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New Implementation of the Skill system in CTE

Posted: Tue Sep 29, 2015 7:20 am
by ViperXVII
Hey guys,

in case you haven't seen it, DICE is testing a replacement to the random skill number, with some 5 point graphs a la football manager.

http://i.imgur.com/bZWW6pN.gifv

It's currently working on CTE, but according to DICE it's pre-alpha.

The thread for discussion is here https://www.reddit.com/r/Battlefield_4_ ... lay_style/

Re: New Implementation of the Skill system in CTE

Posted: Tue Sep 29, 2015 8:03 am
by Kilo
interesting

Re: New Implementation of the Skill system in CTE

Posted: Tue Sep 29, 2015 8:15 am
by Jokerle
a nice reminder that skill based matchmaking is coming to SW:BF :roll: :? :(

Re: New Implementation of the Skill system in CTE

Posted: Tue Sep 29, 2015 11:38 am
by ViperXVII
Jokerle wrote:a nice reminder that "skill" based matchmaking is coming to SW:BF :roll: :? :(
You had missed something ^^

Re: New Implementation of the Skill system in CTE

Posted: Tue Sep 29, 2015 11:43 am
by CrookedBarrel
I'm all for getting rid of the "skill" stat, if only because it's rarely indicative of how useful a player is to the team.

The "play style" indicator they're proposing isn't necessarily a bad thing, but it's somewhat directionless.

To me, quantifying a player's capabilities is needed when balancing teams, either ingame or in a draft. What would be useful from that perspective are two different, but not necessarily mutually exclusive metrics: Combat Potential, and Objective Potential.

Combat Potential could be derived from existing stats like kill assists, avenger kills, savior kills, spotting assists, and supression assists. Additionally, kills while in a flagzone or near an objective should also be taken into account.

Stats like K/D, accuracy, and kills/min shouldn't be included as they vary drastically by gamemode. Someone playing a lot of deathmatch, where you have a target rich environment, is likely to have these stats higher, while not necessarily being an asset to the team. Feeding isn't good, but neither is staying alive for a long time while accomplishing nothing for the team.


Objective Potential could be derived from stats like squad score, vehicles damaged, vehicles destroyed, and gamemode score for conquest and rush.
I'm somewhat hesitant to include revives, heals, and resupplies because they're easily skewed by playing lots of lockers.


Those give an idea of how useful a player is to the team in a broad sense, though a visual method of determining aptitude with individual kits, like they're working on already, could potentially assist in micromanaging squads based on kit competence.

Re: New Implementation of the Skill system in CTE

Posted: Tue Sep 29, 2015 5:55 pm
by Divine-Sneaker
Just divide the metrics based on Game modes and map sizes + never take bonus xp from double xp and xp boosts into account for them.

It needs to be extremely transparent and heavily divided so people can actually get any useful information at all.