Halo: Reach [Deel 2]

Discussie in 'Algemeen' gestart door DulleNL, 28 apr 2010.

Topicstatus:
Niet open voor verdere reacties.
  1. NeonovA

    NeonovA XBW VIP XBW.nl VIP

    Berichten:
    1.285
    Leuk Bevonden:
    14
    Wat een drama pot was dat. :'-(
    Stomme Dulle :+
     
  2. meteorwings

    meteorwings Active Member

    Berichten:
    1.607
    Leuk Bevonden:
    0
    hmm. nog niet online dus. nog fftjes wachten!

    krijg nu wel een error code bij preview the beta ipv de trailer..
     
  3. mr.elk

    mr.elk een beetje maar

    Berichten:
    1.226
    Leuk Bevonden:
    0
    Voor de mensen die al aan het spelen zijn :+

    Hebben jullie enig idee hoe de positie waarop je staat bepaald wordt bij arena slayer? Hij is ook online vandaag en ik heb net een paar potjes gespeeld, maar de manier van score bepalen is echt vreemd. Het gaat er gewoon om welk team als eerste 50 kills heeft, maar de persoon met de meeste kills staat niet perse bovenaan van zijn team. Heb ook gekeken naar K/D spread, maar daar wordt het ook niet door bepaald.
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

    Berichten:
    36.665
    Leuk Bevonden:
    313
    Dit is de formule die gebruikt wordt:
    rating = loss_penalty * (1000 + (2000/pi * atan( raw_rating * game_normalization )))

    :+


    Two Spartans Enter…

    …one Spartan leaves. But it’s a bit more complex than that when it comes to your Arena Rating. If you desperately need to know all the numerical nomenclature that goes into your ultimate Rating output for the Beta, you’ll want to dial into the description below.

    Arena Rating

    [​IMG]

    What is a Game Rating?
    In the Arena, your Game Rating is a numeric evaluation of how well we think you performed in that game, against those opponents. A score, of sorts.

    At the conclusion of a game, players will be ranked according to their rating for that game, and it is this ordering of players that is fed into the TrueSkill black box to determine which Division you belong in. The rating is also used to determine your Day Rating, but that is only used for your personal record keeping.

    Surgeon General's Warning

    This article is broken into two parts. Here's a handy guide for telling which part you should read:

    "I want to know what makes my rating higher. And I don't like math." You! Read Part 1.

    "I want to know why my number is 1325, and not 1.78. I like math." You! Read Part 2.

    Part 1 - The Juicy Center

    This part is concerned with the beating heart of the rating formula. For the Public Beta, it is as follows:

    raw_rating = kills + assists - deaths/3 - betrayals

    And that's pretty simple. It is essentially a weighted KD spread. Were you expecting calculus?

    Kill and assist to increase your rating, avoid deaths that decrease your rating, and definitely avoid betrayals. If you do these things well, the Arena will rate you highly and you will move up in your Division (or across Divisions) until your Division standing accurately reflects your skill relative to your peers.

    Now, it is actually a bit more nuanced than that. Here's the actual formula:

    raw_rating = (kills + sa*assists) - (sd*deaths + sb*betrayals)

    It's still less complicated than it looks. Let me explain each part:

    kills

    Simply put, the number of kills you personally were credited with. In Slayer, kills are a direct measure of your impact on the game result. These have primacy in the rating formula.

    assists

    The number of kills you assisted a teammate with. In Reach, an assist is defined as "doing 40% or more of the damage required to kill a target that dies to other causes before a shield recharge can occur."

    This number is scaled by sa, which modifies the value of assists in the overall rating. For the Public Beta, sa is 1.0. This is important: an assist is as valuable to your rating as a kill.

    One of our goals for the Arena is to reward working as a team. For some teams, this will take the form of team-shooting with DMRs. For others, calling out one-shots such that a teammate finishes off a wounded target. Regardless of the method, the Arena will reward a team who gangs up on their targets by giving their team collectively higher ratings than a team of lone wolves. If you have an off game and never land a single headshot, but you were part of every kill your team made, your rating will not suffer for it. In fact, you'll probably do quite well.

    deaths

    The number of times you died. This is a measure of failure in the Arena. Dying is something to be abhorred. It is giving the other team points and rating.

    This number is scaled by sd, which modifies the punishment levied by deaths. For the Public Beta, sd is 1/3. This means a death reduces your rating by a third as much as a kill increases it.

