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Robban.1256

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Posts posted by Robban.1256

  1. > @"Dawdler.8521" said:

    > > @"Robban.1256" said:

    > > @Ben Phongluangtham.1065 said:

    > > In a recent random sample of 100,000 matches, we found that in approximately 95% of matches, the difference between the average skill rating of each team was less than 50 points. The matchmaker is doing a good job in most cases.

    > Which really doesnt matter, because the scoring system is still kitten up. Its the primary reason people quit sPvP - its been the reason ever since ranked was added. People can whine over classes on the forum all day long, if the mode itself is kitten it doesn't matter.

    >

    > You can have a *good match* that was a hard fight between equally skilled opponents and... loose so much points its unrecoverable unless you win the next 3 matches in a row. Given that many won't even run that many matches in a row if they are into more casual PvP, whats even the point of **trying**? Loose 2-500 or loose 498-500, same thing the game says you suck heres equal penalties for it.

     

    kitten doesnt tell what you are meaning, and you can read everything why on the thesis. Glicko is mathematically better than Elo, but requires more calculation. Elo was conceived around 1970 and could be calculated without a computer. Glicko is only practical with a computer.

    Glicko and Elo should reach the same rating, but Glicko reaches the right rating faster. Glicko-2 is more modern system than Elo and encounters such factors as new people in the pool and changes in strength to adjust speed of rating change.

     

    If two continents implement Glicko or Elo and the players of the two continents never play one another, then when they start playing intercontinental it will always show that one continent is overrated and one is underrated. Only if they play intercontinental will the ratings on both continents equalize.

    That is also the case with FIDE rating and USCF rating: USCF is overrated as compared to FIDE.

     

    The Glicko system isn't just based on your current rating, it also takes into account the volatility of that rating based on the standard deviation of your results over time.

    The variance in point loss/gain for similar point differences has to do with each individual players' rating deviation (uncertainty). Players with high RD will earn or lose more points when they win or lose respectively.

    e.g. -If you loose against a weaker opponent, or win against a stronger opponent, that will affect your rating more than loosing to a stronger opponent or beating a weaker opponent.

     

    I will not reprint the Glick equations here because they are much more complex than the Elo equation, but for the mathematically curious an overview that includes the equations can be found here http://www.glicko.net/glicko.html

     

  2. > @"Ragazm.6018" said:

    > Basically i got lose strikes where i got -16 -15 and then i got "win" strikes where i got +12 +13.

    > So in the end I'm even not in same place where i was yesterday, but little bit worse.

    > Also "top stats", if they does not mean anything to ranking system, can it be just removed, because it adds even more frustration, constantly seeing "top stats" but going down in ranking.

    >

    > And yes, DH burn, that's is just blatant "bug", interestingly no one cares from Anet despite its so obvious.

    >

    > Apparently it's just not worth continuing playing sPvP, because if you are not lucky and system think you a not deserved higher ranking than you are doomed like for whole season.

    >

    > And again, please can we remove tops stats, as these really cause only frustration.

    >

    >

     

    @Ben Phongluangtham.1065 said:

    In a recent random sample of 100,000 matches, we found that in approximately 95% of matches, the difference between the average skill rating of each team was less than 50 points. The matchmaker is doing a good job in most cases. Things get more problematic at the very low and very high skill ratings. Our change to duo queue for 1600+ ranked players is part of our efforts to address this. In addition to that modification, we’re working on some fine tuning on the matchmaker. Our simulation with the proposed changes extended the favorable difference ratio mentioned above from 95% to over 99% of matches. I can’t give you specific dates on when these changes go live, but we’ll be looking to trial them on the unranked queue somewhat soon™.

     

    One thing to keep in mind is that just because the average skill rating of each team is close, that doesn’t mean you won’t have a blowout match. Some maps just tend to snowball, some players tend to give up when they get a bit behind, etc. This can lead to a blowout even if the average skill rating of each team was fairly close.

     

    I know we have top stats, but they don't generally tell the whole story. Individual performance is a very situational thing. If we tried to adjust ratings based on stats, we'd have people chasing stats rather than the win. That's why we value the win over everything else.

     

    @Ben Phongluangtham.1065 said:

    @Forsty.7968 is correct in that we use the composite opponent method for rating changes. I think we may have tried the composite team method in the past and it didn't work well. I could be wrong about that, as it was before I joined the PvP team. The problem with composite teams is that it basically never gets people to a rating that reflects their real skill.

     

    There's a graduate student master's thesis on the topic if you're interested.

     

    http://rhetoricstudios.com/downloads/AbstractingGlicko2ForTeamGames.pdf

     

     

    And for you who doesn't know who Ben is he is one of the pvp devs.

