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03-28-2017, 10:07 AM
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Join Date: Aug 2010
Posts: 6,808
Mentioned: 867 Post(s)
Tagged: 14 Thread(s)
Ranked Audio Record 57 Won / 5 Lost
Ranked Text Record 22 Won / 5 Lost
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Elo Ranking System + Matchmaking
This has come up before, and I'm sure a lot of you gamers and chess players already know what this Elo system is, but I think this would be a dope addition to LB as its one of the only ways to have an actual skill based ranking system
For those of you that don't know what the Elo ranking system is, it's a ranking system where you get placed in a tier, and the criteria for earning that tier is winning/losing.
The tiers are Bronze, Silver, Gold, Platinum, and Diamond for example.
Everyone starts with a blank rank, & each person does 10 qualifying battles that'll place them in a tier.
If you win 1 out of 10 battles you're placed in Bronze
If you win 3 out of 10 battles you're placed in Silver
If you win 5 out of 10 battles you're placed in Gold (since it's the middle)
If you win 7 out of 10 battles you're placed in Platinum
If you win 9 out of 10 battles you're placed in Diamond
And you can add tiers higher than Diamond. If you win 10/10 your rank is 'Elite' or something
So now you're thinking "What if a scrub battles nothing but scrubs, wins 10/10 battles and gets the highest rank?" Well that's where matchmaking comes into play. I was wondering how LB could incorporate this, then I realized we've done blind battles on here which is pretty much matchmaking done manually. Matchmaking makes it so your 10 opponents are random, and it'll match you based on your skill once everyone qualifies
So let's say everyone qualifies and the breakdown is this
LB has:
3 Bronze battler
5 Silver battlers
10 Gold battlers
6 Platinum battlers
3 Diamond battlers
If you're a Platinum battler and you use the matchmaking system, it'll only put you against other Platinum battlers. If there aren't any active platinum battlers it'll place you against Diamond or Gold battlers, but never Bronze or Silver since the skill gap is too wide. I'm sure you can code an if/then/else statement so that you're not matched against inactive battlers
ie; If ___username___ hasn't battled in ____days_____ then bla
ie; If ___username___ HAS battled in ___days___ then "We've found a possible match"
also you lose your rank if you keep losing battles, and your rank goes up if you keep winning. So someone that qualified in the Platinum tier can ascend to the Diamond tier if they win a few battles. But if they constantly lose, they'll go down to Gold.
@ X what you think about this? @ Nicholas @ Rant
Last edited by Mindless; 03-28-2017 at 11:45 AM.
Reason: I fixed your mention for X. For him you have to use the format {mention=4}X{/mention} only with regular brackets instead
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03-28-2017, 10:07 AM
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#1
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Ranked Audio Record 57 Won / 5 Lost
Ranked Text Record 22 Won / 5 Lost
Join Date: Aug 2010
Voted:
111
audio / 86
text
Posts: 6,808
Mentioned: 867 Post(s)
Tagged: 14 Thread(s)
|
Elo Ranking System + Matchmaking
This has come up before, and I'm sure a lot of you gamers and chess players already know what this Elo system is, but I think this would be a dope addition to LB as its one of the only ways to have an actual skill based ranking system
For those of you that don't know what the Elo ranking system is, it's a ranking system where you get placed in a tier, and the criteria for earning that tier is winning/losing.
The tiers are Bronze, Silver, Gold, Platinum, and Diamond for example.
Everyone starts with a blank rank, & each person does 10 qualifying battles that'll place them in a tier.
If you win 1 out of 10 battles you're placed in Bronze
If you win 3 out of 10 battles you're placed in Silver
If you win 5 out of 10 battles you're placed in Gold (since it's the middle)
If you win 7 out of 10 battles you're placed in Platinum
If you win 9 out of 10 battles you're placed in Diamond
And you can add tiers higher than Diamond. If you win 10/10 your rank is 'Elite' or something
So now you're thinking "What if a scrub battles nothing but scrubs, wins 10/10 battles and gets the highest rank?" Well that's where matchmaking comes into play. I was wondering how LB could incorporate this, then I realized we've done blind battles on here which is pretty much matchmaking done manually. Matchmaking makes it so your 10 opponents are random, and it'll match you based on your skill once everyone qualifies
So let's say everyone qualifies and the breakdown is this
LB has:
3 Bronze battler
5 Silver battlers
10 Gold battlers
6 Platinum battlers
3 Diamond battlers
If you're a Platinum battler and you use the matchmaking system, it'll only put you against other Platinum battlers. If there aren't any active platinum battlers it'll place you against Diamond or Gold battlers, but never Bronze or Silver since the skill gap is too wide. I'm sure you can code an if/then/else statement so that you're not matched against inactive battlers
ie; If ___username___ hasn't battled in ____days_____ then bla
ie; If ___username___ HAS battled in ___days___ then "We've found a possible match"
also you lose your rank if you keep losing battles, and your rank goes up if you keep winning. So someone that qualified in the Platinum tier can ascend to the Diamond tier if they win a few battles. But if they constantly lose, they'll go down to Gold.
