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skill/rank equation

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not a big deal to me ... but just stating opinion on what i've noticed by accident :wink: ;) when practicing in empty server maps to explore good/bad spots and work at hard to get to spots, i've noticed and i'm sure i'm not the only one, :D , that capture points give a lot more skill rating points then kills. again, i agree as said on this to me before, stats should not be considered important. but it does add an additional challenge to work at. as i "think" i recall correctly, claymore carl was thanked for new equation few months ago. thanks carl. perhaps it was to encourage less defensive camping. i love realism of the game with team radio for recon help of team interaction as well as occaisional funnies and bloopers which add to fun if not overdone :wink: what i would do with equation is reduce capture point skill credits by multiplying that to (kills x k/d ratio) so that if no or few kills, captures mean little to skill rating. as well, if you get twice the deaths as kills, you rate less. but no big deal, just a thought :wink: it may look something like this : (kills x k/d ratio) x capture points taken . so if no kills, no cap credit :wink:
why not have more than one, like maybe a couple different kinds of ranking systems, with different variables maybe...i dunno, stats dont matter that much to me.
At least Schultz's idea will prevent people to play alone in map to cap and get high ranked... I've seen it few times... Just to be high ranked.... pffffffff
Question: How is skill calculated?

 

Simply put: Skill points are given for each kill you get. You receive more points for killing somone that has a higher skill point value than you do. Weapons do not alter points at all. And players receive bonuses for doing things such as bombing targets and saving hostages.

 

PsychoStats v1.4 and above have used a formula called The ELO Method. This method of skill calculation takes into account the skill of the killer and victim as described above, but it takes a closer more detailed look.

 

A player begins with a skill of 1000 by default (your stats.cfg can change this). When someone gets killed, the killer and the victim will have their skill rating adjusted. This adjustment depends on two things: the delta (difficulty of the kill) based upon the rankings, and the development coefficient, based upon the amount of kills each person has.

 

The delta is expressed in this formula:

 

Delta = 1

1 + 10(k-v)/1000

 

 

The next step in the equation is to find the development coefficient. This number determines how many points you can at most gain or lose when you die. This coefficient uses a much simpler formula. Everyone's coefficient is initially at 20. After 100 kills, it drops to 15.

 

The killer's rating will increase by the difficulty rating multiplied by his development coefficient. Conversely, the victim's rating will decrease by the difficulty rating times his experience coefficient. Thus, the complete formula is:

 

New Skill = Skill ± K

1 + 10(k-v)/1000

 

 

 

Also, any award shown in the stats listing can be setup by the admin to give bonus points to players. Like having the highest K:D ratio, etc. These extra bonuses are only applied after all the logs are scanned and are flat bonuses.

The program we use is psychostats and this is there explanation we use the program we didn't write it or did we i know theres some talented folks here. But anyway that is how the skill/rank is measured. Hope this helps!

 

Paladin

i rem seeing that a while back. explains alot. -G

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