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Fat Pigeon
#1 Posted: : Monday, March 09, 2009 5:47:23 PM
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As they are now, they don't quite make sense to me.

I routinely lose 100+ points for deaths and while the majority are for -1 point, a good 15-20% are in the 30-80 range. On top of this enormous point loss, the player killing me doesn't get any of it, he only gets 5-10 points. This doesn't really make sense. Since there does not appear to be a cap on point loss as there was with the previous stats at 50, taking 172 point hits is just about the only thing there is to do now. Furthermore, past and recent changes with the current stats system are actually against the spirit of a stats system. Point values for several events are disproportionate to their impact on a game like Team Fortress 2. While they may be suitable for more point-and-shoot deathmatch type games like HL2:DM, the basic goal of TF2 is to capture or defend an objective. That being said, I hardly see how capturing a control point - the pinnacle of TF2 actions, is set at a recently more decreased, paltry 20 points. Heck, kill assits are worth 15% of a capture now. For some odd reason, defending a flag is worth almost as much as a point capture. Heck, a flag capture is worth more than 3 point captures, too, not counting team bonuses which would increase the difference. That seems to be disproportionate, too. What's weird is that all 3 captures on a CTF map is very close to playing offense on Dustbowl through twice and winning, point-wise. One little death is worth negative points to that same degree.

Unfortunately, with point values as they are now, I do not believe they accurately reflect one's TF2 gameplay. They are now even more suited for a deathmatch setting. Dominations worth just 5 fewer points than a point capture? Not really a good measure of who is moving gameplay forward. Stray crit, facestab, a tiny sliver of a body shot, or even a fair kill? Why does that take away, in a most extreme case 1760 points? In a typical case, 60-180. If stats are to measure a player's TF2 tactical skill instead of one's turtling or sniper slothing, point values for objectives should be altered and a point cap should be placed on deaths. Nobody really complained about the fairness of the old stats, though some of us regulars complained about a 50 point loss, these 100 plus point losses are immensely aggravating.

Just my two cents.
K_Buz
#2 Posted: : Tuesday, March 10, 2009 2:56:33 AM
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I was a HWG on Granary tonight with a kdr of 118:35, capped a couple points, dominations, the whole nine and I was up...

ready for this...

a whopping 7 points!

Most of my kills were for one point, but because I got backstabbed a handful of times, that took away about 50 pts per...from that one person. 

Bottom line...I agree there should be a cap on how many you can loose.  Over the weekend I lost 107 pts on some spam crit rocket.  I messaged Ductor about it and he told me he had just lost 113.  I would definately agree that if the killer doesn't recieve the points, why does the killee loose the points?




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endyss
#3 Posted: : Tuesday, March 10, 2009 11:12:16 AM
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We went through discussions similar to this just over a year ago, talking about HLstatsX point distibutions, and at the time I argued in favor of the kinds of caps you are talking about.  After seeing Tempest's stats system in action since then, however, I have to disagree with a cap on point loss, and I like the system we have now.

The problem with the point cap became pretty apparent over time: since players could only lose a maximum of 50 points, any player whose point gain could make up for the capped losses would bank the remaining points.  The point loss is calculated based on the difference in the two players' total points, and the cap just basically said "if the gain/loss exceeds 50 points, set it to 50."  As scores began rising, a loss of 50 points began meaning less and less to the highest players, and the end result was scores that became nearly unreachable, certainly by anyone just starting out on the servers.  The 50 point cap made the system more a reflection of time played on the servers than anything else.

We should start by agreeing that there's never going to be such a thing as a perfect scoring system.  If you want a system based purely on skill, then the killing player should always get the same points as the killed player loses (hastening their rise through the ranks).  If you want a system based purely on time, then killed players should just never lose points.  But both extremes have their problems -- a skill system grossly overrewards inadvertent kills and even slight imbalances in how points are awarded (like for flag caps, point captures, etc.) can wreak the system.  A time-played system that only rewards frequency is one that quickly becomes meaningless to anyone but people who play every night.


The current system strikes a nice balance.