@ X what you think about this? @ Nicholas @ Rant
Last edited by Mindless; 03-28-2017 at 11:45 AM.
Reason: I fixed your mention for X. For him you have to use the format {mention=4}X{/mention} only with regular brackets instead
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Offline
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03-28-2017, 11:24 AM
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Join Date: Jul 2012
Posts: 6,834
Mentioned: 1535 Post(s)
Tagged: 21 Thread(s)
Ranked Text Record 4 Won / 0 Lost
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Pointless because you don't have the userbase to pull it off plus this isn't a game where raw mechanical skill, knowledge on the latest metas from balance patches and partying up vs solos take president over knowing who you're VSing. Theres a reason people here prefer to pre arrange battles\have 3 days notice from tourneys ect. Plus most people prefer to pick their opponents spontainiously to get themselves motivated rather than have ELO RNG dictate they face *insert name* For the tenth time this week because the site doesn't have the numbers to support an ELO MM.
Which ever way you want to slice it, it wont work.
__________________
Quote:
Originally Posted by Godbody
I'm part German myself.
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Fuck off, I got work to do.
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03-28-2017, 11:24 AM
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#2
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Ranked Text Record 4 Won / 0 Lost
Join Date: Jul 2012
Voted:
46
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text
Posts: 6,834
Mentioned: 1535 Post(s)
Tagged: 21 Thread(s)
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Pointless because you don't have the userbase to pull it off plus this isn't a game where raw mechanical skill, knowledge on the latest metas from balance patches and partying up vs solos take president over knowing who you're VSing. Theres a reason people here prefer to pre arrange battles\have 3 days notice from tourneys ect. Plus most people prefer to pick their opponents spontainiously to get themselves motivated rather than have ELO RNG dictate they face *insert name* For the tenth time this week because the site doesn't have the numbers to support an ELO MM.
Which ever way you want to slice it, it wont work.
__________________
Quote:
Originally Posted by Godbody
I'm part German myself.
|
Fuck off, I got work to do.
|
Offline
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03-28-2017, 11:42 AM
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Join Date: May 2006
Posts: 6,580
Mentioned: 713 Post(s)
Tagged: 56 Thread(s)
Ranked Audio Record 3 Won / 1 Lost
Ranked Text Record 34 Won / 6 Lost
Exclusive Text Record 1 Won / 1 Lost
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Quote:
Originally Posted by Indianapolis Jones
Pointless because you don't have the userbase to pull it off plus this isn't a game where raw mechanical skill, knowledge on the latest metas from balance patches and partying up vs solos take president over knowing who you're VSing. Theres a reason people here prefer to pre arrange battles\have 3 days notice from tourneys ect. Plus most people prefer to pick their opponents spontainiously to get themselves motivated rather than have ELO RNG dictate they face *insert name* For the tenth time this week because the site doesn't have the numbers to support an ELO MM.
Which ever way you want to slice it, it wont work.
|
I've actually been working on a system off and on in my spare time writing pseudo code to try and figure out a good way to do the ranking system and I think it addresses this problem.
My method involves assigning a points to users that they gain or lose according to whether they win or lose. How many points the winner takes from the loser ranges on factors from the difference in estimated skill level, current rank and w/l record. Basically it works by having a range of 0-N where N is the cap of the maximum amount of points that can be taken. A user facing another with a much lower skill level than them would gain nothing from the win but an increase in w/l. Basically it would nerf someone like @ Bnas from doing his goofy shit and being able to crack the top 100 because at a certain point you gain nothing from battling people that much lower than you. Also, the more you do it the faster it nets you nothing because your w/l goes up. I'll post it below but it's unfinished and a mess at this point.
