Results 1 to 10 of 18

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    McSic's Avatar L e a d e r

    Join Date
    Dec 2007
    Posts
    8,962
    Thanked
    556
    Thanks
    7,975
    Originally Posted by Faky View Post
    True cw isn't only 2v2 but what about 2v2? you need to do 500dmg to gain elo in 2v2 cw match that's impossible!
    We can do it based on the amount of characters in the team. Don't worry about those numbers.

    Originally Posted by Bunny View Post
    It doesn't have to be strictly damage affecting elo changes in that case. Say you're matched up with a pretty bad teammate but you manage to deal lots of damage before eventually losing the 2v2. You lost, so clearly you should lose elo, but you also played well, so maybe gain some too. Overall, it could be that you'd want to balance good performance elo gain and loss elo loss for a net ~0 elo gain.
    If it just so happens that you win, then you both won and did lots of damage, so you should get double the elo, while your teammate which is kind of bad shouldnt get as much just for getting carried if they did less damage.
    Yeah that makes sense. Will have to come up with some good numbers for that.

    Idea (to keep it somewhat simple):

    If you win, you get elo. (If you're MVP: You get 1.5x ?)

    If you lose, you lose elo only if you did not deal the required amount of damage:

    For each enemy in the room (except if enemy team is bigger than yours, where it considers the size of your team):

    1000+: 20 dmg per enemy
    2000+: 40 dmg per enemy
    3000+: 80 dmg per enemy
    4000+: 120 dmg per enemy
    5000+: 160 dmg per enemy
    6000+: 200 dmg per enemy

    Just throwing some numbers out there.

    Another idea:

    I did try spreading the elo gain/loss evenly among the team based on damage % of total team damage, when we first added elo, but that system was pretty harsh for the players. However, we could follow that approach for the losing team only - and for the winning team: everyone gets the same (based on his/her elo, like it currently is), except for the MVP (1.5x). That might work.

    So say you lose, but you did 70% of your team's damage, so you only lose 30% of what you'd normally lose.

  2. The following 5 users say thank you to McSic for this useful post:

    Eran (06-11-2022), Faky (06-11-2022), Ommadawn (06-13-2022), StephanM (06-11-2022), SunRui (06-11-2022)

  3. #2
    McSic's Avatar L e a d e r

    Join Date
    Dec 2007
    Posts
    8,962
    Thanked
    556
    Thanks
    7,975
    Originally Posted by McSic View Post
    Another idea:

    I did try spreading the elo gain/loss evenly among the team based on damage % of total team damage, when we first added elo, but that system was pretty harsh for the players. However, we could follow that approach for the losing team only - and for the winning team: everyone gets the same (based on his/her elo, like it currently is), except for the MVP (1.5x). That might work.

    So say you lose, but you did 70% of your team's damage, so you only lose 30% of what you'd normally lose.
    Elo loss depending on damage has been added in the next update. We'll see how it works out.

    Edit: update planned for release in a few hours from now.

  4. The following 2 users say thank you to McSic for this useful post:

    Eran (06-14-2022), SunRui (06-14-2022)

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)