Quake Live

Quake Live

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We need ELO rating / similar
Dear QL lovers,

ELO might not be "originally" ment for Quake but it has become a big part of QL (mostly for duellers).

The thing is that you can not improve your skills if there are no reward. ELO rating worked perfectly for this.

At the moment playing Duel (CA,FFA,TDM) is like playing poker with fun/play money - what's the point? Yeah, it might be fun for a while.

Changing this will bring a lot of old players back (motivation) and maybe the game will be more interesting for the new ones.

Cheers
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Showing 1-15 of 23 comments
Would be great for Duel,good for Clan Arena and maybe even CTF and TDM but definitely,please NOT for Fun For All.
Crewman Nov 4, 2015 @ 10:13am 
I couldn't agree more. CA without ELO is just ridiculous. Today I played some games with complete beginners an it was just absouletly no fun for anyone.

If there isn't an ELO system established QL will be dead!
crm Nov 4, 2015 @ 12:12pm 
It's coming
dnc Nov 4, 2015 @ 1:17pm 
The Elo system is designed for processes that have a myriad of steps before they're considered meaningful.

That's not this game.
You're elevating the status of scoring a hit by pointing at it against a game that has more potential moves than there are atoms in a grain of sand.

You are ego hunting where it isn't necessary.
And that's where millions of gamers don't want to go. They don't go there because there's no fun in it and they know the quantity of their friends not to care who should play whom.

There's too little of you with a ratings gratification count, where you then determine if you're a winner or not before you've played the game with the player who you either know is going to win or is going to lose to you.

That's not gaming.
It never will be gaming.
Last edited by dnc; Nov 4, 2015 @ 1:17pm
Scrub Nov 4, 2015 @ 1:25pm 
Ranking would be nice but it's an order of magnitude harder than it sounds, you'd need some coordination with a master server and then a matchmaking function that would push users to specific instance.

Basically the entirety of the old Quake Live system was to support Elo and matchmaking. Someone has to pay the money to keep a master server up and online that will gather and crunch all this data.
The Thorne Nov 4, 2015 @ 1:27pm 
Make it duel only why make it for team games,it didn't work why should I lose elo if I have a CTF score over 1000 with 20+ defends and assists just because the other team for 8-7. When some random or worse winjoiner joins the winning team with 1 min left and gains elo. It's broken for CTF it only awards winning team not great players. Or why should I lose elo for swapping teams near end of game to make teams after people quit because they were going to lose when I contributed flags defends and assists to winning team.

If elo comes back it must award consistent skilled play not just a win or lose.
sn Nov 4, 2015 @ 1:42pm 
+1
I agree that elo ratings have to be back. 8 of 10 matches im losing time playing with total noobs. Same time they are frustrated not being able to even kill me.
Scrub Nov 4, 2015 @ 1:46pm 
Originally posted by sn:
+1
I agree that elo ratings have to be back. 8 of 10 matches im losing time playing with total noobs. Same time they are frustrated not being able to even kill me.
A "+1" might indicate you want Elo back, but nobody here is really understanding what that means to implement.

You'd basically be rewriting QuakeLive.com again, and that's kind of the reason they moved away from it all.
sn Nov 4, 2015 @ 1:58pm 
Why rewriting QuakeLive.com? Elo wasn't even part of it, it was created by community. QLRANKS crawled through the stats of finished matches and gathered all the data in DB. Now, when servers are separated (hosted by players) there is still no problem to gather that data as it was made before.

Some people say it would be hard because you can change your nick now. This isn't true because your steam account is unique.
Scrub Nov 4, 2015 @ 2:04pm 
Originally posted by sn:
Why rewriting QuakeLive.com? Elo wasn't even part of it, it was created by community. QLRANKS crawled through the stats of finished matches and gathered all the data in DB. Now, when servers are separated (hosted by players) there is still no problem to gather that data as it was made before.

Some people say it would be hard because you can change your nick now. This isn't true because your steam account is unique.
Well that proves my point even more.

QuakeLive.com may have not generated the stats, but it hosted all the information that QLRANKS needed to create the stats. On top of that QLRANKS has to be ran and updated on it's own accord (which it seems like it was able to do), which is not free.

