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Данные по новым патчам
#481
Posted 13 December 2012 - 12:28 PM
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#482
Posted 13 December 2012 - 01:33 PM
И на дальней, и на ближней.
Топ урон как правильно написали 190-250м.
Но есть и минусы, в этом билде
HEAT EFFICIENCY =1 а это значит что пара полных залпов и всё.
ИМХО конечно, но ид данного меха нужно делать или фулл клоз, или фулл ренж варианты, причем клоз ввиду засилья ЕСМщиков более приятно смотрится.
4 СРМ6
Ну и энергетического с хетсинками доставить, и будет очень и очень я считаю.
Edited by FelanKell, 13 December 2012 - 01:34 PM.
#483
Posted 18 December 2012 - 04:16 PM
Summary:
Phase 3 incorporates a variation of Elo and is undergoing testing against the telemetry data the servers have been providing us. Below is how Elo calculations are being processed and giving us an indication of how Match Making Phase 3 will match players of relatively even skill against one another.
![Posted Image](http://i.imgur.com/60HlX.png)
Figure 1
In Figure 1, you will notice the highest score a player can have is 2800. The lowest score a player can have is 0. When a player first starts playing MWO, they are assigned an Elo score of 1,300.
The maximum amount a player’s score can change in a single match is ±50.
One of the key calculations that needs to be done is to determine the probability of a lower ranked player beating a higher ranked player.
An example of this is, if two players of the same ranking have a 50% chance of winning each. The bigger the gap between the two player’s scores, the less probability of the lower score player beating the higher scored player.
![Posted Image](http://i.imgur.com/Ttx2q.png)
Figure 2
A player’s new rating, after a match is complete, is calculated using the probability value determined in Figure 1’s formula. In Figure 2, we take a look at a sample of how a player’s score changes between matches.
In the example, one player has a rating of 1,350. Another player has a rating of 1,410.
The first step is to calculate the probability of the 1,350 rated player beating the 1,410 rated player. The rating difference between the two players is found by subtracting the lower player score from the higher player score. In this case it’s 1410 – 1350. There is a difference of 60 points between the two players.
Filling in the formula from Figure 1, we find that the 1,350 rated player has a 0.41 probability of winning (or 41% chance). This is where Elo starts to determine the outcome of a match and the result of player scores after the match is complete.
![Posted Image](http://i.imgur.com/J5ZiG.png)
Figure 3
We now use the probability value of 0.41 to determine the change in player ratings.
Case 1: 1350 Player WINS over 1410 Player
Since the lower rated player won despite the odds against him/her, they are rewarded a much higher change in score than the higher player is. The higher player score will actually be reduced.
One variable that is set by winning or losing is the WinFlag (as seen in Figure 3). The WinFlag is a binary (true/false) value of either 1 (Player has won) or 0 (Player has lost). In this case, the WinFlag value is 1.
Let’s begin the calculation:
Old Rating = 1350
Maximum Change Allowed = +50 for a win, -50 for a loss (as seen in Figure 1)
WinFlag = 1
Probability of Winning = 0.41
1350 Players new ranking = 1350 + 50 x (1 – 0.41)
= 1380
1410 Players new ranking = 1410 – 50 x (1 – 0.41)
= 1381
A player’s rating will only go down if they are beaten by a player who has a lower rating than theirs. In this case, if the 1350 player lost, their score would not change since the Match Maker was correct in its prediction.
So how does this affect Match Making – Phase 3?
This formula and scoring system is run against match data that the current dedicated servers are giving us. Basically it’s being tested on real world numbers generated by you, the community.
Once we get a full understanding of how accurately the Match Maker is working, we are going to add some additional parameters to the mix. These include a more defined player skill rating and a Mech weight class balancing system. More info on these when the first pass of Elo testing is done.
#484
Posted 20 December 2012 - 05:59 PM
Quote
After review, it seems that Large Lasers are working at a rate that is fairly well balanced. That being said, the Large PULSE Laser and ER-Large Lasers seem to be generating too much heat. I've found some new numbers that work fairly well and we'll be putting this into test after the holidays.
The PPC and ER-PPCs also seem to be generating a bit too much heat and like above, I've found new numbers that seem to work and have those going into test as well.
Because this is a very sensitive subject with you all, I am expecting these changes to appear early to mid January because I want to make sure that numerous Mech builds are thoroughly tested before releasing it to the Live servers.
I'll keep you updated as this progresses.
Matchmaking
Quote
I've been asked to clarify the Elo system above. It makes sense for a single player but not for teams. Does a player on 1 team get rated against a player that he beat on the other team?
Here's how a team works:
At the start of a match, all player's on ONE team have their Elo ratings totaled and divided by 8 (max players). You may realized that this is simply the AVERAGE of a team's total Elo. Team 1's average and Team 2's average are then used to calculate the probability of win (as per the formulas above). If Team 1 beats Team 2, then the appropriate math as above is applied to each player using the probability score calculated by the team averages.
