cris272 wrote:Yes it would be easy, but it's just client side, it's for help the player to know his level and find players with same level. There is no advantage to hack it. If a player is considered as low level, servers with low level players will be propose, but he could chose any server with hight level player if he prefer be own
But i dont like the position system, simpler is better
Some people consider the ability to troll others an advantage. ELO rating is only worth something if it is accurate. If it is just a trust based system you might as well call your servers "noobs only" or "pros only" and trust that people who join adhere to the name. It works just as well and saves the developers some time.
HMH wrote:The value calculated for your position does not show your skill.
It just shows if you are an attacker or a defender.
This could be useful for higher skilled players to search a ctf-match where for example a defender is needed.
How will the game know what position are you playing? Will the game track you on the map and then decide what your skill is on every position? What you play mid and the opposing team is constantly pushing you into defence position? Or maybe you will have to pick a position from a list before a game and stick to it. But then if you change a position from lets say def to att and forget to change your position in options the ELO script will count you as a bad defender even if you were playing a good attack. I just don't see how this would work.
Also in clan games every clan member has an assigned position and other clan members know positions of other clan members. In pubs and pick-ups it doesn't really matter that much if all players play their best positions. So client side ELO system for ctf games is IMHO a broken solution to a non-existing issue.
HMH wrote:Yes you are right since teeworlds is open source it would be easy to modify stats, but there is no reason to do this as cris272 already explained.
except this:
Trolls are everywhere roll =
To avoid something like 1000 kills / second there should be a maximum skill-value which is checked server-sided and if it is too high the Server would not send it to the other clients (send a 0).
Open source is not at all an issue here, it's the fact that the rating would be stored client side. If closing the source would be a solution to securing online games there would be no aimbots, triggerbots and other hacks in closed sourced games.
Over time the average ELO score of players will grow and eventually someone is bound to go over the score limit. Which means there will be tons of noobs who will run around with their ELO score at the limit allowed by the master and a few players who got to the limit by legitimate means and locked their clients to not add anything to their elo score so it won't get nulled by the master server who will be dismissed as one of those noobs because there is no way to actually verify how people got their score.
Also there is one more issue. Can someone here figure out a mathematical formula that will calculate a number that accurately represents one player's average performance level?