Open DeinFreund opened 5 years ago
The new BattleDebriefing
is now implemented on the test server. Here's a sample message:
BattleDebriefing {
"DebriefingUsers":{
"DeinSchlumpf":{
"AllyNumber":1,
"Awards":[
{"Description":"Big Purple Heart, Damage received: 3,847",
"Key":"ouch"},
{"Description":"Master and Commander, Damaged value: 642",
"Key":"comm"
}
],
"EloChange":-50.0,
"IsInVictoryTeam":false,
"IsLevelUp":false,
"IsRankup":false,
"IsRankdown":false,
"NewElo":1450.0,
"NextRankElo":1500.0,
"PrevRankElo":80.0,
"NewRank":0,
"LoseTime":405,
"XpChange":25,
"NewXp":3037,
"NextLevelXp":3840,
"PrevLevelXp":3300,
"AccountID":348706},
"bust":{
"AllyNumber":0,
"Awards":[
{"Description":"Complete Annihilation, Damaged value: 1,451",
"Key":"pwn"},
{"Description":"Mineral Prospector, Mexes built: 16",
"Key":"mex"
}
],
"EloChange":1.0,
"IsInVictoryTeam":true,
"IsLevelUp":false,
"IsRankup":false,
"IsRankdown":false,
"NewElo":1501.0,
"NextRankElo":1584.0,
"PrevRankElo":1416.0,
"NewRank":1,
"LoseTime":-1,
"XpChange":50,
"NewXp":100,
"NextLevelXp":100,
"PrevLevelXp":0,
"AccountID":394956
}
},
"ChatChannel":"debriefing_711371",
"ServerBattleID":711371,
"Url":"http://test.zero-k.info/Battles/Detail/711371",
"RatingCategory":"MatchMaking"
}
"DeinSchlumpf":{
"NextRankElo":1500.0,
"PrevRankElo":80.0,
"bust":{
"NextRankElo":1584.0,
"PrevRankElo":1416.0,
The 80 is confusing, is it an actual rating value (as in ultra-lobster), not a diff? If yes, is this because this account is gray? If yes, maybe gray should have some sort of "RankStillCalibrating" : 1
?
The exact numbers are wrong, because the test server's database got trashed. PrevRankElo is the elo at which one will lose the current rank, NextRankElo is the elo at which one will gain the next rank. For the highest (7, purple) and lowest (0, grey) rank these values might not make too much sense though.
There's no more calibrating now, just fake elo that behaves as if it is always perfect.
Sorry, my comment from a few days ago failed to post.
I don't see how this feature helps:
It doesn't have to be a pop-up, it can also be integrated into the debriefing screen somewhere. I just want players to know that games affect their Level and Rank and by how much. If they don't see their rank change, then WHR might as well be hidden for all but the top handful who manually check ladders after each game.
Battle debriefing was meant to show you your awards, link to stats on site, level growth etc. It was also made to popup for "debriefing chat". Back when we werent sure we are going for classic rooms.
Actually I think I'd be fine with a close automatism. I want new players to see it and players who are interested in their rating, the others can ignore it as they wish. The rating changes have been changed to the 50/50 elo average now.
I'm unconvinced that boosting the salience of the fact that you lose rating after half your games is a good thing to do. Why do people need help knowing that their rating and level is affected by games?
Firstly the need to know some rating exists, then they need to know that it decides on their upranks and downranks. Otherwise those rank changes seem to have no direct connection to their performance. The same goes for xp and levelups.
If we don't want to display rating and its changes, then I might as well drop it and stick with raw WHR. It's more accurate and just as random as a rating that you don't see.
Yeah I think ranks should go up.. whats the problem with XP rank + awards + modified fake elo/whr ?
If we don't want to display rating and its changes, then I might as well drop it and stick with raw WHR.
I disagree. There is a lot of room between putting each rank change in the player's face whenever they win or lose a game, and making human-compatible rank completely invisible.
Atm people do know that there is a rank system for sure, thats why I was not pushing much for debriefing message. I wanted to push it when we have proper offline stats (wanted to collect full stats for balance reasons too, we had some old web that was doing it so I wanted to remake it and then link it together with the debriefing)
Not even those active on the forums can know that their rating doesn't go down on a loss http://zero-k.info/Forum/Thread/32369 And they will not learn this without actually seeing their rating changes.
The only way to find out right now is to talk to a dev or manually check ladders after every game.
Is it important for them to know how it works? Perhaps they only need to know how they stand compared to others.
I don't know how ratings mathematically work in any other game I play, sometimes people say it's "elo" but I have doubts.
If they don't need to know how their rating moves between games, we don't need to put so much effort into making the rating move in a user friendly way.
@GoogleFrog Right now the human rating is completely invisible to the average user (from a lobby view). What is the partial visibility you're proposing?
Its supposed to be tied to color of icon. Icon is not supposed to "degrade" for new players.
What is the partial visibility you're proposing?
Finding rating on the website.
The server is going to use a new "fake elo"/ladder elo rating that'll only change after matches. It has limited movement and always matches the result (victory gains elo, loss loses elo). In order to make for a user-understandable rating experience, the result of each match should be properly communicated. The lobby receives a BattleDebriefing that contains all information pertaining to each user's battle result. Please remark if there are missing tags and implement a post-battle pop-up to display a debriefing/progress report.
The current message looks as follows:
Rank changes should be detected solely through this message to make sure they are correctly displayed after the corresponding match. See IsRankup or IsRankdown to find out whether to display a rank change message. IsLevelUp behaves similarly for xp changes. No changes to level or rank will occur outside of a BattleDebriefing.
XP progress can be shown as a progress bar with fill ratio animated from (NewXp - XpChange - PrevLevelXp) / (NextLevelXp - PrevLevelXp) to (NewXp - PrevLevelXp) / (NextLevelXp - PrevLevelXp)
Fake elo progress can be shown as a progress bar with fill ratio animated from (NewElo - EloChange - PrevRankElo) / (NextRankElo - PrevRankElo) to (NewElo - EloChange - PrevRankElo) / (NextRankElo - PrevRankElo). It's important to also show the rating category, as the rating change might have not been for the player's better category, thus not actually determining rank. If the battle was not rated for any category, RatingCategory will be set to "Unrated" and NewElo to -1.