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Ladder Discussion Everything related to altitudeladder.com and the ladder servers goes here. |
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#1
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Beta Season 3 Changes
Beta Season 3 starts today with a few significant changes:
Some of the other changes coming this season:
Starting Ball Ratings If you played less than 20 games last season: < LVL 4: 700 LVL 4-7: 1200 LVL 8+: 1500 If you played less than 20 games last season it looks back into the Beta 1 season data. Also < 20 games in Beta 1: 700 Rating < 600: 700 Rating >= 600 but < 1300: 1200 Rating > 1300: 1500 Ratings for all other modes are starting at 1500 for everyone and no data from this season will be saved from anything except Ball. It is a short season and I know the other modes won't be played enough. It is still going to be BALL and TBD only to start with the other modes returning mid season. Achievements Achievements are being left in for the season, but will likely be wiped are archived after beta ends. By archive I mean your point total will reset but the old points and achievements may be viewable somewhere on the website. To keep it simple the achievement data from last season is carrying over, meaning you still have all the achievements from last season and can only work on achievements you did not already earn. I will have the new season live by at least by 6PM EDT. The season will end at a date which will be specified later, estimated duration is 1 to 1.5 months. Last edited by VAN1SH1NG; 09-13-2014 at 09:06 PM. |
#2
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random comment - not a fan of the new rating command at all. It's definitely not clear what the appropriate commands are in the server. Would it be possible to add back the old /showRating <autocomplete> on top of the other one?
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We can has sigs? |
#3
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Quote:
I think the problem though is that it is new and I don't yet have it documented on the lobby anywhere. I at least need to make it so the response to /rating and /nicknames if no player is selected includes instructions on selecting a player. Ideally I'd be able to make a command that would auto fill nicknames but also accept '@' to use players selected by aka or vapor. But not possible. edit: However, I could change it to /rating <@ or partial nickname> if that would be better? Using @ would use whoever you have selected with either /@ or P. Probably could also make it so you could combine the commands like /rating @mike to select and then give rating. If no @ tries partial nickname match with anyone in the server. Partial nickname match works as well as auto fill in most cases. Last edited by VAN1SH1NG; 09-15-2014 at 01:59 AM. |
#4
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OK, /rating and /nicknames changed to:
/rating <partial nick, @, or ID> /nicknames <partial nick, @, or ID> Usage:
Example output: /rating @ > You have no player selected yet. /@ Van > [VAN1SH1NG current nickname & vapor id] /rating @ > [VAN1SH1NG rating data] /rating @DVD > [DVD rating data] /nicknames @ > [DVD last 3 nicknames] /rating van1 (player VAN1SH1NG in server) > [VAN1SH1NG rating data] /rating 927d5410-28a1-4332-8f42-7c926d94bd73 > [VAN1SH1NG rating data] /rating @927d5410-28a1-4332-8f42-7c926d94bd73 > [VAN1SH1NG rating data] Last edited by VAN1SH1NG; 09-15-2014 at 04:57 PM. |
#5
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Request: Multiple player matches could be more useful if it sent back a partial list of matches for us to drill down to the info we seek.
Quote:
"Multiple players match partial nickname. Top rated common names of list: Threevenge, {Ball}'n, Dozer, Syphun, DN" "Multiple players match partial nickname. Most recent common names of list: Threevenge, {Ball}'n, DN, Syphun, Dozer" "Multiple players match partial nickname. Top rated of list: {ball}Threevenge, {ball} so hard, {ball} dozer, {ball} Syphun, {ball}DN" Bug: aka names are not used as part of a partial search. Quote:
(limit around 10?) |
#6
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I think you may not fully understand how it was set up.
The partial nick match currently only looks at the players in the same server. I may make it so that it also considers the last 50 players that have been on a ladder server. Probably will need to list matches if considering any players not currently in the server. I don't want to search through every player in the database as the more players it looks through the more exact you will have to be. In most cases you should easily be able to find any established player through aka. The only real need to match players from the database is for admin purposes (bans) when they are new/unknown accounts. Not hard to look at player list on website though. Why would aka names be used as part of a partial search? 95% of players can easily be found by aka. Less than 5% have similar nicknames (Moon vs Mooncheese) or other issues that might make them harder to locate via aka. Keep in mind that the system supports multiple aka names for players (/nicknames only shows the primary aka name). So for example I am @van, @van1sh, @van1sh1ng, @vanish, and @vanishing. I am trying to include just about any name someone might be called by, except for the very rare case like Mooncheese can't be found by @Moon. ************************** Rating System To provide some more info on the points awarded per game. In beta 1 had a poor rating system broken primarily by taking too few games into account in creating a streaking bonus. In beta 2 I never had time to work on the algorithm other than reducing the streak factor by having it look at your win % across the past 40 games. Still due to lack of time have not spent proper time on the formula, but for the start of beta 3 it is as follows: Base rating reduced all the way down to 12 points. You can still potentially earn less than 12 if you lose to a team with a lower total rating. The first 10 games you play are worth 5 X Base Rating adjusted some by difference in team ratings. After that your rating is heavily dependent on your win % over your last 40 games. You earn an addition 1.5 * how far you are away from 50% win rate. so if your win rate is 70% over the last 40 games you played, you get 12 + (1.5 * (70 - 50)). As you can see this can be a big bonus if you have a very high or low win rate. It also still gives a decent bonus even if your win rate is only around like 55%. This is to help get players to the correct rating more quickly for the benefit of players who do not play as much as well as keep players ratings more stable when they are at a win rate close to 50%. Last edited by VAN1SH1NG; 09-16-2014 at 04:12 PM. |
#7
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Quote:
Quote:
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#8
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Is the output of (70 - 50) treated as an absolute value? If the win percentage is 30 instead of 70 is the output still 20? If yes I don't see why a low win percentage should be rewarded and if not I could see someone be stuck in an inescapable hole as any gains from a win would be negative ( 12 + (1.5 * (30 - 50))) = -18 ) Or am misapprehending what you said and in fact you do not consider any win rates below 50, and the "low win rate" part of the quote is simply referring to the lower part of the 50 to 100 range, or maybe I'm missing something else..
Last edited by Moon; 09-16-2014 at 11:23 PM. |
#9
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For a player with a low win % it is:
- (12 + (1.5 * (50 - %)) So like players with a high win % can move up faster, players with a low win % will move down faster. For comparison to previous seasons, you had to have an extremely high or low win % to see much of an affect on points earned. The new formula is designed to keep players at 50% more stable while making it easier for those with 55-60% win rates to move up a little faster. Last edited by VAN1SH1NG; 09-17-2014 at 12:05 AM. |
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