STICKY ALERT!
Can somone please produce a formula for ELO that pertains specifically to Allegiance?
I do not want the generic ELO formula or website in Wiki....
I want something like....
(# of kills / time played * base kills - ejects) / (probes dropped* days logged in) = ELO..... I need to know what yall use as variables and how they are calculated in ONE formula...
Thanks!
NAVYBOY
ELO Formula
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Terralthra
- Posts: 1748
- Joined: Fri Nov 18, 2005 8:00 am
- Location: San Francisco, CA, USA
Probes dropped, kills, base kills, NONE OF THAT MATTERS.Terralthra wrote:QUOTE (Terralthra @ Aug 15 2006, 10:20 AM) Your elo begins at 100 when you create your account. After that, for every game you play in, your Elo is added to the team's average rating, factored by the amount of time you played in the game. This team-ranking is used to determine what your team's percentage chance to win is. The system is devised such that a 200 point gap in Elo rankings approximately indicates a 75%-25% chance in favor of the higher ranked team, and the normal Elo for an average player is approximately 1500. The Allegiance system uses the standard Elo calculation for beginning players, where the rating adjustment = 32*(Actual Score - Expected Score).
An example:
Team 1 has a team Elo of 1500, whereas Team 2 has a team Elo of 1700. Team 2 therefore has a 75% of winning compared to Team 1. Team 2's expected score is 0.75, Team 1's expected score is 0.25. Team 1 manages to beat the expected result and win.
All players on team 1 receive 32*(1-0.25) = 24 points added to their score, factored, again, by time in-game. Someone who was there the entire game receives the full 24, someone who was there half the game only receives 12.
All players on team 2 receive 32*(0-0.75) = -24 points from their score. To prevent players on a team from bailing out on a losing game solely to protect their rating, members of the losing team receive the full Elo loss, regardless of time in-game.
This personal Elo score is then divided by 100, so an average player's 1500 becomes 15, and then cast to an integer (so 1560 is still 15), and that determines one's ranking.
1-7 are Beginner 1-7, 8-14 are Intermediate (abbreviated Inter.) 1-7, 15-21 are Veteran 1-7, and 22-30 are Expert 1-9.
Any further questions?
Edit: for the Beginner period, all point scores are added as the absolute value of their ranking, so even if the newbie player's team loses, he or she would gain the full amount of Elo. The motivations behind this are well-intentioned, though possibly not quite valid. Time will tell if a newbie is worth their ranking. Also, notably, it is possible for an Inter. 1 to fall beneath 800 Elo, but their rank will remain Inter. 1.
Kills does matter. I remember night saying something about every 1k kills being +1 ELO Rank.

All in all you are a very dying race // Placing trust upon a cruel world. // You never had the things you thought you should have had //
And you'll not get them now, // And all the while in perfect time // Your tears are falling on the ground. -- Squonk, Genesis
You typed all that ... now make it an EQUATION.... somewhere... there is a computer doing a magical equation that someone put in..... I NEED THE MATHEMATICAL EQUATION and not some speech /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />...... I appreciate you trying to explain it that way... but if Einstien didn't make E=mc2, he would have never gotten anywhere just trying to explain it in some short story....Terralthra wrote:QUOTE (Terralthra @ Aug 25 2006, 08:44 PM) Probes dropped, kills, base kills, NONE OF THAT MATTERS.
X+Y-(Z*B)/A= ELO <---- -this is an example of what i need.
If win or if ELO(n-1) < 800:
ELO(n) = ELO(n-1) + 32*(1 - C)*M
If loss:
ELO(n) = ELO(n-1) - 32*C*M
If win:
M = (T(l) - T(j))/(T(e) - T(B))
If loss:
M = (T(e) - T(j))/(T(e) - T(B))
If (win and C > 85) or (loss and C < 15) or T(l) - T(j) < 300 seconds: (I believe those are the thresholds)
ELO(n) = ELO(n-1)
ELO(0) = 100
n = nth game player has played
C = odds of victory in the range of 0<C<1
T(B) = Time of game start
T(e) = Time of game end
T(j) = Time player joined game
T(l) = Time player left game
It’s not complete (it doesn’t have a provision for draws, and what’s this about kills being factored in?), but it’s a start.
ELO(n) = ELO(n-1) + 32*(1 - C)*M
If loss:
ELO(n) = ELO(n-1) - 32*C*M
If win:
M = (T(l) - T(j))/(T(e) - T(B))
If loss:
M = (T(e) - T(j))/(T(e) - T(B))
If (win and C > 85) or (loss and C < 15) or T(l) - T(j) < 300 seconds: (I believe those are the thresholds)
ELO(n) = ELO(n-1)
ELO(0) = 100
n = nth game player has played
C = odds of victory in the range of 0<C<1
T(B) = Time of game start
T(e) = Time of game end
T(j) = Time player joined game
T(l) = Time player left game
It’s not complete (it doesn’t have a provision for draws, and what’s this about kills being factored in?), but it’s a start.
Players ≥10 players for at least ½ game length.
And if that formula is the current one, then it needs to change such that a player joining a game in progress doesn't lose up to 32 elo for joining a game in one second leaving because 99% of the map belongs to the opposing team. The 5 minute window to check things out needs to be there. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
And if that formula is the current one, then it needs to change such that a player joining a game in progress doesn't lose up to 32 elo for joining a game in one second leaving because 99% of the map belongs to the opposing team. The 5 minute window to check things out needs to be there. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
