falconeer wrote:Kills don't matter. These are years and years of practice stats? League was different. Many star players west have MVP and most kills and bell flags.
You should just use an average of the kills in each sector. The average is 19.1305. Though I'm unsure how kills matter. It should be based on amount of players in a sector no?
That's not a weighted average. It extremely overvalues the lower number of kills in west/south in the average. If anything, the huge differences in the avg number of kills in each sector show that the number of kills is HEAVILY dependent on the sector played, even if there are some outliers where a west player such as Makron MVPs (and in fact, cases like that are included in these averages).
jim the chin wrote:If that's the case, then by including the kill bonus we're also reducing the bell flag points by an identical fraction.
With what you just described, you seem to be doing: "kills + kill bonus = flags" and suggesting this is the same as: "kills = flags + kill bonus" when it's actually: "kills = flags - kill bonus".
Not quite... I'm saying
kills + kill bonus = flags * p
is equivalent to
kills = (flags + kill bonus) * q
is equivalent to
kills = flags * r; kill bonus = flags * s
where we can actually figure out the relevant values of p, q, r, and s with some work.
jim the chin wrote:It looks like you're holding bell flags at 50% before reducing kills from 50% to accommodate the kill bonus.
Not quite... I'm taking a fixed quantity, bell flags (since the max bell flags points is CONSTANT, given a prac length, sector, and number of players), and then saying we want all other points (kill points + kill bonus) to be some percentage of those, p. If p = 1, then it would be equivalent to holding bell flags at 50%. But if p = 2, we'd actually be holding bell flags at 33% of the total.
jim the chin wrote:
Perhaps it's just easier to explain. I'd like to see something like:
Kills = 40% of all the points
Bell flags = 40% of all the points
Kill bonus = 20% of all the points (closest we can get to this number with B as an integer.)
I'll do this in all 3 ways of looking at it and show that they're equivalent.
First the way I originally did it.
Bell flags = 40% => Kills + Bonus = 60% => p = 6/4 = 1.5
Plug in p=1.5 to my earlier equations:
F*p = N*A*K + N*A*B*G/2
=>
1.5F = NAK + NABG/2
Then, it just remains to figure out K and B.
Kills = 40%, Kill Bonus = 20% => Kills = Kill Bonus * 2
NAK = (NABG/2)*2
=>
K = BG
=>
F * 1.5 = NABG + NABG/2
=>
F * 1.5 = NABG1.5
=>
F = NABG
=>
B = F / NAG
=>
K = F / NA
Next, I'll do it your way
Kills = 40% of all the points
Bell flags = 40% of all the points
Kill bonus = 20% of all the points
=> Kills = Bells; Bonus = 0.5Bells
=> NAK = F; NABG/2 = 0.5F
=> K = F/NA; B = F / NAG
Exactly the same results.
Finally, I'll lump flag bonus in with flag points
Kills = 40% => (Bell flags + Kill bonus) = 60% => q = 2/3
=>
NAK = (F + NABG/2)*(2/3)
=>
K = (F + NABG/2)*(2/3)/NA
And Bell flags = 40%, Kill bonus = 20% => Kill Bonus = Bell Flags * 0.5
=>
NABG/2 = F*0.5
=>
B = F / NAG
=>
K = (F + NA(F/NAG)G/2)*(2/3)/NA = (F + F/2)*(2/3)/NA = 1.5F * (2/3) / NA = F / NA
Again, same answer.
Tembest wrote:Without looking much into the calculations, I noticed something wrong.
Entropy, the point is NOT to distribute bell flags and kills 50 % in a prac. That's impossible. The number of kills vary a lot depending on players, teams, etc. etc.
and it even depends on the scoring system itself (how smart it is to suicide, etc.)
So, don't look at average kills in a prac. It's completely irrelevant.
It is only about not overvaluing one over another at a ding moment. In other words, the only reason we look at the value is to give specials multiple purposes.
Like leagues 1-10 if you were about to die 40 seconds prior to ding with full specials, it made sense to. Then respawn again with full specials and use those specials for
flags. That's something we want to avoid, without over-emphasising kills either. So it's not about the total proportion of bell flags, kills or anything else, but that the game
could be played in multiple ways. 6vs6 league was a perfect example of this. First time ever using a repeller for a kill actually made sense.
I'm not trying to distribute flag points vs kill points as 50-50, but trying to make it so that, on average, the two will be in some ratio to each other that we desire. Of course kills/kill points/kill bonus will always vary, but we can't even try to talk about finding a balance unless we look at the statistical averages.
Even trying to compare kill points to bell points at dings is impossible without looking at the kill averages. For example, suppose we just blindly said 1 kill should be worth 1 flag pole at a ding. Well, suppose your team averages 1 kill per player per ding. That will make kill points a completely different ratio to bell flags than if your team averages 2 kills per player per ding. It's kind of like comparing apples and oranges. We need to know how often players kill, in order to be able to try and get kill points to be some desired ratio of bell points. And how often players kill depends on the sector. Sure, changing point values might change how often players kill in the sectors, but I would argue that basing it on the lifetime prac stats gathered so far is a better gauge than just guessing or throwing out numbers.