such a system would mean that games would try to match up people’s rating, which would mean that if you weren’t a good player, you would be grouped with other not so good players, which would spell doom. if this were a pvp game that would be fair, but it isn’t. lol
So you’re saying your incorrect statement can only be proven false, if I do a data set of 10000 players? Totally legit.
sigh
Damage taken without context is meaningless, correct.
Playing Ironbreaker Bardin and taking much damage means you’re doing it wrong. Damage taken is not damage blocked. You don’t have higher health with Bardin, which would prompt you to take damage.
Completely false. damage you’ve taken is not necessarily damage avoided by your team. Everyone has to dodge and block damage. Every time you get damage it’s your fault and your fault alone.
i lolled at this
your thread is turning out to be a monster that’s hard to slay eh
If the cleverer always give in, the dumb will rule the world.
Ghroznak are you deliberately trying to provoke people or? None here is talking about ELO or anything like it? Maybe people are just asking to see these levels so they get some clue as to how you can manage harder difficulties. I dont like wasting time trying to carry bad players who managed to reach 30. In V1 you could be quite certain that with +400lvl players you can do cata even with randies. That’s all i’m saying.
And I was able to play cata with lvl <100, so what’s your point? You would not have taken me with you as you’re thinking only 400+ can do it. elitist thinking at its best.
Levels above 30 means literally nothing.
No. Just saying if you join random lobby and see that kinda high lvl players, you can trust your team to get loot instead of failing on first horde. Don’t be silly. Being able to see levels prevent good players to be kicked even if they are low lvl with current character…
I had a lobby of 20+ people and carried them with my lvl 2 dwarf. They were my sixth try to join a public game and they left me be, as they knew I need a specific power level to even play veteran.
My bad i guess i didn’t make it clear i was talking about their use in this particular situation not about there being any possible use for them in any field.
you are right insurance companies use statistical analysis and it serves them well. they have
X0.000.000 car users making Y0.000 journeys, giving them X000.000.000 or more runs per year and data from other markets and from previous years.
And of course there is an actual causal relationship between car accidents and insurance claims.
because they are the two things you really want for stats to be good, lots and lots of trials, and a causal relationship.
unfortunately in Vermintide the lobby is a series of single trial events without a causal relationship. skill is not required to gain level, like the rise of AIDS in America and the prevalition of health food shops they share only correlation not cause.
Time is causal to levels in vermintide not skill . and where you can claim that time is causal to knowledge and knowledge will increase performance and that is a fair and valid point , it only goes so far , there is an ability limit we all hit physical biological thresholds than knowledge simply will not beat, i for example will never be anything more than bronze league at Starcraft 2.
While Knowledge will help people get better , how much they improve and how soon they hit their cap or soft cap of greatly diminishing returns will of course vary greatly from person to person.
while the expectation might remain that a 30+200 is better than a fresh 20 the variance on trial run of 1 makes it an absurd thing to rely on.
the long run average of 2 dice being rolled is 7 , bet your life you roll a 7 on the next trial? and that has a tiny variance compared to the differences between two people.
and on a different level completely what sort of community are we trying to build? because we’ve seen where your road goes and i don’t want it.
You can get to level 400 in Vermintide 1 simply by putting in enough hours over long enough time playing lower difficulties than Cata.
Which means the level is not a very reliable indication of skill but a very vague one and moreso an indication of time invested in the game.
What you are really after is a number based on “How many times did they win/lose on X difficulty”. That would be a much more true indication of how “good” they are as a player rather than a level which means very little other than, as mentioned, an indication of how long they have been playing the game.
If they have “Champion 5” rating, meaning they are at 5 wins for every 1 loss when playing on Champion level then you know they are doing fairly well on that difficulty. If they have a “Champion 0.2” rating it means they have 1 win to every 5 losses and you might not want to bring them along on a Champion difficulty.
However even this statistic might lie since player could still be pretty bad at the game but they have 3 good friends who are very good at the game and carry them through.
Furthermore that number can’t be a generic number for the account a whole either since every subclass is different and some people play better with Ironbreaker Bardin than with Slayer Bardin so this also needs to be taken into account.
My point is that you can’t oversimplify this by saying “High level = high skill, therefore let us see the ‘true’ level of characters”.
If you want to achieve your intended purpose you need to use the right data, or at least the data that gets you closest to the result you are after.
The player or character level is not that number.
A ratio of win/loss for each difficulty setting per subclass would be a fairly good indicator.
Ranger Bardin - Recruit win/loss ratio, Veteran win/loss ratio, Champion win/loss ratio, Legendary win/loss ratio
Ironbreaker Bardin - Recruit win/loss ratio, Veteran win/loss ratio, Champion win/loss ratio, Legendary win/loss ratio
Slayer Bardin - Recruit win/loss ratio, Veteran win/loss ratio, Champion win/loss ratio, Legendary win/loss ratio
That would give you a much clearer indication of how good a player is on each difficulty setting with the different Bardin subclasses.
That is what I mean. But power level dont mean you can play… Talking about legend now, not vet/champ.
Ofc you could. Still betting my money on 3+2 run with randies over 400 than with randies less than 100. Naturally there are exceptions when people have experience from similar games. But now we talking about players you have no clue about…
I love how you literally only read 1 line out of my reply and responded only to that.
How can we discuss a topic if you aren’t even reading the replies?
Cmon dude This is a matter of opinion. I would like to see those numbers and if it gets implemented in the game, then everyone could choose to use that information or not. Simple as that.
Doesn’t even need to be shown directly. Just let us leftclick on portrait and take a look at more detailed information if we want.
Key words is ‘would like’.
Why would a developer put in extra hours to add a number that gives virtually no useful information?
Win/Loss ratio per difficulty per subclass would be somewhat useful.
A cumulative level for the account would be nearly useless.
Either way, whether a player and their character is ready for whichever difficulty level you want to play is shown in the matchmaker when you select the difficulty. If they are too low (i.e. their powerlevel is lower than the requirement for the difficulty) then you can’t select that difficulty.
So the game currently gives you what you need to know when you are setting up the difficulty in the matchmaker.
Giving you more information than that so you can make a more “informed” decision on whether or not you want to be elitist and pre-emptively kickvote the player just so you can have someone else carry you through a match is entirely unnecessary.
And to clarify i’m not talking stats like ”win %” just want to see how much time ppl spend on getting better with character they are playing etc.
If you just want “time played” which is pretty much what levels would tell you then you can hold Tab, click your mousebutton, move it over to “View Profile” and you can go to their Steam profile.
In the Steam Profile you can find how many hours they have been playing the game.
So the information is there, easily accessible and doesn’t need to be added into the game as a convoluted way of showing exactly the same as the Steam profile would tell you anyways, namely “Time Played”.