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RATINGS Archive
Started by Champion · Mar 4, 2015 10:37 PM · 29 replies · 1000 views
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For USL efficiency, you COULD substitute SL's "game time" for a simple "plus/minus" ratio. Of course you have to set a limit, say anything over 50 kills counts as perfect efficiency (again I'm just throwing that number out). Example: Team X defeats Team Y 55-40. Team X wins by 15 kills. So players participating from Team X would receive a .65 efficiency rating. Players participating from Team Y would receive a .35 efficiency rating. That efficiency rating would then be computed in combination with the Competition rating. If Team X was projected the victor by the simple win/loss %, the competition rating for Team Y would be higher. Team X projected to lose, competition rating for Team Y is lower. Again, I don't know exactly how the competition rating worked, so you would have to invent your own rules on this one. But I assume everyone starts the season fresh with a 0 competition rating? After the first week you would have all the data you need.
Did assist points use to factor into the medic rating?
formula sucks, my rating dropped from low 80's to a 69 because i missed a game
that's how it works. plus the formula itself was changed. there's only 3 people in the 80's now so it really only changed from like 70-75ish. this to prevent people from having 1-2 good games and keeping a high rating.
We can always lower the rate when missing a game so its not as strong. yet there has to be a penalty for player that do way to good in 1-2 games and stop playing.
i guess im screwed, i'll practically have 3 bye weeks this season
I added squad ratings on the standings page. Do these seem accurate to you guys? Feedback. It's weighed mostly on +/- and wins/losses.
looks fine for now. obv it would be good to factor in competition and wins against higher ranked squads like how SL had, but this is fine for its purpose
Yea I will definitely be looking to add in competition down the line once I figure out how it was calculated exactly. I don't have much to work with.
Also tweaked player ratings. Everyone's values were a little low so I adjusted it and everyone was boosted a bit.
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