By eliminating the point cap, it keeps frequent players scores from growing to unreachable heights.  Yet by not awarding the full amount of the point loss to the killing player, it mitigates the inadvertent kills and scoring imbalances (which in truth, no scoring system can ever fix -- the system can't tell whether someone got a lucky shot or one of incredible skill; then there's also the problem of imbalanced TEAMS...).  If there's one thing the Tempest stats before the reset proved, it's that there's no point cap that regular, skilled players will not eventually overcome.  And once that's done, the system starts breaking and becomes a time-played system.


All of that said, don't think for a second that I'm not sympathetic to your complaints.  One of the biggest issues I championed back in the day was the psychological effect that high point loss can have on how someone plays (and this was with the 50 point cap).  High ranking players at risk of high losses, if they're smart, will naturally begin adjusting how they play to avoid dying too frequently.  Maybe it starts by not leading the charge when you otherwise would have.  Then you back off to grab a medikit rather than risk dying.  Soon you even begin playing certain "safer" classes (like Engie) and outright avoiding others (like Scout).  I 100% understand exactly the frustration you're talking about, and I say that as someone who was ranked #1 at one point.  Unfortunately, I can't think of an easy way to solve that problem without hurting the entire system.  If it has to boil down to something that exclusively hurts high ranked players versus something that damages the point of the system for every single player, I don't know how we can get around taking the first option.

My only recommendation, admittedly a bandaid but one I found helpful: hlx_display 0
Typing it into the chat window (as opposed to console) turns off your viewing of the point gain and loss.


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Giller [GwDR]
#4 Posted: : Tuesday, March 10, 2009 12:21:58 PM
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Why are top ranked players always telling us how broken the system is? 

I can sum up the frustrations.  See, when don't you have a point loss cap, it makes it very hard to put a 100,000 point spread  between ranks and lock in your rank.  There is alot of posturing that skill or rewards aren't great enough, but that's basically smoke and mirrors. 

IF you regulate, or cap, the point loss....you build protection into the top ranks and allow them to put up astronomic point totals over time.  This has the secondary benefit to regular top players of widening ranking gaps by 30000,40000,50000,100000 points, and a tertiary effect of freezing the rankings altogether.  This was demonstrated in 2008 ranks as the year progressed there was almost no movement within the top 15 players and there was NO movement of new players into the top 15 (unless inactivity knocked out a 30 day no-show).

Graphically, a Capped point loss system it looks like this:

Conversely, if you DON'T regulate the point cap loss, and make it increase exponentially to thier point total...well then you get a diminishing returns curve that makes it very hard for the Top 20 or so players to have runaway point totals.  What I mean by this can be summed up by the following graph.  Lower point totals make for more contested rankings and difficulty for the top players to "freeze" their position by building up huge point buffers.

Paying attentinon to the x scale shows how no point loss caps effectively keep the max points lower.

 

In the end, I favor the NO CAP to point loss, because I feel like it makes for a more liquid ranking system.  Although it does favor the Skill tree more than the time played.  Any arguement that a point cap favors skill is wrong.  When you have NO point cap it forces good players to make the captures to get the big points...because they can't make thier living on killing/fragging alone.  It will not change the way the top 20 players play because they will quickly realize "playing it safe" is a quick way to knock yourself out of the top.  Take Kbuz for example...if he had not been leading the charge in Kd ratio and capping points..then he would not have gained ANY points...he would have suffered huge losses because if he just sat back and sniped..or camped out killing ...he would have been making only a few points off kills...and suffering huge losses when he did die. 


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K_Buz
#5 Posted: : Tuesday, March 10, 2009 2:32:18 PM
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But don't you want to "reward" the more loyal/frequent players?  Its one of the benefits of having the stat system to begin with...to keep people coming back.  If some of the non-pds'ers, even Ductor keep getting those unreal points taken away, it will encourage less activity or playing a class (such as engi) with less chance of death.

I know what you are saying, that you will discourage people from coming if someone like Ductor has 300,000 pts and there is no chance to catch him, but we could reset the stats quarterly (with a lower opening kill count) and give something like a reserved slot away for the quarter winner.

