While this is very true, I personnaly dislike the way the tp system handles this. Right now getting 100/100/100 on a map or getting 100/0/0 + 0/100/0 + 0/0/100 on three different maps gives exactly the same number of tps, when the former is much harder. I am fairly sure that sorting maps by stats this way is unavoidably flawed.Gray Pigeon wrote:
Tom, you should make ppv2 to the same calculation method as tp.
The map of score(50|50|50) is easier than the map of score(100|0|0).
To avoid the previous problem I think each stat just needs tweaking. I thought of a simple solution - I'm sure there are better ones than mine, though. That involves giving bonuses or maluses depending on which stat is the highest/2nd highest/lowest.
Let's say it gives +75% to the highest stat, +25% to the second highest and -25% to the lowest when calculating the total pp rating (I omitted the digits after the decimal point). I'll illustrate that with a simple example (two scores giving the same amount of pps initially) :
90/85/80 -> 157/106/60 || 255pps -> 323pps (it's relative, so the increase does not matter)
140/70/45 -> 245/87/33 || 255pps -> 365pps (notice how it's now higher than the previous score)
I chose the percentages randomly, but you get the idea.