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P.S.: Sorry, ohne Sarkasmus gings beim Threadtitel nicht. Wer Bock hat es zu übersetzen - tut euch keinen Zwang an - ich finde es sind nicht genug wertvolle Infos drin um dies zu tun.
Everything You Need to Know about Elo
5/6/09 | Author: Zephos
With Ladder Season 3 in full swing, we thought it'd be best to re-educate you on our ranking system and the scoring mechanics behind it. Check out this very insightful article from your C&C Gamespy Arena Ladder Guardian, Zephos.
Elo Rating System Everything you need to know about Elo-rating!
This article will go into detail about the rating system used for all Command & Conquer ladder ranked games, the Elo-rating. The Elo-rating system assigns every player with a numerical score which indicates playing strength. Players are sorted on the ladder according to their Elo rating; the more points, the higher your rank will be. The benefit of the Elo system is that it accurately represents a players' skill by awarding more points for beating more skilled players, and vice versa.
The History
The rating system is named after its creator, Arpad Elo, a physicist and mathematician born on August 25, 1903. Professor Elo's rating system was originally created to rank professional chess players and was officially adopted by the World Chess Federation in 1970. Due to its popularity it has since been implemented for many rankings for all sorts of games and competitions.
How Does It Work?
Each new account will start out with an Elo rating of 1000 points. The amount of points gained or lost for each match depends on the expected win ratio. In 2vs2 games the expected win ratio will be calculated by comparing the average Elo ratings of both teams.
Without going into detail about the mathematics too much, this is what it comes down to: A player will have a small chance of winning a game if he is matched versus a higher ranked opponent (low expected win ratio). If a player does manage to beat a higher ranked player and 'beats the odds', he also deserves more points for that. Of course, the opposite is also true: if a top ranked player beats a lower ranked player, he will be doing exactly what is expected of him and will thus earn only a few points. This explains why a players' Win/Loss ratio may seem worse than others but he can still be ranked higher: the amount of points gained or lost depend on the opponent.
K-value
The K-value is the maximum number of points a player can win or lose for a single match. In practice a player will rarely win or lose this amount of points however, as it would require someone at the bottom of the ladder to beat one of the top players. If two players with the exact same rating play a match they will either win or lose half the K-value depending on the result. For Red Alert 3, Tiberium Wars, and Kane's Wrath, the K-value has been lowered to 32 instead of 60 at the start of this current Ladder Season. There are several pros and cons to lowering the K-value. Lowering the K-value will make the rankings more accurate and give cheaters slightly less rewards. As a downside, a ladder with a small K-value will be less dynamic and make it harder to move up to where you belong. It will also make 'novice-player-bashing' and 'dodging' more rewarding because players gain relatively more points by beating low-ranked players.
With the lower K-value we hope to have a stable ladder which is more tolerant of an occasional mistake (a loss vs. a lower ranked player) and more accurately reflects players' skill.
Goodluck in Ladder Season 3!
P.S.: Sorry, ohne Sarkasmus gings beim Threadtitel nicht. Wer Bock hat es zu übersetzen - tut euch keinen Zwang an - ich finde es sind nicht genug wertvolle Infos drin um dies zu tun.