![]() To be very clear, kills and escapes on their own are not a direct indicator of skill, but rather a proxy to skill, meaning playing well will improve your odds of winning. Or if you’re already where you should be, you’ll win a roughly equal number of matches and hover around the same place. To give an example, if you lose a match, the game doesn’t think you suddenly got worse- it expects you to lose some matches! If your rating is currently lower than it should be, you’ll end up winning more matches than you lose, and that loss will quickly be offset. ![]() Instead, the matchmaker works over the course of many matches to gradually settle you into a place where you are comfortable. It’s impossible for a matchmaking system to accurately assess your ability from a single match due to the sheer number of factors at play. How much rating you gain or lose also depends on the ratings of your opponent: You’ll gain more rating by beating someone who’s rated higher than you and lose more by losing to someone who’s rated lower than you. Since the game is asymmetrical, each Survivors is treated like a separate one-on-one match for the Killer. In our case, the win condition for Survivors is escaping the trial, while a Killer’s win condition is killing Survivors. In order for this to work, the matchmaking system needs a win condition to determine if your rating should increase or decrease. The matchmaker then uses this rating to pair you with players of a similar rating. To do this, we give each player a hidden rating that evaluates their performance. ![]() ![]() The matchmaking system’s job is to pair you against opponents where your strategy works roughly half of the time. ![]()
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