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  1. #1
    Spamming the boards! Scarhand's Avatar
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    -=PDP=-
    Amendment to my frag rate formula.

    As it was, team damage was a factor. This gives players who play on team-damage enabled servers a disadvantage from those who don't. This is removed.
    1/2 damage received is being changed to damage_received / damage_given so it isn't as harsh toward aggressive playing strategy rather than camping style.

    (Damage_Given * (HS / Hits) * (Hits / Shots))
    This needs major revamp because it favors playing time.
    As it was, it favored longer play times, as the Hs and acc bonuses would be greater for players who played longer than players with less time and equal aim.
    If it was static (eg. (X * (HS / Hits) * (Hits / Shots)) ) then it would be worse because it would favor players with shorter play times. Imagine two players with equal skill who do equally well. Numbers for demonstration only, I know they aren't realistic: Player 1 plays 2 mins and gets 200 dmg with static aim bonus of 100, Player 2 plays 1 minute with 100 dmg and aim bonus of 100. Player 1 would only get 1.5 rate while player 2 gets 2 rate, because player 2 played shorter.
    Both static and dmg dependent are skewed by playing time, so aim bonus must be dependent on time. This fixes the playing time issue.
    Changed to : ((Damage_Given/Time_Played) * (HS / Hits) * (Hits / Shots)) I may have to add a +x or *x for balancing purposes, but ill input realistic numbers another time.

    New formula:
    (Damage_Given + ((Damage_Given / Time_Played) * (HS / Hits) * (Hits / Shots))) - (Damage_Recieved / Damage_Given )

    Keep in mind that I recommend you use two rating systems at the same time, XP based and frag based. It may take a lot of work, but it would be awesome to have a dual-rating system.

    Edit: Oh, and Paul, does the ability to track stats mean we will have an average stats page for players now?
    Last edited by Scarhand; 11-08-2011 at 05:30.


  2. #2
    Developer giriel's Avatar
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    giriel
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    Quote Originally Posted by Le_Furet View Post
    Don't start with their xp at zero? (Que veux-tu dire exactement? )
    Il y a des serveurs ou les joueurs commencent avec un xp plus elever que d'autre. (Comme franceclan) Et pour calculer les differences on doit stocker trop donc c'est pas possible.

    I would like to point out that the system is still going to use a PPM basis. As such the rate calculated will be divided by the amount of time played.
    Therefor you should not use it in your formula just yet.
    Next to that you can use averages as such:

    We can calculate the total amount of damage done by every player(with a minimum threshold cause otherwise it won't be very fair either), damage received, and then divide it by the number of players we used in this calculation.

    As such I was thinking more in the direction of :
    Code:
     { (DamageGiven / AvDamageGiven) / (DamageReceived / AvDamageReceived) } * (Hits - Headshots)     +
     { (DamageGiven / AvDamageGiven)² / (DamageReceived / AvDamageReceived) } * (Headshots)
    Scarhand thanks for your suggestions they were useful, some pointers :

    - Your left and right side of the formula aren't very proportionate. (Damage_Received / Damage_Given) will be really small and as such it won't have much influence in your calculation.

    - Same thing in the right hand side: (HS / Hits) * (Hits / Shots) will become (HS / Shots) which is in most cases also quite small.
    Even more so when we have to sum all the shots of all weapons that do headshots and all the produced headshots.

    Still it was a great attempt with logical explanation! That's how we can solve this .

    For those who want to join in the thought process but have no idea about numbers here are some examples:

    Code:
    MP-40 : hits : 68, shots : 333, accuracy: 20.420420, kills : 13, deaths : 2, headshots : 9
    Thompson : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 4, headshots : 0
    Panzer : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    Grenade : hits : 1, shots : 5, accuracy: 20.000000, kills : 0, deaths : 0, headshots : 0
    Airstrike : hits : 0, shots : 1, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    Artillery : hits : 12, shots : 6, accuracy: 200.000000, kills : 4, deaths : 0, headshots : 0
    Syringe : hits : 0, shots : 1, accuracy: 0.000000, kills : 0, deaths : 0, headshots : 0
    Damage given : 3005, Damage received : 1657, Team damage : 0
    
