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Vicious Infected Versus - TrueSkill Experiment Poll

Discussion in 'General Discussion' started by szSteam_76561198051919925, Mar 27, 2012.

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  1. davzee

    davzee <img src="http://mgftw.com/webdesigner.png" />

    Everyone knows HLstats has nothing to do with skill but the amount of time played on the servers....

    I agree with nova and highvolatage that ones "trueskill" cannot be calculated based on team work alone completely ignoring the factors that actually determine ones skill on most FPS's (General aim, headshots, k/d, damage....all that stuff)

    BUT that being said its still a hell of a lot better and more accurate than HLstats so of course im all for it also the fact that you mentioned it could provide a much more accurate team balance is enough to win my vote alone, I do have one question though and im sorry if its already been answered and i just missed it, i actually read the original post a couple days ago and havent re read it lol but will we actually be RANKED like HLstats is? like a top10 and such....
     
  2. Yeah, there will be a ranking system which will rank players from the highest skill to the lowest skill.

    Wrong, wrong, wrong, :) I'm not going to explain the same thing again; I give up on the explanations. I've said this before, but aim, headshots, k/d, and damage cannot be used to determine skill accurately. Yes, I understand that makes no sense, but mathematically, you will get very inaccurate results. How do you know? Do the math. Another example. Go here, and tell me: Bonekeep is an excellent skilled player, yet I don't see him anywhere on that list (unless I search him, in which case he's number #60). What you're asking for does not measure skill, instead it measures experience. I don't know if the concept is confusing or something, but you need to differentiate between experience and skill first.

    Only when you combine the two concepts, experience and TrueSkill, can you truly achieve a perfect ranking system.
     
  3. davzee

    davzee <img src="http://mgftw.com/webdesigner.png" />

    Its not wrong though, i honestly dont get how you can think its wrong....im not talking about HLstats here so theres no point in using bonekeep as an example since ive already said HLstats IS just based off of experience, the more time you play the higher your rank, most people know this.

    BUT what im trying to say is ones accuracy, K/D ratio, damage, headshots DO factor into your overall skill...of course they do....look at games like CS, they are the very things that define skill in CS

    EDIT: Nvm spoke to you on steam and i believe you understood the point i was trying to make as i have come to understand yours
     
  4. HighVolt@ge

    HighVolt@ge Senior Member

    Wheres the stat system that
    Survivors
    Gives points/credit for protecting(shows up on screen), reviving/saving(including saving an incapped player & survivor being attacked by SI).

    Infected
    Points/credit for claw damage, incapped and killed survivors. Also for collateral damage like smoker cloud and zombies attacking a boomed survivor, including Bitchslaps & karma charges.

    These things would be saved in detail an on display for the player to view at leisure.
    :first:
     
  5. Yeah, davzee and I talked about it on steam, and I understand the viewpoint you guys are trying to make (that skill comes from the aim, k/d, etc), but I think davzee understands why those same stats are never accurate in determining skill (though they are what shows your skill). It's somewhat of an ironic situation; from the very things that your skill results in (e.g. high k/d, high aim %, lots of damage etc), you will get very inaccurate results. TrueSkill, in some ways, is a detour around all that, and it actually works.
     
  6. Okay, this got approved. I'll let it run on VI servers for a day or so and see what data it brings me. Thanks everybody!
     
  7. HighVolt@ge

    HighVolt@ge Senior Member

    do we have a date/time this actually goes into effect?
     
  8. In the next 15 minutes.

    EDIT: what a disappointment. L4D2 is finding the wrong logical team, and now I have to find a fix for that
     
  9. Halcyon

    Halcyon Senior Member

  10. Halcyon

    Halcyon Senior Member

    Whew. I was waiting for molly talk but I'm in the clear.

    How depressing.
     
  11. Zsoka

    Zsoka Senior Member

    Here's a full list, did I forget anyone now? :)

    Z3icon
    Crazzzeee
    V[IN]ITH
    Devi Lee Rot
     
  12. Pessego

    Pessego Guest

     
  13. At last, TrueSkill is bug free. L4D2 had a silly bug where it would report to my mod a random team as having the highest round score. I had to completely rewrite the round scoring detection system, and now TrueSkill is working excellently. Please test it out, so I can get good base constants this time. Thanks for letting me experiment!

    I removed almost all of the extra text (including debug text) that was bogging down your screens, and now it's looking great! I played a few rounds by myself and it's detecting scores alright. Hopefully, L4D2 doesn't bug on me again with 20+ player score reports.

    I did not include my autobalancer in this build, so if one team is significantly better than the other, they are going to rack up skill quite fast. The more you lose, the harder it is to gain back what you lost.
     
  14. Tested it again today with more people, and TrueSkill is practically done. Thanks for the list Zsoka.

    Thanks everybody for the support! Some people seem to have some confusion that losing a campaign will make your skill go down-- that is not so. Skill is calculated on a per-map basis, which means that even if you are losing by over 2000 points to the other team, as long as you win the map, your TrueSkill will go up.
     
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