Staredit Network

Staredit Network -> SEN v5 Alpha -> My System
Report, edit, etc...Posted by Mini Moose 2707 on 2005-11-06 at 16:44:36
I haven't been very involved in v5, so I'm going to start contributing a bit here.

Here's the basic formula:

Rating = (Seniority * Rep) - Wounds

Trial Member: ONLY member group allowed for anyone who has under 5 or 10 seniority points.

Rating < 0: Restricted. Uh oh. tongue.gif
Rating >= 10: Member
Rating >= 100: Regular: Must have at least 75 seniority points.
Rating >= 400: Elite: Must have at least 200 seniority points.
^Of course, we can always change the values and add new groups, just some theorycrafting.

Seniority - Increases by one for each day the member logs on to the site. Maybe there can be a button or something to push every day, or just have it not increase if they haven't posted within a certain amount of time since the last increment (24, 48 hours). I'm biased towards seniority, sorry. tongue.gif I really don't like post count or posts per day to go towards the formula, so this is the closest thing to it.

Reputation - This one gets a little more involved. Reputation starts out at 100.0%. A member's level determines to what degree they can affect it. Each member can set a value for any other member ONCE, but they are able to change their value at any time.

Trial Member: Cannot affect reputations.
Member: Can affect reputation on a -.2 to +.3% scale.
Regular: Can affect reputation on a -.3 to +.5% scale.
Elite: Can affect reputation on a -.5 to +.7% scale.
Staff (?): Can affect reputation on a -2 to +3% scale.
Global Mod (Higher Staff?): Can affect reputation on a -4 to +5% scale.
Admin: Can affect reputation however they want. tongue.gif

And, of course, the Staff and above must factor in that they must use reputation fairly... they have the next factor for punishment.

Wounds - Admin fun time. When someone is warned/fined/disliked by admins or whatever, we set this to some number. It is subtracted from the whole thing at the end. The wound value is "healed" by 3 per day... or some other value. Maybe a percentage, or the mod/admin can set a value for how much to heal it.

And, that's it. Expect a few edits. wink.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-06 at 16:52:26
Not really sure I get the Reputation that much.

I made one more revision, here would be my system:

[f [2a + .5g + b/10 + (d/5)[0.1 * (-1.2)[sup]-e+22[/sup]+5] ] [(-1/20) (c-6)[sup]2[/sup] + 2]]

Where

a - active days as a member (logged on)
b - post count
c - posts per day
d - post rating total
e - #of members who have given post rating points
f - admin rating of member starting at 1.000 and bounded from 0.500 to 1.200)
g - inactive days as a member (never logged on)

d and e relate to IP's idea of giving reputation specifically attached to posts. Your total score from this is d, and total number of members to give you this is e.

Report, edit, etc...Posted by Mini Moose 2707 on 2005-11-06 at 16:54:17
Yeah, Reputation is hard to understand. You have to visualize or something.

A member likes someone for some reason, so they set their value for that person to +.3%
Shazam, that person's reputation is 100.3%.

Someone else doesn't like them, they give them -.1%.
Bam, it goes to 100.2%.

Basically, everyone's fractional percents start to add in to something... as they rise in the ranks they have greater ability to affect others.
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-06 at 17:00:31
Reputation is a bit heavy in that system then, I really try to steer away form popularity contests. I can see popular idiots getting 700% rep.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-11-06 at 17:03:03
700%?
You'd need...

2000 members to like you.
1200 regulars to like you.
858 elites to like you.

And that assumes we don't take them out to begin with.
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-06 at 17:04:11
Oh, I see, ONCE, not once a day or week. Then it functions like a combined staff rep in my formula...

Interesting.
Report, edit, etc...Posted by IsolatedPurity on 2005-11-06 at 17:20:33
That is rather interesting...
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-06 at 17:24:07
I smell my system damped down tongue.gif
Report, edit, etc...Posted by IsolatedPurity on 2005-11-06 at 17:29:30
Your system dtbk always seems overly complicated with too many factors. I don't see what days inactive on sen or days on sen have anything to do with little equations to see if you gain 1 mineral on a shout or 12 minerals on a 6 to 12 mineral post...

It just doesn't seem... logical... or... fitting...
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-06 at 18:02:16
It was going to be used for member rank advancement and a number that newbies can look at to judge a member before they can really get to know that member. Sort of like how post count used to be.

The whole point is the formula is not publicized, we advertise a "magic" machine that knows how good you are.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-06 at 18:30:08
Long time I haven't been in this forum so here goes.

QUOTE
Rating = (Seniority * Rep) - Wounds


I'd rather do it this way:

Rating = (Seniority * 2Rep%) - Wounds

Everyone starts at 50% rep and the range goes from 0%-100%. Having people over 100% just seems illogical and makes the newer people who don't understand the system confused.

I placed 2Rep so that 50% = 1 and it won't affect the reputation in any way. 100% = 2 and 0% = 0. Seems much less "rigged" than just have 1 person with very few seniority points have insane rating just because his buddies gave him massive rep.

Also the ability to change one's reputation should be from -X% to X%, this way it's equal to either way going up or down.

Wound healing should be +1% per day. It shouldn't decrease the rating by % but instead by using a specific number for the offense. Even though this system is a bit biased towards elites, we already give more chances to elites than newer members so it won't really change anything giving elites a small advantage.

Rating Numbers can and will probably go into the negatives if wounds get high enough. When this happens a member will start losing access to several aspects of the site until he/she is ultimately banned. This way the system will work perfectly with Global Mods and will require no need to act like crazy to contact an Admin, like it has happened in the past.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-11-06 at 18:40:42
QUOTE(BeeR_KeG @ Nov 6 2005, 07:30 PM)
Everyone starts at 50% rep and the range goes from 0%-100%. Having people over 100% just seems illogical and makes the newer people who don't understand the system confused.

I placed 2Rep so that 50% = 1 and it won't affect the reputation in any way. 100% = 2 and 0% = 0.

This was really more for convienence than anything else. I could say 1.0 and affects by .001, but that just looks retarded, so I used percents.

QUOTE(BeeR_KeG @ Nov 6 2005, 07:30 PM)
Also the ability to change one's reputation should be from -X% to X%, this way it's equal to either way going up or down.

Yeah, that can change. I just thought there should be more potential to boost up than to destroy... my reasoning is that new members are likely to hate people for illogocial and/or trivial reasons.

QUOTE(BeeR_KeG @ Nov 6 2005, 07:30 PM)
Wound healing should be +1% per day. It shouldn't decrease the rating by % but instead by using a specific number for the offense. Even though this system is a bit biased towards elites, we already give more chances to elites than newer members so it won't really change anything giving elites a small advantage.

Yeah, I intended for it to be a whole number. Percantage/number variation was meant for healing purposes, I wasn't very clear there. Elites already have an advantage to recover with higher seniority ratings. I definitely think 1% is a little low, however.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-06 at 18:44:15
QUOTE
This was really more for convienence than anything else. I could say 1.0 and affects by .001, but that just looks retarded, so I used percents.


I meant multiply the percentage by 2. Keep the system you suggested except make it from 0%-100% and multiply it by 2 in the formula. New members start at 50% meaning that it won't change seniority at all.
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