I don't know...just thinking outloud here.




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Giller [GwDR]
#6 Posted: : Tuesday, March 10, 2009 3:01:49 PM
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K_Buz wrote:
But don't you want to "reward" the more loyal/frequent players?  Its one of the benefits of having the stat system to begin with...to keep people coming back.  If some of the non-pds'ers, even Ductor keep getting those unreal points taken away, it will encourage less activity or playing a class (such as engi) with less chance of death.


It just goes back to the basic philosophy you want to have.  The point system can be designed to welcome and capture incoming players, or satisfy and reward the loyal/frequent ones....neither one is better than the other when looking at it objectively.  I just happen to favor the idea of bringing in new players and letting them challenge me. 

I don't know about the other regulars, but I don't stick with the Tempests because of the ranking system anyway...i keep coming back because of the community and the fact that I regard you all as friends.  IF we turned the stats into a Point destroying machine or got rid of it completely...i would hate to think that some of you are going to stop playing here just because you aren't ranked number 8 anymore (or whatever).

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endyss
#7 Posted: : Tuesday, March 10, 2009 3:05:15 PM
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I'd also hope that regulars frequent the servers for other reasons besides their ranking (as opposed to first timers, who might be discouraged by a stacked ranking system), and that if that were the only reason for their presence, would that be a demographic we really want to serve?


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In the end, everything Endyss said.


Fat Pigeon
#8 Posted: : Tuesday, March 10, 2009 4:12:01 PM
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Sorry, this ended up being much longer than I intended it to be.

I recognize why the system in place is used, and it's even explained in the community HLstatsX help files, but the basis of my argument is not whether or not the stats are fair to the community and players in general, but whether point values gained and lost for kill, deaths, and objectives are truly reflective of Team Fortress 2's gameplay. I was under the impression that stats were an objective measure of a player's skill and not his relative rank to other players. I believe you posted those graphs in the last discussion on this topic, Giller, a few months to a year ago when a stats reset was also being discussed. Unfortunately, I don't believe your reasoning is quite as applicable to the current situation on the server.

With the old stats system, a minimum of 1000 kills was required to receive 'real' points for kills when I started playing on the Tempest servers about a month after the game was released. Along with that, there was only one 24/7 server running along with two rotation servers. At the time, the average person reaching 1000 kills had around 15,000 points under his belt and very few people had fewer than 10,000 points and 1000 kills. At that time, Tempests 1 and 3, the rotation servers, were the only true ways to gain points since Tempest 2 was typically full of players and thus not much flag capturing was being done. The introduction of additional 24/7 servers was the biggest blow to the objectivity of the stats. Because players in the typical 24/7 game seldom achieve the game's objective, they simply kill each other and gain relatively little 'skill' in the stats system. Keep in mind, however, that both flag and point captures were worth 50 points a piece back with the old system and later worth 25 additional points to each member of the team achieving the objective.

Under the original system, even with the addition of additional servers, nearly every player getting 'real' points for kills had 15,000 points or more. Now, however, 3500-5000 points is the typical starting point for 'real' points because of 24/7 servers. The game has changed. The worst part about this, though, is that point values for objectives have decreased dramatically, too. Point capturing is only worth 20 points (previously 25 under the new system, 50 with the old). The risk/reward in point terms makes going after these objectives foolish for someone who solely wants to rise in the standings. I doubt this applies to any Tempest regulars, but the general idea is still in everyone's minds. Even though the objective of the game should take priority, I'm certain quite a few people, myself included, hesitate to rush in and reset the cart timer knowing that they will get killed for -100 points by a sentry gun right next to it in a hopeful attempt to do what is best for the game in the game's eyes, not the stats's.

With the current stats, I have captured more flags and points than any other Tempest player. In the last 28 days, point and flag captures have made up over 45% of my points gained. I believe this is the highest percentage out of regular players for the time being. At the same time, though, I've also lost what I approximate to be 2400-2500 points due to deaths. That's 125 points captured--almost one third of my total points captured--only 12 of the Tempest's 52,660 players have 125 or more captures.

