Stickz #Compile RockV16 Aug 13 @ 4:01pm
skill ranking system glitch?
Is it just me or the skill ranking system glitched? I'm only 16 level and got double red down arrows on every populated server. Guess that means I shouldn't play ns2 :/ -j/k

http://steamcommunity.com/sharedfiles/filedetails/?id=300130727
http://steamcommunity.com/sharedfiles/filedetails/?id=300130637
Last edited by Stickz #Compile RockV16; Aug 13 @ 4:03pm
Showing 1-13 of 13 comments
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100% Recycled Awesome Aug 13 @ 5:28pm 
I'm level 17 and I'm now getting either double red up or doble red down

http://steamcommunity.com/sharedfiles/filedetails/?id=300156055
Last edited by 100% Recycled Awesome; Aug 13 @ 5:30pm
Stark Aug 14 @ 1:00pm 
The skill system still needs a few more tweaks which I'm pretty sure will come with 268. It's a really good system (you can see the specifics on the official forums) it's just that the implementation isn't perfect yet. Once everything is in working order it should take a week or two for the data to converge and for your skill number to actually be accurate. Right now it means nothing and the arrows don't really reflect your relative skill.

As for your level, that number just represents the amount of time you have played on white listed servers.
Stickz #Compile RockV16 Aug 15 @ 9:26am 
Originally posted by Stark:
The skill system still needs a few more tweaks which I'm pretty sure will come with 268. It's a really good system (you can see the specifics on the official forums) it's just that the implementation isn't perfect yet. Once everything is in working order it should take a week or two for the data to converge and for your skill number to actually be accurate. Right now it means nothing and the arrows don't really reflect your relative skill.

As for your level, that number just represents the amount of time you have played on white listed servers.

So how is the skill level compiled then if not by the actual player's level?
RaZDaZ Aug 15 @ 1:29pm 
It's getting looked at in the next patch, the guy behind the new patch already knows there's something wrong.
-√A™/ Chris Aug 15 @ 1:30pm 
I'm pretty sure level depends the total amount of points you have overall not time. The skill stat, however, is completly useless untill they get a chance to fix it
Stark Aug 15 @ 5:01pm 
Originally posted by ᵡᴳḽᴰ >>Stickz<<:
Originally posted by Stark:
The skill system still needs a few more tweaks which I'm pretty sure will come with 268. It's a really good system (you can see the specifics on the official forums) it's just that the implementation isn't perfect yet. Once everything is in working order it should take a week or two for the data to converge and for your skill number to actually be accurate. Right now it means nothing and the arrows don't really reflect your relative skill.

As for your level, that number just represents the amount of time you have played on white listed servers.

So how is the skill level compiled then if not by the actual player's level?

There are a lot of factors that must be taken into account to calculate the skill level. The guy that came up with it was/is an engineer, and he really knows his stuff.
Stark Aug 15 @ 5:03pm 
Originally posted by -√A™/ Chris:
I'm pretty sure level depends the total amount of points you have overall not time.

Is that a change then, because I always remember people being confused about how the 'hours played' shown on Hive was fewer than what steam showed. And that was due to only some servers being whitelisted.
Stickz #Compile RockV16 Aug 15 @ 5:13pm 
Originally posted by Stark:
Originally posted by ᵡᴳḽᴰ >>Stickz<<:

So how is the skill level compiled then if not by the actual player's level?

There are a lot of factors that must be taken into account to calculate the skill level. The guy that came up with it was/is an engineer, and he really knows his stuff.

Is there an link explaining this hive stats system abit better? Just wanted to get an in-depth idea as to how skill level is compiled. Something abit more complex than just saying this factor is included and that factor is included.

Originally posted by Stark:
And that was due to only some servers being whitelisted.

Doesn't the server just have to run ns2+ or ns2 stats (with the hive stats cvar enabled) to be included in hive stats?
Last edited by Stickz #Compile RockV16; Aug 15 @ 5:20pm
Stark Aug 15 @ 5:22pm 
Originally posted by ᵡᴳḽᴰ >>Stickz<<:
Originally posted by Stark:

There are a lot of factors that must be taken into account to calculate the skill level. The guy that came up with it was/is an engineer, and he really knows his stuff.

Is there an link explaining this hive stats system abit better? Just wanted to get an depth idea as to how skill level is compiled.

Originally posted by Stark:

And that was due to only some servers being whitelisted.

Doesn't the server just have to run ns2+ or ns2 stats (with the hive stats cvar enabled) to be included in hive stats?


