Moderator: Clan Directors


I wish that maprank had the extra game box like the tournament script's last update. I would love to be able to maprank a player on say 10-20 games.Dako wrote:I know that it is not easy. And we are talking about league, not wars. Let's worry about wars a bit later.
Perhaps, but I'm looking at it somewhat from Rodions reasoning. That the possibility of the 3-0 individual of getting to 7-1 would be significantly harder then the one who's on 7-1 by virtue of him being there already.jpcloet wrote:Why would you say 7-1? Was 3 games not enough even though they all got medals?Leehar wrote:7-1?
In some ways I agree, but most likely it would just turn into a popularity contest and that wouldn't reward the random folks that show up on the all-star teams.Leehar wrote:Who knows, a voting system by the cla reps based on as much factual evidence you could provide wouldn't hurt either
Away is slightly harder, however, most cases team join based on map anyways. Feudal home vs Feudal away should not be any different. I've been watching patterns of behaviors. One of the ones I'm weary of is a player going 12-0 then stopping and not playing the last few weeks etc.danryan wrote:Another question is how do you balance home/away performance. I'd argue that winning away games should carry more weight than home games because inherently you'd expect performance to be worse on away games.
You're never going to make everyone happy, but hey, you made me happy.
Well they are only harming their own clan if they do that, a selfish act that I can't see many following through with.jpcloet wrote:Away is slightly harder, however, most cases team join based on map anyways. Feudal home vs Feudal away should not be any different. I've been watching patterns of behaviors. One of the ones I'm weary of is a player going 12-0 then stopping and not playing the last few weeks etc.danryan wrote:Another question is how do you balance home/away performance. I'd argue that winning away games should carry more weight than home games because inherently you'd expect performance to be worse on away games.
You're never going to make everyone happy, but hey, you made me happy.

I agree with Rodion, Denise and Dako - ditch kill ratio.Dako wrote:Kill ratio is totally lame. Most valuable players is the frontier? I have not heard about a clan that loads only one guy because he is better at attacking. It always differs from game to game.
So... kill ratio as an MVP criteria is lame, I think.

Thats why I suggested that there's initially some factual basis for choosing the worthy individuals and then let intuition or perception become the decider.angola wrote:In some ways I agree, but most likely it would just turn into a popularity contest and that wouldn't reward the random folks that show up on the all-star teams.Leehar wrote:Who knows, a voting system by the cla reps based on as much factual evidence you could provide wouldn't hurt either


