1 |
Just because our current elo system is unable to cope with this doesn't mean we can ignore it. Anyone who wants to understand or reproduce how our system works will be unable to do so because of a lack of information. This is part of the reason why it is near impossible to simulate zk elo outside of the live system.
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1 |
Just because our current elo system is unable to cope with this doesn't mean we can ignore it. Anyone who wants to understand or reproduce how our system works will be unable to do so because of a lack of information. This is part of the reason why it is near impossible to simulate zk elo outside of the live system.
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2 |
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2 |
\n
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3 |
WHR
or
normal
Elo
using
the
new
rating
interface
will
properly
apply
map
settings
and
allow
you
to
retroactively
change
map
settings.
This
makes
it
both
easy
to
test
the
rating
system
outside
of
the
live
server
and
possible
to
administrate
the
rating
system,
for
example
by
retroactively
removing
games
with
cheaters
in
them.
|
3 |
WHR
or
normal
Elo
using
the
new
rating
interface
will
properly
apply
map
settings
and
allow
you
to
retroactively
change
map
settings.
This
makes
it
both
easy
to
test
the
rating
system
outside
of
the
live
server
and
possible
to
administrate
the
rating
system,
for
example
by
retroactively
removing
games
with
cheaters
in
them.
*
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4 |
\n
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|
5 |
[spoiler]
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6 |
*For performance reasons, these changes are only applied to past games after a server restart. It would be possible to implement this update efficiently if required regularly.
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7 |
[/spoiler]
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4 |
\n
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8 |
\n
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5 |
Besides that, I don't think this map is any less usable for elo estimation now than it was a year ago. So why would we have this status be time-dependent?
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9 |
Besides that, I don't think this map is any less usable for elo estimation now than it was a year ago. So why would we have this status be time-dependent?
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