[quote=“Amerika;139333”][quote=“BlackFro;139315”][quote=“Amerika;138810”][quote=“Maverix_GT;138795”][quote=“Amerika;138757”][quote=“torsoreaper;138754”][quote=“Amerika;138751”]
That’s not a solution. That’s just something you want to achieve. How do you actually achieve balance?[/quote]
I know level != skill but I would say let’s try making teams based on level for a patch cycle and see if things are better or worse. While a guy who is a level 3 but has played a ton of CS might be able to kill a level 20 person every time, it doesn’t help when he does that while letting their mechanic repair the EV or if he doesn’t know how to flank because he hasn’t even learned the map yet.[/quote]
Why? Most matches become imbalanced when players swap sides, players leave (and it takes 30-60 seconds for a new player to join and help out) or because the balance system which assigns an actual skill rating to everyone based on actual performance couldn’t factor in that a guy is on the phone while playing, listening to music, playing a new merc they have never played or something else.
How does balancing by levels resolve any of this? That’s what I want people who keep throwing out this suggestion to do. Show, logically, how it works beyond being a placebo for a few people who obsess over numbers and think that a level in DB is the same thing as a level in an MMO.[/quote]
I agree with everything but the part about levels. You can say level isn’t everything, and that’s true SOMETIMES. I’ve seen a level 60 have crap aim. And I’ve seen a level 6 completely wreck the enemy team on his own. But for the most part, difference is, I would expect a level 30 to hesitate when hearing the sound of Proxy’s mine behind a corner and slowly peak it over a level 5. I would expect a level 30 Vasilli to throw his sensor in a vital spot that benefits his team the most. I would expect a level 30 nader not to trigger their martyrdom when a medic is about to revive them. I would expect a level 30 player to dodge an airstrike from skyhammer.
And I repeat, level doesn’t always represent how good a player will be. But it holds a lot more value that what some people think. I’m not debating the topic of balance in this post. Just my opinion that there is definitely some value to people’s level. and that it shouldn’t be discredited.[/quote]
Nobody is arguing that. Level is an indicator of experience but not an indicator of skill, competence or your current state of mind/play. It’s not used to balance teams and it shouldn’t be. You can be a crap level 60 and be balanced appropriately in Dirty Bomb. If you were a pretty bad player but played a lot and had a high level you’d get punished by any system that tries to balance based on time played. And your team would get punished as well.[/quote]
Amerika please, let’s not argue this.
You and I both know that experience STRONGLY correlates with skill. There really is no arguing about that. Level IS an indicator of skill, however I do I agree it’s not 100% accurate, it’s way better than determining a players skill over their recent 10 games.
The only argument I see is a player just coming from years of cs:go practice on dirty bomb in which case he will be a lot better, however the more he plays dirty bomb the better he will be.
The best way to measure a person’s skill in Dirty bomb is simply to get their average score per minute. A players worth in Dirty bomb is dependent on how many points they can earn, I mean you see it every time, the winning team has more points.
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Wait, first you say that determining balance by level is better than using a skill rating formula which the game currently uses (last 25 games I’ve been told as it was upped from 10 recently). Then you go on to say that the game should use score per minute, a value that would be used heavily in a skill rating formula, should be used. I am so incredibly confused by this.
People do not learn linearly over time. They have ceilings and at some point for people they stop learning. Either this is because they care to learn, they physically can’t get better, they stop caring, they play less, they have distractions or perhaps their good mouse broke and are now using a trackpad on a laptop but still want to play.
I am level 67 now. I personally think I hit my performance capped somewhere around level 10-12 where, by that amount of time, I had played all the maps, learned the movement system and learned all the mercs fairly well that were in the game at that point. I’m not any better now and I’m definitely not 6 times better. The only difference is I know more mercs and I know an extra map.
Other people will cap out much earlier and some much later based on how they learn or how quickly they choose to learn. Also, skill diminishes with less time played typically. If you don’t’ put in the practice and keep up with it, you get worse. Balancing by level doesn’t account for any of this at all. It in fact punishes people. But a skill formula adjusts for this and scales over time to a person’s approximate worth to a team. Which is something an account level can’t do.
I use levels as a cursory glance to see if there is anybody I should pay attention to on a map. After the first couple of minutes though I have a pretty good idea of their actual skill level and a lot of times it doesn’t match their account level.
I’ll simply never understand people wanting to use something that is only a small part of measuring actual skill as a system for balance. It just doesn’t work for all the reasons I’ve cited here and more.
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I never disagreed with any of this. You are correct, there is differences when it comes to learning, however learning requires experience. Yes, some people will learn faster and slower than others but there is no such thing as not getting any better at the game. There is no such thing as a “performance cap”, you are always learning and getting better at the game. What you are probably referring to is a drop in the learning/improvement rate. There is no such thing as being a master or perfectionist at a game.
Also I’m not advocating for servers to balance out solely on level. I just want to clear up this inaccurate misconception people have that “level means nothing” when it means a whole lot. You and other users on here are trying to refute this claim by pointing out uncommon examples such as users coming on dirty bomb after playing cs:go competitive and destroying at a low level. However it still points to the same case.
Practice = Experience = Learning = Skill.
Level in dirty bomb references how much EXP(ironic how the game itself calls it experience) you’e gotten in the present moment.
I personally believe that measuring a players average score per minute out of ALL the games he or she has played is the most effective way of determining their “skill” or “value” to a team. Now you are fine to disagree with this because this is just my opinion from my own experience. I’ve seen to notice that the team that has players with high scores win more often.