% alone is not good enough for me. See above 7-1 vs 3-0 argument. The swiss system is fine for head to head but does not quite apply to a league let alone an individual. In the league's case it would apply to a team and we don't need that actually. I could see the argument that Kill Ratio should be a tie-breaker and not part of the main scoring system. I'm still thinking about how to incorporate home-away since it means more manual work which I'm trying to avoid.I think swiss system in chess works on similar system, there are just #2 and #3 points used for tiebreakers while #1 point is the main thing. but, we may give weight factors to all of these 3 points. I know it is hard and a ton of job to do, and I may help with volunteering for it for next clan league if you need me.
I would think that with strength of Schedule, Theldin had the harder time of it. Every game he played was against clans better than his, while everyone Rod played was in the weaker?josko.ri wrote:here are 2 examples which I think are controversy:
1. Theldin is better than Rodion in Division D triples.
Theldin has 5-1 score. he played 1 game vs #1 (lost it), 2 games vs #3 and #4 and 1 game vs #5 clan. his clan was #6. so, he practically doesnt have single win against #1 and #2 clan in Division. he played only 1 game vs 1-2# clans in division. (lost it)
Rodion has 6-1 score. he played 2 games vs #2(won both), 1 game vs #3, 3 games vs #4 and 2 games vs #6 clan. so, he not only has 1 win more than Theldin, but also he played 3 games vs 2-3# clans in Division (won all 3). it shows that he had much stronger schedule than Theldin, and won one game more than him.
I see what you're trying to do here.jpcloet wrote:Part 1
Does A still trump B due to % and "surplus"
Part 2
Does A still trump B due to % and "surplus".
I would consider 3-0 too small of a sample size and deprive it from eligibility. 7-1 would then win.jpcloet wrote:Here is a clan war example of the top 9 players, which one would you pick for MVP?
Record Win
3-0 100%
7-1 88%
6-1 86%
5-1 83%
6-2 75%
6-2 75%
6-2 75%
5-2 71%
7-3 70%
You're misusing my reasoning.Leehar wrote:Perhaps, but I'm looking at it somewhat from Rodions reasoning. That the possibility of the 3-0 individual of getting to 7-1 would be significantly harder then the one who's on 7-1 by virtue of him being there already.jpcloet wrote:Why would you say 7-1? Was 3 games not enough even though they all got medals?Leehar wrote:7-1?
tbh, I'm just content with leaving it as a judgement call rather than complicating it overly much with data dives. Sometimes there are just things you can't tell purely based on numbers (I'm wondering if I'm somehow regurgitating the power rankings argument...). Who knows, a voting system by the cla reps based on as much factual evidence you could provide wouldn't hurt either
Maybe they aren't harming anyone at all? Consider a clan that did so well in the first 4 weeks that they have already locked their #1 seed. They can sit week 5 out with no harm to the clan. Unlikely, but possible.nagerous wrote:Well they are only harming their own clan if they do that, a selfish act that I can't see many following through with.jpcloet wrote:Away is slightly harder, however, most cases team join based on map anyways. Feudal home vs Feudal away should not be any different. I've been watching patterns of behaviors. One of the ones I'm weary of is a player going 12-0 then stopping and not playing the last few weeks etc.danryan wrote:Another question is how do you balance home/away performance. I'd argue that winning away games should carry more weight than home games because inherently you'd expect performance to be worse on away games.
You're never going to make everyone happy, but hey, you made me happy.
I don't think they were trying to oppose someone that lost 4 home and won 4 away to someone that won 4 home and lost 4 away. The idea is probably to pick both "7-1"s and see who played more away games and who stuck with his favorite map/settings (so that a 7-1 with 8 away games would beat a 7-1 with 4 aways and 4 home games).FarangDemon wrote:I agree with Rodion, Denise and Dako - ditch kill ratio.Dako wrote:Kill ratio is totally lame. Most valuable players is the frontier? I have not heard about a clan that loads only one guy because he is better at attacking. It always differs from game to game.
So... kill ratio as an MVP criteria is lame, I think.
Although it makes sense intuitively that Away games are harder than Home, it cannot affect score in a way that makes sense. Consider two players are tied at 7-1, but one performed better on Away games. You could equally argue:
However much harder Away is than Home, Home is that much easier than Away, so you run into this contradiction every time.
- The one that won more Away games (or has higher win % on Away) should be ranked higher because those wins were harder.
- The one that lost more Home games (or has lower win % on Home) should be ranked lower because those wins should be easier.
7-1.josko.ri wrote:Rodion has 6-1 score
So, you gave perfect quads ratings to people above 90%? That means a 100% quads guy wouldn't have gathered any advantage against a 94% quads guy? Sounds flawed.jpcloet wrote:josko-cache comparison is off as it was only quads in the analysis. A perfect quads score ended up needing a 90% win rate or higher.
I think standard SOS is absolute, not relative. That means they consider "how good were the teams you faced" and not "how good the teams you faced were compared to yours".Leehar wrote:I would think that with strength of Schedule, Theldin had the harder time of it. Every game he played was against clans better than his, while everyone Rod played was in the weaker?
The concept stems from QB rating and unlike the QB rating (which goes above 100 to a "perfect" score of 158.2), my aim is to go to 100 score but not in 100% perfect kind of way. Meaning you could still go 10-1 and get a 100 score.Rodion wrote:So, you gave perfect quads ratings to people above 90%? That means a 100% quads guy wouldn't have gathered any advantage against a 94% quads guy? Sounds flawed.
I see. I'm familiar with it. I think 77.5% completion is good enough to get max. 1 TD every 8 pass attempts, 0 INTs and more than 12.5 yards per pass attempt?jpcloet wrote:The concept stems from QB rating and unlike the QB rating (which goes above 100 to a "perfect" score of 158.2), my aim is to go to 100 score but not in 100% perfect kind of way. Meaning you could still go 10-1 and get a 100 score.Rodion wrote:So, you gave perfect quads ratings to people above 90%? That means a 100% quads guy wouldn't have gathered any advantage against a 94% quads guy? Sounds flawed.
This is a good article that points out how the QB rating was developed. It is essentially a comparison to the average player in the league. You can find several flaws in this system as well.
http://www.bluedonut.com/qbrating.htm
At least people know what it is then. I like the idea of having min requirements being say min 4-4-4 in game types etc. to qualify. There were a number of top player candidates that did not play any doubles, although due to the lower number in S3, it was understandable.Rodion wrote:Also, what do you think of my suggestion for CL4 of a predefined formula?
Also, since doubles are usually considered to be more luck-based settings, top players are expected to help with their talents more on quads games and less on doubles.jpcloet wrote:At least people know what it is then. I like the idea of having min requirements being say min 4-4-4 in game types etc. to qualify. There were a number of top player candidates that did not play any doubles, although due to the lower number in S3, it was understandable.Rodion wrote:Also, what do you think of my suggestion for CL4 of a predefined formula?
The suggestions was meant to get the ball starting, but it never did. Anyway, my proposition was of 3/6/10 minimums instead of 4/4/4.Rodion wrote:Clans played:
90 total games (290 spots) - for MVP and reserve all-star team consideration, I think a minimum of 20 games would be appropriate (6.9% of that clan's spots).
20 doubles (40 spots) - for doubles all-star team consideration, I think a minimum of 3 doubles games would be appropriate (7.5% of that clan's spots).
30 triples (90 spots) - for triples all-star team consideration, I think a minimum of 6 triples games would be appropriate (6.67% of that clan's spots).
40 quadruples (160 spots) - for quadruples all-star team consideration, I think a minimum of 10 quadruples games would be appropriate (6.25% of that clan's spots).
The suggestions was just to show how category minimums should be calibrated considering spot distribution between game types was uneven. The 3/6/10 numbers could be tweaked.jpcloet wrote:On the doubles front there were a number of 3-0's. Again, brings us back to is 3-0 better than the one player at 8-1 or the 3 players at 6-1?