  3. > @"Talos.9608" said:

    > in one day i got 3 matches agaist p3 (erazik, rank 55 dragons, some other streamer) as g3 player... i was p1 at begging, having imposible matches (loosing streak) until g2, then sudenly, 2 easy matches as of point of writing this. not a first time, probably not the last, but skill rating is all about luck it seems, and "skill" part does little to nothing. just streaks of loss/wins on obvious points... sorry for matches i afked but those were lost as seen from the plane, and on loosing streak i couldnt play my best so it wouldnt make a difference. I wonder if anyone else who constantly plays ranked found same thing happening?

     

    It's not the MM fault, it's an mix of not every player plays same day and time with not many pvp player's

  4. > @"Dawdler.8521" said:

    > Anets solution:

    >

    > Skill X does 100 damage in PvE, kills mobs with 100 hp in 1s.

    > Skill X does 50 damage in PvP because 100 is too OP.

    >

    > If Anet changes the PvE values so that the mobs need 2 seconds to die, PvErs go **absolutely mental** because of the damage loss. Just imagine today if someone where to say... "yeah 5000 dps in raids is normal". A PvEr would have a literal heartattack.

    >

    > What actually should have been done from the start because its the logical solution:

    > Skill X does 50 damage in PvE, kills mobs with rebalanced 100->50 hp in 1s.

    > Skill X does the same 50 damage in PvP because that is the baseline balance.

     

    Yea but that would not be good for raids, For example Keep Construct has HP: 55,053,600 , enrage timer is 10min = avg team dps must be over +9175 dps to not reach enrage before they have killed it.

     

    Boss Enrage Effect: Vengeance (Mordrem). Enraged — Increases damage dealt by 200%.

     

    And if you have 3-4 support classes then the dps req for dps classes drastically increase

  5. > @"Crackmonster.2790" said:

    > Just before i was gonna farm up another 1-2 sets ascended gear sets, the spirit farm got ripped.

    >

    > Still got 220 left to farm today/tomorrow.. anyone got a clue what are good ways to target them now? Heading into silverwastes now..

     

    There's much better ways to earn spirit shards than SW, for silverwastes the average is 5 shards per hour.

     

    Here's the top:

     

    Lab farm (Halloween)

     

    HoT adventures + griffon races(daily)

     

    Dragonstand ~10 spirit shards + (9-11g/h)

     

    Stonehead farm (baubles) ~10 spirit shards + (14-16g/h)

     

    HoT meta train(vb,ab,td) ~ 14 spirit shards + (18-20g/h)

     

    Crystal Oasis ~ 14 spirit shards + (23-25g/h)

     

    Can see values of some here https://fast.farming-community.eu/open-world/farmtrain , https://www.peuresearchcenter.com/benchmarks.html , https://docs.google.com/spreadsheets/d/1HOBKHgaPbmc1uMAqupeta824hQzjhiaXBWhPXjORAZs/edit?usp=drivesdk

  6. > @"Danikat.8537" said:

    > For whatever reason they choose to use fractions instead of decimals, but 1/4 is 0.25, 1/2 is 0.5 and 3/4 is 0.75

    > > @""Peter.3901"

    > It is really strange that they decided to inform the recharge in this way lol.

    >

     

    A fraction takes two integers and places them in a ratio (like 3/4 or 10/15). A decimal can express the same numerical quantity, but it does so with a single number (like 0.75 or 0.66). So, the fraction makes the relationship among numbers clear in the way it is written, while the decimal does not.

     

    A study asked people to identify the specific relationship shown in a display and found that people were equally good at using fractions and decimals for continuous displays, but much better at using fractions than decimals for discrete and discretized displays.

     

    The number 7π is not the same number as ANY number written with a decimal representation having finitely many digits. So if you want to write numbers exactly, decimals are rarely useful.

     

    In fact, it turns out that almost every real number does not have a decimal representation with finitely many digits — what I’ll call a “nice” decimal representation. No irrational numbers have a “nice” representation.

     

    So when you encounter a rational number in a math class, it is common to see it written as a fraction and not as a decimal because decimals aren’t sufficient to represent most rational numbers in a “nice” way.

     

    While it is true 1/2=0.5 and 3/8=0.375 exactly it is not true that 1/6=0.16667 . The last equation is approximate but not exact.

    Fractions are very simple things. The fraction a/b means that you take the number 1 , divide it into b equal pieces and take a such pieces. Decimals, however, don’t offer you that kind of flexibility. They only let you divide things into multiples of ten (as opposed to fractions which let you divide into any number of parts).

  7. > @"Veprovina.4876" said:

    > Title.

    >

    > It happened the second time now. I didn't write a thread the first time because i thought it was a bug or something.

    > But now i'm wondering...

    >

    > I mine the nodes with one character, then i log into another character and first few nodes are ok, then every other node after that appears already mined...

    >

    > Whta's happening? Is it supposed to be that way? Is there some kind of a daily limit?

