New ranking system design
Moderator: Moderators
Some questions:
What is Elo rating?
How would you keep elite players from refusing challenges to not lose their status?
How you will define who will be the first guys to enter class B and A?
To enter class B you would need to defeat those especial guys in 1x1 games or any game would value?
A Suggestion:
Instead of making the system for entering A that way (im my opinion its complex) you could just give some sort of points system for ranks A and B where the amount of points won for winning would be defined by the balance of the team (winning with less players would give you more points for example) and with the points being reset ever month. (that is to keep super old players from never losing the tittle cause they got too much points. The A players list would only be updated before each points reset)
What is Elo rating?
How would you keep elite players from refusing challenges to not lose their status?
How you will define who will be the first guys to enter class B and A?
To enter class B you would need to defeat those especial guys in 1x1 games or any game would value?
A Suggestion:
Instead of making the system for entering A that way (im my opinion its complex) you could just give some sort of points system for ranks A and B where the amount of points won for winning would be defined by the balance of the team (winning with less players would give you more points for example) and with the points being reset ever month. (that is to keep super old players from never losing the tittle cause they got too much points. The A players list would only be updated before each points reset)
SmuG 4 lyfe
we pwnz all dese noobs yo
Uh, maybe if it were possible to do the following:
1) Fix replay code so that players can resume battle
2) if both players agree, "lock down" ( encrypt ) the replay using a randomly generated key from the server; of course the client would have to encrypt their own data streams, so a few rudimentary measures would be necessary to see that someone couldn't hack open an unfinished game, or compile their own .exe to allow it to happen.
3) In case of dropout/desync, both players would agree to rejoin and get the key from the server and then go...
we pwnz all dese noobs yo
Uh, maybe if it were possible to do the following:
1) Fix replay code so that players can resume battle
2) if both players agree, "lock down" ( encrypt ) the replay using a randomly generated key from the server; of course the client would have to encrypt their own data streams, so a few rudimentary measures would be necessary to see that someone couldn't hack open an unfinished game, or compile their own .exe to allow it to happen.
3) In case of dropout/desync, both players would agree to rejoin and get the key from the server and then go...
not sure, I don't promise anythingyah, what sort of a timeframe are we talking about in development here and how long after that should it be finished?
They loose automatically. Unless their opponent agrees to a rematch.What do you do if people are losing and pull their ethernet cable and ping out rather than lose?
http://en.wikipedia.org/wiki/ELO_rating_systemWhat is Elo rating?
One possible solution: if they have not played ranked game for more than x days, then they get a penalty point (unless they were not challanged at all). After y penalty points, they loose their class A title. Penalty points would expire after some time.How would you keep elite players from refusing challenges to not lose their status?
Could do some big community tournament, or even several of them. First n players would get the titles. I think that would be fair.How you will define who will be the first guys to enter class B and A?
no rating system supports multiple players per team nor multiple (+2) teams, we'd need judges for that, and those would need some complicated rules toomanored wrote:I didnt understood that explanationm from ELO rating very well, but it sounds nice...
Just one thing: since the ELO rating is made for 1vs1 games, does that mean that only 1vs1 games will count for your ELO rating?
clan based rating would be easy, casual play teamA vs teamB would not
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simply put, in elo each player has a score, the higher you score compared to your enemy, the easier it is supossed for you to win
lets say your scores' difference means that you should win 3 matches out of 5, but after 5 matches you only win 2, your scores dont represent this and they are changed (you lose some points and the other wins some points)
of course it has quiet some mathematics so that you'll get your new score after each match, also seasoned players dont win/lose points so fast
but again this is for games where both sides are identical (except the first move advantage), there are no mods, no arm / core, etc. so it might need some tweaking before using it here