Silber-Trade läuft an, Peloton mit Bodenbildung, BTC vor neuen ATHs?

2021.10.19 14:06 finanzmarktwelt Silber-Trade läuft an, Peloton mit Bodenbildung, BTC vor neuen ATHs?

Silber-Trade läuft an, Peloton mit Bodenbildung, BTC vor neuen ATHs? submitted by finanzmarktwelt to finanzmarktwelt [link] [comments]


2021.10.19 14:06 Russian-Nationality Novodvinskaya Fortress in Arkhangelsk - Russia

Novodvinskaya Fortress in Arkhangelsk - Russia submitted by Russian-Nationality to Traveler [link] [comments]


2021.10.19 14:06 AutoNewspaperAdmin [National] - Conservative radio host said he constantly hugged strangers to catch covid: ‘What I hoped for the entire time’ | Washington Post

[National] - Conservative radio host said he constantly hugged strangers to catch covid: ‘What I hoped for the entire time’ | Washington Post submitted by AutoNewspaperAdmin to AutoNewspaper [link] [comments]


2021.10.19 14:06 OkAd9263 SN🅰️P Before App 👇

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2021.10.19 14:06 vanmar23 I loved this article by Herald. Wales! You should try to go to this event!

I loved this article by Herald. Wales! You should try to go to this event! submitted by vanmar23 to Wales [link] [comments]


2021.10.19 14:06 AutoNewspaperAdmin [World] - IMF sees economic growth with higher inflation for Mideast | Washington Post

[World] - IMF sees economic growth with higher inflation for Mideast | Washington Post submitted by AutoNewspaperAdmin to AutoNewspaper [link] [comments]


2021.10.19 14:06 Motor-Ad-8858 Tourist 'E Visa' Reintroduced For Cambodia. EU & US Citizens Can't Apply

Khmer Times: Tourist 'e-visa' reintroduced for Cambodia. https://www.khmertimeskh.com/50954743/tourist-e-visa-reintroduced-for-cambodia/
submitted by Motor-Ad-8858 to cambodia [link] [comments]


2021.10.19 14:06 Successfulinvestor8 AMC diamond 💎 hands also look like this Mama 🦍 iish

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2021.10.19 14:06 Baron-of-Moork Star Citizen 3.15 - Understanding QEDs - Ep.1: Dampener & Cutlass Blue [FR - ENGsubs]

Star Citizen 3.15 - Understanding QEDs - Ep.1: Dampener & Cutlass Blue [FR - ENGsubs] submitted by Baron-of-Moork to StarCitizenUniverse [link] [comments]


2021.10.19 14:06 Ok_Board9424 Buy some USHIBA today & get ready for the next bull run! 🐕🇺🇸📈🚀 #USHIBA #HODL #USHIBAarmy

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2021.10.19 14:06 rounak0715 No sleep for me again.

Me: Let me sleep.
My brain: 3 years ago, you could've actually won that argument.
submitted by rounak0715 to allisonovo [link] [comments]


2021.10.19 14:06 cylas77 dings

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2021.10.19 14:06 fullirishshoelace Drumcondra Park

Drumcondra Park submitted by fullirishshoelace to Dublin [link] [comments]


2021.10.19 14:06 TheDeadbush An in-depth analysis of team balancing, V2 DEVS PLS READ