    >

    > EDIT: Are guild hall synthesizers the same? Cause i can only gather them once per day. If i switch guilds on that character, the other guilds synthesizers are already gathered. I haven't tried switching characters though...

     

    Rich mining veins can be gathered 10 times as opposed to 3 and have a higher chance to give rare gems. Rich and T6 nodes respawn in about 22 hours after gathering; T1-T5 nodes respawn in about 1 hour.

     

    You can gather from each of the guild halls as long as they have different synthesizers lvl. Example: Gilded Hollow synthesis output 2

    Windswept Haven synthesis output 3

    Lost Precipice synthesis output 4

    This gives us 24 each of lumber and ore, and 7 each of plant, leather, and cloth harvests per day

     

    "An account is able to harvest 35 nodes each day, with each character being able to contribute a maximum of 28 to that limit.

    The nodes are also separated in 3 groups. One group in the floating island area, one on the ground, and one in the underground cave. A character can deplete one of these groups without depleting the other two, but they all share the account-wide limit.

    The home instance node does not contribute to meeting this limit.

    Logging out and back in on one character may bypass the per-character limit of 28 nodes." https://wiki.guildwars2.com/wiki/Bloodstone_Crystals

     

    Nodes with a per-day harvest limit (such as Bloodstone Crystals) interact differently with extra strikes:

    For Bloodstone Crystals, Petrified Stumps, and Jade Fragments, extra strikes are allowed and do not count towards the daily limit.

  8. > @"sorudo.9054" said:

    > the cryengine allows you to place water at any level as long as it's enclosed, GW2 is just using such an old engine that simple things like that are not possible.

    > better yet, back when half life was the top end game i made maps with plenty of other leveled water, it's all in the assigned entity.

     

    "Water" under maps as base lvl=

    Old trick that many, many, MANY developers use (I know for a fact Blizzard and Bethesda abuse this, as well as Valve)

     

    It's just easier for every aspect of development to build your landscape inside of an ocean than painstakingly sculpt out individual rivers.

     

    Water in games is traditionally a static object with a simple texture animation. This way, that animation is one size fits all (often times you'll see water flowing into the ground... this is because the water is a giant surface that clips through the ground... of you have Skyrim, go to Uncle Hadvar's place and look at the river for an example)

     

    easier and simpler to check if players are underwater if you detect it by height than to check whether or not they're in a certain object.

     

    Serves as a baseline when designing a map. Not necessary our even particularly useful, but it's nice to have a reference point when making canyons and mountains and shit.

  9. > @"Shiyo.3578" said:

    > What I mean is, if you're bronze/silver/gold/plat/legendary, you should absolutely not be able to drop out of that. If you earned legendary/plat/etc, you should always be

    > LoL/DotA(I think for DOTA?) doesn't let you drop out of your bracket, why does GW2?

    "Average skill rating difference between teams: 11.866

    Average standard deviation difference between teams: 11.643

    Average rating difference in a match: 98.203 (min rating vs max rating across all players in the match).

    ''One thing to keep in mind that end score difference never means that the match didn't start off even. Scores tend to snowball in our game for a number of factors. Some due to map layout/mechanic design. Some due to human nature, as people tend to tilt or give up after getting behind by a certain number. Sometimes people play above or below their potential. That's just part of human performance.''- Quote from benp.

     

    And you cant compare 2 different matchmaking systems. While Elo’s system is a great

    improvement over earlier systems, it too has its problems. The problem with the Elo system that the Glicko system addresses has to do with the

    reliability of a player’s rating. Suppose two players, both rated 1700, played a tournament

    game with the first player defeating the second. Under the US Chess Federation’s version

    of the Elo system, the first player would gain 16 rating points and the second player would

    lose 16 points. But suppose that the first player had just returned to tournament play after

    many years, while the second player plays every weekend. In this situation, the first player’s

    rating of 1700 is not a very reliable measure of his strength, while the second player’s rating

    of 1700 is much more trustworthy.

    > @""Psycoprophet.8107"<

    Yet a third innovation in the Glicko system is that the equations to recompute your rating depend not only upon your own rating and rating deviation, but they also depend upon your opponents’ ratings and deviations. For this reason, when you gain 31 points, your opponent may lose either more or fewer than 31 points, depending upon your respective ratings and rating deviations.

     

    Both Glicko and Glicko-2 rating systems are under public domain and found implemented on game servers online (like Pokémon Showdown, Lichess, Free Internet Chess Server, Chess.com, Online Go Server (OGS), Counter Strike: Global Offensive, Team Fortress 2, Dota Underlords, Guild Wars 2, Splatoon 2, and Dominion Online), and competitive programming competitions.