So the current Steam version of Quake Live has to store some kind of server-side stats (possible, but not enabled by default), and then expose these stats to QLRANKS (who themselves have to rewrite parts of their code to handle SteamIDs instead of unique handles), who can then begin to crunch the data again.

The biggest problem comes from the fact that the average server operator probably isn't going to care to configure their server to properly report match statistics and history.

None of this is impossible, but realize that QuakeLive.com brought two things to quake:
- Matchmaking
- Stats gathering and generation

QuakeLive.com is now gone and so all that's left is the base game and a dedicated server binary. All the stats generation and storage is now a player-operated enterprise, which just makes things harder overall.

(I do hear people constantly stating some dev has said matchmaking will be coming later, but I have no evidence of that.)
dnc Nov 5, 2015 @ 2:59am 
That's right; get familiar with the term "noobs".

You'll be playing within an ever retreating circumference of your own, soon enough.
Last edited by dnc; Nov 5, 2015 @ 2:59am
dnc Nov 5, 2015 @ 3:38am 
And one more thing.
Players enjoy games - no matter what the odds are - because of luck.

Quantum Chance.
Whatever you want to call it.

The past is an object that you can point at, but never touch.

That's the Elo System.
drunkenFooL Nov 7, 2015 @ 12:05am 
From PredatH0R (Nov. 5, 2015)
quote
Sneak peek at qlstats.net pre-early- access-alpha v0.0.1.
http://qlstats.net:8080/

I'm not yet scrubbing any data, just to get something in the database to show. It includes aborted matches and practice data. It will be all wiped at some later time.

Elo and Ranking are not visible yet, those require a minimum number of matches per player.

So, if anyone wants to take it over... I'm happy to get rid of it :)
unquote
Last edited by drunkenFooL; Nov 7, 2015 @ 12:06am
icec0rpse Nov 7, 2015 @ 1:59am 
Don't worry. The more intelligent members of the Quake community were responsible for creating qlranks and they will bring it back. The dedicated servers are setup to function as a stats hub. Theres already qlstats.net which is designed for centralized stats.

So within a month you'll see ranked servers again. I imagine ctf servers will provide there own website with top scores exclusive to that server. Even public servers might have the same setup. Its just a matter of time.

People keep forgetting that the quake community is among the brightest of all the gaming communities around. Learn how to set up dedicated servers with minobot and you'll be able to say you helped. Don't just point out a problem, help fix it.
dnc Nov 7, 2015 @ 2:53am 
In another 5 years, you'll get what the problem is with a game like Quake in a games industry like it is now.

Because dumb people take that long to figure it out after experiencing it not working for the same amount of time.

The only reason Quake exists so anybody even knows about it, is investors milking these intelligent people of everything they've got before they're too old, for advertising and marketing of the "now we own it" product.

Gaming can't be like this.
It must be luck-based. It must be chance based. It must be based on the solidarity of a network of supporters.

It shouldn't be like Blizzard does it.
If numbers drop because their developers are incompetent, reduce the number of developers without firing them and move them to a different project. This compensates for the loss of a population by doing nothing whatsoever to improve it.
As long as the profits don't cancel out developer [and development] costs.

Quake Live existed because Quake needed to be changed.
Intelligent Gamers knew what was needed to make that change to meet the changes the games industry was moving into.
Too cut a long story short - they then got f-cked by it.
Then blamed the users not paying for it.
They didn't have enough reason to explain to Bethesda why it wasn't making enough money; but if they told the truth, there was no money in it to begin with.

How do you stop this.
Simple.
If you're intelligent enough, start your own game company, make the game just like it is without the naming convention and work from there.

Other developers are doing this.
Using the "Quake" name is like using onions to make salt water.

Intelligent People.
"Is there a way I can get into this or out of this with the maximum benefit and the least error."

Dumb people.
"I don't know what's going on, but it seems important."

100 years later.
Gravestone. <Your Name Here>. "They were very nice and everybody loved them dearly."

Stop competing against each other.
That's what corporations and capitalism are - literally - banking on.
Last edited by dnc; Nov 7, 2015 @ 2:54am
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Date Posted: Nov 2, 2015 @ 3:01am
Posts: 23