What it is:
Not everyone is always on the top of their game, so I have decided to record an "elo" that I have designed (similiar to the osu! IC Tournament ISR) that will give players an idea of just how consistent some of these other players are.
Why?:
Simple answer, PP only takes into account the best plays of any player, not all plays. By grabbing data from random multiplayer games we can get more 'accurate'* representations of a players skill. This approach does remove realtime updates as it is API driven.
(* I understand that Multiplayer isn't very accurate, but there is no way to give players an easy, 'in client' way of participating in this.)
WAIT! I mess around in multiplayer with my friends alot!
I have thought about this and there are a few safeguards in place to prevent significant elo drops in situations like these. Im also considering adding a "keyword" to prevent games from being used in the calculations.
Does it work?
Right now there are only 447 players in the database. This is after about 15 minutes of crawling. We will leave it running for a few days and see where things are.
Edit: 6 hours of running and optimizing and it actually CAUGHT UP to the MP rooms and slept for 15 minutes! It is staying almost real time. 1228.3 users added per hour.
I want to add to the database!
If you send me a PM I may send you information for adding multiplayer games manually, we will see how things go.
Link to the website:
http://osuic.com/leagues/
Coming soon:
Matchmaking is something I'm currently working on, I have a simple system that can match 2 players but nothing fancy... YET...
(Looking for a front-end web designer, PM me about it, no I can't afford to hire you, sorry )
Not everyone is always on the top of their game, so I have decided to record an "elo" that I have designed (similiar to the osu! IC Tournament ISR) that will give players an idea of just how consistent some of these other players are.
Why?:
Simple answer, PP only takes into account the best plays of any player, not all plays. By grabbing data from random multiplayer games we can get more 'accurate'* representations of a players skill. This approach does remove realtime updates as it is API driven.
(* I understand that Multiplayer isn't very accurate, but there is no way to give players an easy, 'in client' way of participating in this.)
WAIT! I mess around in multiplayer with my friends alot!
I have thought about this and there are a few safeguards in place to prevent significant elo drops in situations like these. Im also considering adding a "keyword" to prevent games from being used in the calculations.
Does it work?
Right now there are only 447 players in the database. This is after about 15 minutes of crawling. We will leave it running for a few days and see where things are.
Edit: 6 hours of running and optimizing and it actually CAUGHT UP to the MP rooms and slept for 15 minutes! It is staying almost real time. 1228.3 users added per hour.
I want to add to the database!
If you send me a PM I may send you information for adding multiplayer games manually, we will see how things go.
Link to the website:
http://osuic.com/leagues/
Coming soon:
Matchmaking is something I'm currently working on, I have a simple system that can match 2 players but nothing fancy... YET...
(Looking for a front-end web designer, PM me about it, no I can't afford to hire you, sorry )