This post was automatically archived from Double ‘D’ (Discord Channel)
And Now For Some Deets.
But first, a quote:
The PUBG system is instead split across static ratings with no guarantee as to the population size in each. Worse still, the PUBG system uses such huge ranges that the majority of players will be under one category, and the VAST majority under just two categories. As a result, less than 0.1% 2% of the entire population will be sub-platinum, compared to 82% on op.gg.
The PUBG medals could be more accurately replaced with:
Actively trying to lose
Requires permanent care and supervision
Can’t fully understand a mouse
Bronze (alt, for ego, Gold)
Silver (alt, Platinum)
Gold (alt, Master)
DR. Bonerwizard M.D. LLC says(via discord):
Dr. Bonerwizard M.D. LLCToday at 8:06 AM
with a difference of exactly 200 rating points between 2 players, elo predicts that the player with a higher rating has a 75% chance to win
1/[1+10^((Rb - Ra)/400)]
Where Ra is my rating and Rb is their rating.(edited)
The two primary factors in deciding scores and rankings are the ranks of the people playing against you, and the rank of people that have died around you. While your kills and deaths do have an effect on your ranking, it is very much diminished compared to your overall performance in the game. Since PUBG is a game of skill and strategy as well as gunplay, the player who gets to the top 10 with no kills will be given more score than the player who killed five other people but died before getting in the top 50.
Essentially, if you’re consistently surviving encounters with multiple people, that shows significant skill and thus is factored into your PUBG ranking and leaderboard position.
Survival Rating + 20% of Kill Rating = Overall Rating
Dr. Bonerwizard M.D. LLCToday at 9:00 AM
Data fields DBNOs - Number of enemy players knocked. assists - Number of enemy players this player damaged that were killed by teammates. boosts - Number of boost items used. damageDealt - Total damage dealt. Note: Self inflicted damage is subtracted. headshotKills - Number of enemy players killed with headshots. heals - Number of healing items used. killPlace - Ranking in match of number of enemy players killed. killPoints - Kills-based external ranking of player. (Think of this as an Elo ranking where only kills matter.) killStreaks - Max number of enemy players killed in a short amount of time. kills - Number of enemy players killed. longestKill - Longest distance between player and player killed at time of death. This may be misleading, as downing a player and driving away may lead to a large longestKill stat. matchId - Integer ID to identify match. There are no matches that are in both the training and testing set. revives - Number of times this player revived teammates. rideDistance - Total distance traveled in vehicles measured in meters. roadKills - Number of kills while in a vehicle.
swimDistance - Total distance traveled by swimming measured in meters. teamKills - Number of times this player killed a teammate. vehicleDestroys - Number of vehicles destroyed. walkDistance - Total distance traveled on foot measured in meters. weaponsAcquired - Number of weapons picked up. winPoints - Win-based external ranking of player. (Think of this as an Elo ranking where only winning matters.) groupId - Integer ID to identify a group within a match. If the same group of players plays in different matches, they will have a different groupId each time. numGroups - Number of groups we have data for in the match. maxPlace - Worst placement we have data for in the match. This may not match with numGroups, as sometimes the data skips over placements. winPlacePerc - The target of prediction. This is a percentile winning placement, where 1 corresponds to 1st place, and 0 corresponds to last place in the match. It is calculated off of maxPlace, not numGroups, so it is possible to have missing chunks in a match.