pooty wrote: ↑Wed Jul 21, 2021 1:30 pm
And the other thing, I know Enyo's pointed out before, point system isn't best representation. We had a match two days ago, score-wise pretty balanced...game-wise...nope. My losing team didn't cooperate building nodes..
Indeed, I've been saying this for YEARS... a high score does not necessarily translate to teamwork on nodes, which is what absolutely wins games in ONS. Insanely, people will argue with that, please don't. Pooty and I are of the same mindset that teamwork on attacking and building nodes is what wins.
Knowing PPH is not a good measure for balance in ONS, I looked for a stat that already exists in our UTStats DB that could better rank players than the "Rankings" page order, which seems really wonky to me. Spoon!! doesn't rank well, but he's an excellent team player anyone would want on their team, he just doesn't play often enough to move his ranking up. Helperbot is an idiot that attacks hordes of bots with a mino every day around 3pm, but his player rank is near the top.
So, I started looking at the Effectiveness score for each player and it seems to be a better "ranking" for players in general. I'm not sure how that's calculated, but it's not the same as the weapons eff. I used pooty's same example and added every player's Eff. % to illustrate the stark difference between teams, and it supports why the blue team overran us the whole time. I remember the two wins we had we squeaked out comebacks in OT first two rounds, but barely and only because leon and I had tons of good flyers those 2 rounds. Then we got stomped. Couldn't find any data on the two missing players at all, as if they're not in the DB, they prob changed names.
The numbers below clearly illustrate blue had a huge advantage with 11 players @ 40+% vs. only 7 for red. To make things worse, we had 8 players under 40% (counting the two missing data, but I know they're noobs), while blue only had 4 under 40%. Most critically, red had 4 times as many players above 60% than blue.
This looks very telling to me... pooty, how is that effectiveness % getting calculated? All the schlubs under 40% are the usual suspects that rarely show up at the most critical nodes and still haven't figured out dodge jumping. I think if we could get the balancer to use this Eff. % as a ranking system, we might actually get some semblance of balance. Thoughts?
Player % rounded for counting purposes):
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain