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  1. #11
    Spamming the boards! testforecho's Avatar
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    Oct 2011
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    Well probably they already decided how to make it by now , but I guess making suggestions doesn't hurt.

    Anyway:
    Thinking about accuracy, damage and k/d, we must say that all stats are relative (to the skill of our enemies) but some are more stable.

    For example if Goodplayer1 makes an 1on1 vs Goodplayer2 he will give and receive the same dmg, and have the same K and D. If Goodplayer1 then makes an 1on1 vs Noobplayer3 his K/D and damage ratio will improve dramatically, while his accuracy will be only a little higher, if not almost the same. Certainly not double.
    So accuracy is closer to an 'absolute' skill index, pity that it can be faked by sparing bullets, so I would use it only as a 'bonus' or not use at all.


    At the end of the day, and given that damage is bugged, I think the best way is to look at the good, old, kills and deaths, which has the additional benefit of being simple, after all if players have no idea about why they are getting a good or bad rating, they won't be happy.

    To this frag-based score, which shouldn't be calculated for weapons like arty, mines, or mortar (you can frag even when you are not facing the enemy with those ones), that is, no kills and also *no deaths* from those weapons, I would add, as extra bonus, accuracy and a class/teamplay/xp score.

    For accuracy bonus, it would be a little bonus based on that damage/second formula I posted before, or maybe even headshots per fight (that is hs/(kills+deaths) from light weapons only) for headshot statistics lovers (not me). But hs per fight boils down to hs/hits, so it's probably useless.

    In the XP score you would have things like 'hits' for the weapon 'Syringe' (revives) (counted as 4XP each), and xp for Battle Sense, Engineering, Light weapons (but this is already taken into account with frags so better not) or any other thing that cannot be abused by whoring and not counted already.
    Kills for arty/mortar/mines, which can account for being a good fops/engi/soldier, etc. and all those, er... 'nub' weapons not counted in the 'frag' score will give 3XP per frag and go together with the 'XP' score. This way you can have a sort of 'selective' XP score which doesn't take whoring into account, and is kept separate from frag score.

    All these 3 (frag + bonus + xp) would be weighted with some factors and turned into a single number, then compared with teammates only, to encourage balanced teams instead of stacking.

    edit:
    best way would be to:
    1. convert all light weapons kill amount to some 'pseudo XP' score, 4 points each kill (giving a little bonus (max +1) or penalty (at most -1) for headshots or accuracy in some way, but it should only affect delta scores not global, so it must be made in step 5).
    2. give a negative score for all deaths from light weapons as above, but make it a constant -4 points or so per death.

    Heavy weapons or nonstandard/nub/whatever weapons are not counted in points 1 and 2, neither kills nor deaths from these weapons go there.

    3. take battle sense and engineering xp (only these, the rest has been handled already, or will be handled at point 4)
    4. calculate the remaining xp, by using revives from weapon stats, and counting 3xp for each heavy weapons and other weapons kills (no rnade because it goes into engineering skill already)
    5. from these 4 xp values calculate the deltas, and correct only the 'frag xp' delta with a factor for accuracy, this way you can range from 3xp to 5xp per frag (see point 1)
    6. having xp deltas, sum them for total variation, and calculate ppm

    hope I made no mistakes
    Last edited by testforecho; 21-10-2011 at 11:52.

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