New ranking system design
Moderator: Moderators
Yeah it is!
Check this file from springie method ProcessLogLine .. really no big deal ..
https://springrts.com/svn/spring/trunk/ ... /Spring.cs
Check this file from springie method ProcessLogLine .. really no big deal ..
https://springrts.com/svn/spring/trunk/ ... /Spring.cs
I have a proposal for a new rank system, too!
What abount dropping the whole concept of ranks?
->Instead of having a rank symbol, create a link to players statistics!
For example win/loss ratio, overall ingame time, com losses, destroyed units etc.
Negative aspect: More traffic, space needed for storing informations.
And when you want to add limitation for joining players you could say, only player with a w/l-ration of lower or greater than x%.
The w/l-ratio could be replaced through any other stat.
I think thats much cooler than ranks...
E:
On this profile page you could make the possibility to link an image and/or add a few lines of text.
That would be cool!
What abount dropping the whole concept of ranks?
->Instead of having a rank symbol, create a link to players statistics!
For example win/loss ratio, overall ingame time, com losses, destroyed units etc.
Negative aspect: More traffic, space needed for storing informations.
And when you want to add limitation for joining players you could say, only player with a w/l-ration of lower or greater than x%.
The w/l-ratio could be replaced through any other stat.
I think thats much cooler than ranks...
E:
On this profile page you could make the possibility to link an image and/or add a few lines of text.
That would be cool!
Nah, that wouldn't be cool because people will try to play versus lower player to win and increase their w/l ratio..Caradhras wrote: And when you want to add limitation for joining players you could say, only player with a w/l-ration of lower or greater than x%.
The w/l-ratio could be replaced through any other stat.
[...]
That would be cool!
With rank, you can for exemple say that loosing versus a better play don't make you loose points, so, your are encouraged to play versus better player.
Ok, thats true!Torrasque wrote:Nah, that wouldn't be cool because people will try to play versus lower player to win and increase their w/l ratio..Caradhras wrote: And when you want to add limitation for joining players you could say, only player with a w/l-ration of lower or greater than x%.
The w/l-ratio could be replaced through any other stat.
[...]
That would be cool!
With rank, you can for exemple say that loosing versus a better play don't make you loose points, so, your are encouraged to play versus better player.
Another possibility:
Through winning games, player earn victory points.
But the harvest for a victory varys by the the way your opponent has a better or worse statistic.
If you have 50 points and win against a 70points player, so you could get 5 points, if you beat a 5 point player, you only get maybe 1/8point.
But to keep this clear, the points should stagnate at some point (your skill).
You know what I mean?
Someone should create a shiny algorithm and this could work.
Just simple ranks as we have them now are boring.
I signed on with the Spring League group to bring multi-mod support and ensure we had a rating system that wouldn't effect the experience directly, but rather through a social vein, much like clans do.
I cannot and will not support a competitive measure which excludes individuals who do not score well on an arbitrary scale, and I will form an alternative system if such a ladder is adopted. Maybe I'm looking at the picture from the outside, but I have a lot of analytical skills which I can bring to bear on it.
I cannot and will not support a competitive measure which excludes individuals who do not score well on an arbitrary scale, and I will form an alternative system if such a ladder is adopted. Maybe I'm looking at the picture from the outside, but I have a lot of analytical skills which I can bring to bear on it.
Why do people want to turn everything into stats-whoring-fests?
If you implement win/loss rating since you think this is a good measure of skill... how will you keep people from abusing this system? Such as going on two accounts at the same time and boosting his stats? Or shady dealings like stacking teams and everything that's not playing honest matches. It's simply not worth it for the miniscule "benefit".
I do endorse competetive play, but not in this way. The player base is way too small as well, something like a tournament and clan matches feel much more appropriate to compare spring 3-p33n..
If you implement win/loss rating since you think this is a good measure of skill... how will you keep people from abusing this system? Such as going on two accounts at the same time and boosting his stats? Or shady dealings like stacking teams and everything that's not playing honest matches. It's simply not worth it for the miniscule "benefit".
I do endorse competetive play, but not in this way. The player base is way too small as well, something like a tournament and clan matches feel much more appropriate to compare spring 3-p33n..