2014-02-06, 00:34:44
AFAIK performance is determined by
gold earned / gold earned by all * 1000
something like that - anyway, it doesn't seem to have to do anything with kills
But yeah, the performance rating is problematic, because you can't really measure some playstyles. BooMaN is an extreme example for this, he mostly (or always?) plays guard and earns low money and has only average or bad stats, still he does a really great job to assist his team. That way he only earns small amount of points on win and loses a large amount on loss, which means he always gets the better players by the bot.
Unfortunately I don't really have an idea how to "fix" this except for basing elo point distribution solely on your current points, e.g. people with lower elo win more and lose less, and people with higher elo win less and lose more. I know it's already computed that way, but the difference would be to not use the performance numbers. Otherwise you would have to add some additional performance numbers like amount of hp healed over game, times you have been close to someone of your team with low hp (e.g. damage sharing etc, though this would affect lane players negatively), how often did you try conquering and got the timer down to at least 3 seconds / count the total amount of seconds you got enemy cps down. Something like that, and I would imagine it to be a total pita to build that into the map, so I won't say anything more now
Cheers
gold earned / gold earned by all * 1000
something like that - anyway, it doesn't seem to have to do anything with kills

But yeah, the performance rating is problematic, because you can't really measure some playstyles. BooMaN is an extreme example for this, he mostly (or always?) plays guard and earns low money and has only average or bad stats, still he does a really great job to assist his team. That way he only earns small amount of points on win and loses a large amount on loss, which means he always gets the better players by the bot.
Unfortunately I don't really have an idea how to "fix" this except for basing elo point distribution solely on your current points, e.g. people with lower elo win more and lose less, and people with higher elo win less and lose more. I know it's already computed that way, but the difference would be to not use the performance numbers. Otherwise you would have to add some additional performance numbers like amount of hp healed over game, times you have been close to someone of your team with low hp (e.g. damage sharing etc, though this would affect lane players negatively), how often did you try conquering and got the timer down to at least 3 seconds / count the total amount of seconds you got enemy cps down. Something like that, and I would imagine it to be a total pita to build that into the map, so I won't say anything more now

Cheers
Getting used to the Sand everywhere. At least it brings us map updates.