PSR - Public Skill Rating , this should reflect on how you do in the game right? Not just only on how your team does.
Basically this is how PSR works:
- you get +?/-? PSR when you won/lose base on the psr percentage. (which i don't know how it is calculated)
What I'm Proposing is this:
After a game, you will get PSR as usual but you will also get PSR base on your performance on the game, whereas:
every (number can change)
kill = 1 PSR (capped of 10 points)
death = -2 PSR (capped of 15 points)
Assists = 1 PSR (capped of 10 points)
tower kill = 3 PSR per player extra 1 PSR for player who last hits tower
tower deny = 3 PSR for player who denies i t
tower destroyed = -3 PSR per player
Player deny = 3 PSR
wards bought = 1 PSR (capped of 10 points, applicable to wards of sight only)
wards placed = 1 PSR (capped of 10 points, applicable to wards of sight only)
wards destroyed = 1 PSR (capped of 10 points)
disconnect = -5 PSR
kicked out = -15 PSR
I am proposing this so that we players are valuated by mostly our skill, and your PSR will really reflect on how you play. Even if our teammates are dumb or feeds we will get more incentives we deserve for playing well.
any suggestions are welcome. please vote on concept not on numbers.
added point cap to prevent psr farming
added disconnects and tower points credits to QKO
also point cap means they can't get much more than that. so even if you get 11 kills, you wont get 11 psr, only 10
Last edited by seberdays; 04-12-2010 at 05:24 AM.
you only lose psr when die
and gain psr for everything
not balanced tho
No, you are creating a disconnect between winning the game and your psr.
Take a look at a binomial distribution with the probability = 50% and 100 games played. About 95% of people are at most 10 games from their true win %.
Cumulative binomial distribution
This is a massive simplification of this problem, and we could argue how much it applies. HOWEVER, the way to fix is it is not to use a fixed point system. Ways of improving the accuracy of psr get very complicated very quickly and produce marginal results.
Yea bad idea. And dont forgot carry make more kill and tower than support who did more ward and support. For win a game you need a team. Everybody need to be appreciate, support ganker and carry because you play with a group.
Though I think people should be awarded for each 1000 hp healed, each 1000hp damaged and each 1000hp damage prevented. This way supports also gain points by actually doing their job. Then there should be a synergy score, this determines how well you have been using your teammate's skills that were put on you or put near you. Fleeing while valk activates her phase prism before a fight starts will cost you points, but attacking the opponent will gain you points and will get valk damage prevented points. Same sort of stuff with fire shields and such.
A tower loss should cost you 3 points regardless of being denied or not. The one that denies it can gain his 3 points back Player denies shouldn't be rewarded, but they shouldn't cost the denied player points.
Oh wait, letting the carry last hit the tower whilst I am playing a support obviously means I don't deserve that 1 PSR... sorry mate, this idea is bad.
people, please vote on concept not on numbers.the idea is to be evaluated by your skill not by your luck in getting good or bad teammates. the concept is not yet perfect so don't bash it, instead make suggestions so we can perfect it.
Last edited by seberdays; 04-11-2010 at 03:16 PM.
idea is good. i want to be evaluated according to my skill, not according to getting good team mates.
imagine i played well all game, and then i lose because of some fckng dumb team mates. i want more incentives for playing good.
Well IMO this would honestly not be accurate at all... this would make EVERYONE wanting to pick carries (more than they already do). Everyones gonna be picking scout or NH so they can sit back and KS and farm PSR. the reason PSR is made the way it is, so people can't abuse it, and to keep it a team game (because thats what it is) Start playing with a couple of ur friends so u know u got some decent teammates.
I say it is to make it clear to the players what the odds of winning are. If the players want a challenging game (which are most of the time the fun ones), then the skill levels should be near matched. How to best approximate the odds of winning, refer to my previous post.
If PSR is only meant as bragging rights on you facebook page. Then omg, everything you want already exists in statistics. Kills, deaths, tower kills, wards placed, ETC. All this is for the public to see. If you want to add some formula that converts these into a single number, then that has nothing to do with PSR.
PS wards are 200 gold, 6000 gold = 30 wards = PSR for afking
Last edited by priming; 04-11-2010 at 08:50 PM.
I like the current PSR system, either way it won't show your skill anyway. Also, you shouldn't get points for placing wards.
I used to think along similar lines that individual kills should be counted but it shouldn't and its because all that is going to encourage is kill stealing and no one will play support heroes and the game will be retarded...
and on wards thing, there is a cap of 10 points, meaning you won't get more than 10 psr by getting wards.
you also get PSR for winning the game, except you will get more points on how well you will fare in the game.
Last edited by seberdays; 04-12-2010 at 05:23 AM.