Keep in mind this is pseudocode (Written with p5.JavaScript syntax for the most part):
Code:
var maxEstimatedSkill = 10;
var ELOPoints = NumberOfRegisteredUsers;
var MaxEloChange = 32;
//W-L expressed as decimal
var winLoss = 0;
//I'm not sure how exactly to express a mathematical formula for determining exactly how to remove the number of points taken
var pointSubtraction;
var User1 = {
//All numbers in here are random. I didn't feel like writing some actual code in
//a spreadsheet to distribute the ELO points amongst the current user count
//(139,421) randomly and then sorting it. This should do well enough to express what
//I'm getting at.
currentRank: 35,
EstimatedSkill: 7,
CurrentEloPoints: 15000,
winLoss = 75.3
}
var User2 = {
currentRank: 1000,
EstimatedSkill: 7,
CurrentEloPoints: 1200,
winLoss = 25.2
}
function Battle() {
Predict = {
User1PredictionScore = user1.CurrentEloPoints + (user1.currentRank + user1.EstimatedSkill + user1.winLoss);
User2PredictionScore = user2.CurrentEloPoints + (user2.currentRank + user2.EstimatedSkill + user2.winLoss);
if (User1PredictionScore > User2PredictionScore) prediction = User1 wins;
if (User2PredictionScore > User1PredictionScore) prediction = User2 wins;
if (User1PredictionScore == User2PredictionScore) prediction = CoinFlip; //do nothing
}
DetermineWinner = {
if (user1VoteTally > greater than user2VoteTally) {
user1 wins} else {
user2 wins
}
}
Winner = Result
DetermineRankChange = {
if Winner was predicted {
ELOAdded = MaxEloChange - (pointSubtraction)
}
if Winner was not predicted {
ELOAdded = UnderDogWin
UnderDogWin() {
//Determine the amount of points added to the winner based on the amount of difference between the two.
//Probably by using the PredictionScore.
}
}
}
}
__________________
Quote:
Originally Posted by Krhyme Killz
lol...hava nagila nigga
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03-28-2017, 11:42 AM
|
#3
|
Ranked Audio Record 3 Won / 1 Lost
Ranked Text Record 34 Won / 6 Lost
Exclusive Text Record 1 Won / 1 Lost
Join Date: May 2006
Voted:
95
audio / 718
text
Posts: 6,580
Mentioned: 713 Post(s)
Tagged: 56 Thread(s)
|
Quote:
Originally Posted by Indianapolis Jones
Pointless because you don't have the userbase to pull it off plus this isn't a game where raw mechanical skill, knowledge on the latest metas from balance patches and partying up vs solos take president over knowing who you're VSing. Theres a reason people here prefer to pre arrange battles\have 3 days notice from tourneys ect. Plus most people prefer to pick their opponents spontainiously to get themselves motivated rather than have ELO RNG dictate they face *insert name* For the tenth time this week because the site doesn't have the numbers to support an ELO MM.
Which ever way you want to slice it, it wont work.
|
I've actually been working on a system off and on in my spare time writing pseudo code to try and figure out a good way to do the ranking system and I think it addresses this problem.
My method involves assigning a points to users that they gain or lose according to whether they win or lose. How many points the winner takes from the loser ranges on factors from the difference in estimated skill level, current rank and w/l record. Basically it works by having a range of 0-N where N is the cap of the maximum amount of points that can be taken. A user facing another with a much lower skill level than them would gain nothing from the win but an increase in w/l. Basically it would nerf someone like @ Bnas from doing his goofy shit and being able to crack the top 100 because at a certain point you gain nothing from battling people that much lower than you. Also, the more you do it the faster it nets you nothing because your w/l goes up. I'll post it below but it's unfinished and a mess at this point.
Keep in mind this is pseudocode (Written with p5.JavaScript syntax for the most part):
Code:
var maxEstimatedSkill = 10;
var ELOPoints = NumberOfRegisteredUsers;
var MaxEloChange = 32;
//W-L expressed as decimal
var winLoss = 0;
//I'm not sure how exactly to express a mathematical formula for determining exactly how to remove the number of points taken
var pointSubtraction;
var User1 = {
//All numbers in here are random. I didn't feel like writing some actual code in
//a spreadsheet to distribute the ELO points amongst the current user count
//(139,421) randomly and then sorting it. This should do well enough to express what
//I'm getting at.
