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Thread: Balancing teams

  1. #41
    Rank: Elite Poster
    • Join Date: Aug 2007
    • Posts: 826

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    Quote Originally Posted by Ziqqi_pH View Post
    My point is just that many kills/assists doesn't automaticly equals a good player. Neither does less kills/assists equals a bad player. If someone on the team gets fed like hell, and he has by far the highest % of kills/assists then the other players % will drop -> less rank experiance.
    If you want, feel free to look at each replay and each player and each kill and then decide the skilllvl..
    also invite him to ur home, ask some question about he was feeling that game, his mood the whole day, his bloodpresure, his last time he had sex and so on...


    got my point?
    All those who believe in telekinesis, raise my hand.

  2. #42
    Rank: Regular
    • Join Date: Oct 2009
    • Posts: 83

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    Quote Originally Posted by Flutschi View Post
    If you want, feel free to look at each replay and each player and each kill and then decide the skilllvl..
    also invite him to ur home, ask some question about he was feeling that game, his mood the whole day, his bloodpresure, his last time he had sex and so on...


    got my point?
    Exactly!
    It's inpossible to make an automatic 100% "right/good" ranking system.
    But yes, I get your point.

  3. #43

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    what about adding factors like total damage dealt and hp healed in the algorithm?

  4. #44
    Rank: Elite Poster
    • Join Date: Aug 2007
    • Posts: 826

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    Its not the bot that should record that, its the map.
    All those who believe in telekinesis, raise my hand.

  5. #45
    Rank: Superior Deity
    • Join Date: May 2009
    • Posts: 1,403

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    and wc3 has not inbuilt damage detection system that can be used that way. however, there are custom ones (Google is your friend) which will probably be included in DotA in some future version

  6. #46

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    icefrog will implement it for us soon, i believe

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