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Mana

Tf2 Stats Reset

  

45 members have voted

  1. 1. Reset GameMe Stats?



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If the older stats would somehow be archived and available as some sort of hall of fame, I'm for it.

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I'm in favor of resetting stats for other reasons, but it will be interesting to see how this translates into server activity. I predict an increase as people are vying for newly-available top spots, a corresponding scarcity of players slots, and a consequent upturn in donations.

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Why not, I'd like a better, more accurate description of my tf2 sk1llz.

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Ranking may or may not have a correlation to skill, but stats certainly do and good stats do equal higher status to some in the tf2 community.

Whether or not they hold the same significance to everyone is a separate issue.

Yes, Captn Obvious.

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Ranking may or may not have a correlation to skill, but stats certainly do and good stats do equal higher status to some in the tf2 community.

Whether or not they hold the same significance to everyone is a separate issue.

The points system is slightly flawed and players who play more will have a higher rank. That said, skill is involved in obtaining these higher points still, although it isn't the whole picture.

Check out Ljubica Zubica - 300 days played but isn't the highest ranked player.

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The points system is slightly flawed and players who play more will have a higher rank. That said, skill is involved in obtaining these higher points still, although it isn't the whole picture.

Check out Ljubica Zubica - 300 days played but isn't the highest ranked player.

...you trying to imply something, here? *tss*

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The points system is slightly flawed and players who play more will have a higher rank. That said, skill is involved in obtaining these higher points still, although it isn't the whole picture.

Check out Ljubica Zubica - 300 days played but isn't the highest ranked player.

Correct. That is why I specified that rank means very little, whereas stats (KPD, accuracy, etc) are directly related to skill. That is why stats are represented in ratios and percentages, so that they can be equally compared with other individuals.

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Correct. That is why I specified that rank means very little, whereas stats (KPD, accuracy, etc) are directly related to skill. That is why stats are represented in ratios and percentages, so that they can be equally compared with other individuals.

Pff. "KPD, accuracy"... not so much for a medic. ;)

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Pff. "KPD, accuracy"... not so much for a medic. wink.png

I imagine one of the "etc." that applies to medic would be assists (I see you have 88% as a medic with 1.29 assist/per death which is extremely high for instance)

http://stats.lotuscl...layerinfo/28152

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Another thing that is wonky are how many points are awarded per action. I got wreck shit all day as a solly, but Quailman could get a couple backstabs and a few saps, and he'd still have a hundred points more.

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Another thing that is wonky are how many points are awarded per action. I got wreck shit all day as a solly, but Quailman could get a couple backstabs and a few saps, and he'd still have a hundred points more.

Yeah I hope it's more balanced with the new system as well. You get something like 10 points for every sentry you put down. Seems reasonable until you realize that it also applies to gunslinger...

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Another thing that is wonky are how many points are awarded per action. I got wreck shit all day as a solly, but Quailman could get a couple backstabs and a few saps, and he'd still have a hundred points more.

Depends who you kill.

I kill proloser and get 25 points, but if i kill any old random noob I can get as little as 2 points, despite it being fairly tough to take them down. I bet taking down tomo would get you a hell of a lot of points.

What annoys me most is 2fort has rounds that last forever, you generally get less than one round in. So mvp#1 gets 10 points yet in a game of any other game mode they could last like 2 minutes and that player receives the same points - bit unfair? Means players who have worse K:Ds than me have higher rank purely on their round wins as they have more rounds in.

Edited by - Oli -

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That's why playing Dustbowl 24/7 UK, even if u have a less then 1:1 K/D ratio, you still walk away with a few hundred points due to the players ranks on the server.

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In TF2, there is no objective evaluation. There are many different classes.

The assessment by gameME is not absolutely fair. I get only 2 points for a kill, but 5 points for the construction of a sentry.

Therefore, every opportunity is ultimately just a compromise

.

I trust the management of the Lotus Clan. You will find the best solution.

I need to adjust my tactics to it.

But remember !!!! It's just a game and should make all fun!!!!

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I imagine one of the "etc." that applies to medic would be assists (I see you have 88% as a medic with 1.29 assist/per death which is extremely high for instance)

http://stats.lotuscl...layerinfo/28152

Yes, i know that. I was more pointing out at the "classic" scheme of thinking.

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well, here is a good tactic. you place minisentrys and level 1 dispensers in places where they are easy to destroy.you get 5 points for each and you get to build a lot of them. then stand in front of spawn(in case of 2fort) and spam the pomson.you get a few kills,some assists but a good kpd and a lot of points to push you up in the rank.I know a few guys who do that.

