Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - abloodywar

Pages: [1]
1
General Discussions / Check TrueProSkill of any player
« on: September 11, 2011, 15:24 »
Hello community,
Here I will introduce you to the first BETA version of my new and improved PD.eu PSR system:

http://tuffhund.se/psr.php

Wins, losses or how many games you have play does not matter here.
Please post any suggestion or bugs or your general thoughts about it.


Rough formula:
A regular (predefined) player is compared to your stats to see how good you are in relation to a normal player, and the individual values are then weighted by how important they are (eg. having more neutral kills than an average player is not as important as having more assists than one)

2
Feedback / Regarding the stats system
« on: July 11, 2011, 18:55 »
psr is completely and utterly uselss in determinating individual rank in dota.
First off, psr is based off of Elo rating system, which is used to calculate skill levels of players in two player games.
Dota isn't a two player game.
Secondly, Elo is based on a players wins/losses/draws, this is also completely irrelevant in dota.
You can win a game with 0 kills, 10 deaths... 40 creep kills and 0 denies. This will give you score and at the same time a player can have 10 kills, 0 deaths, 120 creep kills and 40 denies (and his teammates the score above), and lose points.

And it seems like the score it awards is based on the teams total points, instead of your own? (What's up with that? - another indication that the current system is based on teams and not individuals)

The two biggest indicators of a pro player (assuming limited stats are available) are the players denies and assists (at least in my opinion).
Denying creeps is pretty much only used by pro players so it's pretty much a sure-fire way to know how good a player is.
Kills and deaths isn't as good (albeit much better than a players win/loss ratio) to determine skill, since noobs will often kill steal and naturally carry will (and should) get the most kills, and a tank/initiator might be expected to die more.

Assist on the other hand will reward all players regardless of their position in the team.

In fact;
Carry (AGI) could get a points multiplier on how many kills they have...
Tank (STR) could be freed point penalities on deaths and
Support (INT) could have a points multiplier on their assists.
You can mix it up a lot here, too.

Granted, there are agi/str/int that doesnt belong in the groups mentioned above, buts it's pretty solid if you don't feel like individually placing each here in a category. (It could possibly be adventerous to play a STR carry knowing dying wont be as bad, etc etc)




These are just some thoughts on how a better system can be implemented, and I can try to come up with new system if other players/admins feel the same way as I do with the current one.
Admin: PM me if this sounds resonable, I can help to make a new better system.

Pages: [1]