Hey guys,
in case you haven't seen it, DICE is testing a replacement to the random skill number, with some 5 point graphs a la football manager.
http://i.imgur.com/bZWW6pN.gifv
It's currently working on CTE, but according to DICE it's pre-alpha.
The thread for discussion is here https://www.reddit.com/r/Battlefield_4_ ... lay_style/
New Implementation of the Skill system in CTE
Moderator: Executive
Re: New Implementation of the Skill system in CTE
interesting
Battlefield Tournament History
BF3C4: STAR Infantry Private 2
BF3C5: LOD Infantry Private
BF3C6: UNSC Infantry Private First Class
BF4C1: USSR Infantry Conscript
BF4C2: GoCI Infantry Private First Class
BF4C3: LN7 Infantry Private
BF4C4: JANUS Armor Private
BF4C5: KTSS SAS Captain
BF4C6: SAD Infantry Corporal
BF4C7: GC Infantry Captain
Re: New Implementation of the Skill system in CTE
a nice reminder that skill based matchmaking is coming to SW:BF
Wat ne Wuchtbrumme!
Re: New Implementation of the Skill system in CTE
You had missed something ^^Jokerle wrote:a nice reminder that "skill" based matchmaking is coming to SW:BF
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- Posts: 308
- Joined: Wed Aug 20, 2014 4:07 pm
Re: New Implementation of the Skill system in CTE
I'm all for getting rid of the "skill" stat, if only because it's rarely indicative of how useful a player is to the team.
The "play style" indicator they're proposing isn't necessarily a bad thing, but it's somewhat directionless.
To me, quantifying a player's capabilities is needed when balancing teams, either ingame or in a draft. What would be useful from that perspective are two different, but not necessarily mutually exclusive metrics: Combat Potential, and Objective Potential.
Combat Potential could be derived from existing stats like kill assists, avenger kills, savior kills, spotting assists, and supression assists. Additionally, kills while in a flagzone or near an objective should also be taken into account.
Stats like K/D, accuracy, and kills/min shouldn't be included as they vary drastically by gamemode. Someone playing a lot of deathmatch, where you have a target rich environment, is likely to have these stats higher, while not necessarily being an asset to the team. Feeding isn't good, but neither is staying alive for a long time while accomplishing nothing for the team.
Objective Potential could be derived from stats like squad score, vehicles damaged, vehicles destroyed, and gamemode score for conquest and rush.
I'm somewhat hesitant to include revives, heals, and resupplies because they're easily skewed by playing lots of lockers.
Those give an idea of how useful a player is to the team in a broad sense, though a visual method of determining aptitude with individual kits, like they're working on already, could potentially assist in micromanaging squads based on kit competence.
The "play style" indicator they're proposing isn't necessarily a bad thing, but it's somewhat directionless.
To me, quantifying a player's capabilities is needed when balancing teams, either ingame or in a draft. What would be useful from that perspective are two different, but not necessarily mutually exclusive metrics: Combat Potential, and Objective Potential.
Combat Potential could be derived from existing stats like kill assists, avenger kills, savior kills, spotting assists, and supression assists. Additionally, kills while in a flagzone or near an objective should also be taken into account.
Stats like K/D, accuracy, and kills/min shouldn't be included as they vary drastically by gamemode. Someone playing a lot of deathmatch, where you have a target rich environment, is likely to have these stats higher, while not necessarily being an asset to the team. Feeding isn't good, but neither is staying alive for a long time while accomplishing nothing for the team.
Objective Potential could be derived from stats like squad score, vehicles damaged, vehicles destroyed, and gamemode score for conquest and rush.
I'm somewhat hesitant to include revives, heals, and resupplies because they're easily skewed by playing lots of lockers.
Those give an idea of how useful a player is to the team in a broad sense, though a visual method of determining aptitude with individual kits, like they're working on already, could potentially assist in micromanaging squads based on kit competence.
- Divine-Sneaker
- Posts: 226
- Joined: Tue Oct 23, 2012 6:26 pm
Re: New Implementation of the Skill system in CTE
Just divide the metrics based on Game modes and map sizes + never take bonus xp from double xp and xp boosts into account for them.
It needs to be extremely transparent and heavily divided so people can actually get any useful information at all.
It needs to be extremely transparent and heavily divided so people can actually get any useful information at all.
"fraking game mechanics"