>>> and get raped into oblivion
QL doesn't use ELO. I can assure you.
Because sponge/Sync have admitted that their system doesn't use ELO.
tier 1 safety net then the remainder split -
25% top players.
Why not have a player go through some ranking matches?
and re-engineering in a way that can cope with going to steam has clearly been estimated.
It may be a bit hard on their server though (depending on what solution you come up with)
Well... I do know most technical aspects, and I also can't figure out what's so difficult about it.
Most algorithms used to find integers close to eachother are in an order of magnitude of (N^2) where N is the number of records you have. So if you have a list of 1.000 people trying to play a game at one point in time you'd have to make at least (1000^2) 1.000.000 calculations.
How hard can it be to create a webservice which takes as input "userID, gametype he wants to play and his elo/rank" then stores this in a hashmap or multidimensional array.
And each minute, or just whenever there are enough people of similar elo in it, it gives a list of matches linking the "closest people in elo wanting the same gametype".
FAR too many players expect it to give them either a win with little effort, or games with only 1 or 2 frag margins all the time
I hear this a lot, but I'm curious as to how exactly this would manifest itself for the end user in Quake Live.
>> the "average player" (1200 elo)
>> ehhh in Elo rankings you let all people start on the average.
(or rather you let everyone start on the same number and that is the average ...
what are we complaining about?
In my example the 1200 is the starting rating for a first time dueler.
(And this does not need to equal the average rating of the whole player-base. Actually: it shouldn't be. A new player would realistically be much weaker than the community average.
It sounds as if he thinks that within all elo systems the average would be the same as it is in chess. (around 1900)
>>> Because in the simplest form of Elo's rating system the starting value is the average value. But as you said, a real newbie is typically overestimated at the average/starting value and will quickly drop.
>> Yes, using such techniques can lead to a different average.
>> As for QLRanks... look at this the section "Top 50 Countries by No. of Players" :
>> I thought the average in qlranks was 1500 myself, not entirely sure though.
(matched, difficult, very difficult, extremely difficult... That's 3 "levels" apart... seeing how there only are 4 levels in QL that would say a lot innit?)