A performance based rating system?

A performance based rating system?

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Posted by: Ario.8964

Ario.8964

So as I was going through pvp just trying to figure out what I did and didn’t like about the matchmaking and the rating system I thought of this so here we go:

What makes the match statistics cool? It’s the fact that you can see how you performed overall. You can see how effective you were at assaulting points, holding points, supporting, ressing, etc.
So if the game is capable of measuring this and we are looking to get a rating system based on skill why not base it on a more in depth version of this system?

The function of the system:
It would measure every aspect of a pvp match (defense and offense still being the big stats they are so not every decap and such has to be counted) and convert values into a set amount of points that would feed into a point system for scoring (I.E 15 offense points= 10 game score, with values being played with and determined by anet because they would be better with mathematical implementation of the system) which then is calculated and rating changed accordingly (Ex: 0-200 is rating loss, 201-350= rating unchanged, 351+= rating gain again with values being determined by anet). This would allow players to be rated and rewarded based on how they perform (Yes deaths would be counted as negative score so people who die a ton will not gain rating).

What would be measured:
-Total hard cc time put out (If you hit 2 targets for 1 second each it’s 2 seconds even if it’s the same skill, this would count total time of cc given out)
-Total soft cc time put out (Due to it’s heavy presence in game it would not be worth a ton of points)
-Offense score
-Defense score
-Kills
-Deaths
-Total damage
-Total healing
-Total # of condis given out
-Total # of boons given out
-Total # of condis cleansed from yourself
-Total # of condis cleansed from allies

Why do I think this is a better rating system?
You won’t be dependent on your team for rating. Your win and loss percentage won’t mean anything for rating so if you keep performing at a high level you will keep progressing. This will create a healthier attitude within the community as people won’t be so toxic about wins and losses messing with their rating due to it all being reliant on how well they can perform in a match. Match rewards will still be dependent on wins and losses otherwise the game is pointless to try in. But because this causes individuals to be accountable then everyone should theoretically try the whole time.

Now I know this has nothing to do with matchmaking or how to make that better (I’ve put my thoughts on that out plenty of times) but maybe this will be a better way to do rating in future pvp seasons (With some refinement of the system ofc)

Okay, if you read that whole thing then thanks for giving me your time. I’d love to get feedback on this from all you pvp players out there. Do you think this should be the kind of rating system we get?

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!

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Posted by: Ithilwen.1529

Ithilwen.1529

No. If that were the system, people would stop playing the game and trade caps and decaps to boost each other’s rating. Sad but true.

Mesmerising Girl

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Posted by: Ario.8964

Ario.8964

You can always set caps to certain points to prevent abuse of the system. Say you max out once you hit 300 offense points or defense points. Then you prevent cap trading for rating boosts and you still allow those who play to attain enough points to have a good impact on their score.

Edit: The conversion rate can also be tweaked however it needs to be to prevent abuse of any one feature.

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

No. If that were the system, people would stop playing the game and trade caps and decaps to boost each other’s rating. Sad but true.

Can you justify this response with any evidence or examples?

Otherwise I can completely destroy your argument by pointing out we already have a system that rewards players for camping owned points yet I’ve never seen someone abuse it without being interrupted. The determination of other players to win by their best known methods nullifies this motivation.

People play pvp to win because their score means nothing when they lose.

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Posted by: Ithilwen.1529

Ithilwen.1529

I can justify it with the example of the leaderboard sniping last season. This community has repeatedly demonstrated that it can and will exploit any loophole.

As to your second statement: “People play pvp to win because their (sic) score means nothing when they lose.” Exactly. This proposal would remove that barrier and reward things like point camping regardless of win or loss.

Mesmerising Girl

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Posted by: Locuz.2651

Locuz.2651

The vast majority of the “top” stats can be obtained in areas of the map that are irrelevant for winning the game.

What you propose will result in very zergy matches, where ppl fight whereever. Pretty much like deathmatch but worse. Ppl will be able to compensate their kittenty timing / inabilitie to kill someone with “doing as much damage as possible” for example.

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Posted by: Ario.8964

Ario.8964

The vast majority of the “top” stats can be obtained in areas of the map that are irrelevant for winning the game.

What you propose will result in very zergy matches, where ppl fight whereever. Pretty much like deathmatch but worse. Ppl will be able to compensate their kittenty timing / inabilitie to kill someone with “doing as much damage as possible” for example.

That’s why there could be a cap in every stat for point gain to prevent that type of “farming”. It would stop people from doing the whole spam as much damage as possible and call it a day thing and would reward those who play the game correctly. The conversion rate would have to be tweaked so that one can’t gain all the points necessary through 1 or 2 stats being farmed while allowing them to still have a significant impact. No system will be flawless so if you have more possible additions to add that could help I’d love to hear them and see what mods i can make to my post.

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!

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Posted by: Exciton.8942

Exciton.8942

I can’t imagine how complicated and unintuitive such a system has to be to even be remotely fair.

Just take an example. A thief burst 10k damage and help secure a kill. Compared this to a healer ele who hits like a wet noodle but accumulates tons and tons of damage and healing by staying in a meaningless fight. How would you design a stats system to measure their performance.

This just sounds impossible to me. In the end, a lot of decision making is hard to judge without deep analysis. Looking at some numbers won’t give you even close to a complete picture of one’s performance.

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Posted by: Ario.8964

Ario.8964

Neither will win/loss ratio as we have seen from gw2’s matchmaking for the past 5 seasons. It’s too volatile and unbalanced to allow for an accurate skill rating to be drawn from wins and losses.

The ele staying in a meaningless fight will only die in the end and will get score subtracted ending up with a negative net score for that fight. Therefore in the end his rating will go down and you won’t see him again if you perform well enough to go up.

It won’t give a complete picture and I know that but it’s more accurate than a win loss based system. This at least accounts for individual performance not individual plus 4 ever changing team members who may or may not be awful. As I said, I’m open to more suggestions on how to improve the system to better reflect player skill and performance but I need suggestions, not people telling me why this isn’t a perfect system.

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!