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Balancer broken?

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Date Editor Before After
4/25/2016 10:43:26 PMGBrankTheEloIsALie before revert after revert
Before After
1 So... are you saying each player should have an elo value for the pairing with each other player (in the extreme case)? So for 1000 players there would be 1 million values? 1 So... are you saying each player should have an elo value for the pairing with each other player (in the extreme case)? So for 1000 players there would be 1 million values?
2 \n 2 \n
3 This system might have some substance for a small player base like ours were the same people are playing together constantly. But if the only balance information you're using is "how much did player x win with player y" the system falls apart as soon as x and y don't see each other more than a handful of times. 3 This system might have some benefits for a small player base like ours where the same people are playing together constantly. But if the only balance information you're using is "how much did player x win with player y" the system falls apart as soon as x and y don't see each other more than a handful of times.
4 In other words: "Training" the system (as in "finding everybody's elo") will take a massive amount of games (well, unless we keep at it with 12v12). Not to mention that you're giving up on some measure of "general competence" (what elo currently represents) in favor of measuring only the player synergy. 4 In other words: "Training" the system (as in "finding everybody's elo") will take a massive amount of games (well, unless we keep at it with 12v12). Not to mention that you're giving up on some measure of "general competence" (what elo currently represents) in favor of measuring only the player synergy.
5 \n 5 \n
6 The idea is cool and might actually have potential in the current scenario, but is that what we want to settle on? 6 The idea is cool and might actually have potential in the current scenario, but is that what we want to settle on?