New ID Elo system

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kinggore
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New ID Elo system

Postby kinggore » Wed Aug 27, 2014 4:11 pm

for those that think the present ELO system doesn't work.
here are a few suggestions for future programmers to work on if they ever get the time.

Split ELO between Titan and Builders. name shown will have 2 scores.
Titan gaining Elo points for killing builders. accordingly builders loose their score for this.
Builders gain Elo for killing the titan and minions. also gaining according to kill rank (if your the first to go, you loose your elo) titan loose his score for this.
Finally the score will be handled out.
so a Titan with low elo killing many high elo builders will gain even if game lost.

any more suggestions are welcome, these are just ideas for who ever programs the Elo engine to work on for betterment of the community.

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Re: New ID Elo system

Postby aRt)Y » Wed Aug 27, 2014 7:19 pm

The elo is already fixed by now. We will see how it works out in the public beta.
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Re: New ID Elo system

Postby Lynx » Wed Aug 27, 2014 10:13 pm

What changes were made?

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Re: New ID Elo system

Postby Neco » Sat Aug 30, 2014 10:09 am

Lynx wrote:What changes were made?
I can tell you the changes I've made in the map, this is all the information that ENT will have to make ELO calculations:

Firstly, the original MMD information, which I simply reimplemented as in the old version (some seem weird to me):
  • "afk", 0 if the player moved their unit and 1 if they were moved to being an observer for not choosing in time.
  • "kills", how many Defender players this player has killed.
  • "deaths", 0 if the Defender didn't die, 1 or more if the Defender did die.
The ones introduced in the alpha:
Neco wrote:Fixed MMD
  • Three new MMD definitions:
    • "start_class", the class that the player started as. If you -titan at the beginning of the game (titan cannot be found), your start class will be CLASS_TITAN.
      • CLASS_NONE = 0
      • CLASS_MINION = 1
      • CLASS_TITAN = 2
      • CLASS_DEFENDER = 3
      • CLASS_OBSERVER = 4
    • "end_class", the class that you ended the game as.
    • "end_state", the game state that you left the game during.
      • STATE_IDLE = 0 When the map is initialized
      • STATE_STARTING = 1 When game modes / player races are being chosen
      • STATE_STARTED = 2 Once defenders (and Titan) have spawned
      • STATE_PAUSED = 3 (The actual game state will be shown in "end_state", so you'll never see STATE_PAUSED)
      • STATE_FINISHED = 4 On gameover
  • Players that leave before the game starts will now be flagged with MMD_FLAG_LEAVER.
  • Players that leave during the game will be flagged with MMD_FLAG_LOSER.
  • Players that leave after the game has ended, will be flagged correctly.
  • Players that stay right until being kicked from the game will be flagged correctly before being removed.
And in the upcoming 0087 alpha release:
Neco wrote:Updated MMD:
  • Wrote the synchronisation code better, it's a lot cleaner now, and it sends the information when victory is determined rather than when the game ends. This may desync people, but will ensure that the information is sent while there are still players in the game.
  • Added two new definitions:
    • "race", a string value giving the name of the race that was chosen by the player. This can be "Unknown" or "_NULL" depending on events during the game's setup.
    • "race_randomed", an integer value where 0 means they chose the above race and 1 means it was a randomly made selection.
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almost
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Re: New ID Elo system

Postby almost » Thu Sep 04, 2014 5:10 am

I think just displaying Titan kills and Builder kills would be cool too. You don't necessarily have to get into all this points stuff.


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