currentRank: 35,
EstimatedSkill: 7,
CurrentEloPoints: 15000,
winLoss = 75.3
}
var User2 = {
currentRank: 1000,
EstimatedSkill: 7,
CurrentEloPoints: 1200,
winLoss = 25.2
}
function Battle() {
Predict = {
User1PredictionScore = user1.CurrentEloPoints + (user1.currentRank + user1.EstimatedSkill + user1.winLoss);
User2PredictionScore = user2.CurrentEloPoints + (user2.currentRank + user2.EstimatedSkill + user2.winLoss);
if (User1PredictionScore > User2PredictionScore) prediction = User1 wins;
if (User2PredictionScore > User1PredictionScore) prediction = User2 wins;
if (User1PredictionScore == User2PredictionScore) prediction = CoinFlip; //do nothing
}
DetermineWinner = {
if (user1VoteTally > greater than user2VoteTally) {
user1 wins} else {
user2 wins
}
}
Winner = Result
DetermineRankChange = {
if Winner was predicted {
ELOAdded = MaxEloChange - (pointSubtraction)
}
if Winner was not predicted {
ELOAdded = UnderDogWin
UnderDogWin() {
//Determine the amount of points added to the winner based on the amount of difference between the two.
//Probably by using the PredictionScore.
}
}
}
}
__________________
Quote:
Originally Posted by Krhyme Killz
lol...hava nagila nigga
|
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Offline
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03-28-2017, 12:09 PM
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Join Date: Jul 2012
Posts: 6,834
Mentioned: 1535 Post(s)
Tagged: 21 Thread(s)
Ranked Text Record 4 Won / 0 Lost
|
Quote:
Originally Posted by Mindless
I've actually been working on a system off and on in my spare time writing pseudo code to try and figure out a good way to do the ranking system and I think it addresses this problem.
My method involves assigning a points to users that they gain or lose according to whether they win or lose. How many points the winner takes from the loser ranges on factors from the difference in estimated skill level, current rank and w/l record. Basically it works by having a range of 0-N where N is the cap of the maximum amount of points that can be taken. A user facing another with a much lower skill level than them would gain nothing from the win but an increase in w/l. Basically it would nerf someone like @ Bnas from doing his goofy shit and being able to crack the top 100 because at a certain point you gain nothing from battling people that much lower than you. Also, the more you do it the faster it nets you nothing because your w/l goes up. I'll post it below but it's unfinished and a mess at this point.
Keep in mind this is pseudocode (Written with p5.JavaScript syntax for the most part):
Code:
var maxEstimatedSkill = 10;
var ELOPoints = NumberOfRegisteredUsers;
var MaxEloChange = 32;
//W-L expressed as decimal
var winLoss = 0;
//I'm not sure how exactly to express a mathematical formula for determining exactly how to remove the number of points taken
var pointSubtraction;
var User1 = {
//All numbers in here are random. I didn't feel like writing some actual code in
//a spreadsheet to distribute the ELO points amongst the current user count
//(139,421) randomly and then sorting it. This should do well enough to express what
//I'm getting at.
currentRank: 35,
EstimatedSkill: 7,
CurrentEloPoints: 15000,
winLoss = 75.3
}
var User2 = {
currentRank: 1000,
EstimatedSkill: 7,
CurrentEloPoints: 1200,
winLoss = 25.2
}
function Battle() {
Predict = {
User1PredictionScore = user1.CurrentEloPoints + (user1.currentRank + user1.EstimatedSkill + user1.winLoss);
User2PredictionScore = user2.CurrentEloPoints + (user2.currentRank + user2.EstimatedSkill + user2.winLoss);
if (User1PredictionScore > User2PredictionScore) prediction = User1 wins;
if (User2PredictionScore > User1PredictionScore) prediction = User2 wins;
if (User1PredictionScore == User2PredictionScore) prediction = CoinFlip; //do nothing
}
DetermineWinner = {
if (user1VoteTally > greater than user2VoteTally) {
user1 wins} else {
user2 wins
}
}
Winner = Result
DetermineRankChange = {
if Winner was predicted {
ELOAdded = MaxEloChange - (pointSubtraction)
}
if Winner was not predicted {
ELOAdded = UnderDogWin
UnderDogWin() {
//Determine the amount of points added to the winner based on the amount of difference between the two.
//Probably by using the PredictionScore.
}
}
}
}
|
Is this with an automated MM system or pick your battles in mind?
__________________
Quote:
Originally Posted by Godbody
I'm part German myself.
|
Fuck off, I got work to do.
|
03-28-2017, 12:09 PM
|
#4
|
Ranked Text Record 4 Won / 0 Lost
Join Date: Jul 2012
Voted:
46
audio / 30
text
Posts: 6,834
Mentioned: 1535 Post(s)
Tagged: 21 Thread(s)
|
Quote:
Originally Posted by Mindless
I've actually been working on a system off and on in my spare time writing pseudo code to try and figure out a good way to do the ranking system and I think it addresses this problem.
