Advertisement
Josh4u

Untitled

Jul 27th, 2023
125
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.19 KB | None | 0 0
  1. Lobby rank matchmaking: Player rank converted to Team rank
  2. - Highest player rank in team weighted x2
  3. - Teams with masters minimal weight d1, auto weighed masters if x% away from lowest pred rank
  4. - Preds minimal weight masters, auto weighed pred if top x
  5.  
  6. Server matchmaking: Box plot created per-team of expectations
  7. - Teams ordered by rank for placement expectation
  8. - Teams placing within expectations aims for 50/50 gain/loss per rank
  9. - Middle of plot converts loss to gain
  10. - Low ranks favors gain for teams
  11. - top ranks favor loss for teams
  12. - Box plot roughly covers same bounds as % of equal team ranks
  13. - Server rank has small variation, larger box closer to center
  14. - Server rank has large variation, smaller box closer to team rank
  15. - Positive of box plot may cover part of higher rank variations
  16.  
  17. Box ranking: Placement box determines earnable points
  18. - Outer bounds of box show major gain/loss
  19. - Lower end grants major loss beyond entry cost
  20. - Lower end docks most points from kills
  21. - higher end gaurenteed zeroing of losses
  22. - Higher end placements give set point bonus from most kills
  23. - Inner bounds of box show normal gain/loss
  24. - Left of inner bound gives -100% to +100% of entry cost
  25. - Left of inner bounds has the ability to be mitigated entierly through kills or partially through placement
  26. - inner bounds rewards flat points per placement until entry cost is mitigated (40% halfway? (Plat))
  27. - right of inner bounds uncapped but flat gains for kills
  28. - right of inner bounds give majority points for placement
  29.  
  30. Kills: Percentage based until top positions
  31. - Kills beneath upper outer bounds reward set percentage of entry cost (30-35%)
  32. - Kills on lower distinguished ranks only give a bounded fraction of usual points (20-10%), not subject to bonus
  33. - Kills on higher distinguished ranks grant additional points beyong usual (10-25%), extra points subject to multiplied bonus
  34. - Kills in upper outer bounds given multiplier
  35. - Multiplier depends on placement in outer bounds
  36. - Set bonuses on kills multiplied on same placement
  37. - bonus on kills against higher ranks can be multiplied twice
  38.  
  39. Death
  40. - Lower Outer bounds of box heavily docks points
  41. - dock is based on distance from inner bounds
  42. - docks are fractions of your kill points
  43. - extra points on kills in higher ranks not subject to docking
  44. - Lower inner bounds
  45. - points aren't docked, but can only total 200% of entry cost
  46. - gains effectively capped at +100% of entry cost
  47. - extra points granted on kills in higher ranks not subject to cap should points from other sources reach 200%, limited by their reward
  48. - Upper inner bounce
  49. - points may exceed 200%, but rewarded flatly
  50. - gains notably limited if not appreciated in placement
  51.  
  52. Apex predador exceptions
  53. - minimal to no upper outer bounds in box based on lobby
  54. - team bounty based on their position from #1, carried as additional reward
  55. - rewarded between team/players who remove apex predador teams
  56. - if zero kills made on other preds/masters, positive points gained at end are greatly reduced
  57. - kills made by predador team act as additional bounty
  58. - kill bounty chipped/taken by other players, team that ranks 1/20 in match, including pred team, takes most
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement