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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 15:53 Go to previous messageGo to next message
LEit is currently offline LEit

 
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donjon wrote on Thu, 25 March 2004 15:32

Quote:

Frost's game, beginner game: (I forget the name, Frost was the ID of the host) I played a CA monster, neighbor dropped. Had 2x 2nd place at 2450, won the game. Only battle I fought was with the player who dropped...

Assuming this also is a stock beginners game, at this point your rating is 2, low intermediate (previous to the game) and the advance for the game is .5*1 making your rank 2.5.


I started this game as a beginner at about the same time as CHoS1.

donjon wrote on Thu, 25 March 2004 15:32

Quote:

AFON 1, 9 small races vs 1 large AR: I took over a wide hab, ARM SS on a team of 9... We won. I don't remember how I did compared to the rest of the team, but was probably in the bottom 20%.

The winner of this game and the decision to rank or not rank would be the hosts, however, you did not place high, so your rank still stays at 2.5, low intermediate.


Although my score was low, I was a key factor in our victory, as I came up with the plan, and supplied overcloakers to the rest of the team, as well as last minute sweeping and the intel to figure out where to attack. Other players were also key.

donjon wrote on Thu, 25 March 2004 15:32

Quote:

AFON 2, 8 small vs 1 large AR: Game was a joke, we won fast. Team was highly optimized to work together, and grew incredibly fast. Again, I think I played an IS, so I was probably behind the CAs and ITs on our team, and in the middle of the pack score wise.

Similar to previous, no effect still low intermediate.


Actually, I did learn a bit from this game. I designed the races to work together well, and that was a big reason they grew so fast.

donjon wrote on Thu, 25 March 2004 15:32

Quote:

Center Warz, hold center for 10 turns: I played the only IT, and won quickly, after that went on to do well, 2 enemies dropped, however.

We don't know the average of this game, however if it was low intermediate you would progress by (2*.5) 1.0 and become an intermediate player(3.5).


Low intermediate sounds about right.


Discounting FoP because it didn't end is fine, however discounting FoP because my personal score was not the top 2 seems wrong to me. It was a team game, I was the CA and sacrificed a lot of growth to mass produce OAs to help the rest of my team grow. Team games should probably be ranked by teams, iow, the whole team advances or declines and not individual members. Although in AFON 1, I'd dispute that, as several team members didn't work together well. That might be why the game was so close...


[Updated on: Thu, 25 March 2004 15:58]




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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 15:54 Go to previous messageGo to next message
donjon is currently offline donjon

 
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LEit wrote on Thu, 25 March 2004 14:40

This brings up another very valid point: People often claim to learn a lot by fighting a better player and losing. The current proposals don't take that into account at all.

True enough, but no ranking system in any game really takes that into account... however, if a player really learns, they then carry that knowledge and experience into the next game and win Wink

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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 15:58 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
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Nahh! That would be the game where Jason and Barry decide to make a return appearance and I get my head handed to me.

Angel



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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 16:06 Go to previous messageGo to next message
donjon is currently offline donjon

 
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LEit wrote on Thu, 25 March 2004 14:53

Discounting FoP because it didn't end is fine, however discounting FoP because my personal score was not the top 2 seems wrong to me. It was a team game, I was the CA and sacrificed a lot of growth to mass produce OAs to help the rest of my team grow. Team games should probably be ranked by teams, iow, the whole team advances or declines and not individual members. Although in AFON 1, I'd dispute that, as several team members didn't work together well. That might be why the game was so close...

Well, who advances is the final arbitration of the host, in a team game of 4 players, the four advancing would be appropriate, however, perhaps the advancement should be slightly modified from a personal placement in a standard game.

That is something to consider. Rolling Eyes

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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 16:12 Go to previous messageGo to next message
Staz is currently offline Staz

 
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donjon wrote on Thu, 25 March 2004 21:06

LEit wrote on Thu, 25 March 2004 14:53

Discounting FoP because it didn't end is fine, however discounting FoP because my personal score was not the top 2 seems wrong to me. It was a team game, I was the CA and sacrificed a lot of growth to mass produce OAs to help the rest of my team grow. Team games should probably be ranked by teams, iow, the whole team advances or declines and not individual members. Although in AFON 1, I'd dispute that, as several team members didn't work together well. That might be why the game was so close...

Well, who advances is the final arbitration of the host, in a team game of 4 players, the four advancing would be appropriate, however, perhaps the advancement should be slightly modified from a personal placement in a standard game.

