod I think not, so damage on jaymod is *not* reliable, or heavy weapons users would get tons of points. Also I would give points for airstrikes and satchels, not arty because that is generally not 'skilled'.
Reading about headshots being used in formulas I frowned a bit, because if I kill someone with 50 acc and lots of bodyshots it doesn't mean that I'm less skilled than one who does lots of hs, but has an ubercrappy 30 accuracy, but if you take headacc and acc into account you can have a number telling you *how fast* that player gives damage when he shoots, for example if an hs is 2x a bodyshot (it's not, but it is an example), accuracy + headaccuracy would be proportional to damage/sec (well, there is prefire and all, but sort of), and who gives damage faster takes enemy hp first, and receives less damage than given because he kills the enemy first, so that could be a useful parameter.
Since headshots do slightly more damage than 2 times a bodyshots, accuracy(hits/shots) + headaccuracy(heads/shots) * somefactor, would give an account of how fast they give damage when they shoot (aiming skill). Well, provided that they are not penalized too much for preshooting, and taking into account that if one always backshoots he can have an amazing accuracy and still suck.
About total damage given, since damage is not reliable in jaymod you can roughly calculate it with hits and headshots, ignoring damage distance falloff (cannot be taken from stats) and assuming for example (mp40) 18hp for bodyshots and 40-50 for hs. This way you can separate heavy weapons damage from actual aiming skills.
For damage received, I see no other solution than looking at deaths, because of that ugly jaymod bug.
Plus maybe giving some points for xp. (Not from medipacks or ammo, maybe battle sense, reviving and engi xp, even my grand grand father can give medipacks to someone, that is not skill and it's not even team play in many cases, like, why the heck should I give medipacks at spawn to someone, he should selfkill and gtfo instead of asking for medic there with those freakin short spawntimes).
And, last but not least, I think these statistics should be compared only with teammates not enemies, because maps are not symmetrical, and teams could be stacked, so you must compare how well the player does if compared to his team mates, who play against the same enemies, and have the same problems with maps favoring axis or allies, makes no sense to compare someone with a player in another team.
atm I have no full formula of mine, maybe I will try one later,
sorry for the long post, I just wanted to give a couple of ideas, good luck with the new tracking system
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