When Halo: Reach came out, so did a new “rating” system. You start at 1000 and either increase or decrease based on your kills and deaths as the game progresses. It’s a step forward from the old, “most kills wins MVP” way, but I’ve thought up a way that incorporates just how valuable one is to their team. Total Value. Sure it’s possible someone thought of this before, but as you probably can see I have not been on these forums very long.
First, we’re going to determine the value you had towards your team’s score. This deals with Kills, Assists, and Your team’s final score.
((Kills + Assists) ÷ Your team’s final score ) +.1
*** I added .1 to prevent the impossible (dividing by zero)
Second, we’re going to find the value you had against your team’s score. This deals with Deaths, Penalties and Your opponent’s final score.
((Deaths + Penalties) ÷ Your opponents final score ) +.1
*** Again, dividing by zero is bad news.
The last part is quite simple. We’re going to take the value you had towards your team and divide that by the value you had against your team. This number is your Total Value.
(((Kills + Assists) ÷ Your team’s final score ) +.1) ÷ (((Deaths + Penalties) ÷ Your opponents final score ) +.1)
Case study #1: http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=807695504&player=PoptartGraveyrd
** Please note I’m not showing off by any means, I just found a game I played in that had two ends of the Total Value spectrum **
In this game, I played for the losing team. That means, my team’s score was 44 and the opposing team’s score was 49. I also had 20 kills, 4 deaths and 0 assists/penalties.
((20 + 0) ÷ 44) + .1 = .5545
((4 + 0) ÷ 49) + .1 = .1816
.5545 ÷ .1816 = 3.05 Total Value
I had a pretty good game, but we still lost. Since Reach is more of a team game, there was probably someone who hurt the team more than I helped. Notice the one in last at -22. 3 Kills, 25 deaths, 1 assist and 1 penalty.
((3 + 1) ÷ 44) + .1 = .1909
((25 +1) ÷ 49) + .1 = .6306
.1909 ÷ .6306 = .30 Total Value
QUICK SEGUE…
After reviewing many many games to see players who dominated, didn’t dominate, secretly dominated, etc., I’ve figured out a “rating” system for these numbers. If one would graph this, it would be shaped like a bell curve. At the pinnacle of the bell would be the “average” - “not so good”.
5.00 + = How!!
2.00 - 5.00 = MVP
1.50 - 2.00 = Solid performance
1.00 - 1.50 = Average
0.75 - 1.00 = Not so good
0.50 - 0.75 = Yuck.
0.20 - 0.50 = LVP
0.00 - 0.20 = How??
Case study #2: http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=807893287&player=PoptartGraveyrd
This case study was the reason I added .1 to both parts of the equation.
The first thing you might see in this is, well, the score. There’s no way someone from the blue team could have been MVP, right? Not so fast, buddy! If you hover over the names of the top two players on the other team, you’ll notice that they both had a higher rating than I did.
If I plug and chug my numbers into this new equation, I come up with a 7.00 Total Value. Makes sense because I had at least a part of 12 / 20 team kills without accounting for any of the team deaths.
Now If I plug and chug their team, the player who went +13 had a Total value of 2.93. Clearly a very good game. The player who went +6 has a Total value of 0.87. How? This person accounted for almost half of his team’s deaths all the while leading his team in kills. Not really a bad score, but not really good either.
Conclusion…
All in all I feel that this statistic shows what an MVP to a sports team is: the Most Valuable Player. Value shouldn’t just be determined based off of kills or deaths because assists and penalties are a part of the game too.
Also, “.1” could really be any number, but I thought it showed a good exponential curve. If it were 1, all numbers seemed to fall between 1.75 and .50, and that was really hard to separate the okay-but-good games from the okay-but-bad games. If I wanted a really large separation system, I could go with “.01” or lower.
Thoughts??