Some people also asked to have the description simplified. Here's the summary:
- The Match Maker uses a scoring system to determine if your team is more likely to win or lose based on your team's average Elo rating.
- If the Match Maker determines that you're going to lose, but you actually win, then your Elo score is going to go up and the enemy's score is going to go down.
- If the Match Maker determines that you're going to win and you actually win, then your Elo score isn't going to change very much (if at all). The same applies to a prediction of loss and you actually lose, your score may drop but it will be slight.
- The more games you participate in, the more accurate the Match Maker becomes and you will start seeing that you are playing against people of relative equal skill.
#485
Posted 20 December 2012 - 08:59 PM
Жаль только, что рыбы только сейчас этим занялись. Между тем LPL, уже 2+ месяца, как не юзабельны. И еще месяц (в лучшем случае) ждать придется.
#486
Posted 20 December 2012 - 09:19 PM
#487
Posted 21 December 2012 - 05:42 PM
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#488
Posted 23 December 2012 - 12:52 PM
Well it's been quite the year and it's hard to believe that just over a year ago there wasn't a line of code or single process in place for MechWarrior Online. We've come a long way but as we've also stated we know we still have a lot further to go.
So let me take a moment to address some of the most commonly noted technical issues.
4 FPS Bug
Well not exactly 4 fps obviously but this has become the common term for the issue where the games frame-rate suddenly plummets to single digit performance. So what is going on with this issue? Well as is generally the case with a bug that doesn't get resolved quickly this issue has proved hard for us to reproduce consistently.
So as we regularly do for a bug like this we take a longer term approach and raise the quality of our overall tools for tracking and reproducing these types of issues. In the New Year we have additional telemetry coming online for tracking fps issues and also server side fps issues.
This data helps us to isolate and fix not just a single issue but gives us better insight and therefore hopefully faster resolution for any future 'mystery' performance issues that occur. We also have greatly improved profiling tools internally which as you saw with the Dec 18th patch really help us to isolate issues and improve performance. This will only continue in the New Year and our internal tools continue to improve as much each patch as the external game does.
Game Server Performance
Some users have noted that performance can degrade during evening play, as just mentioned we have increased our ability to monitor server side performance and our tools to replicate performance issues and we'll be tackling server side performance in the new year now client performance is coming under control (after the 4fps bug is resolved).
Yellow screen bug
This can definitely be annoying and we appreciate the frustration when these issues slip through our processes and out onto production. As has also been stated we continue to improve the processes we use to deliver reliable patches. As you can see with the Dec 18th patch this was our largest patch yet which fixed a lot of issues and added a lot of content without major disruption.
We know were not perfect yet though and issues like this one have crept out, we continue to scale up the number of platforms we test on and we're bringing online automated testing tools online to catch more and more issues before they can ever reach production. The yellow screen bug was being worked on into the break and we hope to have it fixed quickly in the New Year.
Memory Leak
We acknowledge the game currently leaks resources, another thread we've been pushing on recently and will continue to push on is we've been cleaning up the game logs and the code-base and taking more time to ensure that features once completed are really carefully reviewed for design flaws, memory issues etc. before they can start making their way to production.
The goal is to resolve this issue in January and as mentioned we're improving our automated testing tools to catch memory/performance issues regularly and early for future builds.
Netcode
Please reference my prior command chair post on this issue that can be found here
http://mwomercs.com/...ost__p__1497356
Well hopefully this helps to shed some light on some of the recent technical issues. As you can gather there's a lot of work behind the scenes that goes into tools etc. that don't instantly improve the game but have an impact over the long run.
We hope you’re able to enjoy MechWarrior Online in its current state over the holidays. It's been a great year and a real pleasure to be part of bringing back MechWarrior for the fans that have been waiting so long for it to return (myself included).
We can't wait to deliver even more in the new year, happy hunting over the holidays.
Edited by Kombala, 23 December 2012 - 12:53 PM.
#489
Posted 25 December 2012 - 04:50 PM
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#492
Posted 25 December 2012 - 09:09 PM
#494
Posted 26 December 2012 - 12:59 AM
#495
Posted 26 December 2012 - 01:22 AM
HaMaT, on 26 December 2012 - 12:59 AM, said:
А просто НГ и Рождество праздновать нужно, а пираньи не поощряют новогодний гринд с увеличенными рейтами.
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#496
Posted 26 December 2012 - 01:30 AM
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#497
Posted 26 December 2012 - 02:05 AM
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#498
Posted 26 December 2012 - 09:54 PM
#499
Posted 27 December 2012 - 09:13 AM
Jurius, on 21 December 2012 - 05:42 PM, said:
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С рейтингом всё вроде и понятно с одной стороны. С другой стороны - описывают ровно "шахматную" систему, с "боями" 1-на-1.... а вот как эти формулы применять собираются к боям 8-на-8
#500
Posted 27 December 2012 - 09:16 AM
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