Edited by Balls of Steel
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well, here is a good tactic. you place minisentrys and level 1 dispensers in places where they are easy to destroy.you get 5 points for each and you get to build a lot of them. then stand in front of spawn(in case of 2fort) and spam the pomson.you get a few kills,some assists but a good kpd and a lot of points to push you up in the rank.I know a few guys who do that.

You lose points if your building is destroyed, negating any bonus from building it.

You will only have the points if the building lasts until the end of the round just to note.

The mini sentry is cheap and easy to build but can do real damage while spamming the pomson with unlimited ammo works well i guess, if annoying and very nooby - if you aren't aiming for the person you kill, but kill them by luck imo it's fairly noobish. But a kill is a kill, no matter how cheap it is.

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Alright, partially my fault for putting us off track. Sorry! unsure.png

Let's keep it on topic from here on.

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rank should be based on k:a:d (to include medics) so kill = 1 assist = 1/2 death = 1 and you do k+a-d to get points to get rank. this then removes the bonus scores for backstabs and headshots and "bonus" (stunball jarate etc.) so it is fair for each class, as it seems spies and decent snipers tend to be higher up in the ranking scoreboard because of the bonus half point for headshots or backstabs.

it would also be good not to base it on time spent or overall score on the servers and more on k:a:d so newer players have more of a chance of getting a better rank. maybe have two rank lists: 1 for last 6 months (Jan-June + July-Dec timespan) and 1 for overall rank since the beginning of time. this way newer players have a better chance and players who used to play aren't included in the last 6 months one.

also can i request banned players are removed from the ranking if they arent already? people that hack (i know of a player who got away with wallhacking for up to two years before VAC caught him and he was banned) mess up the stats. if they are removed altogether, this way stats are a "true" measurement and cheats are removed. someone who autoaims will be the best sniper on lotus because they use a hack and the ranking will stay that way until the other snipers overtake over time.

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The problem with measuring rank *solely* as a k/d or (k + a)/d ratio is this: It is easy to maintain an artificially high k/d by keeping your number of deaths very low, or playing at times or on servers where worse players play. As an example, Jake has a k/d of 54.5: 109 kills to 2 deaths. Is this really what we want at rank #1?

People have two conflicting interests in stats: on the one hand, they want new players to have a shot. On the other hand, they don't necessarily want pride of place to be given to the lucky one person out of 1.7 million or whatever who connected once and had a great game. In other words, stats serve to both promote competition (which is why we want new players to have a shot), and to build community (which is why we want persistent stats).

I doubt the gameme stats are very manipulable, but I don't know. I simply suspect they come as a package deal. Even so, I think the current stats serve the two goals mentioned above. "Rank" is mostly an expression of persistent stats. But you can also rearrange players by most kills, highest k/d, most points as a soldier, or even how awards they've won, each of which measures very recent performance. The best solution may be to keep the current measures we have in place, but simply change the way they're displayed: even by simply showing overall rank in one column and daily, weekly, or monthly (or even all three) in another.

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The problem with measuring rank *solely* as a k/d or (k + a)/d ratio is this: It is easy to maintain an artificially high k/d by keeping your number of deaths very low, or playing at times or on servers where worse players play. As an example, Jake has a k/d of 54.5: 109 kills to 2 deaths. Is this really what we want at rank #1?

People have two conflicting interests in stats: on the one hand, they want new players to have a shot. On the other hand, they don't necessarily want pride of place to be given to the lucky one person out of 1.7 million or whatever who connected once and had a great game. In other words, stats serve to both promote competition (which is why we want new players to have a shot), and to build community (which is why we want persistent stats).

I doubt the gameme stats are very manipulable, but I don't know. I simply suspect they come as a package deal. Even so, I think the current stats serve the two goals mentioned above. "Rank" is mostly an expression of persistent stats. But you can also rearrange players by most kills, highest k/d, most points as a soldier, or even how awards they've won, each of which measures very recent performance. The best solution may be to keep the current measures we have in place, but simply change the way they're displayed: even by simply showing overall rank in one column and daily, weekly, or monthly (or even all three) in another.

LOL, that's a hacker. Banned. And yes, banned players are removed from stats.

All of these things however are outside mana's control. I wonder if there is a forum on HLstats or Gameme where these comments might actually have a chance of creating real change?

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You lose points if your building is destroyed, negating any bonus from building it.

You will only have the points if the building lasts until the end of the round just to note.

The mini sentry is cheap and easy to build but can do real damage while spamming the pomson with unlimited ammo works well i guess, if annoying and very nooby - if you aren't aiming for the person you kill, but kill them by luck imo it's fairly noobish. But a kill is a kill, no matter how cheap it is.

Nope. You only lose those 5 points for each building built if you destroy it yourself or if at the end of the round the building is still up. As long as the enemy destroys your building,you get 5 points for each.

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