This is a very detailed analysis of Phantom Forces team balancing and dynamics issues, and entails my suggestions on how to fix them. It's a very long read, as I would like to conclusively and irrefutably prove that team balancing is undoubtedly broken, as well as offer my solutions based on facts and logic.
This is my second iteration of the post with improved ideas and more effective evidence. I will continue to post this postuntil the devs respond.
I would appreciate some constructive criticism and debate in the comments. Thank you.
Here we go.
First, before we plan to fix anything, we need to prove that it is broken. Allow me to present several screenshots taken around the beginning and at the end of a match.
The start of the match
The end of the match
I also have many screenshots of the outcomes of matches.
Totally one-sided spawnkilling.
5 high ranks on Ghosts, 1 on Phantoms.
GREAT BALANCE
Sights like the one above are commonplace in many PF matches. Every single high rank is put in one team, except for one guy, who is the sole bastion of resistance in the other, team. Often, this weaker team will lose, and the sole high rank player will sometimes leave the game or AFK the match to avoid losing KDR.
When there are two players in a lobby who are both above rank 100, it would be logical to split them into different teams. However, more often than not, both high-ranking players are put on the same team, resulting in games like these.
The scenarios described above is almost always the case, however there are exceptions.
the underdogs win
In this match, the team with 5 rank 100+ players lost the game, despite my team lacking any players above rank 100 with the exception of myself (I have a rank 200+ main).
This proves that rank is generally a good indicator of skill, but exceptions are common enough that rank alone cannot be a reliable indicator of skill.
KD is a far more reliable indicator of skill than rank, as it is actually based on the skill of the individual player, instead of how much time they put into the game. However, games can sometimes still be comically and consistently unbalanced.
There are classes of players that I would classify as "balance breakers". They are players that can carry a team on their own, or single-handedly give a team an overwhelming advantage. A balance breaker's skill level is relative to the skill of other players in the match, but what is important is that the balance breaker is incredibly capable, and whichever team has the balance breaker will most likely win the match.
The issue arises when the balance breaker player is inadequately countered in the teams. In fact, it is very common to see most of the match's high-rank players on the same team as the balance breaker, further exacerbating the issue. Not only does this happen quite frequently, this manner of imbalance is repeated in consecutive matches in the same lobby.
The Ghosts were overwhelmingly strong, but I managed to keep a 4+ KDR.
Next match, the high rank sweats and I get put on the SAME TEAM.
If a team balancing system is able to consistently compose such ridiculously unbalanced teams match after match, then we can confidently say that the system is highly dysfunctional.
At this point, some people may argue that I am blinded by confirmation bias, and that I am selectively displaying evidence to prove my point. While I do not deny the latter accusation, as it is logical to only display evidence relevant to the argued case, I guarantee that my opinion comes from objectively unbiased analysis.
My conclusion is also supported by many people, as evidenced in my previous poll posts.
In this poll, I asked people to rate the team balancing on a scale of 1 to 5, with 1 being unplayable spawnkilling and 5 being a well balanced match with evenly split high ranks. The average rating was 2.43.
I also hosted another poll, in which the majority of players reported that most of their matches were heavily unbalanced.
I also calculated some average values from some matches as more concrete evidence. These matches were selected randomly from my screenshot folder. I took special care to document all of my games, not just the ones with bad balance.
Average KD is the average KD of each team member
I will also list the total kills made by each team.
Team KD is the amount of kills from each team divided by the deaths of that team. Note that the Assist count as kill mechanic may cause apparent discrepancies.
KOTH points are 1:369, Phantoms average KD 0.47, total kills 98, team KD 0.71, Ghosts average KD 1.4, total kills 265, team KD 1.55
100:200 kill count in TDM, Phantoms average KD 0.38, total kills 84, team KD 0.58, Ghosts average KD 2.05, total kills 221, team KD 2.35
52:704 points in Hard Point, Phantoms average KD 1.74, total kills 137, team KD 1.71, Ghosts average KD 0.53, total kills 71, team KD 0.73
I may experience more unbalanced matches than the average player because I almost never AFK any matches, even if my team is being spawnkilled. This gives me a higher performance rating because the current balance system is said to work on a player's points earned per second rating, which means the balance system overestimates my skill. Most players do AFK a match once in a while, which reduces their score per second rating, giving them more favorable team balancing.

Now that we have conclusively proven that team balancing does not function adequately, we must remedy the problems, of which there are several types.

First, the metric for measuring a player's skill. As far as I know, each player's skill is measured by their points earned per second in the previous match. This metric does not accurately take into account the player's PVP skills, nor does it compensate for fluctuations in the player's combat effectiveness due to changing maps and conditions.
A much more sensible metric would be points earned per second by playing the objective, combined with overall KDR or kills per second. This information would be gathered from the player's last 100 matches, ensuring an up to date and effective metric for measuring skill.
For example, in a KOTH match, a player's points earned per second by playing the objective metric would increase if they get kills around the hill, capture and/or hold the hill, and such. In a TDM match, a player's contributing score would be measured by score from assists and kills.
The idea is to use the relevant measure of a player's skill depending on the gamemode.

Second, we have sheer human nature. When a player is the only high rank on their team, fighting against a balance breaker as well as multiple high ranks on the enemy team, the single high rank player will often either go AFK or ragequit, upsetting the balance further.
The solution to this issue above is to overcompensate when balancing against a team that contains balance breaker players. This way, some players facing the OP team will not participate, but enough players will continue fighting to retain the balance in between the teams.
Basically, predicting when and how players will leave the game or go AFK will allow balancing to pre-compensate for this issue. To fine tune the system, large amount of data should be collected to finely determine the amount of balance compensation that is appropriate.

