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VC's Laboratory 101226: HLstatsX best be sweatin'

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VC:
Points-based ranking systems suck.  I know you clan kids think your arbitrary shit that gives +10 for Most Professional and a bonus point for a headshot are all happy with your website stats shit, but you know what?  I think it's a lot of crap.

First of all, a direct points system doesn't account for more playing = more points.  A great player is ranked poorly for not hanging around in the server all day.

Second, while there is some relationship observed between the scores of the fragging and fragged players that limits high-ranked players to something like +2 for a kill while noobs and walking failures can steal 10 or 25 for getting lucky with a Klobb, it's still pretty arbitrary.  How do you know that 10-point kill was five-times tougher than a 2-point kill?  You don't.


Since my ambitions include making my own games, I realized that would be a good opportunity to add gamer skill rankings that aren't stupid.


In the recent "omg headshots are too good" thread, I mentioned that I copied off my console log after an evening of playing.  I did so to test my ranking system.  It seems to work pretty well:



The coolest part is that the computation of rank change when a player beats another can be implemented with only a few lines of code.  Plus, its responsiveness is adaptable.  Here it's on 40:1.  At 10:1, it really just shows who's on a hot streak and who is not, and at 100:1 it becomes much more smooth, but would take far more than a hundred frags to become representative of a player's true skill.  Thus, I figure I can adapt this to be useful in games for per-round, per-session, and lifetime stats.


At some point I should stop dicking around with colorful graphs and get back to work on making classic maps for this "Golding Eye" thing I've heard so much about recently.


So, anyone with a server have a really big ass server log that I could process to further my testing?

major:
Do you need the logs of servers with stats? Or just straight kill logs?


If kill logs, here you go: http://wcservers.net/Goldeneye/14DevServerLogs.zip

   ^245 long/medium server logs(since launch on DEV server)

kraid:
Sure, the current stats systems are not really messuring the skill, if you can find a better way of doing this, we all would be pleased.

VC:

--- Quote ---Do you need the logs of servers with stats? Or just straight kill logs?
--- End quote ---
What I did was all pre-processed by Linux classics, cat, grep, cut, paste, sed.  Brotha's gonna work it out.

Mangley:
Like VC said HLstatsx is just an arbitrary points system. It's bad enough in standardized form in games it's suited to like CS and TF2 where it almost works.

Adapted to GE:S, as seen throughout Beta 3 and 4, HLstatsx simply leads to people statwhoring, spawn killing and only playing certain game modes where they're guaranteed to excell in points.

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