My method involves assigning a points to users that they gain or lose according to whether they win or lose. How many points the winner takes from the loser ranges on factors from the difference in estimated skill level, current rank and w/l record. Basically it works by having a range of 0-N where N is the cap of the maximum amount of points that can be taken. A user facing another with a much lower skill level than them would gain nothing from the win but an increase in w/l. Basically it would nerf someone like @ Bnas from doing his goofy shit and being able to crack the top 100 because at a certain point you gain nothing from battling people that much lower than you. Also, the more you do it the faster it nets you nothing because your w/l goes up. I'll post it below but it's unfinished and a mess at this point.
Keep in mind this is pseudocode (Written with p5.JavaScript syntax for the most part):
Code:
var maxEstimatedSkill = 10;
var ELOPoints = NumberOfRegisteredUsers;
var MaxEloChange = 32;
//W-L expressed as decimal
var winLoss = 0;
//I'm not sure how exactly to express a mathematical formula for determining exactly how to remove the number of points taken
var pointSubtraction;
var User1 = {
//All numbers in here are random. I didn't feel like writing some actual code in
//a spreadsheet to distribute the ELO points amongst the current user count
//(139,421) randomly and then sorting it. This should do well enough to express what
//I'm getting at.
currentRank: 35,
EstimatedSkill: 7,
CurrentEloPoints: 15000,
winLoss = 75.3
}
var User2 = {
currentRank: 1000,
EstimatedSkill: 7,
CurrentEloPoints: 1200,
winLoss = 25.2
}
function Battle() {
Predict = {
User1PredictionScore = user1.CurrentEloPoints + (user1.currentRank + user1.EstimatedSkill + user1.winLoss);
User2PredictionScore = user2.CurrentEloPoints + (user2.currentRank + user2.EstimatedSkill + user2.winLoss);
if (User1PredictionScore > User2PredictionScore) prediction = User1 wins;
if (User2PredictionScore > User1PredictionScore) prediction = User2 wins;
if (User1PredictionScore == User2PredictionScore) prediction = CoinFlip; //do nothing
}
DetermineWinner = {
if (user1VoteTally > greater than user2VoteTally) {
user1 wins} else {
user2 wins
}
}
Winner = Result
DetermineRankChange = {
if Winner was predicted {
ELOAdded = MaxEloChange - (pointSubtraction)
}
if Winner was not predicted {
ELOAdded = UnderDogWin
UnderDogWin() {
//Determine the amount of points added to the winner based on the amount of difference between the two.
//Probably by using the PredictionScore.
}
}
}
}
|
Is this with an automated MM system or pick your battles in mind?
|
Offline
|
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03-28-2017, 02:31 PM
|
Join Date: May 2006
Posts: 6,580
Mentioned: 713 Post(s)
Tagged: 56 Thread(s)
Ranked Audio Record 3 Won / 1 Lost
Ranked Text Record 34 Won / 6 Lost
Exclusive Text Record 1 Won / 1 Lost
|
Quote:
Originally Posted by Indianapolis Jones
Is this with an automated MM system or pick your battles in mind?
|
You would pick your own battles. It's kind of based on the way that RPG stats are gained in that you can only level up by facing opponents with stats that are equal to or higher than your own. Basically we're applying the law of diminishing returns to battling. The difference is that someone low ranked doesn't risk as much facing someone much higher than them.
Quote:
Originally Posted by ILLoKWENT
lmao.. goldmic already had a ratings system in place years ago, ive been bringing that idea up for a long time.. for each profile, a person is given a +/- followed by a designated points, corresponding to how strong the opponent ia based on opponents, and rank.. so a strong battler will see a weak battlers points as +5/-35 meaning if he keeps battling scrubs, hell only gain 5 points toward his rating, but if he loses ,he could lose 35... if a strong battler faces one thats his level, hed see +15/-15.. etc.etc. this will encourage battlers to challenge stronger opponents to move up quicker..dunno how the point system is now, but at least with this in place, you can visually see what points youd gain, or lost against certain opponents
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I kind of like this but I think that's too much information to give. IMO, the only information anyone should have on anyone is their current rank, w/l and ESL. If you give people too much insight into the system they figure out a way to game it and use it in ways it wasn't intended. Also, what would a weak battler see on the page of a strong battler? What's the cap on point loss?
Quote:
Originally Posted by Nicholas
This sounds better than the original suggestion. I don't like the idea of forced match-ups and I don't think suggested match-ups would even be acknowledged. The problem is, what do you guys do now? Delete all previous points? That seems unfair.
