suggestion - more ranks - Page 8

suggestion - more ranks

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

more ranks?

yes!
97
79%
no
26
21%
 
Total votes: 123

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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

My issue with Win/Loss is that it makes the game, per force, competitive. That means I can't try to break stacked games if I'll end up with a horrible play reputation - breaking stacked games is one of the biggest things I enjoy doing in certain mods.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

hunterw wrote:
no, never make rank based on win percentage. THAT will encourage team stacking and other lame shit. keep rank based on time played, but give us a bit more headroom, as there are hundreds and hundreds of rank 5 players.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

IMO, this thread belongs in feature requests and all hunter was asking for was like a few more ranks for the upper upper guys. seems like a simple feature request. Not a call for endless debate.

Betalord, could you persay add a 2,3 and 4 star general rank for higher game times?
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

More ranks are desperately needed. There are too many stars and too much of a skill variance among them.
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

Why not just give those few good star players their own rank, put a few people in different time zones to decide who the good players are.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

let picassoCT sort this out
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Zydox
Lobby Developer
Posts: 453
Joined: 23 May 2006, 13:54

Post by Zydox »

Betalord, can't the server send out the real ingame time instead of the current rank for all players?
That way the different client's can use whatever rank system they want... :-)

One good feature would be to have different counters for different mods... though I don't know how that should handle the already gathered time... :roll:
Radja
Posts: 70
Joined: 30 Dec 2006, 19:48

Post by Radja »

time: cannot and does not rate skill (i think the problem here is more a matter of skill than actual game time)

"victory:loss" ratio: makes people be bothersome when playing because they dont want to hurt their stats (and will create a lot of multiaccounts for this reason). v:l ratios and 4v4 games will be chaotic (even 2v2 will)

score system / elo-like: sounds complicated and probably is. in my opinion is better than v:l ratios (no ugly big loss number, good newbs are not newbs anymore, bad stars are not stars anymore), but shares some of its problems (like team play and fearing losing score). we could hide the numbers and show them with medals (like now with time)

achievement / award system: i think there is something like this in xbox live. there are set achievements (like winning +10 1v1 games, playing +50hours, top 5 in a tournament), when you accomplish one of them, it appears in your account information. we could also turn those medals into points or tiers for faster identification (ie playername has 3 Gold 5 Silver and 1 Bronze medals). this doesnt hurts if you play wrong and gives credit to your good play, but i think it is the hardest to mantain

ladder: ive never played ladder tournaments and dont know how they work exactly, but im not sure how versatile they are (as in rating games with different maps/players/teams), i cant defend/critique what i dont know
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Radja wrote:
achievement / award system: i think there is something like this in xbox live. there are set achievements (like winning +10 1v1 games, playing +50hours, top 5 in a tournament), when you accomplish one of them, it appears in your account information. we could also turn those medals into points or tiers for faster identification (ie playername has 3 Gold 5 Silver and 1 Bronze medals). this doesnt hurts if you play wrong and gives credit to your good play, but i think it is the hardest to mantain

Zero Hour had a system like this. When you went into a 1v1 you got shown a stats page of your opponent, their wins, losses and all their medals
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

Radja wrote:time: cannot and does not rate skill (i think the problem here is more a matter of skill than actual game time)
more often than not the more time you spend doing something the better you are at it.
Radja
Posts: 70
Joined: 30 Dec 2006, 19:48

Post by Radja »

hunterw wrote:more often than not the more time you spend doing something the better you are at it.
thats very very relative, after you learn the basics you get better and better untill you hit the best of you skill, then you need more specific ways to enhance your skills than just playing (artificial handicaps, discussing replays, etc)

over your natural best its not a matter of time but a matter of "work"
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

i play xta. i cant talk about other mods but if ive played 100 hours of xta and then suddenly decide to move to AA then im gonna be obsolete

in other words ranks are useless unless they are mod specific or you know what mod the opposing player plays.

in other words. i know who is a good player and i know who is a bad player because ive seen the majority of xta players. anyone i havnt seen i assume is new to it. in my opinion its just something to brag about.

besides a shiny silver star is nice looking.

although i wouldnt mind seeing a few crowns. like one person is given said crown and when theyre beaten 1v1 the victor gets the crown. or if you break the record of the most games played undefeated then u get a crown.

D.R


p.s. also you cant become a good player by just playing. their is a natural level of skill involved, hardware is another issue. ... for instance someone with mouse buttons 4 + 5 can manage building spacing very quickly (i think theres a keyboard shortcut these days... i wouldnt know i have mouse buttons 4-5.. )

im just saying that a rank 4 can beat a rank 5...
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Dead.Rabit wrote:i play xta. i cant talk about other mods but if ive played 100 hours of xta and then suddenly decide to move to AA then im gonna be obsolete
I know of several BA players who have moved to XTA and pwned people there easily without needing to learn much.
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

Radja wrote:
hunterw wrote:more often than not the more time you spend doing something the better you are at it.
thats very very relative, after you learn the basics you get better and better untill you hit the best of you skill, then you need more specific ways to enhance your skills than just playing (artificial handicaps, discussing replays, etc)

over your natural best its not a matter of time but a matter of "work"
ok, how are you going to quantify "work" to give players rank?

don't say win/loss ratio please
Radja
Posts: 70
Joined: 30 Dec 2006, 19:48

Post by Radja »

i explained an elo-like system a couple of dozens posts earlier

each player has a score rating, when two players fight each other, they gain/lose points depending on the outcome of the match and the score gap between them

that way a low score player is highly awarded for winning high score players

high score players dont get (much) better rating by beating newbs



problems here:

cant rate teamplay very well unless its clan war and each clan have their rating (is free teamplay supported by any skillbased rating system anyway? still i think we could work it out using averages and proportions)

good players will fear fighting worse players, as can lose a lot but win little: i see 2 solutions for this, 1) freeze newbs ability to hurt others score until they have played some games (and their score is more realistic) and 2) make good players win/lose points at a slower rate. 2-b) have a little factor for free games and a bigger one for tournaments (so that you can gain a lot but win a lot more, to make them more interesting)

we could also add non rated "just for fun" games, to try stuff and / or lecture people about the game (or just to play stupidly)

its more complicated than not doing a thing: meh, anyway i think its a good solution in the long run, and we can always copy and adapt simplified elo mathematics into a lobby connected to a server with a database


if you dont like cold numbers, we could turn them into ranks, like rank 1 is for 0-500 points, rank 2 501-1000, etc, and have a /rating o /stats command for more details


pd: sorry for repeating myself :|
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

yea two more ranks at 300 and 1000 hours sounds like a good idea
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Tombom has more hours than me

:/
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

250 Hours (150 Gain)
500 Hours (250 Gain)
800 Hours (300 Gain)
1500 Hours (700 Gain)

Each step is progressively greater, and I am willing to make icons for them.
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

+73.852 to more ranks

I think that instead of stars and stripes, we should get units from what Spring was based on, TA.

Peewee=noob
Avenger= 5 hrs
Pyro=15 hrs
Bulldog=30 hrs
Krogoth=highest
Arm adv const kbot=moderator, modder, etc

you get the point
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I don't think the lobby should contain any game bias.
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