Jw
Account Details
SteamID64 76561198190170075
SteamID3 [U:1:229904347]
SteamID32 STEAM_0:1:114952173
Country United States
Signed Up January 19, 2020
Last Posted May 13, 2024 at 2:16 AM
Posts 176 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
1600
Resolution
 
Refresh Rate
144hz
Hardware Peripherals
Mouse Gwolves Hati HTM
Keyboard Corsair Strafe
Mousepad Aqua Control II
Headphones HyperX Cloud Core
Monitor MSI Optix G241
1 2 3 4 ⋅⋅ 12
#175 RGL PUGs Public Alpha in Projects
DolphInNThe point of elo is to give an approximate skill level. The idea is that if you do better than expected, you gain elo and if you do worse than expected, you lose elo. There's reasons why we don't use simple W/L to adjust skill. Say that we have peak froyo vs a low invite team that play each other 1000 times, and froyo wins 5-4 for all of those matches. With the elo system, everyone's elo would eventually converge to reflect their skill levels, such as 2100 for the low invite team and 2200 for froyo. If we used W/L, the low invite team's lo would be deflated to below newcomer, and froyo's would be highly inflated. We used to have the winner's elo slightly decrease if they were expected to roll, but barely won, but enough players complained that we removed that, which is why we have the "elo out of thin air".

The problem with this argument is that you're assuming that the Elo number has literal meaning in itself, but really, Elo measures a difference in skill. The actual number isn't what matters; all that matters is the difference. If a team rated 1600 plays against a team rated 1400, the chance of winning for both teams as predicted by Elo rating is the same as if a team rated 2200 played against a team rated 2000. Elo is not a quantification of skill, but rather, a quantification of a measurable difference in skill.

In the situation you've described, you say that the low invite team that loses every time to Froyo would be placed in the "newcomer" Elo category. But the fact is, categories are simply labels you've placed on certain Elo ratings; if these two teams were the only ones playing, then the massive difference in Elo would reflect the difference in skill between the two teams, but it wouldn't say anything about the actual level of the two teams. Do you see what I'm trying to say? All that it would mean is that one team wins every time, and one team loses every time. The same Elo difference would happen if you had a Main team play against a Newcomer team over and over. Elo doesn't quantify skill; it quantifies a difference in skill.

What I'm trying to say is, there is no such thing as "invite" and "below newcomer" Elo in the example you give. All there would be is "top invite" Elo and "low invite" Elo. In your example, you're taking labels that you maintain out of one playerbase, that reflect that playerbase's relative skill levels, and applying it arbitrarily to a completely different playerbase. In a situation where Elo is based on rounds won, the same total divergence between the Elo of Froyo and the low invite team will happen, it will only be much slower (take many more matches played) than a situation where it is based on W/L only. This can be proven mathematically.

As long as Elo measures some zero-sum number, whether it be wins/losses or rounds won/rounds lost or something, then Elo will diverge to the same point, based on relative skill, no matter what. The only thing you're changing is the speed of the divergence. In a closed-box where Froyo plays a low invite team over and over, they will both end up in the same place whether or not you calculate Elo from round wins or pure wins/losses (assuming the score is the same every time, and assuming they play an infinite number of games).

The moment you start introducing non-zero sum elements into your "Elo" system, i.e., people gaining Elo without the other team losing the same amount, or thinking that Elo measures anything other than a difference in skill, you have committed the fallacy of objective value/a "quantification" fallacy. The only thing that would change in the example you give is the labels, since you're the one who creates the labels; the bottomed-out Elo would become the "low invite" rating, and the "inflated" Elo would be the "high invite" rating. Labelling different ranges of Elo is something you do once you see what Elo ranges various skill levels are in, and then name them accordingly. Thinking it's somehow bad/a failure of the Elo system that the team that gets beaten every time bottoms-out on Elo is like those people who used to say "I was Global before the rank reset!" in CS:GO. That is, you've made the mistake of thinking that a number can measure skill, rather than relative skill; you've assigned a meaning to the arbitrary name or "rank" (like those CS:GO players) that doesn't actually exist, rather than assessed the distribution of ranks in the playerbase.

Therefore, it doesn't matter whether Elo is calculated based on wins/losses or rounds won/rounds lost, so long as the amount of Elo gained by one team exactly matches the amount of Elo lost by the other team, so as to not violate the zero-sum nature of TF2/the nature of all Elo systems. Also, although it isn't technically necessary for a functioning Elo system (based on the above), it is super frustrating to lose Elo when you win. A much better solution is to simply award less Elo to the winning team for close wins and more Elo for stomps. This will achieve the same effect without the frustration.

posted 1 day ago
#38 A Famine of Medics in TF2 General Discussion
DannyHollow

Hey why is Nursey on your friends list? If I remember, people don't pick you because you get mentored by Nursey.

posted 5 days ago
#3 Mastercomfig doesnt boost fps in Customization

If you mean it didn't increase your fps after installing it, make sure it's installed correctly. It should be in your Team Fortress 2 --> tf --> custom folder.