Here's the link: http://forums.unknownworlds.com/discussion/134109/proposal-for-abuse-proof-skill-system

And as for your second question, I'm not entirely sure. I just know that in the past, in order for data from a server to be taken into account, it had to be on the list of servers on Hive. It might have had to do with ns2 stats as those two sites were connected in a way, but I don't know.
Stickz #Compile RockV16 Aug 15 @ 6:08pm 
Originally posted by Stark:
Here's the link: http://forums.unknownworlds.com/discussion/134109/proposal-for-abuse-proof-skill-system

From my understanding this is a system which compiles skill level based on the sucessrate of your team as a whole. It prorates based on how much time the player spent on the team, size of the team, the map and the race. It also accounts for imbalances (such as stomping) and has special treatment for commanders.

What happens if someone throws a round, slows down to help a rookie, decides they want to make a youtube video explaining the game or just simply hides in a corner on the winning team? Is that going to impact how skilled they are as a player? (or even if the round "counts" as a stomp or not) Granted it might average out the round run (assuming they continue to play) but still. Would it be a good idea to make a threshold based on the player's skill level saying they have to contribute so much to the team based on the percentage of the match played for their skill level to change (and/or their team's skill to be effected)?

I like how the numbers can be really even at the start, but is this also setup for sucess in the long run? Like are rookies (which has insufficient data) evenly dispersed between the teams. For instance, from what i've seen ingame (with skill based teams) if multiple rookies are placed on a team with an carr(ies) and that carry leaves the effect on team balance is more detrimental than just quadratically assigning rookies in the first place.

Also seems like this system is trying to segregate rookies on one server and pros on the other becuase its easier to balance them.
Last edited by Stickz #Compile RockV16; Aug 15 @ 6:46pm
Bernd Lauert Aug 16 @ 1:38am 
hmm, I have over 300 hours in NS2 and I just checked and am level 0.
Uninstalling.
Jomme Aug 16 @ 5:50am 
lol why would you care about your level ? It doesn't grant you any special abilities or something RPG like...
Stark Aug 16 @ 11:14am 
Originally posted by ᵡᴳḽᴰ >>Stickz<<:
Originally posted by Stark:
Here's the link: http://forums.unknownworlds.com/discussion/134109/proposal-for-abuse-proof-skill-system

From my understanding this is a system which compiles skill level based on the sucessrate of your team as a whole. It prorates based on how much time the player spent on the team, size of the team, the map and the race. It also accounts for imbalances (such as stomping) and has special treatment for commanders.

What happens if someone throws a round, slows down to help a rookie, decides they want to make a youtube video explaining the game or just simply hides in a corner on the winning team? Is that going to impact how skilled they are as a player? (or even if the round "counts" as a stomp or not) Granted it might average out the round run (assuming they continue to play) but still. Would it be a good idea to make a threshold based on the player's skill level saying they have to contribute so much to the team based on the percentage of the match played for their skill level to change (and/or their team's skill to be effected)?

I like how the numbers can be really even at the start, but is this also setup for sucess in the long run? Like are rookies (which has insufficient data) evenly dispersed between the teams. For instance, from what i've seen ingame (with skill based teams) if multiple rookies are placed on a team with an carr(ies) and that carry leaves the effect on team balance is more detrimental than just quadratically assigning rookies in the first place.

Also seems like this system is trying to segregate rookies on one server and pros on the other becuase its easier to balance them.

How you described it is pretty much correct. The main point of this new skill system is to create more balanced games by helping people find servers where their skill level is relatively close to everyone elses, and keep strong players from destroying weaker players.

To take a quote from the main forums: "only unexpected victories change skill level". If a stacked team wins a game then the players on that team won't gain much skill because it was assumed they wouldn't win. But if they lose, they lose lots of skill. So "anti-stacking" is being encouraged by the idea that if you want to gain lots of skill, you need to beat the odds. The more real data the system has the better it will be at accurately judging a players skill, even with some variation (thrown games, bad days, etc).

One of the problems at the moment, from what I've gathered, is that everyone on the winning team is assigned +X skill while the losing team all gets -X skill. The numbers should be specific to each player.


Originally posted by Herr Fuchs:
hmm, I have over 300 hours in NS2 and I just checked and am level 0.
Uninstalling.

That makes absolutely no sense considering that your level has no effect on you or your ability to play. I would think that after putting 300+ hours into this game that you would play because you enjoyed it, not because you want to increase some arbitrary number.
Last edited by Stark; Aug 16 @ 12:06pm
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