If I went onto the zombie server, for instance, I could potentially (and easily!) lose every single point I have in one death. You read that correctly. I could, in theory, lose over 600,000 points, but I don't have quite that many, but suffice to say that I would be losing points in the thousands frequently. There are a handful of players on the zombie server that, due to the nature of the mod, have the required 500 kills, but have points in the double and low triple-digits. Taking those extremes out of the picture, a death to someone with a paltry 3000 points will result in a minimum of 100 points lost on my account. Taking those extremes back into the picture, what if the player with 10 points joined a round on Tempest 6 and killed, say, the top 4 players during the round. Boom. The top 4 players on the server would be in dead last in the space of an instant. Is this fair?

Sure, this keeps things 'balanced' in some sort of warped-logical way, but I disagree that this is a good thing. I am typically a fairly aggressive player--I push for the objective. Actually doing what the game wants you to do is worth a measly 20 points in a land full of the shadows of -100s popping up around every corner.

What HLstatsX measures, with this skewed points system, is not what it calls 'skill,' but rather how many kills you can get before accomplishing or failing the objective. Dominations? 15 points, with a likely 3 more points for the kills needed to get it. That's 18 points right there, practically the same value as a point capture, but you, in all likelihood, did not help anyone reach that objective. I fail to see how a system that does not justly reward for completing a game's objectives and punishes extremely harshly for common occurrences can be called balanced. If the stats system is to be a measure of skill, it should go by the game's definition and reward more greatly for goals accomplished than it punishes for actually attempting to reach those goals.

 

As a solution?

1. Cap the points lost. This must be done in light of the zombie server situation. I sometimes enjoy playing that mod for a few minutes at a time, but now that I've seen some of these abysmally low scores, I'm never going on that server again. Even a 100-point cap is still extremely harsh, but it prevents any earth-shaking catastrophes.
1a. Do the reverse of what we currently do as an alternative solution. Some other servers cap the points lost by a player, but don't cap the points gained by another. This would greatly inflate scores, so it wouldn't be a fair measure of 'skill,' but neither is the current system.

2. Increase the point reward for points captured. Currently, the reward is 20 individual points and 10 team points. Let's look at a flag capture for comparison. Capturing the flag is worth 65 individual points (50 for the capture and 15 for the flag picked up) and 25 team points. That's 90 points to a single person (unlikely because 2fort, the most common CTF map is turtle city) while capturing a control point is worth a third of that.

In sum, while I recognize that the current system balances scores, I do bot believe that in a game system like Team Fortress 2, a points system more suited for a deathmatch game like HL2:DM is fitting. Team Fortress 2's in-game scores favor points captured more heavily than kills and the game itself stresses that point captures are the goal of the game. In this light, I fail to see how a system that measures 'skill' has the exact inverse of this.

I've always used the hlx_display 0, but I still know when I've been hit for a big point loss. But I mainly use the stats to see how well I do and track my actions. I would much rather look at my last session and say, "Cool! 2000 points after 40 captures and a three to one kill to death ratio," rather than, "What the hell?! -265 points after 40 captures and a three to one kill to death ratio."
K_Buz
#9 Posted: : Tuesday, March 10, 2009 4:14:17 PM
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I understand what you guys are saying and I don't disagree with two valid philosophies.

I guess I was just trying to say, that one shouldn't have to have a 3:1 KDR, point captures, dominations, and other stuff just to break even.

I wouldn't be questioning it as much if those points went to the killer instead of being lost like "stimulus" money.




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endyss
#10 Posted: : Tuesday, March 10, 2009 8:50:41 PM
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When you boil it all down, the issue is fundamental difference in how to treat point loss.  Either point losses prevent regular, skilled players from amassing unreachable point totals by taking them away when they die, or they don't.

No player, no matter how skilled or how regular, should have those kinds of totals.  Will players with lots of points lose a lot when they die, potentially impacting their ranking?  Yup, but you know what?  So will any other player with lots of points.  Don't mistake the scoring system for some kind of ever-rising XP system where all you have to do is play well and you'll always be in the black. 

