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  1. #11
    Spamming the boards! Scarhand's Avatar
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    Feb 2011
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    Clan
    -=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.


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