The third issue is with relative skill levels. Most players above rank 100 can easily reach 50~80 kills and 3~10 KDR if they are faced with rank 0~50 noobs. When these players fight against other rank 100s, their performance drops rapidly other rank 100 players have actually competent skills. Of course, there are players who, through sheer skill, can easily achieve the same success against high ranks, thereby qualifying as balance breakers.
The problem is when the system puts rank 100+ players against other sweats based on their performance against rank 0~50 noobs. Obviously, the rank 100+ player will not perform as well as before because they are faced with much more skilled opponents.
Me when i fight noobs: 6.68 KDR.
Me when fighting a sweat army while being spawnkilled: 1.26 KDR.
The issue is the system's inability to distinguish a player's performance against opponents of different skill levels. If the change to a player's performance rating was accounted for according to the skill level of the enemy team, then this issue would be solved. For example, after a match of spawnkilling the enemy, a player's rating would not increase as much, since spawnkilling does not require as much skill as a well balanced match.

The fourth problem is with the game itself and to some extent, its developers. I don't mean any offense, but many game devs are notorious for not listening to their playerbases. Of course there are exceptions (like when Stylis hosted votes for future guns to be added), but many times it seems to be the norm.
Assuming a dev actually sees this post, there is another problem. Considering that Raspberry described the Phantom Forces code framework as "spaghetti code", I don't think it would be very easy to implement such an improvement to the existing balancing mechanic. If I were a dev, I wouldn't be too thrilled to start working on a project like this myself.
So, there is a large possibility that this post may be acknowledged, and its arguments proven right, but the solutions it proposes will go unimplemented due to sheer unfeasibility.
With this in mind, I post this very large piece of writing in the hopes that it will bring about some change.
Thanks for reading.
submitted by TheDeadbush to PhantomForces [link] [comments]


2021.10.19 14:06 omegagodl S

S submitted by omegagodl to Mssmsn [link] [comments]


2021.10.19 14:06 daniel40392 Mental Omega Allied Mission 10 - The Gardener

Mental Omega Allied Mission 10 - The Gardener submitted by daniel40392 to commandandconquer [link] [comments]


2021.10.19 14:06 tameinatrix I just love the moon...

..."And it loves you" was your reply. I knew better than to ascribe any subtext to that statement, but I wanted to.
Tonight the moon is huge in the sky. It is waxing, but appears impossibly full. I can't help it, I think of you when I see it. Our own private satellite.
submitted by tameinatrix to UnsentLetters [link] [comments]


2021.10.19 14:06 eyas85 Selling my vita

Hello, I want to sell my vita. It’s in excellent condition (lightly used) and the box is included. It’s the first model. 2 4gb memory cards and many games are also included. I will be in Canada in December or early January. I will be in Kingston, Ontario. Pm if you are interested.
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2021.10.19 14:06 ArmyAccomplished54 حرفی ندارم🥲😂

حرفی ندارم🥲😂 submitted by ArmyAccomplished54 to keoXer [link] [comments]


2021.10.19 14:06 LLislife Question about how to interpret tinder bio

"Hope to make friends that can explore deeper things"
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2021.10.19 14:06 No-Store2875 A CUTE CAT VIDEO!!!!!!!!!!!!!!!

A CUTE CAT VIDEO!!!!!!!!!!!!!!! submitted by No-Store2875 to TimeworksSubmissions [link] [comments]


2021.10.19 14:06 woodshores Live now Sigma 18-50mm f/2.8 L announcement

Live now Sigma 18-50mm f/2.8 L announcement submitted by woodshores to lrumors [link] [comments]


2021.10.19 14:06 gameboyb0t I didn’t edit this at all! I used the corrupted water

I didn’t edit this at all! I used the corrupted water submitted by gameboyb0t to FortNiteBR [link] [comments]


2021.10.19 14:06 Who_Cares1013 Evil Hinata be like:

Evil Hinata be like: submitted by Who_Cares1013 to Naruto [link] [comments]


2021.10.19 14:06 RealtimeScreener #premarket #watchlist 10/19 $WATT - Energous Granted FCC Approval for Unlimited Distance Over-the-Air , $IFRX - InflaRx Awarded up to EUR 43.7 Million (~USD 50.7 Million) Grant by German Government , $TBLT - no news... Any trading ideas? Welcome in comments! Also check my app.

#premarket #watchlist 10/19 $WATT - Energous Granted FCC Approval for Unlimited Distance Over-the-Air , $IFRX - InflaRx Awarded up to EUR 43.7 Million (~USD 50.7 Million) Grant by German Government , $TBLT - no news... Any trading ideas? Welcome in comments! Also check my app. submitted by RealtimeScreener to Daytrading [link] [comments]


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