dons flame retarding outfit
The question that has been asked is “How to measure player skill?” however I am not sure from some of the comments made by SD staff that this is actually what they meant to ask.
In order to answer the original question we firstly we need to determine what player skill is?
In an FPS a player’s individual skill should be and is typically determined by the following:
Kill/Death ratio
Shooting skill (Shots fired/Shots hit)
Damage sustained/Time survived
Type of kills (long shots/head shots/nades/melee)
In an objective FPS where classes are involved there are more actions then just shooting so what else do we look for as a skill? Well since most actions are simplistic or are guided (use of F key, placement mapping for deployable) these cannot be considered skills as anyone can accomplish them, therefore we have to dismiss much of these as outlined below:
Buffing without some sort of complexity is not a skill.
Tapping an objective is not a skill.
Since nothing added by objectives or class actions without some sort of hand/eye coordination or complex thought process can be considered skills then you cannot actually include them as an indicator of skill.
However you still want to promote objective play through class actions and objectives by showing that those players provided much needed support for their team. Since none of these actions are skill based then by definition you need to use a completely different indicator to highlight their contribution. Indeed the only thing that objective play can truly determine is the Win/Loss ratio of the team but we are interested in the player, since that was the original question.
Traditionally XP has been an indicator for objective player’s rankings, since they can see their contribution towards a game. However this is not an indication of skill, it is merely a reward indicator for their contribution to game play. Unfortunately developers tend to leave it at that by displaying an overall player ranking based on XP but this is incorrect.
This is why I believe the original question is not what SD really wanted to ask. I think the question really was “How would you reward players for playing well”.
Since it is obvious SD want to come up with some sort of ranking system then we really need to look beyond player skill and see what we can do about including objective play with player skill.
In order to correctly distinguish a “good” player in an objective FPS you will need two different measurements that brought together indicate the players ranking in a game.
For example let us say that SP or Skill Points are used as indicators of skill and XP or Experience Points are used as indicators for team play. A combination of both of these measurements will then fairly help to rank players and encourage either type (lone wolfs/team players) to work on their weaknesses if they want to reach a higher ranking.
So let’s look at a couple of typical abuse situations where this system would attempt to overcome them.
Sniper/Camping Noobs
Typically this type of player annoys team players since they are more interested in kill/death then helping their team achieve victory through objectives or support. However it would be unfair to rank them top of a game if you used a skill based attribute like K/D since they are likely to have a high kill to death ratio simply by keeping their distance from the action and scoring cheap kills.
At the same time you cannot penalise them in an XP based system because sniper support is extremely useful to a team so the better system is to marry up their high SP against their low XP and rank them accordingly. This should then mean a player who is highly skilled and completes objectives/supports their team mates will always outrank them.
XP Farmers/Whores
This type of player annoys most players since all they are interested in is raking up as much XP through cheap buffing/tapping. This can be achieved without actually helping the team for example setting up machine gun nests in ETQW/Brink where they are not needed or by supplying a friend with ammo/med packs somewhere away from the main battle lines in order to rack up XP. In an XP ranked system these players end up at the top, yet they displayed neither skill and in some cases were no help to their team either.
With a dual system their SP would be relatively low/non-existent against a moderate to high XP. The offset of a low SP to a high XP would again prevent these players from reaching the top ranks.
However this won’t necessarily prevent farming since it is used for unlocking. We can only assume that the next SD game will have unlocks but should XP be the defining factor if that is the case? Certainly not, we would want a system that unlocks based on another attribute such as the rank points generated as a combination of the two but that’s another topic entirely so let’s not digress.
So how would you score the SP/XP system?
Off the top of my head I think the easiest thing to do would be to use multipliers. Since XP is far easier to achieve in a game than SP you probably need to say that for every 10 SP awarded the multiplier is +1 to each XP or something similar (this is just a rough idea!!).
So if we consider 100 SP as very high and 1000 XP as very high:
Newbie:
5 SP + 100XP = 105 rank points
10SP + 50XP (+1 multiplier) = 110 rank points
Moderate skill lacking in team play:
50SP + 100XP (+5 multiplier) = 550 rank points
Bad skill great team play:
1SP + 1000XP = 1001 rank points
Great skill bad team play:
100SP + 0 XP = 100 rank points
Moderate skill good team play:
50SP + 800XP = 4050 rank points
Moderate team play, good skill:
80SP + 500XP = 4080 rank points
Again these are just rough numbers and are dependent on how SP/XP is dished out for each action and what penalties are suffered for deaths/losses but if you want a system to highlight the good players the bottom line is you cannot rely on XP alone and you cannot rely on a skill indicator alone, it must be a combination of the two.
If however SD really want to measure “player skill” then you must remove any notion of objective play as none of these are skill based until you introduce some sort of a complexity to performing the actions as someone mentioned in another thread, a puzzle or side game that requires skill to perform rather than hitting a single key.