     

    https://www.chess.com/blog/kurtgodden/elo-to-glicko-your-rating-explained

    http://www.glicko.net/glicko/glicko.pdf

    http://msinilo.pl/blog2/post/p1396/

    glicko1 & 2: http://www.glicko.net/glicko.html

  10. > @"Excursion.9752" said:

    > They just need to show the players AR and Max Fractal Level under character. It wont solve all the problems but it would solve sum for the people that it matters to.

     

    You can already see players personal fractal lvl and AR. The ppls lvl you can see if you hover over any of the fractal lfg tier numbers and the AR you can see once you're inside the lobby or fractal

  11. > @"hugo.4705" said:

    > I agree, that why in main thread I asked them to use their tools like "holokrewe news" to mesure what the playerbase wants, through a poll IN-GAME. See, we may be some wanting it harder, some other wants easier. But they should simply follow the essence of SAB, infantile is easy, normal normal and tribulation hard.When saying shouldn't listen to forum, I am included, edited the answer.

    >

    > W2 zones in normal feels like tribulation, seriously what!?

    >

    > If you want to have all storm wizard weapons, it's 17h of w2, would you do 32 mins x16 of w2-2?

    >

    > About how many players like jumping puzzles, well who know apart them? I defenitely think the issue is that players don't want anything locked behind jumping puzzle, but it's impossible in SAB, but their wish is respected in pve.

    >

    > I know someone who is currently in the mindset "w3 or me no playing", because once you saw the same trib level for 6 year, easy to be fed up, especially if you grinded weapons. Also what determination required to finish those achievs? W2-2 is 2x longer than W2-1, but hey, you don't receive more rewards. Since majority of w2 is two time longer of w1, why no double of rewards? See tribulation, I "waste" (well in fact i enjoy) that 1h long w2, but I receive garbage as reward, not even crimson token.. or a guaranted weapon box...

    >

    > Just want something more difficult than tribulation, like what a player said in quality of like sticky thread recently. But not as obligation.

     

    Agree, dont make old content easier just cus some want. Apart from that im really intrested what they might come up with world 3.

  12. Best in slot?: Fused Molten/Consortium harv sickle + Focused solar logging tool + watchwork mining pick

    (If you dont cancel the animation from the tools then consortium sickle, and unbound logging axe, and unbound mining beam are the fastest without cancelling.)

    Heres proof that Fused Molten Sickle is equal fast as Consortium Harvesting sickle

     

    For more see note by morbidel -

    ( https://docs.google.com/spreadsheets/d/1stw9RIOjS2ENOelHPhp494ne90e2G3xQNUUfmQ6mXBs/edit#gid=1489005975 )

  13. > @"Zexanima.7851" said:

    > @"bluri.2653" Whatever the reason, within the rules or not, the system isn't working correctly. I'm not saying you or anyone on the top of the leaderboard is "bad" at the game per-say, but no one is that good. Even if just from bad luck win rates should not be that high. Its either a broken system or shady practices, I imagine it's some of both though.

     

    youre wrong :) , and here you can see all matchmaking code- https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm https://en.wikipedia.org/wiki/Glicko_rating_system

  14. > @"Sobx.1758" said:

    > > @"Robban.1256" said:

    > > > @"Sobx.1758" said:

    > > > > @"Robban.1256" said:

    > > > > > @"Sobx.1758" said:

    > > > > > > @"sarangajit.5648" said:

    > > > > > > So now when I press my elite skill called 'Rampage', I start doing less damage? xD

    > > > > >

    > > > > > Yet you still receive reduced dmg, 456789437689 cc skills with range and/or mobility with some swiftness/stab sprinkled on top of it. For 15 seconds.

    > > > > > 0.01 coefficient might be overkill, but stop pretending that skill isn't straight up oppressive xD

    > > > > >

    > > > > > Yes, "might", as I'm still not convinced it will magically stop being picked because of no dmg on hard cc skills. Is anyone here sure about it becoming not viable after these changes?

    > > > >

    > > > > Rampage = violent or excited behavior that is reckless, uncontrolled, or destructive. (For example- a bull elephant rampaging through the jungle.)

    > > >

    > > > Great, is this supposed to be some kind of argument or what's your point here?

    > >

    > > That the name of the skill doesnt fit with what it does

    >

    > Heartseeker doesn't hit heart and doesn't one-shot anything that has it. 100B doesn't actually have 100 blades nor does it hit 100 times. And how can the enemy still walk shortly after getting hit with a backbreaker? In the end the name of a skill is irrelevant and obivously shouldn't allow it to overperform.

     

    To seek you dont have to hit (the heart ( just trying to hit it), and the name 100B comes from gw1 and you could prob hit 100 times there with it since for 15 seconds, whenever you attack with a sword, all adjacent foes takes dmg, you dont need an back to move see for example Flatworms, seastar, axolotl, lizards, seacumber

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