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Captain Falcon

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Hello, I was just playing a good 4 hour game in turbine/fastlane and was doing quite well. This was about 5 hours ago, My stats have not been updated yet? Why is this? How long does it usually take? Another question is it possible to delete my stats here if I ever want to? Thank you for your help.

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Hello, I was just playing a good 4 hour game in turbine/fastlane and was doing quite well. This was about 5 hours ago, My stats have not been updated yet? Why is this? How long does it usually take? Another question is it possible to delete my stats here if I ever want to? Thank you for your help.

6708[/snapback]

We're currently having a problem with the stats updating less often. Normally they update once an hour... but now they are behind.

If you make an account on the stats page and I approve it, then you could reset your own stats.

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We're currently having a problem with the stats updating less often. Normally they update once an hour... but now they are behind.

6710[/snapback]

Is it still saving the stats, just slow at updating them on the website? There were a couple times it didn't seem to log that I played, but maybe it added it eventually.

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Is it still saving the stats, just slow at updating them on the website? There were a couple times it didn't seem to log that I played, but maybe it added it eventually.

6718[/snapback]

Nothing is lost, it's just taking time to update

Hi Mana,  it would be nice to see the formula in which the skill points are calculated.  This will allow me to analyze the formula and decide what type of actions yields the most point gain.

6725[/snapback]

I'll try to get that.

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Hi Mana,  it would be nice to see the formula in which the skill points are calculated.  This will allow me to analyze the formula and decide what type of actions yields the most point gain.

6725[/snapback]

Unless Mana changed to some custom skill calculator, it should be similar to the ELO rating system.

Basically, K:D but it factors in how much better you are than the person you killed or the person that kills you.

Best way to get more skill points: Kill people that have a much higher skill than you and don't die to people who have a much lower skill than you.

Or something like that. :)

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^doesn't that leave medics out? Or do they calculate assist in as well?

6738[/snapback]

As far as I can tell, it doesn't seem to count assists, which would suck for medics!! I could be wrong, though. I kinda hope I am, although I think I noticed my skill go down a bunch when I played medic exclusively one day. (But maybe I just sucked :lol: )

I went and found the code from psychostats that calculates skill:

sub calcskill_kill_elo {
my ($self,$k,$v,$w) = @_;

my $kskill = $k->skill || $self->{baseskill};
my $vskill = $v->skill || $self->{baseskill};

my $diff = $kskill - $vskill;    	# difference in skill
my $prob = 1 / ( 1 + 10 ** ($diff / $self->{baseskill}) );	# find probability of kill
my $kadj = $self->{_adj}->[-1] || 100;
my $vadj = $self->{_adj}->[-1] || 100;
my $kmins = int $k->totaltime / 60;
my $vmins = int $v->totaltime / 60;
my $idx = 0;
foreach my $level (@{$self->{_adj_onlinetime}}) {
 if ($kmins >= $level) {
 	$kadj = $self->{_adj}->[$idx];
 	last;
 }
 $idx++;
}
$idx = 0;
foreach my $level (@{$self->{_adj_onlinetime}}) {
 if ($vmins >= $level) {
 	$vadj = $self->{_adj}->[$idx];
 	last;
 }
 $idx++;
}

my $kbonus = $kadj * $prob;
my $vbonus = $vadj * $prob;

my $weight = $w->weight;
if (defined $weight and $weight != 0.0 and $weight != 1.0) {
 $kbonus *= $weight;
 $vbonus *= $weight;
}

$kskill += $kbonus;
$vskill -= $vbonus;

$k->skill($kskill);
$v->skill($vskill);
}

So, it takes the difference of your skills. Finds the probability of the kill happening. It calculates an adjustment based on how long you've been online (not totally sure why this matters, but the longer you're online, the slower your skill changes up or down, I think?). Multiplies that adjustment with the probability (the "bonus", a separate value for the killer and the victim). Then there is a possible "weight" the bonus is also multiplied by (not sure what it is, I'd have to dig elsewhere).

Finally, the killer's skill goes up by the killer's "bonus" amount. The victim's skill goes down by the victim's "bonus" amount.

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Ooh, wait. I misread something. In the past couple months, psychostats tried out and liked a new formula better. This is the new one as of a few months ago:

sub calcskill_kill_default {
my ($self,$k,$v,$w) = @_;
my ($kbonus, $vbonus);

my $kskill = $k->skill || $self->{baseskill};
my $vskill = $v->skill || $self->{baseskill};

# don't allow player skill to go negative ...
$kskill = 1 if $kskill < 1;
$vskill = 1 if $vskill < 1;

if ($kskill > $vskill) {
 # killer is better than the victim
 $kbonus = ($kskill + $vskill)**2 / $kskill**2;
 $vbonus = $kbonus * $vskill / ($vskill + $kskill);
} else {
 # the victim is better than the killer
 $kbonus = ($vskill + $kskill)**2 / $vskill**2 * $vskill / $kskill;
 $vbonus = $kbonus * ($vskill + $self->{baseskill}) / ($vskill + $kskill);
}

# do not allow the victim to lose more than X points
$vbonus = 10 if $vbonus > 10;

$vbonus = $vskill if $vbonus > $vskill;
$kbonus = $kskill if $kbonus > $kskill;

# apply weapon weight to skill bonuses
my $weight = $w->weight;
if ($weight) {
 $kbonus *= $weight;
 $vbonus *= $weight;
}

$kskill += $kbonus;
$vskill -= $vbonus;

$k->skill($kskill);
$v->skill($vskill);
}

That's actually a little easier to follow. And also says weight has to do with what weapon you used.

Also, unless it's been disabled, I think your skill decays over time if you don't play every so often.

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