Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Remember, please put your calls for ratings adjustments in the form of "A and B's ratings should be closer together" or "A and B's ratings should be farther apart". This helps you think beyond singling out one player, and it prevents inflation or deflation of the overall median rating.
At this early stage, I'll be making relatively large adjustments, and as time goes on these adjustments will probably get smaller as the ratings get dialed in based on more people's assessments. So if you want to have more influence, send me your feedback sooner rather than later.
One thing I didn't anticipate was how many players weren't already in the spreadsheet. Don't get me wrong; this is a good thing. Not having the same 8 people every night is part of what keeps the game fun. But it has highlighted the need to come up with a rating for players that don't have one.
I've decided a reasonable compromise between speed and accuracy is to put on my 'talent scouting' hat, watch the 'new' player for one game, and then assign them a provisional rating based on that. That gives a reasonable starting point, and then as always the ratings can be refined through feedback from players, like you.
In other news, Derailed has his own spreadsheet going. It's been great to see, because it provides another data set: another person's comprehensive perspective on the ratings. So I've used it to nudge a lot of player's ratings in the Balanced Team Generator spreadsheet, and while there are outliers the two largely agree now.
Ideally the spreadsheet would reflect input from many players. Everyone has a slightly different philosophy and would weight different factors a little differently. The same can be said for any captain, when we do captains. But I realize not everyone has the time to weigh in on every player, which is why I haven't given everyone a spreadsheet to fill out for homework. ;)
Lastly, now that the ratings are effectively cross-checked by three people, I'm ready to take your input on players singly. So instead of comparing X and Y, which people haven't been interested in doing, you can just tell me X is rated too high or too low now.
TL;DR:
'New' players will get a rating after watching them for one game.
Props to Derailed for his own full set of ratings.
You can just say "X is too high/low" now.
Some of you probably subscribe to the logic of, "Wow, this teams gets both top-tier players while the other team gets none? They have a clear advantage!" while others of you probably think, "Wow, this team has two players to carry while the other team has none? They have a clear disadvantage!"
In any case, I think it feels somehow 'weird' to a lot of us to set up a middleweight team against a combined heavy+lightweight team. Regardless of how teams are chosen, I do see a benefit in each team having a 'captain', in the narrower sense of having at least one relatively high-level/well-regarded player that can take a leadership role for their team. The group dynamics/chemistry of both teams will theoretically be better that way, over a team with 2 natural captains versus a team with no natural captains.
So I am in the process of updating the BTG algorithm to specifically choose a 'captain' for each team first, and then fill in the other six players. In the first iteration, it will choose captains from among the top four players. It will give equal weight to how highly ranked two potential captains are (the '2 best players should be captains' approach), and how close in ranking they are to each other (the '2 players of equal tier should be captains' approach).
I don't claim this will be exactly the same as captaining, but hopefully those of you who prefer captains can see it as meeting you part way. I think we'll be more comfortable with the results this new formulation produces, and that's important to me, since my goal for BTG wasn't to be a radical departure from what we're used to.
- The top two players are now always split. Based on your feedback, BTG will no longer put the top 2 and bottom 2 players together on a team.
- Player names are now sorted in descending order, so that their relative positions in the spreadsheet are more apparent. The top player has a * by their name, for those that like to look up to one person as captain/leader/shot caller/what have you.
- BTG can now also suggest who should be captain. Spreadsheet captains are the same idea as spreadsheet teams: it can produce a quick, good enough result when we don't want to spend time arguing about what to do. It picks captains among the top 4. It will often pick the top 2, but it can also pick others when the top 2 are uneven in ranking. It also automates the coin toss to see who picks first.
BTG will now produce results that look like this:Survivors: Alpha*,Charlie,Foxtrot,Hotel. Infected: Bravo*,Delta,Echo,Golf. -BTG
-or-
Captains: Alpha (Survivor) VS. Bravo (Infected). Bravo wins the toss and picks first. -BTG
How exactly were the data compiled? Did you analyze replays and record each player's average clear time? How is pacing different from clear time (unless you are counting the ground covered between SI attacks, in which case how is this data measured? Did you measure average distance traveled between SI attacks per player?)
How exactly is "communication" measured? Did you record each player's mic time per game and control for relevant and nonrelevant mic usage?
Is tank ability quantified by recording how many wipes each player got on average when controlling the tank per X amount of chances with tank?
I'm assuming common clear is also averaged per 100 games?
Is "shop time" controlled for relevant shopping and frivolous shopping? If so, how is such distinction determined? What if a player has previously scouted the location of a molly while on the SI team and quickly grabs it as a survivor between SI hits? Is educated shopping considered "shopping," or does it only count against you in the pejorative sense?
What is the lowest ranked player, bwab, gets on a team with heff and has phenomenal clear time and pacing, is bwab awarded unfairly for heff's effort?
If heff has poor support from his teammates while playing tank, does he lose "tank ability" points?