    We believe that this may be a bit too soft, but the Arena is ultimately about killing the other team. A player should not be so afraid to die that he forsakes all glory to cower in a corner. A strong offense should more than pay for the costs incurred. So this scalar sd is one of the numbers we'll be watching closely through the Public Beta and when Reach is released. It may go up if we feel like Arena play is too sloppy and grinding is too rewarding.

    Betrayals

    This part is pretty straightforward. Here, sb is set to 1.0. As such, a betrayal carries a significant cost to your rating, along with the other, Banhammer level punishments for habitual betrayals. So, blindly lobbing grenades into the room where your teammates are fighting is not recommended.

    Part 2 - There Will Be Math

    Part 1 wasn't so bad, was it? Still hanging in there? Good, cause now it gets hairy.

    Here's what the total formula looks like:

    rating = loss_penalty * (1000 + (2000/pi * atan( raw_rating * game_normalization )))

    Yes, there's an atan() in there. Stick with me for the loss_penalty part, at least.

    loss_penalty

    If your team loses, this is a penalty applied to your rating.

    But wait, you protest: "Isn't the Arena about individual performance?" It is, so our goal is that this penalty is as small as possible while still accomplishing two goals:
    1. Assuming equal performance, a player on the winning team should place ahead of his counterpart on the losing team.
    2. Playing for a personal best rating should require winning. No hanging your team out to dry to shoot for a high score.
    For the Public Belta, this number is 0.96. In other words, if you lose, we shave a mere 4% off of your rating. We will be continuing to adjust this number, and we might even shift the place where this penalty is applied.

    game_normalization

    Ok, this part is worth reading too. This term is actually calculated as follows:

    game_normalization = players_per_team / score_to_win


    It simply serves to normalize the raw_rating for different games. A player in a 2v2 game to 50 would be expected to have a larger raw_rating than a player in a 2v2 game to 15, simply because there's more killing to do before the game ends. This term allows us to equalize the ratings, so that a 1350 in one game is approximately equal to a 1350 in another game.

    1000 + (2000/pi * atan( … ))

    Hahaha, ok. This part really only serves to beautify the result. If you only care about what you should do to make your rating higher, you can stop reading now.

    Still reading? Well, ok. You asked for it.

    The atan(…) is the trigonometric function arc tangent, which is the inverse of tangent. It's a handy function, but all you really need to know is that it makes a curve that looks like this:

    [​IMG]
    C3CXF-H3DMJ-DPXC3-BDPMM-MDM4G

    Why that curve? Because it approaches a maximum and minimum asymptotically (meaning, it reaches them only at infinity and never crosses them), and it has a finite slope at 0. This gives our scaled rating two nice properties:
    1. There is a maximum and minimum rating that can never be exceeded, and it takes exponentially increasing effort to approach either. This is nice because it takes more effort to beat each new high score.
    2. At the neutral point of 0, the rating moves fluidly but consistently, and the rate of change decelerates as you move away from that baseline.
    So, we feed the rating into this function to map it onto this nice curve. The other constant numbers simply convert the output of atan(…) into the range of 0 (the lowest theoretically possible rating) to 2000 (the highest theoretically possible rating), with a neutral, baseline point at 1000.

    And that's all that that part is doing.

    It's worth noting that we do have a other constants in that formula that we can use to adjust things like the shape of the curve, but at least for the Public Beta, those scalars are set to 1.0 and so I've omitted them for clarity.

    Caveats

    If you've read this far, you must be either hungry for information, appreciative of my prose, or (more likely) looking for -blam!-s in my armor. Regardless of the reason, I offer a caveat: this formula is an evolving entity. We will be adjusting and tuning it based on how we feel the Arena is playing. Our systems will allow us to do so, just as we update our playlists. We have always and will continue to listen to player feedback to improve the experience for you guys.

    Thanks for reading.
     
    Laatst bewerkt: 3 mei 2010
  5. NeonovA

    NeonovA XBW VIP XBW.nl VIP

    Berichten:
    1.285
    Leuk Bevonden:
    14
    He, kijk nou! Een trailert!

    [yt]TuI6MwdZBzs[/yt] :+
     
  6. UnleasH

    UnleasH Brrrrrrrrrrrrrrrrap

    Berichten:
    196
    Leuk Bevonden:
    0
    Dus ik krijg elke keer die error bij "Preview the Beta" omdat de beta nog niet eens begonnen is? Ik snap er niets meer van...

    Wanneer kan ik nou spelen?
     
  7. Occisor

    Occisor Active Member

    Berichten:
    1.000
    Leuk Bevonden:
    0
    Lees how it works, hiieerrr (stukje naar beneden scrollen)

    Lees trouwens overal op twitter berichten dat de beta begint om 6 u GMT, nog 35 min dus! (voor zover het op waarheid berust :+)


    Edit: sjeetje wat ben ik sloom....
     
