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The Avalanche Stacking Problem
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Violent Pacifist
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PostPosted: Thu Jun 03, 2004 11:41 am    Post subject: Re: The Avalanche Stacking Problem Reply with quote

Pornstar wrote:
Paddyjack wrote:
fixthegarand wrote:
To be fair, I think many of us are guilty of trying to get on Axis when we play avalanche as being an ally on that map can be horribly frustrating,


To be fair, I'm never doing such a thing.


Actually getting on Allies is a problem for me. I always Auto-Assign and I almost always get Axis on that map. Just like I usually get Allies on Flash. I usually play on Sunday and Monday night. So maybe there is a difference. Because I hardly ever see a unbalanced play on Avalanche. I did play a round last Sunday or maybe it was Monday. As Allies we cleaned house for the first few rounds before things equalled out(aka: stalemate in the middle).

I have seen this clan stacking thing going on, but I really am having a probably grasping this really good player team stacking thing. I would like to see somebody define a really good player on DOD. The only players that I see that have positive k/d ratios are snipers and sometimes MGs for obvious reasons. Everybody else usually has negetive k/d ratios. Most maps result in stalemates in the mid section of the map. Maybe its just me.


I hardly ever see players with negative k/d ratios anymore..
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Ten
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PostPosted: Thu Jun 03, 2004 12:24 pm    Post subject: Reply with quote

You guys confuse the hell out of me.

Let's make up an imaginary game. Say there are 400 kills amongst 20 players.

If there are 400 kills, how many deaths are there?

A: 400

If everyone had the exact same skill, they'd end up with exactly a 1:00 K D. There's no way every player can have a positive K D and there's no way every player can have a negative K D.

K : D is a bell curve. 1.00 is in the middle where it peaks - and where most players lie. In this case, if there is a player with a .20 K D, there is a player with a 1.80 K D.

I don't think anyone's terrible enough to manage a .20 K D, but players with higher K D's are getting kills from players with low K D's and high K D's.

In a universe of exact mirror phenomenons - if my K D is 2.34 right now, that means (hypothetically) that there is one player to mirror me with a -1.34 K D. This OBVIOUSLY can't happen, so in other words I'm killing about 90% of the player demographic as opposed to about 50% if my skill (... or luck... or rat bastid sneakiness on Anzio... or dark corner proning skills) was half of what it is.

So in other words - kills to deaths - on a grand scale always average 1.00, I have no idea where these all negative/positive K D servers are.

Logic mang. Logic.

But K D does't dictate how good of a player you are IMO. It's definitely a good guide to measure improvement. And with that, it's better to look at your individual map K D's as opposed to looking at it collectively. But there's absolutely no way a bad player can keep up a great K D for very long unless they're doing some serious camping. Chances are - if someone has a high K D and they're not camping 24/7, they're good. Kills per minute is almost as good of a guide to determine skill.

But from my experience, the best players that I've seen can win a map, switch teams - and then that team wins the map. The also get cursed at incessantly and such. Apparently being clever and accurate is a cheap way to play.

And Mr. Dig - that's good. Did you wall some punks by the Axis #2 flag? It's lotsa fun.
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Paddyjack
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PostPosted: Thu Jun 03, 2004 12:59 pm    Post subject: Reply with quote

Ten Yard wrote:


But from my experience, the best players that I've seen can win a map, switch teams - and then that team wins the map. The also get cursed at incessantly and such. Apparently being clever and accurate is a cheap way to play.


Great players do that, while capping flags.
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EvilGenius
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PostPosted: Thu Jun 03, 2004 3:26 pm    Post subject: Reply with quote

Actually, the relationship is inverse. So for someone who has a .20 K/D (or 1K/5D) there's someone who has a 5K/1D or 5.00 K/D ratio.

Thus, as you have a 2.34 K/D (or 234K/100D) there is someone who has 100K/234D, or a .42 K/D ratio.
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Ten
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PostPosted: Thu Jun 03, 2004 4:13 pm    Post subject: Reply with quote

Well it's a good thing I don't teach math.
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Shovel me Silly
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PostPosted: Thu Jun 03, 2004 5:36 pm    Post subject: Reply with quote

I think it is more of a bell curve than an inverse relationship. Just because of someone has a 5.0 doesn't mean the worst person on the server has to have a .2. This makes sense because when you take a sample from a random game on a random server there should be more grouped around the 1.0 and the further you get away from that the more unlikely you will see a score that is extremely high and extremely low. If someone does have a 5.0 most likely those kills would be spread throughout the other team and not just one person.
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EvilGenius
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PostPosted: Thu Jun 03, 2004 9:46 pm    Post subject: Reply with quote

Ok, I'm apparently going to beat this point to death, but it would depend on how you graph it. To get a bell curve you have number of players on the vertical (Y) axis, and K/D ratio on the horizontal (X) axis. The scale of the K/D axis would range from 0 to infinity, with 1 in the middle.