    Battle Sense : 52808 points
    Engineering : 230130 points
    First Aid : 50633 points
    Signals : 43701 points
    Light Weapons : 55480 points
    Heavy Weapons : 54792 points
    Covert Ops : 50427 points
    Code:
    Colt : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    MP-40 : hits : 169, shots : 852, accuracy: 19.835681, kills : 16, deaths : 33, headshots : 25
    Thompson : hits : 131, shots : 574, accuracy: 22.822300, kills : 12, deaths : 11, headshots : 9
    Sten : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    Panzer : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 2, headshots : 0
    F.Thrower : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 2, headshots : 0
    Grenade : hits : 1, shots : 1, accuracy: 100.000000, kills : 0, deaths : 1, headshots : 0
    Mortar : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 5, headshots : 0
    Airstrike : hits : 1, shots : 5, accuracy: 20.000000, kills : 0, deaths : 1, headshots : 0
    Artillery : hits : 10, shots : 7, accuracy: 142.857143, kills : 7, deaths : 1, headshots : 0
    MG-42 Gun : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    Damage given : 7564, Damage received : 10004, Team damage : 0
    
    Battle Sense : 52058 points
    Engineering : 8571 points
    First Aid : 50715 points
    Signals : 20084 points
    Light Weapons : 53895 points
    Heavy Weapons : 50928 points
    Covert Ops : 50182 points
    Code:
    Luger : hits : 2, shots : 10, accuracy: 20.000000, kills : 0, deaths : 0, headshots : 0
    MP-40 : hits : 36, shots : 156, accuracy: 23.076923, kills : 7, deaths : 33, headshots : 5
    Thompson : hits : 132, shots : 501, accuracy: 26.347305, kills : 12, deaths : 11, headshots : 11
    Panzer : hits : 86, shots : 79, accuracy: 108.860759, kills : 54, deaths : 7, headshots : 0
    F.Thrower : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    Grenade : hits : 0, shots : 4, accuracy: 0.000000, kills : 0, deaths : 2, headshots : 0
    Mortar : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 9, headshots : 0
    Artillery : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 2, headshots : 0
    Damage given : 20334, Damage received : 12394, Team damage : 0
    
    Battle Sense : 52162 points
    Engineering : 326 points
    First Aid : 53695 points
    Signals : 50 points
    Light Weapons : 55494 points
    Heavy Weapons : 53208 points
    Covert Ops : 50011 points
    Code:
    Colt : hits : 11, shots : 54, accuracy: 20.370370, kills : 2, deaths : 0, headshots : 5
    MP-40 : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 2, headshots : 0
    Thompson : hits : 0, shots : 0, accuracy: 0.000000, kills : 0, deaths : 1, headshots : 0
    Mortar : hits : 129, shots : 221, accuracy: 58.371041, kills : 64, deaths : 1, headshots : 0
    Damage given : 16742, Damage received : 702, Team damage : 0
    
    Battle Sense : 3241 points
    Engineering : 1100 points
    Signals : 38 points
    Light Weapons : 358 points
    Heavy Weapons : 3824 points
    Covert Ops : 182 points
    More can be found by yourself by playing ET and doing a statsdump

  3. #3
    Spamming the boards! Scarhand's Avatar
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    Quote Originally Posted by giriel View Post
    We can calculate the total amount of damage done by every player(with a minimum threshold cause otherwise it won't be very fair either), damage received, and then divide it by the number of players we used in this calculation.

    As such I was thinking more in the direction of :
    Code:
     { (DamageGiven / AvDamageGiven) / (DamageReceived / AvDamageReceived) } * (Hits - Headshots)     +
     { (DamageGiven / AvDamageGiven)² / (DamageReceived / AvDamageReceived) } * (Headshots)
    Scarhand thanks for your suggestions they were useful, some pointers :

    - Your left and right side of the formula aren't very proportionate. (Damage_Received / Damage_Given) will be really small and as such it won't have much influence in your calculation.

    - Same thing in the right hand side: (HS / Hits) * (Hits / Shots) will become (HS / Shots) which is in most cases also quite small.
    Even more so when we have to sum all the shots of all weapons that do headshots and all the produced headshots.

    Still it was a great attempt with logical explanation! That's how we can solve this .
    In your calculation you are figuring it in relation to other players already? I was rating you with a number, and that number would be compared to other player's rate and rate for that session. You are comparing them right from the start, I'm not sure how you will be able to factor in the rating of other players for experience calculation if you already use session comparison to determine rate. Also, you give no credit to accuracy.

    Damage received was intended to not make a large impact. However, this was just a thought experiment and I didn't plug in numbers, it will be too small of a number. I'll work on this when I get more time.
    (HS / Hits) * (Hits / Shots) is not the same as (HS/Shots), it gives as much credit to accuracy as headshot ratio. I believe both should be of equal value. This is also multiplied by your dmg per minute which may make it more significant. Again, I haven't had the time to run tests for my formula.

    I'll work on this.


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