ArenaNet Gameplay Programmer
Updated World Ratings (Feb. 8)
ArenaNet Gameplay Programmer
And as text:
Na
Name Rank Delta Rating Delta Deviation Volatility
Jade Quarry 1 0 2216.495 -9.38 192.203 0.94
Sanctum of Rall 2 0 2139.632 -14.454 193.278 0.948
Sea of Sorrows 3 0 2125.178 23.553 192.029 0.939
Blackgate 4 0 2048.816 -12.015 196.637 0.938
Kaineng 5 2 1945.74 113.326 194.481 0.996
Tarnished Coast 6 -1 1917.73 1.639 192.912 0.938
Fort Aspenwood 7 -1 1876.202 9.931 193.948 0.941
Dragonbrand 8 1 1728.007 -35.521 190.337 0.938
Maguuma 9 -1 1707.155 -73.474 191.368 0.957
Crystal Desert 10 1 1667.721 86.567 194.928 0.958
Yak’s Bend 11 1 1620.149 43.903 193.714 0.939
Stormbluff Isle 12 -2 1612.975 -139.038 199.929 0.961
Ehmry Bay 13 0 1567.514 36.883 200.681 0.961
Isle of Janthir 14 0 1345.364 -26.201 197.501 0.968
Devona’s Rest 15 0 1328.408 -9.39 197.862 0.944
Borlis Pass 16 0 1280.877 -0.732 192.034 0.941
Anvil Rock 17 0 1255.061 6.37 190.645 0.939
Northern Shiverpeaks 18 0 1169.097 -5.772 192.352 0.94
Darkhaven 19 0 1141.26 8.993 192.888 0.944
Gate of Madness 20 0 1042.26 -5.318 191.115 0.941
Henge of Denravi 21 0 1023.642 -3.573 191.717 0.942
Sorrow’s Furnace 22 0 916.64 56.244 201.264 0.95
Ferguson’s Crossing 23 0 656.094 -26.928 194.701 0.942
Eredon Terrace 24 0 620.392 -26.287 196.781 0.943
Eu
Name Rank Delta Rating Delta Deviation Volatility
Vizunah Square 1 0 2148.462 -17.133 198.382 0.947
Desolation 2 0 2024.649 31.028 194.86 0.94
Elona Reach 3 0 1949.647 -14.085 194.809 0.944
Seafarer’s Rest 4 0 1921.694 -37.051 194.383 0.941
Jade Sea 5 1 1860.945 57.247 192.444 0.948
Piken Square 6 3 1813.024 114.513 190.717 0.945
Kodash 7 -2 1808.171 -20.943 191.879 0.938
Augury Rock 8 0 1701.373 -2.526 190.85 0.944
Baruch Bay 9 -2 1687.486 -116.117 193.32 0.946
Gandara 10 1 1658.391 30.045 190.204 0.942
Riverside 11 -1 1637.637 -25.569 190.223 0.941
Abaddon’s Mouth 12 4 1581.324 129.685 189.178 0.945
Aurora Glade 13 -1 1562.253 -4.425 190.266 0.937
Gunnar’s Hold 14 -1 1513.139 -18.129 191.373 0.957
Far Shiverpeaks 15 -1 1505.865 11.317 189.124 0.939
Miller’s Sound 16 -1 1466.56 6.217 189.425 0.936
Drakkar Lake 17 1 1456.78 19.34 188.714 0.936
Dzagonur 18 1 1394.342 -9.236 191.239 0.94
Fort Ranik 19 1 1375.539 6.028 190.732 0.937
Ruins of Surmia 20 3 1291.805 142.362 198.284 0.964
Arborstone 21 -4 1290.941 -155.949 192.637 0.986
Underworld 22 -1 1289.523 4.224 195.817 0.941
Ring of Fire 23 1 1133.97 13.285 195.292 0.943
Blacktide 24 -2 1102.185 -150.185 197.071 0.985
Whiteside Ridge 25 0 976.118 -74.745 237.078 0.957
Fissure of Woe 26 0 760.944 102.823 215.5 0.96
Vabbi 27 0 577.181 -42.677 215.915 0.96
ArenaNet Gameplay Programmer
This rating isn’t working… the population must be considered…
beginning to get tired of fight a lot more enemies than have in my server, it’s cowardly
Hi. I wonder if you’d mind explaining what deviation and volatility means?
Thanks
One of the problems the ratings now face is that the rapid rise of servers (for example, Kaineng) has extracted points from the lower tiers and transferred them to the upper ones. Now a dominant performance in one of the point depleted lower tiers will not garner enough points to move the server up. ANet’s attempt at resetting everyone to the same level was clearly going to lead to problems, but having the rankings stagnate is a problem as well. I would think that ANet could come up with a graded approach with resetting rankings such as resetting T1 to 1750, T8 to 1250 and adjusting the intermediate tiers in a corresponding fashion. This would recognize the past efforts of the higher tiers while making the ratings more dynamic.
I suppose this is all fairly obvious and I apologize to those who may have suggested a similar approach in the past. The numbers I used were purely for examples and better values could probably be arrived at by looking at the past history of the rankings.
Phoenix Ascendant [ASH] – Gate of Madness
“This space intentionally left blank.” ~ Zork
One of the problems the ratings now face is that the rapid rise of servers (for example, Kaineng) has extracted points from the lower tiers and transferred them to the upper ones.
This happens EVERY time any server goes up a tier.
I think a infusion of points in the lowest tier (as this tier only looses points, no one ever can get up into it) and a reduction of points in the highest tier (as this tier only gains points, no one ever goes up from it.) is needed to avoid a total FREEZE of the tiers sooner or later.
Infusion and Reduction could be something like (half can be easily varied) the following which is applied “between the matches”:
The first server looses half of the points he is in advance to the second, and the second looses half of the points he is in advance to the third.
The last server gains half of the points he is behind the second-last and the 2nd-last gains half of the points he is behind the 3rd-last.
For the table above
JQ was 77pts before SoR, so it’s rating would be reduced to 2170
SoR was 12pts ahead of SoS, so it’s rating would be reduced to 2133
ET was 36pts behind FC so ET would be increased to 638
FC was 260pts behind SF so FC would be increased to 786
This way the flow of points from the lower to the higher tiers gets balanced with a flow from 1st to last tier.The mean in T1 is reduced such that switches between T1 and T2 become possible and the mean in T8 would be increased such that switches between T7 and T8 become possible again as well.