So we have 4 people on the server. 1 is 1/0, 2 are 1/1, and 1 is 0/1.

2 | ......*......
1 | *....*.....*
0 L_________
......0....1...inf.

or another hypothetical:
4 |.............*.............
3 |.............*.............
2 |.......*....*....*.......
1 | *....*....*....*....*
0 L______________
.....0...1/2...1....2....inf.

is 10 people on the server, 1 who is 0/2, 1 who is 2/0, 2 who are 2/1, 2 who are 1/2, and 2 who are 1/1, and 2 who are 2/2.

Anyways, I hope this helps someone out. If not... I'll make MSPaint diagrams and put them up!
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Violent Pacifist
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PostPosted: Thu Jun 03, 2004 9:50 pm    Post subject: Reply with quote

*does not like math*
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PostPosted: Thu Jun 03, 2004 9:50 pm    Post subject: Reply with quote

EvilGenius wrote:
Anyways, I hope this helps someone out. If not... I'll make MSPaint diagrams and put them up!

NO! I will get more confused and Speaker's head will explode killing us all!
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fixthegarand
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PostPosted: Thu Jun 03, 2004 9:51 pm    Post subject: Reply with quote

Yeah most people agree that 1:1 k/d is about average. 2:1 on a packed pub is very good, 3:1 or higher is superlative. However I think KPM also is a factor because theres a big difference between going 60/30 capping lots of flags and 30/15 sitting in a dark window with sniper rifles shooting people in the knees as they run by.
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PostPosted: Fri Jun 04, 2004 7:22 am    Post subject: Reply with quote

fixthegarand wrote:
Yeah most people agree that 1:1 k/d is about average. 2:1 on a packed pub is very good, 3:1 or higher is superlative. However I think KPM also is a factor because theres a big difference between going 60/30 capping lots of flags and 30/15 sitting in a dark window with sniper rifles shooting people in the knees as they run by.


exactly
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Bright Red Nipples
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PostPosted: Fri Jun 04, 2004 4:04 pm    Post subject: Reply with quote

fixthegarand wrote:
Yeah most people agree that 1:1 k/d is about average. 2:1 on a packed pub is very good, 3:1 or higher is superlative. However I think KPM also is a factor because theres a big difference between going 60/30 capping lots of flags and 30/15 sitting in a dark window with sniper rifles shooting people in the knees as they run by.


If the person with that kind of k/d ratio has more caps then deaths then that is when I am impressed. It doesn't take much to get a good k/d ratio when your camping with a sniper rifle.
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Kjeldorian Royal Guard 42
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PostPosted: Fri Jun 04, 2004 4:30 pm    Post subject: Reply with quote

EvilGenius wrote:
Ok, I'm apparently going to beat this point to death, but it would depend on how you graph it. To get a bell curve you have number of players on the vertical (Y) axis, and K/D ratio on the horizontal (X) axis. The scale of the K/D axis would range from 0 to infinity, with 1 in the middle.

So we have 4 people on the server. 1 is 1/0, 2 are 1/1, and 1 is 0/1.

2 | ......*......
1 | *....*.....*
0 L_________
......0....1...inf.

or another hypothetical:
4 |.............*.............
3 |.............*.............
2 |.......*....*....*.......
1 | *....*....*....*....*
0 L______________
.....0...1/2...1....2....inf.

is 10 people on the server, 1 who is 0/2, 1 who is 2/0, 2 who are 2/1, 2 who are 1/2, and 2 who are 1/1, and 2 who are 2/2.



No no no. See, the coagulative perpetudes can not truly justify the mental stativeness of the proposal. Therefore, if the corelation coefficient is that of the monogamousities of war, then there is simply no way to determine the prognostical paradigms of kill/death ratios.


Jeez people! You just get off the boat yesterday?
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EvilGenius
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PostPosted: Fri Jun 04, 2004 5:01 pm    Post subject: Reply with quote

Kjeldorian Royal Guard 42 wrote:


No no no. See, the coagulative perpetudes can not truly justify the mental stativeness of the proposal. Therefore, if the corelation coefficient is that of the monogamousities of war, then there is simply no way to determine the prognostical paradigms of kill/death ratios.


Jeez people! You just get off the boat yesterday?


It's enough to drive a man to #Beer #Beer #Beer .
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PostPosted: Sat Jun 05, 2004 7:39 pm    Post subject: Reply with quote

Quote:
What I find happening on servers is a phenomenon where most of the "good" players go Axis on avalanche(one wants to boost his stats, anothers afraid of getting a worse score etc. it's a domino effect)


I agree I was at a server the other day thats message was.

"No we dont have stats cause it changes the way people play."

I say get rid of stats for exactly that reason, maybe keep teh daily awards or something but overall I say dump them. People definately play differently.
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