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Up and down ?

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4 days ago
I'm asking for a friend of mine.
But why is it that every time I get to 86% of the rank and I'm about to move on to the next level I go back down to 28%?
It's the third time in a row that this has happened.
Don't tell me that there are few players, like the previous time, or that there was a hacker attack, or that the server went down, or that the program recalculated the rank.
I'm sorry because it's hard to earn a score or a rank, it's not given away.
In any case, it seems like a frivolous thing to me.
+0 / -0
3 days ago
At the bottom of a person's user page is a link to their ratings graph, which might have helpful info for your friend. You could probably even match specific games/replays with the ups and downs on the graph if you really wanted to.
+0 / -0
here are the possible reasons:

| smurfs (enemy team)
| own skill loss (defeats)
| enemy skill gain (defeats)
| own skill loss (changing the % bracket rank cut off)
| enemy skill gain (changing the % bracket rank cut off)
| influx of new skilled players (on enemy team)
| influx of new unskilled players (on your team)
| ladder dilute (huge numbers of new players changing the % bracket rank cut off)
| bordom (games randomly thrown by experamental tactic of key players)
| entropy (games randomly lost due to ingame conditions.. accidents, bizzare situations, massive reclaiming, wrong timing, wrong placement..)

in real life its like carring around an umbrella.. then the one day you dont bring it; it rains... sometimes its just impossible to plan for every situation. the ranks are supposed to avergage out these annomelies so long as you play for a long time
+0 / -0
3 days ago
skel asked me to post this on his behalf:

[Spoiler]
+1 / -0

3 days ago
It seems DErankSkel has figured out the problem.
This highlights even more the inconsistency of the adopted system.
A player's elo strength must not be based in % on the presence of players in the game, often fake and therefore of no value, but on the strength demonstrated in the game.
Instead, it seems to me that all these adjustments are made to the detriment of players with lower Elo to make access to the neutron rank more difficult to equalize the presence of strong former purple rank players now in neutron rank, and very strong ones in purple.
Perhaps it would be more correct to add a rank higher than purple or prevent those who have reached this rank from falling back to neutron.
Otherwise the game loses credibility in this way.
At least not after the third time in a row this happens.
+0 / -0
quote:
A player's elo strength must not be based in % on the presence of players in the game, often fake and therefore of no value, but on the strength demonstrated in the game.

Your rating (technically whr rather than elo) is not affected by how many other players are on the ladder. Only your colour is affected, and your colour is purely cosmetic. Your rating determines your colour, your colour does not determine your rating.

The notion that players are "flushed" by a server reset but not otherwise feels like a bug to me. It certainly is not an intended part of the design. However the rating code on the server is pretty scary to meddle with so I would not expect a quick fix.
+3 / -0
3 days ago
add a new line of code every day until 99% of zero-k code is confused rank maths.. what could go wrong..

~ starts gliching and becomes self aware XD
+0 / -0

3 days ago
AUrankAdminAquanim you are out of focus for the second time.
Maybe the translator does not translate well and if so I apologize in advance.
I know perfectly well the functionality of the rank color that reflects the actual Elo score, which in my case is 2228. The problem is that in the graph of my page a percentage of 30% of the progress to earn the next neutron bracket is represented today, which has now become 2427. The question is: how come with the same elo (2228) I now have a ratio of 30% for the next bracket when until the day before yesterday it was 86% always on the same ELO?
Since I assume that the % represented by the bar is in mathematical relationship between the elo score and the one needed to pass the next neutron level something has necessarily changed in the score to reach (2427).
Since Elo points are earned in the game and not in cryptocurrencies, and I have not been given anything by anyone, on the contrary, I would like to know why, for the third consecutive time this downgrade has happened. I hope I have been clear and I am available for any clarification. Thanks in advance
+0 / -0
3 days ago
if player.name == "manero" then
if minElo >= (maxElo * 0.86) then
minElo = (maxElo * 0.28)
end
else
minElo = minElo
end
end

im sleepy so i probably wrote this code wrong but im trying to help provide code to set manero elo to 28% each time it reaches 86%..
that way the next time he askes why we can offer him a concrete answer so he wont have to worry.

but it might be better to let it get to 99.9% before dropping back down so that it generates more rage essence for the infernal engines

+1 / -0
Oftenly higher rating players play more and lower rating players play less. (I think) So when ladder reset, there will be more higher rating players, then there is a shift of the distribution of ratings, then the demarcation of ranks become higher as well.

[Spoiler]
+1 / -0

9 hours ago
Rating color, as you have observed, is based on being in the top X% of the players. It's not actually based on a fixed number you have to achieve, the number give as the threshold is actually the rating of the person at the bottom of that range. A few days ago, there were 5000+ players on the ladder, many of whom have been inactive for several months. They still count towards the total number of players though, so this affects the size of the percentage brackets. With 5000+ players, there are 250 places in the top 5%. The server was reset a few days ago, and if you check the ladder now you'll see that there are only 1786 players on the ladder. So now the top 5% is only the top 89 players instead of the top 250+. The rating threshold to make it into the top 89 players went up because there are fewer spots in the top 5%

Hopefully that makes it more clear why the progress bar regressed; before the reset, the threshold to get top 5% was lower because there were more players in the top 5%
+0 / -0