That is something to consider. Rolling Eyes


My view is that 25% of players should advance, 25% should decline and 50% stay where they are. I am also of the opinion that in normal games no team should have more than 25% of the players.

In that case, the winning team advances.

Donjon thinks it should be 20% rather than 25% though, I believe.



A couple of other, general, points...

"Friendly" in my above post is a reference to football (soccer) matches; a "friendly" is a game which does not count towards tournaments or leagues. I don't know where the term comes from originally.

I'll point out again that the ranking is a measure of your performance, and therefore an indirect rather than a direct measure of your skill. Despite that, it will probably be a better measure of skill than anything else that has been proposed.



[Updated on: Thu, 25 March 2004 16:21]

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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 16:33 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Staz wrote on Thu, 25 March 2004 16:12

I am also of the opinion that in normal games no team should have more than 25% of the players.


This is quite amusing. The biggest point I'm trying to make is that there are no 'normal' games. Even if they start 'normal' (whatever that is) they quickly become unique due to the players and the other random factors (most notably habs of nearby worlds to each race's HW).

I would suggest only making a big penalty for players who drop without notifying the host before they miss 2 turns. And probably a smaller (or no penalty) for losing the game or getting wiped out. Personally I'd rather have a mixed skill game then a game where several players drop.

Hmm, perhaps instead of having a ranking system, you just get 1 point for completing a game (including playing till wiped out) and lose 10 if you drop. (100 to 100k for cheating?).



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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 17:07 Go to previous messageGo to next message
Staz is currently offline Staz

 
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LEit wrote on Thu, 25 March 2004 21:33

This is quite amusing. The biggest point I'm trying to make is that there are no 'normal' games. Even if they start 'normal' (whatever that is) they quickly become unique due to the players and the other random factors (most notably habs of nearby worlds to each race's HW).


Glad to be providing some entertainment value for you Wink

I think that there are plenty of "normal" games; in fact, trying to come up with something significantly different (and still workable) is one of the areas that causes the most discussion on this forum.

Whatever your view on that, in most games you win by crushing your opponents, and you are allowed to form teams. In games with no pre-game alliances, if one team manages to get much more than 1/4 of the players then things generally go downhill fast, with the big team just rolling over the smaller teams.

Quote:

I would suggest only making a big penalty for players who drop without notifying the host before they miss 2 turns. And probably a smaller (or no penalty) for losing the game or getting wiped out. Personally I'd rather have a mixed skill game then a game where several players drop.


I agree totally that dropping should carry a big penalty. However, you also have to reduce rankings of players who do badly in the game, otherwise everyone just rises and rises and the rankings get top heavy. If I (as a beginner) join intermediate/advanced games, and every 3 or 4 games manage to get on the winning team then I might end up an expert unless my rank could also drop.

Quote:

Hmm, perhaps instead of having a ranking system, you just get 1 point for completing a game (including playing till wiped out) and lose 10 if you drop. (100 to 100k for heating?).


Cheating busts you all the way back to beginner, in my book.

The 1 point for winning, no points for losing would certainly be a simple and convenient way of ranking people, though I'm not sure it is the best. All the top ranked players would be those who sit around beating up newbies Laughing

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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 17:26 Go to previous messageGo to next message
LEit is currently offline LEit

 
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AFON games were set up as team games ("A Force of ONe" I think).

IMO there is a big difference between a team and an alliance. A team is where victory or defeat goes to the whole team and you should pull for whats best for the team regardless of your individual position. An alliance however, is a group that thinks that they will win if they ally with some one else, and should always be looking out for #1 (unless they're content to be a minor power).

I wasn't saying 1 point for winning. I was saying 1 point for not dropping out. It doesn't give a firm rank for skill, but I see that as basicly impossible anyway. What it does give is how reliable this person is, which is at least as big a factor as how skillful they are.



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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 17:43 Go to previous messageGo to next message
Staz is currently offline Staz

 
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I think I already mentioned that I don't think the AFON games could be ranking games. I would have enjoyed playing in one though.

Quote:

I wasn't saying 1 point for winning.


Yep, my mistake.

Quote:

It doesn't give a firm rank for skill, but I see that as basicly impossible anyway. What it does give is how reliable this person is, which is at least as big a factor as how skillful they are.


A "firm" rank for skill probably is impossible, but I think that a rank based on historical game results can be a good indicator.

One of the reasons that there is such a problem with dropouts in current games is that there is generally no penalty for it. Losing rank would create a penalty, and I think we'd see far fewer drop-outs as a result.

If all you are doing is giving people a "reliabilty" rating then people who drop will just come back with a new alias; there will be no investment in the old one to keep them with it.