posted 1 week ago
#12 SUPERTEAM LFP in Recruitment (looking for players)

bump, looking for medic and soldier tryouts (both roles). open to up-and-comers. thanks!

posted 2 weeks ago
#27 heavy to mid in TF2 General Discussion
springrolls

One applicable area for whip bombs would be jumping through small doorways. Currently, one of the areas where soldier isn't very good is getting through small doors, since you have to awkwardly waddle through the door and then jump. If the whip were unbanned, soldiers could speed-waddle and bomb from doors that they would normally be completely locked out of.

posted 2 weeks ago
#7 heavy to mid in TF2 General Discussion

Heavy isn't as bad as people think in general, not just to mid. Heavy can be pretty powerful pushing out of last, pushing last, and for dryfights where you're expecting the defending team to bomb (such as drying into process 2nd).

posted 2 weeks ago
#4 RGL.gg Philly LAN 2024 (20-21 July 2024) in LAN Discussion
RGLAs this is an Open Tournament, no class restrictions will be placed on any players, and the twelve teams will be split into three non-skill-based divisions (four teams per division). All teams in each division will play six best-of-one map group stage matches (double round robin). There will be no playoffs. Final rankings will be determined by the percentage of rounds won.

Whaaaaat

posted 2 weeks ago
#5 RGL 6s Season 15 - Map Pool, Season Changes, Final in TF2 General Discussion

-clearcut ,+the koth_ramjam remake a guy on tftv is doing
-sultry (dead map with no developerment), +cp_subbase

I think that active development is the #1 quality to look for in new maps, to the point where there is basically no reason to have a new/alt map in the pool that isn't being developed at least seasonally or every few seasons. We know that reckoner is never going to get updated again, so what's the point? Same with sultry (unless somebody volunteers). Clearcut would have to change so much to be more playable that it would basically be a different map at that point as well.

posted 3 weeks ago
#43 cp_subbase (5cp) in Map Discussion

Let's play this next season if nobody wants to update sultry. no point keeping a newer map around that has no updates/fixes planned.

posted 3 weeks ago
#5 where is the 2023 resup.gg philly LAN VOD? in LAN Discussion

I asked b4nny in a pug like a week ago and he said he's been meaning to upload it... maybe he just keeps forgetting ha ha

posted 3 weeks ago
#1 SUPERTEAM LFP in Recruitment (looking for players)

We won main, now looking for players for advanced. I want to keep a core together if possible, but we need a medic and are open to some tryouts.
_jw. on discord

Combo scout: Jw.
Flank scout: karma
Pocket: LFP
Roamer: LFP
Demo: zbra
Medic: LFP!

Thanks!

posted 4 weeks ago
#46 RGL: Reiterating AC Policies in TF2 General Discussion
brodywonder dm'd arcadia to send him the videos and complain and when arcadia told him to submit a report he got mad and posted about it on here instead

Formal reports for cukei and other known and blatant cheaters have already been submitted, and I know that because I did it myself over a month ago, maybe even longer. Still haven't been banned.

posted 1 month ago
#41 cp_sultry (5cp) in Map Discussion

I don't like how medics holding last can just bait near spawn and never ever die or force to a sac. I know there are workarounds and possibly better holds, but for every other map in the pool, baiting your medic next to spawn isn't nearly as viable as it is on sultry. Right now, all 3 doors into last face the same direction, which really limits the vision/spam angles of the attacking team. I think if the leftmost door into last on this map were diagonal or something, that would allow the attacking team to get more vision and see towards the point/spam the gun from an angle other than dungeon. Another option would be giving the attacking team some sort of high ground advantage on one of the doors, since dungeon and left are both significantly lower than where the defenders are playing, and top right is way too small/spammable to be a viable door most of the time. Maybe you could make top right feel more safe for the attacking team somehow, or give the door some high ground in order to allow the attackers to punish defenders who walk too close.

I really don't want this map to become another one where the creators say "I'm finished" and never change anything significant ever again. There are still problems that need to be addressed, and if there aren't updates, it should be removed from the pool like reckoner was.

posted 1 month ago
#12 RGL: Reiterating AC Policies in TF2 General Discussion
brody

What do you think the solution is? Do you even think there's a problem to be solved here?

posted 1 month ago
#9 RGL: Reiterating AC Policies in TF2 General Discussion
exaIt should also be noted that publicizing a potential suspect has no impact on how quickly a case gets handled by RGL AC. This is done to keep the evidence-gathering procedure as unbiased and untampered as possible. It also prevents AC from potentially issuing a ban without full confidence behind the ban. RGL AC will only ever issue a ban if we are fully confident in the evidence we gather.

This is provably untrue.

Also, a standard in the AC admins' mind of "beyond a reasonable doubt" instead of "beyond any reasonable doubt" would smooth this process a lot. But this post by exa is basically internal confirmation, once again, that RGL is not going to change anything / respond in any meaningful way to the requests that sprung out of the recent sampha situation. It's what I expected. Something needs to change, and everyone agrees that something needs to change, except, of course, the admins.

posted 1 month ago
1 2 3 4 ⋅⋅ 12