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Leader board change
Yes 100%  100%  [ 4 ]
No 0%  0%  [ 0 ]
Tweak 0%  0%  [ 0 ]
Total votes : 4
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 Post subject: Leaderboards
PostPosted: Mon Aug 05, 2013 2:42 pm 
Lieutenant Major
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The leader boards seem to have a lot of problems ^_^

My suggestion is to have 3 selectable options to re-order the ranking board.

1) Wins (highest wins top-lowest wins bottom)
2) Losses (highest losses top-lowest losses bottom)
3) Win/Loss ratio (Highest top-Lowest bottom)

This is very basic I know, but until the current leader board can be perfected I think something simple like this would be a good temporary replacement.

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 Post subject: Re: Leaderboards
PostPosted: Mon Aug 05, 2013 2:44 pm 
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I concur
But it seems they have fixed it etc..

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 Post subject: Re: Leaderboards
PostPosted: Mon Aug 05, 2013 4:51 pm 
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What exactly is the criteria/algorithm used to determine rank now on the leader board?


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 Post subject: Re: Leaderboards
PostPosted: Mon Aug 05, 2013 11:55 pm 
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Wins online help your rank losses hurt your rank and quitting dramatically hurts your rank. Also your rank will slowly decrease over time when you do not log in and play.

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 Post subject: Re: Leaderboards
PostPosted: Tue Aug 06, 2013 9:55 am 
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It seems to me that an Elo system is the ideal way to do it, but it is probably too big a re-work to implement (http://en.wikipedia.org/wiki/Elo_rating_system).

So if its not to be a proper Elo, then the way I would suggest is;
- as current, being off line decays the ranking. The players who have not played will drop off the board, keeping it fresh with active players and thats a positive thing.
- a win against a much lower ranked player counts less than a win against a similar rank, and winning against a higher rank counts more. This would act as a very good reason for pro players to stop farming at level 20-23, as they stand to gain little 'per win, balancing the easy wins they can score.
- a win at high level counts more than a win at low level, but a loss is the same. This would act as a good reason to play at higher levels, giving a better distribution than the current low-level heavy distribution.

The formula would look something like this;
loss = -1 ranking points.
win = calculated as below; based on opponent's mech level
level 1-23 gives +1 ranking points
level 24 - 32 gives +2 ranking points
level 33 - 44 gives +3 ranking points
level 45 - 52 gives +4 ranking points
level 53 + gives +5 ranking points

Modified by winners rank position (i.e rank position on table, not ranking points) to a minimum +1 per point win
winner 100 to 199 higher than enemy -1 point
winners rank position 200 to 299 higher than enemy -2
etc.

winner 100 to 199 lower than enemy +1 point
winners rank position 200 to 299 lower than enemy +2
etc.

The modifier means winning against a higher ranked player is more benificial, and winning against a noob is less benificial.

A player like in the top 10 who plays at level 23 and will beat many inexperienced players would still gain a lot of ranks by winning a lot of games, but would gain it very slowly, gaining far less per win. While a player playing at higher level will gain his ranking much faster per win.


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 Post subject: Re: Leaderboards
PostPosted: Tue Aug 06, 2013 12:43 pm 
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RupertAngier wrote:
I concur
But it seems they have fixed it etc..

still would say it's not. i see a couple peeps with a really bad losing record still in the top 100

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 Post subject: Re: Leaderboards
PostPosted: Tue Aug 06, 2013 12:45 pm 
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Idk I think we should give the new system a week or 2 to weed out these "noobs"

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 Post subject: Re: Leaderboards
PostPosted: Tue Aug 06, 2013 2:46 pm 
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BigDaddy22 wrote:
It seems to me that an Elo system is the ideal way to do it, but it is probably too big a re-work to implement (http://en.wikipedia.org/wiki/Elo_rating_system).

So if its not to be a proper Elo, then the way I would suggest is;
- as current, being off line decays the ranking. The players who have not played will drop off the board, keeping it fresh with active players and thats a positive thing.
- a win against a much lower ranked player counts less than a win against a similar rank, and winning against a higher rank counts more. This would act as a very good reason for pro players to stop farming at level 20-23, as they stand to gain little 'per win, balancing the easy wins they can score.
- a win at high level counts more than a win at low level, but a loss is the same. This would act as a good reason to play at higher levels, giving a better distribution than the current low-level heavy distribution.

The formula would look something like this;
loss = -1 ranking points.
win = calculated as below; based on opponent's mech level
level 1-23 gives +1 ranking points
level 24 - 32 gives +2 ranking points
level 33 - 44 gives +3 ranking points
level 45 - 52 gives +4 ranking points
level 53 + gives +5 ranking points

Modified by winners rank position (i.e rank position on table, not ranking points) to a minimum +1 per point win
winner 100 to 199 higher than enemy -1 point
winners rank position 200 to 299 higher than enemy -2
etc.

winner 100 to 199 lower than enemy +1 point
winners rank position 200 to 299 lower than enemy +2
etc.

The modifier means winning against a higher ranked player is more benificial, and winning against a noob is less benificial.

A player like in the top 10 who plays at level 23 and will beat many inexperienced players would still gain a lot of ranks by winning a lot of games, but would gain it very slowly, gaining far less per win. While a player playing at higher level will gain his ranking much faster per win.


I really do like that system, but the 'ideal' system (if it ever is to exist) should be a bit more sophisticated. Not only should what level and what opponent's rank affect your rank, but there should be other factors as well.

The other factors …
1. Use of kits (a player who does not use kits as much should be improve in ranking more rapidly, especially if beating an opponent that uses kits against them)

2. Overall SMV (SuperMech Value, as in the value of all the items the player possess in SMC – the cheaper the win, the more successful/creative the designer – thus the lower the SMV, the higher the boost from winning)

3. Player Tracking (Individual performance should be tracked in the game – if a player beats another player that said individual player usually does not win against, and/or you beat an opponent at a higher [or lower] level than you, when your opponent almost never loses to the lower [or higher] level)

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 Post subject: Re: Leaderboards
PostPosted: Tue Aug 06, 2013 2:48 pm 
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In a recent post on page two (http://www.battledawn.com/forum/viewtopic.php?f=403&t=25970&start=10) Ilona said that it will take a few days for the newest changes to properly take effect and show all the rankings correctly.

At Sideonedummy - thats pretty much what the Elo system does, I think. I was proposing a simplified version of Elo. But sure, it would be ideal to track all these things :)


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 Post subject: Re: Leaderboards
PostPosted: Tue Aug 06, 2013 3:27 pm 
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Yeeer I put this up before she said that in the thread ^_^ So I'll let this thread die out and in a week, if there's still problems, I'll necro the post ^_^

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