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- Lobby rank matchmaking: Player rank converted to Team rank
- - Highest player rank in team weighted x2
- - Teams with masters minimal weight d1, auto weighed masters if x% away from lowest pred rank
- - Preds minimal weight masters, auto weighed pred if top x
- Server matchmaking: Box plot created per-team of expectations
- - Teams ordered by rank for placement expectation
- - Teams placing within expectations aims for 50/50 gain/loss per rank
- - Middle of plot converts loss to gain
- - Low ranks favors gain for teams
- - top ranks favor loss for teams
- - Box plot roughly covers same bounds as % of equal team ranks
- - Server rank has small variation, larger box closer to center
- - Server rank has large variation, smaller box closer to team rank
- - Positive of box plot may cover part of higher rank variations
- Box ranking: Placement box determines earnable points
- - Outer bounds of box show major gain/loss
- - Lower end grants major loss beyond entry cost
- - Lower end docks most points from kills
- - higher end gaurenteed zeroing of losses
- - Higher end placements give set point bonus from most kills
- - Inner bounds of box show normal gain/loss
- - Left of inner bound gives -100% to +100% of entry cost
- - Left of inner bounds has the ability to be mitigated entierly through kills or partially through placement
- - inner bounds rewards flat points per placement until entry cost is mitigated (40% halfway? (Plat))
- - right of inner bounds uncapped but flat gains for kills
- - right of inner bounds give majority points for placement
- Kills: Percentage based until top positions
- - Kills beneath upper outer bounds reward set percentage of entry cost (30-35%)
- - Kills on lower distinguished ranks only give a bounded fraction of usual points (20-10%), not subject to bonus
- - Kills on higher distinguished ranks grant additional points beyong usual (10-25%), extra points subject to multiplied bonus
- - Kills in upper outer bounds given multiplier
- - Multiplier depends on placement in outer bounds
- - Set bonuses on kills multiplied on same placement
- - bonus on kills against higher ranks can be multiplied twice
- Death
- - Lower Outer bounds of box heavily docks points
- - dock is based on distance from inner bounds
- - docks are fractions of your kill points
- - extra points on kills in higher ranks not subject to docking
- - Lower inner bounds
- - points aren't docked, but can only total 200% of entry cost
- - gains effectively capped at +100% of entry cost
- - extra points granted on kills in higher ranks not subject to cap should points from other sources reach 200%, limited by their reward
- - Upper inner bounce
- - points may exceed 200%, but rewarded flatly
- - gains notably limited if not appreciated in placement
- Apex predador exceptions
- - minimal to no upper outer bounds in box based on lobby
- - team bounty based on their position from #1, carried as additional reward
- - rewarded between team/players who remove apex predador teams
- - if zero kills made on other preds/masters, positive points gained at end are greatly reduced
- - kills made by predador team act as additional bounty
- - kill bounty chipped/taken by other players, team that ranks 1/20 in match, including pred team, takes most
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