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Freeze the current rankings and put them somewhere and say "This is our old ranking system". Then you restart everyone at zero.
Also, forced match-ups is lame unless it's voluntary. What I mean by that is, for the general system it's bad. If it were it's own system it could be fun though. I don't see it ever happening though.
__________________
Quote:
Originally Posted by Krhyme Killz
lol...hava nagila nigga
|
|
03-28-2017, 02:31 PM
|
#5
|
Ranked Audio Record 3 Won / 1 Lost
Ranked Text Record 34 Won / 6 Lost
Exclusive Text Record 1 Won / 1 Lost
Join Date: May 2006
Voted:
95
audio / 718
text
Posts: 6,580
Mentioned: 713 Post(s)
Tagged: 56 Thread(s)
|
Quote:
Originally Posted by Indianapolis Jones
Is this with an automated MM system or pick your battles in mind?
|
You would pick your own battles. It's kind of based on the way that RPG stats are gained in that you can only level up by facing opponents with stats that are equal to or higher than your own. Basically we're applying the law of diminishing returns to battling. The difference is that someone low ranked doesn't risk as much facing someone much higher than them.
Quote:
Originally Posted by ILLoKWENT
lmao.. goldmic already had a ratings system in place years ago, ive been bringing that idea up for a long time.. for each profile, a person is given a +/- followed by a designated points, corresponding to how strong the opponent ia based on opponents, and rank.. so a strong battler will see a weak battlers points as +5/-35 meaning if he keeps battling scrubs, hell only gain 5 points toward his rating, but if he loses ,he could lose 35... if a strong battler faces one thats his level, hed see +15/-15.. etc.etc. this will encourage battlers to challenge stronger opponents to move up quicker..dunno how the point system is now, but at least with this in place, you can visually see what points youd gain, or lost against certain opponents
|
I kind of like this but I think that's too much information to give. IMO, the only information anyone should have on anyone is their current rank, w/l and ESL. If you give people too much insight into the system they figure out a way to game it and use it in ways it wasn't intended. Also, what would a weak battler see on the page of a strong battler? What's the cap on point loss?
Quote:
Originally Posted by Nicholas
This sounds better than the original suggestion. I don't like the idea of forced match-ups and I don't think suggested match-ups would even be acknowledged. The problem is, what do you guys do now? Delete all previous points? That seems unfair.
|
Freeze the current rankings and put them somewhere and say "This is our old ranking system". Then you restart everyone at zero.
Also, forced match-ups is lame unless it's voluntary. What I mean by that is, for the general system it's bad. If it were it's own system it could be fun though. I don't see it ever happening though.
|
Offline
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03-29-2017, 12:58 AM
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Join Date: Dec 2011
Posts: 2,317
Mentioned: 2696 Post(s)
Tagged: 58 Thread(s)
Ranked Audio Record 3 Won / 0 Lost
Ranked Text Record 168 Won / 28 Lost
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Quote:
Originally Posted by Mindless
You would pick your own battles. It's kind of based on the way that RPG stats are gained in that you can only level up by facing opponents with stats that are equal to or higher than your own. Basically we're applying the law of diminishing returns to battling. The difference is that someone low ranked doesn't risk as much facing someone much higher than them.
I kind of like this but I think that's too much information to give. IMO, the only information anyone should have on anyone is their current rank, w/l and ESL. If you give people too much insight into the system they figure out a way to game it and use it in ways it wasn't intended. Also, what would a weak battler see on the page of a strong battler? What's the cap on point loss?
Freeze the current rankings and put them somewhere and say "This is our old ranking system". Then you restart everyone at zero.
Also, forced match-ups is lame unless it's voluntary. What I mean by that is, for the general system it's bad. If it were it's own system it could be fun though. I don't see it ever happening though.
|
on goldmic ,a weak battler ex.. mc gay would see UA with a +60/-5, or +35/-5...... . UA would see the exact opposite.. so if he battled mc gay and lost, he would lose 60 points and drop in rating. . if UA saw RULES profile then it would be +15/-15..
__________________
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03-29-2017, 12:58 AM
|
#6
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Ranked Audio Record 3 Won / 0 Lost
Ranked Text Record 168 Won / 28 Lost
Join Date: Dec 2011
Voted:
82
audio / 1286
text
Posts: 2,317
Mentioned: 2696 Post(s)
Tagged: 58 Thread(s)
|
Quote:
Originally Posted by Mindless
You would pick your own battles. It's kind of based on the way that RPG stats are gained in that you can only level up by facing opponents with stats that are equal to or higher than your own. Basically we're applying the law of diminishing returns to battling. The difference is that someone low ranked doesn't risk as much facing someone much higher than them.