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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 19:59 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Staz wrote on Thu, 25 March 2004 16:43


A "firm" rank for skill probably is impossible, but I think that a rank based on historical game results can be a good indicator.



It would depend on who those people have played, the circumstances, etc... It wouldn't really mean much, in other words. However, it may help a host select players that are reliable. I'd rather have a complete buffoon keep playing till the bitter end, rather than an expert who drops when he feels things aren't going his way (Hmmm, a couple names come to mind).

Quote:


One of the reasons that there is such a problem with dropouts in current games is that there is generally no penalty for it. Losing rank would create a penalty, and I think we'd see far fewer drop-outs as a result.



At least in the upper level games, this would be something positive. I really wouldn't care too much about the lower level games. I tend to think < intermediate games should be small and fast. Basically, just large enough, and long enough for the players to learn the ropes and start thinking about how tweak their race the next time.

If you want a classic horror story, take, my current Huge game as a case in point. Advertised as Advanced/Expert. Out of 14 players, 6 were *clearly* beginners, and 5 wouldn't be rated higher than intermediate. 4 of these races had *no* clue on how to expand or fight, and dropped at the first hint of trouble. Heck, their planets are still getting absorbed 40 years later!

I think I started in the worst possible position, but after observing my neighbors up to Y40, knew I wouldn't have many issues till after Y100...after I absorbed them. That's sad.

Quote:


If all you are doing is giving people a "reliabilty" rating then people who drop will just come back with a new alias; there will be no investment in the old one to keep them with it.


Yes, but at least I could avoid games that a full of newbies that won't even attempt to fight.

Winning isn't that fun, if you haven't earned it, at least IMO.

-Matt



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Re: Skill ranking (was RE: Mentorship) Thu, 25 March 2004 23:48 Go to previous messageGo to next message
Kang is currently offline Kang

 
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Quote:


I'd rather have a complete buffoon keep playing till the bitter end, rather than an expert who drops when he feels things aren't going his way (Hmmm, a couple names come to mind).



Yes I recall a couple names as well of people I specifically sought games they were in only to have them "not have sufficient time to devote to this game" so they found a replacement player.

Kang

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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 01:40 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
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Staz wrote on Thu, 25 March 2004 16:12

My view is that 25% of players should advance, 25% should decline and 50% stay where they are. I am also of the opinion that in normal games no team should have more than 25% of the players.


Wait a minute. So that means that in, say, an expert-only game, 25% of the players would be downgraded to advanced?
I don't see why players should be demoted. Just because you lose doesn't mean you're not an expert. I mean, someone has to lose.

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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 05:22 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Hyena wrote on Fri, 26 March 2004 06:40

Staz wrote on Thu, 25 March 2004 16:12

My view is that 25% of players should advance, 25% should decline and 50% stay where they are. I am also of the opinion that in normal games no team should have more than 25% of the players.


Wait a minute. So that means that in, say, an expert-only game, 25% of the players would be downgraded to advanced?
I don't see why players should be demoted. Just because you lose doesn't mean you're not an expert. I mean, someone has to lose.


Try not to read too much into the labels attached to the ranks; they aren't decided yet and are mainly for convenience.

A ranking system has to downgrade as many people as it upgrades or everyone will just shift into the upper ranks over time.

Think of it this way; the couple of players who get demoted are probably advanced players who happened to be on a winning team in their last game, so they are actually being demoted to their proper level.

If they really are experts who just had a bad game then they will be promoted again in their next game, which they should win.

Would you be happy with players in your game who you know don't belong at your level, but managed to luck their way in and now can't be demoted ?

Also, I think the expert players in question would take it as a challenge - I've got to play well or I'll be labeled as merely "advanced". There would be more at risk from the game, which hopefully appeals to the risk taking element in our brains.

Finally, demoting losers is certainly not specific to this system. It happens in all games or sports. People understand, deal, and try not to let it happen to them.

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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 05:27 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Given the recent focus in this thread on reliabilty of players, it is worth pointing out that a player with a medium to high ranking of the sort donjon and myself are proposing is almost certain to be both reliable and not a cheater.

If they regularly drop from games then, no matter how brilliant they are, they will drop through the ranks.

And if they are caught cheating, they will be busted right back to the lowest level.

And remember, people will be less inclined to drop anyway if their rank is on the line, leading to a more reliable community of players overall.

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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 05:37 Go to previous messageGo to next message
Staz is currently offline Staz

 
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mlaub wrote on Fri, 26 March 2004 00:59

It would depend on who those people have played, the circumstances, etc... It wouldn't really mean much, in other words.