The higher anyone goes, the more points anyone loses, and at the end of the day it'll be skill that really makes the difference.  Someone else plays more conservatively, doesn't play aggressively, and starts to pull ahead of you?  Kill 'em a couple times, cap the flag a couple times (something they can't do if they turtle in).  By playing it safe, you lose fewer points but you gain fewer as well.  Anyone who's been here the past year has seen first-hand how things can go wrong by limiting losses, but I have yet to see it go wrong the way it's set up now.  I'm not saying it can't, but the points are designed to establishes the rankings, which should in the long run be a reflection of skill, not frequency.


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Razor
#11 Posted: : Tuesday, March 10, 2009 9:18:06 PM
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How about going back to the old system and wiping points at the end of the month or end of the quarter?  Do not have a X point to real points period.


endyss
#12 Posted: : Tuesday, March 10, 2009 9:29:12 PM
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Oh, and lest I get left out in the cold, here is a graph of my own:



This graph just shows the point totals for each of the top 150 players ranked.  I think it shows pretty clearly that, despite the massive point losses being complained of here, it's obviously not doing enough to balance the frequency vs. skill of playing.  I have immense respect for Ducktor's skills and don't mean to diminish them in the slightest, but no way he and the other top 10 are that exponential level more skilled than the others (I'm sure it's a part of it, but not to that extent).

And just in case you think my point about rank vs. time played is all a bunch of BS:


HolyJaw wrote:
In the end, everything Endyss said.


Docta BBQ
#13 Posted: : Tuesday, March 10, 2009 9:45:45 PM
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Give me time, I'll break any graph you guys can make, :P
And Pigeon, I don't like losing 100+ points either (I think my record loss is like 140, not as big as your record loss, though), but I think trying to change the system is a losing battle, so I just decided not to give a damn, measure your greatness via kills per death or something like that.  We know we're the best tempest has to offer :D.
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Sunfox
#14 Posted: : Tuesday, March 10, 2009 11:42:21 PM
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First: there is a points loss cap. It's 500 points.

Second, I personally think the current point system is working better than the earlier ones we've tried. The problem I always had with the old system was that new players benefitted heavily by killing long-time players, ie. gaining 50 points for a random shot. HLStatsX was really broken, since it merged a time-based points system and treated it as though it were skill-based when it came to adding/subtracting points. IE it figured someone with 10,000 points was 10X better than someone with 1,000 points, when that simply wasn't the case. Now that doesn't happen - there's flexibility to the points, and a noob with 3,000 points may only get 7 points for killing someone with 65,000. I have seen the occasional player get over 20 points for killing me, so there is some math going on in the background. Now imagine if those gained caps were removed (which is the only other option at this point). Would you honestly feel better if a first-time scout got 500 points for killing you, than if you still lost 500 but he only got 7?

Right now, it's a rather interesting time-based points awarding system, merged with a skill-based system to KEEP those points. Essentially it's supposed to keep you mostly EVEN in points if you maintain a 2:1 kill/death ratio. Obviously this isn't completely the case, since I'm running under that ratio and still growing, but admittedly at a slow rate. Which means if you whore out the capture point maps, you're probably going to see more points lost per death than if you play 2 Fort. Which actually helps balance out the maps. Even playing medic isn't a way to gain uber points, since you end up with a pretty low K:D ratio. Which again, seems like a good balancing factor to prevent particular play styles from gaining massive points (and don't tell me that playing medic wasn't the key on the old system).

Finally, the version we have installed is not yet perfect; it doesn't award points for some events like it's supposed to. There are fixes, but I haven't been able to upgrade the system (no access).

SNoB
#15 Posted: : Wednesday, March 11, 2009 8:36:21 AM
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The current system is less based on skill than the old one.  Before you try to argue with me look at the point modifiers for each weapon.  Are you going to try and argue that its just as easy to get a kill with the spys revolver or engy pistol as the flame thrower?



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