I kind of like this but I think that's too much information to give. IMO, the only information anyone should have on anyone is their current rank, w/l and ESL. If you give people too much insight into the system they figure out a way to game it and use it in ways it wasn't intended. Also, what would a weak battler see on the page of a strong battler? What's the cap on point loss?
Freeze the current rankings and put them somewhere and say "This is our old ranking system". Then you restart everyone at zero.
Also, forced match-ups is lame unless it's voluntary. What I mean by that is, for the general system it's bad. If it were it's own system it could be fun though. I don't see it ever happening though.
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on goldmic ,a weak battler ex.. mc gay would see UA with a +60/-5, or +35/-5...... . UA would see the exact opposite.. so if he battled mc gay and lost, he would lose 60 points and drop in rating. . if UA saw RULES profile then it would be +15/-15..
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03-29-2017, 08:20 AM
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Originally Posted by Indianapolis Jones
Pointless because you don't have the userbase to pull it off plus this isn't a game where raw mechanical skill, knowledge on the latest metas from balance patches and partying up vs solos take president over knowing who you're VSing. Theres a reason people here prefer to pre arrange battles\have 3 days notice from tourneys ect. Plus most people prefer to pick their opponents spontainiously to get themselves motivated rather than have ELO RNG dictate they face *insert name* For the tenth time this week because the site doesn't have the numbers to support an ELO MM.
Which ever way you want to slice it, it wont work.
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It's essentially blind battles based on tiers. It'll work. I'm not saying LB scrap opens/personals and rely solely on matchmaking. THAT wouldn't work, because of course we don't have enough users.
As far as metas and partying up..what are you talking about? this is Letsbeef not Xbox. none of that shit is pertinent or relevant unless you're suggesting matchmaking supports 2v2,4v4, etc. Which is why we have crew battling
ELO is better than a points system because points are there for show, and while the amount of points you lose/gain differs based on who you battle, the whole point is you battle whoever the fuck you want anyway. Which is similar to the points system LB already has
on ELO you're not battling whoever the fuck you want and getting variable amounts of points from 10 to 200. You're battling nearly equally skilled battlers everytime, and you'll have to beat 3 or 4 dudes at your skill level to go up a tier. Shit sounds accurate af to me. Moreso than points, because again, you can beat on noobs and all types of shit to exploit that system
Last edited by Godbody; 03-29-2017 at 08:31 AM.
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03-29-2017, 08:20 AM
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#7
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Quote:
Originally Posted by Indianapolis Jones
Pointless because you don't have the userbase to pull it off plus this isn't a game where raw mechanical skill, knowledge on the latest metas from balance patches and partying up vs solos take president over knowing who you're VSing. Theres a reason people here prefer to pre arrange battles\have 3 days notice from tourneys ect. Plus most people prefer to pick their opponents spontainiously to get themselves motivated rather than have ELO RNG dictate they face *insert name* For the tenth time this week because the site doesn't have the numbers to support an ELO MM.
Which ever way you want to slice it, it wont work.
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It's essentially blind battles based on tiers. It'll work. I'm not saying LB scrap opens/personals and rely solely on matchmaking. THAT wouldn't work, because of course we don't have enough users.
As far as metas and partying up..what are you talking about? this is Letsbeef not Xbox. none of that shit is pertinent or relevant unless you're suggesting matchmaking supports 2v2,4v4, etc. Which is why we have crew battling
ELO is better than a points system because points are there for show, and while the amount of points you lose/gain differs based on who you battle, the whole point is you battle whoever the fuck you want anyway. Which is similar to the points system LB already has
on ELO you're not battling whoever the fuck you want and getting variable amounts of points from 10 to 200. You're battling nearly equally skilled battlers everytime, and you'll have to beat 3 or 4 dudes at your skill level to go up a tier. Shit sounds accurate af to me. Moreso than points, because again, you can beat on noobs and all types of shit to exploit that system
Last edited by Godbody; 03-29-2017 at 08:31 AM.
