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what he said
Mostly ppl just got over focused on their damn elo rate that would basically not ever play games if their rank was on risk to go lower. Which means obviously new players in team games etc getting kicked out and stuff.
Rex, why the f do u add me in steam if ur not ever even gonna make or initiate any kinda contact and just stealth un-friend ppl lol.
No qlstats, no matchmaking. The elo system isn't perfect, but it works very well for what it's trying to achieve, even for teams.
Think how often it happens, when you have a difference of >200 elo (even in 4vs4 clan arena), that the match is unbalanced exactly how the system predicts. A lot more often than not. Now imagine trying to balance a match between strangers without elo, what the odds of a balanced match are when you assign players randomly.
It will definitely not be for the better.
Though yeah, if elo was secret, like in the browser days, fewer people would be obsessing over it.
My plan is NOT making all in one stats service like Predath0r's qlstats.net. My plan - split and delegate stats service to other admins. For example:
- One big stats service for duels and clan arenas. Maybe I will maintain. Planing to host in Russia.
- Another stats service for #tdmpickup tdm pickup games. Maybe Drayan will maintain.
- Another stats service for Russian CTF/TDM pickup games (already maintaining in http://stats.eugenemolotov.ru)
- Another stats service for public classic FreezeTag games. Talking with Melodeiro (game server admin) about maintaining.
- Another stats service for european Attack and Defend games (already maintaining in http://stats.eugenemolotov.ru)
- Another stats service for rocket-only ctf. Will talk to Turkey (game server admin)
- etc
All stats service will be technically independent to each other. Later I will make a discord server for stats service admins to coordinate our work.
Sry about that, added you to ask a question about something but then I forgot what it was :D
Thanks for all the supportive feedback and help offers!"
I guess users should register here and allow tracking of data:
http://qlstats.net:8081/account
Really? I mean, if there were no stats, you guys wouldn't even be able to tell if someone is good enough to deserve a kickban from you_know_which server ;)
but...predathor you've done a really really good job !!! seriously ! hopefully we'll have a similiar stats rating in future !!!
RIP
That's why some game designers use an alternate system, where you don't see the fine grained ELO but instead see an overall ranking level. Then it's up to the matchmaking system how far up or down you can play out of your zone.
Original QL had just a few tiers, with the hopes that you played mostly on your tier, it was somewhat restrictive. After your tier balanced out, it would take a while before it changed again.
I think a good inspiration for a system would be Starcraft II, and everything Blizzard has done in the past. Or something like League of Legends, minus the promotion series of games.
So you'd have a lot more "tiers", but not a fine grained ELO which you can see change each game. You should still be able to challenge up or down, and restriction should be left for the extreme cases. So for the most part it would just be a guide so you know what you are playing against, and not really a restriction system.
If the system is less restrictive, then maybe that would stop the need for slummimg, but you will probably always get those.
So in summary, just take the current ELO system hide the last two digits, and that's the number that would be exposed. Otherwise internally it would work the same.