Re: Update 1.0 RC21
ghostbusters wrote:Tnx, finally fixed "no send creep" bug
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ghostbusters wrote:Tnx, finally fixed "no send creep" bug
ALT wrote:There is a problem with the new skill hiding... the games use skill limits, but i have no idea what is my skill. Also i found it useful to see... if < 1000 = total uber noob, no worth ally. if 1000 = troll, or just new, if >1100 average maybe useful ally, if >1200 good ally.
dcode wrote:You can see your own skill at your player profile. It's just that it's hidden in the game for the reasons noted in the first post
ALT wrote:dcode wrote:You can see your own skill at your player profile. It's just that it's hidden in the game for the reasons noted in the first post
How about my latter points? you ignored them totally. xp doesnt tell a thing about how good player it is. 80% of players are <1200 skill anyways, so showing skill for only those who are good, makes people to suspect 80% of players as total noobs now, i already got 2 guys asking am i good, before rarely asked.
"trying hard" <- since when? seen noobs who stay noobs for months, they just never learn. but they can have 1500 xp and 900 skill or lower and i wouldnt know that until game starts. and that isnt funny. now its just harder to balance teams, just guessing how good they are.
dcode wrote:There is still the skillbar at the right of a player's name. This bar is drawn from skill, not from XP. Of course it just gives you an idea on how good a player is, not the detailed value, but imho this is good enough.
dcode wrote:Also, if you create a game with a specific skill limit, you can be assured that noone will join with less or more skill.
dcode wrote:My point remains that it's better for new or casual players not to be remembered and thus demotivated of their initially reducing skill all the time. Not all players will be, that's fore sure, but some may and I want to make the game more fun also for those to play.
ALT wrote:That is true i felt same at beginning, but hiding it just creates more problems. A solution could be that the skill will be counted only for the last 20 games or so, which makes it less frustrating to get your skill up again, and maybe make the skill rise faster if you win 2 games in row etc, so it motivates players more.
dcode wrote:Every intrusion into the ELO system will make it de-/inflationary and that of course is not what we want. It's hard to find the right compromise for both sides, meaning those who insist on the few extra digits of the numerical skill value below 1200 and those who might be demotivated by being remembered of their own skill progress in the beginning.
I am always looking for a better idea but I don't see one currently. Maybe it would be an option to reduce the visibility limit to 1100?
dcode wrote:Imho there are still enough games to play in, even if your skill is low. And it's exactly the thought behind the change, that someone who might never get his skill to the upper level isn't bugged with that fact all the time.
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