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03-29-2017, 08:46 AM
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Quote:
Originally Posted by Godbody
As far as metas and partying up..what are you talking about? this is Letsbeef not Xbox. none of that shit is pertinent or relevant unless you're suggesting matchmaking supports 2v2,4v4, etc. Which is why we have crew battling
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Thats my point. I'm saying LB isn't a game with these factors. On L.B a big part is Knowing who your opponent is. On games you dont need to know because all you need is to know your party members strengths/weaknesses/tendancies along with your own raw skill. Thats why ELO RNG MM is a none factor. On L.B it's a hinderance fora big part of it's nature, The personal side. You game because you wanna game. You battle because you wanna clown that PARTICULAR guy low rating/Talking shit about you (A lot of the time) it's more emotion based.
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I'm part German myself.
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Fuck off, I got work to do.
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03-29-2017, 08:46 AM
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Quote:
Originally Posted by Godbody
As far as metas and partying up..what are you talking about? this is Letsbeef not Xbox. none of that shit is pertinent or relevant unless you're suggesting matchmaking supports 2v2,4v4, etc. Which is why we have crew battling
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Thats my point. I'm saying LB isn't a game with these factors. On L.B a big part is Knowing who your opponent is. On games you dont need to know because all you need is to know your party members strengths/weaknesses/tendancies along with your own raw skill. Thats why ELO RNG MM is a none factor. On L.B it's a hinderance fora big part of it's nature, The personal side. You game because you wanna game. You battle because you wanna clown that PARTICULAR guy low rating/Talking shit about you (A lot of the time) it's more emotion based.
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03-28-2017, 01:07 PM
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lmao.. goldmic already had a ratings system in place years ago, ive been bringing that idea up for a long time.. for each profile, a person is given a +/- followed by a designated points, corresponding to how strong the opponent ia based on opponents, and rank.. so a strong battler will see a weak battlers points as +5/-35 meaning if he keeps battling scrubs, hell only gain 5 points toward his rating, but if he loses ,he could lose 35... if a strong battler faces one thats his level, hed see +15/-15.. etc.etc. this will encourage battlers to challenge stronger opponents to move up quicker..dunno how the point system is now, but at least with this in place, you can visually see what points youd gain, or lost against certain opponents
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Last edited by ILLoKWENT; 03-28-2017 at 01:14 PM.
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03-28-2017, 01:07 PM
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lmao.. goldmic already had a ratings system in place years ago, ive been bringing that idea up for a long time.. for each profile, a person is given a +/- followed by a designated points, corresponding to how strong the opponent ia based on opponents, and rank.. so a strong battler will see a weak battlers points as +5/-35 meaning if he keeps battling scrubs, hell only gain 5 points toward his rating, but if he loses ,he could lose 35... if a strong battler faces one thats his level, hed see +15/-15.. etc.etc. this will encourage battlers to challenge stronger opponents to move up quicker..dunno how the point system is now, but at least with this in place, you can visually see what points youd gain, or lost against certain opponents
Last edited by ILLoKWENT; 03-28-2017 at 01:14 PM.
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03-28-2017, 01:31 PM
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Originally Posted by ILLoKWENT
lmao.. goldmic already had a ratings system in place years ago, ive been bringing that idea up for a long time.. for each profile, a person is given a +/- followed by a designated points, corresponding to how strong the opponent ia based on opponents, and rank.. so a strong battler will see a weak battlers points as +5/-35 meaning if he keeps battling scrubs, hell only gain 5 points toward his rating, but if he loses ,he could lose 35... if a strong battler faces one thats his level, hed see +15/-15.. etc.etc. this will encourage battlers to challenge stronger opponents to move up quicker..dunno how the point system is now, but at least with this in place, you can visually see what points youd gain, or lost against certain opponents
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This sounds better than the original suggestion. I don't like the idea of forced match-ups and I don't think suggested match-ups would even be acknowledged. The problem is, what do you guys do now? Delete all previous points? That seems unfair.
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03-28-2017, 01:31 PM
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#10
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Originally Posted by ILLoKWENT
lmao.. goldmic already had a ratings system in place years ago, ive been bringing that idea up for a long time.. for each profile, a person is given a +/- followed by a designated points, corresponding to how strong the opponent ia based on opponents, and rank.. so a strong battler will see a weak battlers points as +5/-35 meaning if he keeps battling scrubs, hell only gain 5 points toward his rating, but if he loses ,he could lose 35... if a strong battler faces one thats his level, hed see +15/-15.. etc.etc. this will encourage battlers to challenge stronger opponents to move up quicker..dunno how the point system is now, but at least with this in place, you can visually see what points youd gain, or lost against certain opponents
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This sounds better than the original suggestion. I don't like the idea of forced match-ups and I don't think suggested match-ups would even be acknowledged. The problem is, what do you guys do now? Delete all previous points? That seems unfair.
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