Of course it would mean something. If you are ranked at level 5 then you have consistantly beaten players at levels 1, 2, 3 and 4. Now that could be luck, but it does mean that you are very probably a better player than someone at level 2.

Quote:

At least in the upper level games, this would be something positive. I really wouldn't care too much about the lower level games. I tend to think < intermediate games should be small and fast. Basically, just large enough, and long enough for the players to learn the ropes and start thinking about how tweak their race the next time.


Yep, agreed. In fact, if you look at the only game I have hosted it was a small, fast 6 player beginner game exactly as you propose.

Quote:

If you want a classic horror story, take, my current Huge game as a case in point. Advertised as Advanced/Expert. Out of 14 players, 6 were *clearly* beginners, and 5 wouldn't be rated higher than intermediate. 4 of these races had *no* clue on how to expand or fight, and dropped at the first hint of trouble. Heck, their planets are still getting absorbed 40 years later!


This is exactly the sort of thing our system would help prevent.

Quote:

Yes, but at least I could avoid games that a full of newbies that won't even attempt to fight.


Of course this is a good thing. What I am suggesting is that we can achieve the same, and more, with a general ranking system.

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Proof of the pudding Fri, 26 March 2004 06:07 Go to previous messageGo to next message
mazda is currently offline mazda

 
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OK, shall we try and get onto step one ?

Who do you include on an initial list ?
People playing in AH hosted games at the moment ?
According to the front page there are 421 of those.
That's a long list !

Alternatively you could have people nominate their initial assessment.
Perhaps players could be nominated at a level by someone else.

For now let's go with the 8 rankings at the top of this thread.



[Updated on: Fri, 26 March 2004 06:08]

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Re: Proof of the pudding Fri, 26 March 2004 07:03 Go to previous messageGo to next message
Staz is currently offline Staz

 
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mazda wrote on Fri, 26 March 2004 11:07

OK, shall we try and get onto step one ?

Who do you include on an initial list ?
People playing in AH hosted games at the moment ?
According to the front page there are 421 of those.
That's a long list !

Alternatively you could have people nominate their initial assessment.
Perhaps players could be nominated at a level by someone else.

For now let's go with the 8 rankings at the top of this thread.


I don't think it is fair to rank people in current games as they may not be playing for position, and may not even want to be ranked.

I would suggest we ask the hosts of currently advertised (but not yet started) games if they are willing to join the experiment. I am also willing to host a new game.


Each game host would pick the level of the game, and the players would all initially be ranked at that level. At the end of the game, a couple of players would drop a level, and a couple would gain a level.


We'd also need to set up a controlled forum to post the rules and the rankings, like EDog has with the duelling club.

Personally, I'd nominate donjon to be the lead on this. I'm happy to just to as much of the gruntwork as is necessary.

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Re: Proof of the pudding Fri, 26 March 2004 07:32 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Staz wrote on Fri, 26 March 2004 12:03

I don't think it is fair to rank people in current games as they may not be playing for position, and may not even want to be ranked.

I would suggest we ask the hosts of currently advertised (but not yet started) games if they are willing to join the experiment. I am also willing to host a new game.



I wasn't really talking about the question of which games we use to *change* peoples rankings - merely that we should simply set up a list of people and initial ranks.
You have to have data before you can operate on it.
And as you said, some people may not want to be in a list at all.

I'll start off.
According to the 8 rankings at the top of the thread I am an advanced beginner.

mazda - Advanced Beginner (level 3 if we use 1 - 8 )

edited to remove smiley


[Updated on: Fri, 26 March 2004 07:35]

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Re: Proof of the pudding Fri, 26 March 2004 08:17 Go to previous messageGo to next message
Staz is currently offline Staz

 
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I was suggesting we use the games to set people's initial levels, rather than changing them.

For example, I decide to host an "advanced beginner" game. Everyone who signs up gets "advanced beginner" ranking to start off with.

This way, no-one has to specify their own level, they only need to pick a game that sounds about right.

BTW - what smiley did you remove ? Smile

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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 08:34 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
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Whoa! Y'all got busy last night! Shocked

If I may make a small suggestion concerning dropouts, I would suggest we try and not be too trigger-happy against people who miss, say, two turns without notifying the host first. I'm sure you guys have already thought of this and would allow for emergencies in a person's life.

I missed over a week's worth of turns in my last game due to my heart attack before I could get back to my computer and get a replacement all lined up. And I had to do that on the sly, because I would have caught pure, holy heck for being on the computer at that time. Laughing My dear wife just would not have understood.

