I've done a bit of work on the player stats page, and have started some database/unrealscript/backend changes - but here's the Zeus example using the full set of game stats that are sitting on the server.
https://miasma.rocks/stats_freon.php?p=1641
I think this is pretty clearly showing the issue of the correlation between player count and PPR. If Zeus joins a 6 player game he'll be rated at 11.6 ppr for balancing purposes, when in reality something like 7.6 is realistic.
This is just re-inventing the wheel.
The example shows a classic bell curve with outliers.
If you do standard deviation and remove outliers you will end up with similar average PPR
Instead, a different metric should be used
If you want to balance a game, you need a negative feedback loop.
Points per Round quickly becomes highly positive and above 1
(10% of Damage + Kills) / Rounds
Rounds are not a skill or quality metric, they are just a quantity. As an absolute value, it's always increasing at a rate of X/n+1
Comparing for balance, there's no "baseline" you just have whatever the
current game average PPR is - meaning you have to resort to player counts, current VS alltime tricks etc etc..
But it also means that it's impossible to use when the situation in the game changes...
For DM/TDM a simple way to rate performance is the KDR - too simple but the goal is also simpler
Skill level will usually be 1:1 KDR.
Higher KDR = higher influence in the game. For TAM geniuses decided to have no ratio - just damage+kills => inflate your "rating" number
For Freon, you have an additional factor - Thawing, which also influences the game as much as kills and deaths.
So a better way to compare skills for freon, include Thaws in the KDR
(Kills + Thaws / Deaths)
This is a much better ratio which 100% depends on YOUR influence over the game goals:
- + Kill enemies
- + Thaw friends
- - Don't die
The number of rounds or the damage you caused is useless if you are not achieving these goals.