by techgump » Fri Oct 14, 2011 10:03 pm
Not so sure about that. I think it is all pretty unreliable, as Very Much depends on what map types you play, how many players, and the skill of other players, and silent alliances.
For example, I have improved my win percentage from 33% to 43% by changing over to Full map, HC, random from Conquer, Att, Manual... after first playing about 700 games in the later mentioned mode. That is a huge difference, mostly based on the fairness of start position in the mode I play now vs what I was first playing. Likewise, I play with 7 to 8 people. I like big games because they are more challenging. This means my odds of me winning however decrease dramatically from someone playing with less players... This is also very crucial.
all things even, Standard Win Percentages:
2 players: 50% odds of win
3 players: 33% odds of win
4 players: 25% odds of win
5 players: 20% odds of win
6 players: 17% odds of win
7 players: 14% odds of win
8 players: 13% odds of win
These odds do not consider skill levels of opponents, nor allies. Which in some games I know, 4 player maps have two people that tend to either ally up, or silent truce with end draw, therefore maintaining super high win percentage and C/L ratio.
I think upon a little more study, we can come up with a far more comprehensive formula for this, which includes wins/loss/draw (if we can get draw stats, or kill draws all together which may be best, as allies would be non-existent too; only one could win), c/l ratio, number of players, number of played games (stats become more reliable with more and more data/games played), and perhaps even map type settings. I think player skill will have to be disregarded, as there is no way to track that easily. The more accurate and relevant variables we can include in the formula, the better standings we can produce.
One we can easily correlate is win percentage vs standard win percentage. They are inversely proportional.
IE: as number of players increase my odds of win decreases.
Since my games average 7 players, and my odds of winning in 7 player games is 14%, but my win percentage is 43%, I have a W/S (Win over Standard) of: 43/14 = 3.07 (ie: I am 3 times better than the standard odds). I think this is a very important aspect we can leverage as well.
As for games played, as more games are played, the degree in which the stats are a reliable judge of success (or failure), increases. For example, a new player plays one game and loses. This one game is not a reliable source of data. After 100 games, it is a bit more reliable, after 1000 more much, and so on. So, we can also leverage this to produce a data accuracy %. In general, the more games played, the less the variance. Perhaps a way to do this, and I am open to suggestions, is,
1 over number of played games (1 / X). For the guy that has played 1 game, his is 1/1, which = 100%. 100% Data Variance; meaning it is 100% unreliable; the spread is LARGE; could be very accurate, or very inaccurate, we just don't know. Mine would be: 1/1797, in percentage = .06%
To make things easy, we can covert everything to % for now?
This means instead of calculating c/l, we calculate c/t (conquered over total owned (conquered + lost).
For me:
C/T (conquer/total owned): 63%
W/T (win/total played): 43%
7SWR (7 player standard win rate): 14%
DV (data variance): .06%
To provide in non % output:
C/L (conquer/loss) = 1.80
W/S (win/standard) = 3.07
DV (data variance) = .0006
Now we are getting closer to a clearer picture. Still need an end formula, and this does not again provide data for player skill, silent alliances, draws, or map type. But it is a step closer.
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