  8. Cookie

    Cookie #TaylorSwift XBW.nl VIP

    Berichten:
    9.247
    Leuk Bevonden:
    528
    Voor de 1000ste keer, ergens rond een uur of 7-8.

    http://twitter.com/bungietweets
     
  9. capullo

    capullo Active Member

    Berichten:
    1.219
    Leuk Bevonden:
    0
    Ik zie nergens preview the beta staan....
    Ik heb de Odst versie 2de hands bij game mania, ze zullen me toch wel de goeie disc gegeven hebben?
     
  10. mr.elk

    mr.elk een beetje maar

    Berichten:
    1.226
    Leuk Bevonden:
    0


    Hahaha, overdreven ingewikkeld :lol:
     
  11. Cookie

    Cookie #TaylorSwift XBW.nl VIP

    Berichten:
    9.247
    Leuk Bevonden:
    528
    Zijn wel 2 discs. Het hoort er gewoon bij te staan op de ODST cd en een verkeerde disc lijkt me stug.
     
  12. capullo

    capullo Active Member

    Berichten:
    1.219
    Leuk Bevonden:
    0
    Op de multiplayer disc?
     
  13. Cookie

    Cookie #TaylorSwift XBW.nl VIP

    Berichten:
    9.247
    Leuk Bevonden:
    528
    Nee, op die van ODST. Multiplayer zijn enkel de Halo 3 maps.
     
  14. capullo

    capullo Active Member

    Berichten:
    1.219
    Leuk Bevonden:
    0
    LOL......Bedankt....
    En ik maar denken dat die van ODST alleen de singleplayer was....

    Hij is wel aan het downloaden, zeker trailer....
     
  15. Hellspawn

    Hellspawn Active Member

    Berichten:
    391
    Leuk Bevonden:
    0
    Dit is als het ware leven in de Middeleeuwen, terwijl we technologisch zo “ver” zijn. Iedereen is als een gek op Bungie.net (en elders) aan het posten wanneer die Halo Reach beta nu eens online komt te staan. Mijn mening is dat het nogal onprofessioneel is van Bungie om wél een dag te noemen waarop de beta wordt uitgebracht (vandaag), maar géén exacte tijd er aan te verbinden. Zo maak je bepaalde gamers bijna gek. Maar misschien kicken ze daarop of zo...

    Het zou in deze moderne tijd veel professioneler zijn van in dit geval Bungie, als ze hadden gezegd dat de Halo Reach beta online zou staan exact om middernacht 00:00 uur (nacht van 2 op 3 mei 2010) in de USA precies op het tijdstip van Bungies Halo forum tijd. Dat zou veel eerlijker zijn en ook absoluut duidelijk, in plaats van dit mysterieuze gedoe over zoiets simpels als een release tijd "late in the morning". De server van het Bungie forum is zojuist zelfs diverse malen vast gelopen (Server Too Busy), maar blijkbaar genieten die lui van Bungie er van om dit hele gedoe op deze wijze te presenteren. De Middeleeuwen, dus… :b:
     
  16. tim91

    tim91 Legendary

    Berichten:
    516
    Leuk Bevonden:
    170
    ik kan niet meeeer wachten XD

    iemand zin om samen te spelens traks?
     
  17. wouterblack

    wouterblack Tilly Till i die

    Berichten:
    376
    Leuk Bevonden:
    1
    IKKKKKKKKKKKKKKK

    ik ben een van die gamers die bijna gek wordt nu dat gebeuren er niet staat

    straks breek ik nog iets wat heir op me kamer staat xD
     
  18. Willem

    Willem Obi-Willem XBW.nl Bestuur

    Berichten:
    13.173
    Leuk Bevonden:
    686
    :emo: Ja, de Middeleeuwen...
     
  19. RedDevil_NL

    RedDevil_NL Ginger Kid

    Berichten:
    2.274
    Leuk Bevonden:
    0
    Kerel wat een bs dat het zo lang duurt. Ze gaan toch echt niet nog iets speciaals veranderen in die laatste paar uurtjes ofzo.. Kunnen hem net zo goed nu al vrij geven.
     
  20. tim91

    tim91 Legendary

    Berichten:
    516
    Leuk Bevonden:
    170
    add mn gamertag maar en join D=

    bungie moet egt altijd moeilijk doen met hun tijden -.-
     
Topicstatus:
Niet open voor verdere reacties.

Deel Deze Pagina