I've generated it for all the past days too. However with that - march still has only < 300 games in 3v3,4v4 so I am not sure how accurate those stats are.
But we can see that axis is not dominant in the team games any more. They still have slightly higher win-rate. Will be interesting to see how it changes with more games.
Question:
Did you consinder the fact, that a 2at premade team ofen search for 4vs4 and playing it? Does your system get those players then or not?
That match would not be counted. If they are 2at team only their 2v2 games against top 200 plyaers would be counted.
I still think it should be based on a % rather than the top 200. The 1v1 Wehr ladder has nearly 3150 players, while the 1v1 Brit ladder is 1400. This means you are comparing the top 6% of the Wehr ladder against the top 14% of the British ladder.
wehr - 3371
brit - 1602
I think we would end up with even less matches. With the current calculation for the top 200, there is only ~12 brit games per day, which is way to low. Even week stat for this would be just 84 games which is not enough... I can see the stats to "stabilize" around 200 games at least.
But let's take a look, if we would take top 10% of players:
That's 160 positions of brits VS 330 positions of wehr.
Hm is there a difference in a skill? I can't really tell. For example if player ranked 160 would play against 330 ?
I am personally around rank 1k - level 10 . When I play against people 1k+ , even just few ranks worse, or level worse. I totally stomp them or usually have no problem winning. But when I play against people from top ~500 I can feel the difference immediately, sometimes someone plays really weird but usually I can feel that those players are on a completely different level them me. Would that be a case in 160 vs 330 player? Or is that more or less on a same level already?
Btw the more I think about it. It makes sense to have it based on the % in the ladder. However it would require way more work. I don't have full ladders, I would need to do additional development of lot of things.
Also another question if we applied different amount of people from each faction - it would affect the amount of games and the statistics what race is more played would be biased but on the other hand we already know this from the ladders. Hm...???
But let's say we want to have it as %, what the number should be?
1v1 - brit - 1450
1v1 - wer - 3158
1v1 - wgen - 2711
1v1 - usf - 1887
1v1 - soviet - 3158
For 2v2
2v2 - brit - 2440
2v2 - wer - 4321
2v2 - wgen - 3852
2v2 - usf - 2504
2v2 - soviet - 3757
team2 - allies - 8097
team2 - axis - 8148
Obviously we would need different values for arranged and random teams, because if we applied the same % it would be completely different amount of people which would be counted in.
I have the "raw" data for the top 200 players only.
How it works, players are split into the modes 1v1,2v2,3v3,4v4 - the faction doesn't play a role.
The match is counted ONLY if ALL players from the match are in the TOP 200 for that mode (for example 1v1, 2v2 - team players are added too).
What does it mean that faction doesn't play a role?
FYI This is the ladder data:
Amount of unique players in modes: 1v1: 472
Amount of unique players in modes: 2v2: 891
Amount of unique players in modes: 3v3: 1266
Amount of unique players in modes: 4v4: 1309
How come there is so many players in 4v4? Even though we have just 5(races)*200(positions) the teams are added too. Each team adds 4 players.
Anyway here is report for the last ~5 days ( 17k matches before filtering only top 200 players).
You can see that the win-rate is much closer to the 50% ==> Aka the game "looks balanced" . Except for Brits, it looks like they suck anyway . But I think it's sill not enough data. When I had data for just 1 day, in 3v3,4v4, it's often just 20 games and with that - the data was completely unbalanced 0.7 winrate was not uncommon. I think we will need more and more games + this statistics is not enough to have some strong conclusions. For example with the team games we should try to track the team composition which might play a big role in a winrate (for example team of 4 brits vs 2w,2wg \\ team of 1b,1u,2s, vs 2w,2wg \\ there is several combinations) + maps, I mean this is extremely complicated thing with huge amount of variables.
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Please let me know what you think. If you see some significant flaw in my calculations or something looks off - let me know. Thank you
(EDIT: Btw you are stating in the info section that there were 100k games per day. The site you linked shows about 110-120k games per week, if I understand it correctly. So only about 17k games per day.)
You are right, I did not noticed that the chart does aggregation. However if you count on that page all the modes/ranks I counted 244k games/week , that's 34k games.
But thanks for pointing that out!
Btw my next plans is to really filter only top 200 games - all players needs to be in that range. Will see how many games will stay. But not sure when I will have time to look into it - hopefully next weekend.
Hi guys, I Have a question. Do you think the site should be accessible from mobile devices? Because there is a lot of people (about 30% - which is hundreds) who are opening the site from mobile devices.
It's extremely hard to make those fck charts work on smaller screen...
So the question is, should we try to do something with that. Or it's more like fuck them, unless you have at least 1080p display you won't see shit on the site.
Wait is it possible that you make the problems? Because since yesterday alot of people complain about drops, lags, bots not reacting after 1 person dropped.
No I don't think so. The stats API should be completely separated. Also I am talking to the API for only ~30 minutes/day. 2 AM UTC time. Also the scrapping is running from 8th of March the same.
Does that mean if I'm a top 200 player in 3v3, my matches would be counted when I play 1v1?
Oh yeah. You are right. Those can affect the stats! However what I see from the stats. Usually when someone is really good with one faction they are also pretty good with other too
That's awesome. However the data does not add up. I can see level with each player, but it's number 0-300, for example:
alias "solaris"
country "ua"
leaderboardregion_id 0
level 300
name "/steam/76561198074006051"
personal_statgroup_id 4686731
profile_id 3153275
xp 18785964
I'm not sure how it's done right now, but can there be a filter added so only matches get counted where all participants were top 200 as opposed to just one of them?
Would cut down the number of games, but get rid of the worst of the stomps.
This could be possible. I have snapshot of the leaderboards for each day. I could search in it for their steam ids.
How to approach it? 1v1, 2v2, 3v3, 4v4 ??
There are several approaches
1. Only one player in the match is in top 200 -- current implementation
2. At least 1 player from each team needs to be in top 200
3. At least 50% of players needs to be from top 200
4. All the players needs to be in top 200
5. something else?
Or games where the average rank was 200 or better for both sides.
I can't get the ranks for all the players in the match So I can't really make average rank.
The previous stats coh2charts.com he had huge benefit of direct access to the relic DB
Overloading the calls is indeed an issue, but maybe you can space those out? One call every 10 min would give 144 checked ranks per day. After a week there will be 1000 games annotated.
But maybe that's not that necessary after all.
The issue is that every day new matches are played and added (the amount of games is insane). Everything needs to be done in a single day so you are ready to process matches next day.
I am little bit scared of Relic. I think it was also reason the last project was shutdown because it was "stressing" their servers too much.
It's not official API. I don't have dev API key or something, it's basically "hacking" their API which they use to display the statistics which you can see on their site and also in-game. They could do some actions - which could make really hard to get this data. To be honest I have no idea how much we are stressing their system. Maybe they did not even noticed it
Additional note to their API. It was not designed to provide a lot of data. It's designed to support the function COH2 currently have in-game / on their site. This makes everything more complicated and the process is fairly ineffective.