| Posted: Fri Apr 20, 2007 11:43 am
the main problem I see even with your formula is that the product between wins and kills difference (the k - d - s of current ladder using the same notation as Levi) should be replace by a sum cause kills diff can be negative. For players with this factor negative, it is better to always be in the losing team than in the winning team ... quite paradoxal. For the top of the ladder, it has almost no impact even if order change a bit but for those with negative kills difference there much more impact.
I'm try to get a formula to be able to adjust easily the ladder according the kind of server running. And then being able to have overall ladder on marathon for example. It is in test for the moment but here is the way it works by now :
I keep 3 ratios there :
- win = the win rate : rounds won / total rounds
- diff_kills = the difference between kills and death rate : something like (dumps-dumped-tked-suicide)/total_rounds
- points = the points rate : points / total rounds
then these ratio are normalize to get a value between 0 and 100 where 0 is the worth player and 100 the best one.
At this stage it is not different than the current ladder except that the ladder score will be between 0 and 100. Here is the difference :
then we will multiply them with 3 factors we will determine according to every server (or mode on marathon) and sum them (instead of a product today) to get this ladder :
ladder = win rate * win_factor + diff_kills rate * diff kills factor + points rate * points factor
Additionally, we recently add the ability to measure the time spend in different zone of the game in each match. There's currently 4 kind of zones : goal, defence, midfield, offence and sumo + ns when no zones can be defined. So we will be able to add bonus or malus depending on these elements. If we see that defense brings more ladder point then offence, we will be able to adjust the formula to give more points to offensive players ...
So we will be able to adjust the formula according to what is really significative for each server (probably really different for fortress, styball, sumo or race to winzone ...
) and eventually add bonus or malus for some roles (cause it is obviously easier to way people coming to die on your def when you're a good defender than to go to kill them in the midfield or to try entering the zone where you will probably kill only one player or none if the defender is good enough to survive ...)
that's all folks ...