Ranking System

Allegiance discussion not belonging in another forum.
jbansk
Posts: 589
Joined: Fri Dec 11, 2009 8:57 pm

Post by jbansk »

Oh common'

It's perfect the way it is and you all know it.
[15:25] <BBT_> oh, so da vinci's mona lisa isn't his work?
[15:25] <+fuh-zz> No, he simply put effort into it.
[15:25] <BBT_> are you really that retarded?
Elzam_
Posts: 2242
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Location: Here

Post by Elzam_ »

Do people even care about ranks? We all know who's good and who isn't.
Last edited by Elzam_ on Sat Feb 16, 2013 3:13 am, edited 1 time in total.
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
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blake420
Posts: 1110
Joined: Fri Sep 24, 2004 7:00 am
Location: Some unknown town, Ohio

Post by blake420 »

i still miss the days of time played ranked you up to 7 then no rank was displayed anymore. if you played enough you would just know by experience who was good or bad. hiders can't hide your skill level for very long.
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MrChaos
Posts: 8352
Joined: Tue Mar 21, 2006 8:00 am

Post by MrChaos »

If the system was coded correctly, pdf was updated for Alleg, the database not corrupted I'm confident that it does a good job guessing correctly the good majority of the games we play. A better system would be great, but to Cashto's lucid and well thought out point, ffs lets not guess about it. We did indeed do an intial evaluation of the thing back in the day fwiw but that was three computers, a then strong interest in the matter, and a number of years ago so I'll lay off specific claims.

A points based system tends to control game behavior. Anyone who played when Microsoft ran things and those end game points were stored for you to rub your epeen probably noticed it too. A point a rock is a perfect example. DrStrangelove, The commander of his\her day, drew a crowd like Elvis and his main strategy was "Go high, go high eveyone get in a ship and go high". This tended to draw a huge scrum as the opposing commander reacted to the strategy or a bucket load of ships in the opponent's home sector causing havok. DocS built behind the first push and had a player or two to scout the rest of the map while taking map control. As you can imagine many games weren't two hour grindfests, hell he rarely had to even take map control and many times the map had missing setors. So when the game ended in forty minutes or less and the little scout that scouted had a bunch of points every game well it started drawing the supreme epeen polishers to scout the map. Drawing off those two or three ships was enough to tip things over effecting the game and commadner strategy started changing because of it. I can repeat the examples over and over but I hope you understand.

A ranking system is not meant to make you feel good, nor does your continuing play make you a prima ballerina of Allegiance ever increasing your rank. It is meant to foster balanced game play either through voluntarily attempting to do it or through some algorithm. So lets make epeen polishing stuff because everyone wants a cookie from time to time but lets be sure that the epeen polisher doesn't turn into something that breaks game play while doing it. It would be nice to fix the balance algorithm to the current system method vs the one from two systems ago *shrug* but then again it would have to be turned on for it to work.
Ssssh
MonAG
Posts: 552
Joined: Mon Oct 17, 2011 11:37 am

Post by MonAG »

MrChaos wrote:QUOTE (MrChaos @ Feb 16 2013, 08:23 AM) A points based system tends to control game behavior.
What you are saying is nothing new. "Work incentives" face a similar problem of controlling behavior (many times for worse). Plenty of books/articles have been written regarding that issue, and the bottom line is always the same: be careful it doesn´t backfire. ;)

Folund an article that puts it in quite a funny way:
http://www.fastcompany.com/1140924/why-inc...likely-backfire
MrChaos
Posts: 8352
Joined: Tue Mar 21, 2006 8:00 am

Post by MrChaos »

MonAG wrote:QUOTE (MonAG @ Feb 16 2013, 07:21 AM) What you are saying is nothing new. "Work incentives" face a similar problem of controlling behavior (many times for worse). Plenty of books/articles have been written regarding that issue, and the bottom line is always the same: be careful it doesn´t backfire. ;)

Folund an article that puts it in quite a funny way:
http://www.fastcompany.com/1140924/why-inc...likely-backfire
Nice read, that what I was fumbling around to say, and thanks.
Btw I wasn't implying Im some idiot-savant with special insights rather simply pointing out what I think others might not have considered in this matter

anyhoo extra credit linkees ftw
Skinner box discussion point
His views on achievements
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LA2_Cajun
Posts: 166
Joined: Sat Jan 23, 2010 8:11 pm

Post by LA2_Cajun »

Could allegskill be modified to weight stats based on a player's most recent games? One of the problems with how Allegskill works now is that it assumes that player skill is static, and doesn't take into account that a player could have improved (or gotten worse).

For example, allegskill could only count the 100 most recent games, multiplying the results from the 10 most recent by 10, the 10 after that by 9 and so on. This way, players are able to leave their past behind them. I don't know the ins and outs of allegskill, but presumably the sigma quantifier would have to be modified so that it doesn't think someone who has played 10 games has played 100.
Last edited by LA2_Cajun on Sun Feb 17, 2013 2:25 pm, edited 1 time in total.
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jbansk
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Joined: Fri Dec 11, 2009 8:57 pm

Post by jbansk »

You should have 3 icons next to your name while in lobby. Scout / Int(fig) / bomber(cap)

Each Icon should have 3 colors available. Red(rarely flown) / Blue(moderately flown) / Green(mostly flown)

You now have the best system to build a team.

Each Team should have the same icons with colors to indicate that teams current state. It will then be easy to match the next joining player to the proper team.

Rename the "Leaderboard" to "Stats Page" and quit trying to "Rank" players, categorize them instead.
Last edited by jbansk on Sun Feb 17, 2013 4:22 pm, edited 1 time in total.
[15:25] <BBT_> oh, so da vinci's mona lisa isn't his work?
[15:25] <+fuh-zz> No, he simply put effort into it.
[15:25] <BBT_> are you really that retarded?
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

QUOTE DrStrangelove, The commander of his\her day, drew a crowd like Elvis and his main strategy was "Go high, go high eveyone get in a ship and go high".[/quote]

*sniff* *sheds a tear and lights a candle in fond remembrance*

QUOTE You should have 3 icons next to your name while in lobby. Scout / Int(fig) / bomber(cap)

Each Icon should have 3 colors available. Red(rarely flown) / Blue(moderately flown) / Green(mostly flown)[/quote]

Not to the exclusion of AS, but something along those lines, yes. Perhaps showing efficiency in said class as well as instead of hours flown (straightforward except for scouting but that's doable too)
Last edited by Spunkmeyer on Sun Feb 17, 2013 5:05 pm, edited 1 time in total.


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Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

that would be cool @#(!.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
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