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Bman_p

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  1. Thanks for the responses, some of you (minus one bad apple) have brought up multiple scenarios and good points as to why this wouldn't work. I agree that the numbers game is not a good indicator of skill in many cases. However, the current way is not working either. The argument one such poster made that basically the cream will rise to the top in the current system is not always the case. I know many who have been in the top 10 and even topped the leader boards that are not even close to best on their server, much less the game. But queue syncing and other strats have allowed many to achieve ratings that do not reflect their skill level. My OP was merely a suggestion that I thought up in about 5 minutes. There has been a lot of shooting it down and that is ok, there have been some excellent points. Yet, as I asked in the OP, does anyone have any suggestions to make this better, not just my "formula" but the whole rating system?
  2. Do you even parse bro? A simple APM stat is easily measured. As for a specific combination of abilities being used granting a better score, that is just ridiculous and I said nothing of the sort. Keep at it though, no one thanks you. Maybe the formula I am proposing wouldn't be perfect (of course not). But if someone likes one faction over another for instance, and the majority of the best players who que ranked and pvp are on the other side, their rating will be too strongly affected by the number of bads that they will have to carry. The current system does not do a good job of reflecting individual skill. If you have nothing to add to the thread but negativity then stay out of it. Or if you want to theory craft and discuss better ways to measure skill in solo ranked then I am all ears. You are adding no value to my thread thus far.
  3. In combination with all of the other variables I said and in the context that you were saying, yes apm would be one of many stats that reflect performance. You are completely missing the point and also ignoring the quote on your sig. There is no way to completely capture someone's performance in a match, however the current system almost completely fails to do so. All I'm saying is that a well put together formula that properly weighs and considers more than just win/loss would be a much better reflection of skill. But keep at it bro, my guess is that you must have a high rating in the current system and are against anything that would jeopardize that. Either that or you are just completely ignorant.
  4. If you are in a support role (tank or heals) then there would be a higher weight given to protection and hps. If you are referring to a Dps supporting his team by interrupting, using cc, knock backs ect., this would be measured by apm (actions per minute) thus would still reflect performance. P.S. - This should never be your "primary role" either, if you are Dps then your primary role is dps. A good player does these things anyway.
  5. This is why there is solo as well as group ranked. I understand what your saying and I agree the team effort and results should matter, which is why I propose that the win/loss multiplier have a strong impact on the rating. This would still value the team aspect, yet also separate those who get carried through from those who actually posses skill and take the time to gear properly. Your comments about Trent Dilfer actually prove my point further. He was carried by a great defense and running game, therefore he should not receive a high individual rating. This game does not do this, and is probably why many of the best players have left.
  6. Just wondering why you feel this way? The current system really doesn't reflect individual player skill very much.
  7. I think many would agree that solo ranked rating is not always an indication of player skill. A decent player can achieve a pretty good rating by simply timing their que when bad players are yoloing, or by syncing a premade that has voice chat (this is easier in a PVE server that has little ranked action). With that being said, this game already has the metrics in place to allow for a much better measure of skill and thus a better system to assign ratings. I am average at best at math but I know that bioware has the intellectual capital (easy on this one guys) to develop a formula that takes into consideration many of the variables that are already measured in every warzone. What if instead of a rating based solely on win/loss which is extremely subjective, we had a formula that considered Dps, hps, protection, and apm. You could assign weights to the stats based on role (Dps, healer, or tank), and still reward wins by having a multiplier of for example, 1.25 for a win and 0.75 for a loss. To avoid terrible stats due to teams standing on each side of the arena staring at each other until someone finally goes all "LEEEROY JENKINS!!!" (Often getting globalled and ruining everyone's rating), the stat timer should not start at the beginning of the match, rather when combat is engaged. Just curious to see others perspective on this and would like to see any other suggestions that could improve this flawed system.
  8. I'm tired of hearing about lack of survivability in scoundrels/ops. When comparing them to the other bursty stealth classes ( shadows and sins ) their survivability is just fine. They are slightly behind when it comes to standing toe to toe in combat, but the ability to just roll away and heal up and return to the fight is something that a sin cannot do as easily. These classes are STEALTH!! They are not meant for extended battles. Open, burst he crap outta someone and get out, rinse and repeat. If you are having trouble surviving then I have some advice for ya...
  9. Not sure if I think smash needs too much nerfng honestly. However I think it would be interesting to change the leaping autocrit ability to only allow an autocrit on the target lept to. Maybe place a debuff on that target, so everyone else hit by smash is subject to RNG or crit chance. Thoughts?
  10. Last night I saw a sage with no stim and unaugmented conqueror left side, conqueror OH, out heal Ziara in a voidstar. Keep at it bruh.
  11. Don't bash everyone who makes a list that doesn't seem close to what everyone thinks. My list was missing some ppl who others mentioned just because I really hadn't seen them play. Can't really say someone is the best if you've never played with or against them.
  12. I think the pushback reduction will help more in PVE than PVP. Constant aoe damage and dot damage in boss fight really hurt sage/sorc dps.
  13. Dulfy.net and noxxic.com are probable the most helpful websites in my experience. As well as some guides posted by players in these forums.
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