While I'm sure no one here would be too strict over a personal emergency situation like I describe, I just felt compelled to have my say in this matter.

Of course, as always, death would involve a drop in the ratings. Rolling Eyes

The Crusader Angel



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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 08:51 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Crusader wrote on Fri, 26 March 2004 13:34

Whoa! Y'all got busy last night! Shocked


It was a quiet evening.

Quote:

If I may make a small suggestion concerning dropouts, I would suggest we try and not be too trigger-happy against people who miss, say, two turns without notifying the host first. I'm sure you guys have already thought of this and would allow for emergencies in a person's life.


When a player is considered as "dropped" would be determined by the host, as is currently the case. The only change is, if the host thinks a player dropped without a good explanation then the player's status will be "dropped" when the host sends the game results to the ranking people, and the player will lose rank accordingly. If you drop due to heart attack then I think the host would make allowances.

Quote:

Of course, as always, death would involve a drop in the ratings. Rolling Eyes


Death of a player during the game would raise the rank of the player automatically to "angel". Similar to viking warriors going straight to Valhalla if they died in combat.

How to handle games for players of angel rank, who are dead by definition, is a challenge for the host to overcome.

Laughing

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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 08:54 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Staz wrote on Fri, 26 March 2004 11:27

Given the recent focus in this thread on reliabilty of players...

Just an idea: maybe every player should get two rankings: a skill and reliability. Reliability would be just 2 numbers: games_finished/games_played.
BR, Iztok

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Re: Proof of the pudding Fri, 26 March 2004 09:16 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
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Staz wrote on Fri, 26 March 2004 07:17

I was suggesting we use the games to set people's initial levels, rather than changing them.

For example, I decide to host an "advanced beginner" game. Everyone who signs up gets "advanced beginner" ranking to start off with.

This way, no-one has to specify their own level, they only need to pick a game that sounds about right.

Seems to me that if we are going to run a ladder to determine how players rank against one another, the sanest thing to do is to simply start everyone on a level playing field. We might have to weed through a few games with folks way below us and way above us before things settle down, however.

In my case I would probably stay at a beginner's level for quite some time.Asleep at cptr

Perhaps we ought to reconsider the ranking names. It might be more fun, and less of a discouragement to folks if we used real military ranks or some other label rather than going with beginner, intermediate, etc.

Just a thought. New idea Some new thing to ponder in case you have another slow night. Smile

my 2 cents

Angel



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Re: Skill ranking (was RE: Mentorship) Fri, 26 March 2004 10:21 Go to previous messageGo to next message
Staz is currently offline Staz

 
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iztok wrote on Fri, 26 March 2004 13:54

Just an idea: maybe every player should get two rankings: a skill and reliability. Reliability would be just 2 numbers: games_finished/games_played.


That would be very simple to implement. The rankings list would then be something like....

Player......Rank.... ..Played.....Finished......Reliability
===========================================================
Staz........Adv.Beg....5..........4.............80%   


This would also have the advantage of showing rank in the context of how many games have been played. The more games you have played to get to your current rank, the more likely it will reflect your true skill level.

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Re: Proof of the pudding Fri, 26 March 2004 10:29 Go to previous messageGo to previous message
Staz is currently offline Staz

 
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Crusader wrote on Fri, 26 March 2004 14:16

Seems to me that if we are going to run a ladder to determine how players rank against one another, the sanest thing to do is to simply start everyone on a level playing field. We might have to weed through a few games with folks way below us and way above us before things settle down, however.


Yep, that would be fairest. Unfortunately the initial games would mix beginners and advanced players in the same game, which would probably be no fun for anybody.

The rankings can't be allowed to change too fast because that way people would be severly impacted by a few adverse results. That means that if we start everyone off on level 1 (out of eight) then the really good players would need to play at least 6 or 7 games to get to where they really should be - a lot more if we use donjon's system.

Having the (self assessed) beginners, intermediates and advanced players start at different levels and duke it out to see whether they are as good (or bad) as they think they are probably results in more fun for the initial games, and also everyone settling to their true rank a lot faster.

Quote:

Perhaps we ought to reconsider the ranking names. It might be more fun, and less of a discouragement to folks if we used real military ranks or some other label rather than going with beginner, intermediate, etc.


Thats a very good idea. How about...

1. Private
2. Corporal
3. Sergeant
4. Lieutenant
5. Captain
6. Major
7. Colonel
8. General


[Updated on: Fri, 26 March 2004 10:32]

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