scalarmotion
sit, fetch, micro
Basically this is meant as an extension to the GXE/COIL article idea (since Antar's article covers most of that) which introduces the rating systems used by PS! with a look at the old Glicko system and why we switched over to Elo.
- Why is a rating system necessary?
- Estimation of player skill level
- Facilitates Skill-based Matchmaking
- Metagame progression
- Elo, our current rating system
- One of the most common rating systems in multiplayer games
- Simple and easy to calculate
- Rating changes by a fixed amount based only on the rating of the player and their opponent
- Glicko, our previous rating system
- Also considers the uncertainty of a rating
- Rating Estimates (ACRE, GXE)
- Used to interpret Glicko ratings by incorporating the uncertainty of a rating into the rating itself
- Why we switched to Elo
- (I can't actually remember the details or find the announcement but I'll figure out something)
- "Mystery Ratings" - COIL and ARMS
- Alternative forms of rating meant to recognise achievement
- Based on GXE and number of games played
- Mainly used for suspect testing
- How these rating systems affect you as a user/player
- Rating system affects how one tries to climb the ladder
- ACRE: Players just create new alts and try to win until their rating stagnates
- Elo with decay: Players have to maintain consistent performance over time
- Suspect testing
- Elo: Achieve reqs by playing over a long time
- COIL: Depending on how high one's GXE is, one only has to play a certain number of games to achieve reqs
- Rating system affects how one tries to climb the ladder
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