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SKILL Points are designed to reward well-rounded, versatile gameplay and true mastery in NextWar. It’s goal is to motivate players to improve across multiple aspects of the game, not just focus on one stat or gamemode. Your SKILL Points determine your position in the Seasonal Rankings, where the best players can win valuable prizes and earn recognition for their achievements each season.
This formula may and probably will be improved in the future—we are open to your feedback!
New SKILL Points Formula
SKILL = KD + CLASS_AGNOSTIC + VEHICLED_OPPONENTS +
HEADSHOTS_RATIO + WIN_RATIO + HIGH_KILLS_NUMBER_BONUS
+ KILLS_PER_MINUTE
Where max points are: KD [3], CLASS_AGNOSTIC [2], VEHICLED [2], HEADSHOTS [2], WIN [1], KILLS [1], KILLS_MINUTE [1]
KD [0-3p.]

KD Formula

function chart
Examples:
| RATIO | KD SKILL POINTS |
|---|---|
| 0 | 0 |
| .5 | 0.29 |
| 1 | 0.68 |
| 1.5 | 1.23 |
| 2 | 1.87 |
| 2.5 | 3 |
It’s harder to grind 2.1 ratio to 2.2 ratio than 1.1 ratio to 1.2 ratio. So the higher the value, the more points you get for small improvement. But the curve is quite slight. We don’t want to promote ratios higher than 2.5 to avoid hard grinding or farming etc., 2.5 is somewhere around top value for most of pro players in cqc in a decent amount of matches.
CLASS_AGNOSTIC
Motivation
In SKILL Points we want to reward all-rounded players – those who don’t stick to single class or play style. We don’t want to be too strict and to throw the baby out with the bathwater though, so we decided that quite fair approach is to compare players’ kills with Medic and Assault to kills with rest of the classes. As Medic and Assault are most popular and most dynamic classes with quite similar playstyle, we oppose it to the rest of the classes which require quite different playstyle.
Formula
We combine kills with classes into 2 groups:
x = kills_MEDIC + kills_ASSAULT
y = kills_ENGINEER + kills_SNIPER + kills_HEAVY_TROOPER
Now we compare the summarized kills of Medic and Assault with summarized kills of the rest of classes. The closer the numbers are, the more points you get.

When x=y, this formula produces 1.

The closer x and y are, the more points (z) you get. Also it’s not affected by actual x and y volume, only the ratio.

The shape is not linear
Result of this formula is multiplied by 2, which gives the Class Agnostic value used in the main formula.
Example
Player A class kills:
ENG: 100
MED: 100
SNI: 50
AS: 50
HT: 0
=
Player A gets 2 points (max), because 150 = 150
Example 2
Player B class kills:
ENG: 0
MED: 100
SNI: 0
AS: 100
HT: 0
=
Player B gets 0 points (min), because 200 >>> 0
~> The rest is straightforward and linear.
VEHICLED OPPONENT [0-2p.]
For each opponent in vehicle player kills, he gets one point (killsOfPlayersInVehicles).
The formula for Vehicled_Opponents_Points:
y - total kills
x - kills of players in vehicles f(x,y) = 2y / (0.15 * x) – max 2 for 15% of kills being the kills of opponents in vehicles
So: POINTS = vehicled / (0.15 * totalKills)
HEADSHOTS RATIO [0-2p.]
POINTS = 2 * headshots / (0.25 * kills)
2 points for 25% of kills being headshots, 1 point for 12.5%
WIN RATIO [0-1p.]
POINTS = wonMatches / (2*lostMatches)
1 point for 2 times more won than lost matches. Win ratio is unfavorable for FFA so it can’t have more than 1 point max.
KILLS PER MINUTE [0-1p.]
POINTS = kills / (2 * playedMinutes)
1 point for at least 2 kills per minute of gameplay.
KILLS BONUS [0-1p.]
POINTS = kills / 25000
1 point for 25000 kills. This value purpose is to minimize the effect of low amount of data anomalies – probabilistically the lower amount of data the bigger chance of anomalies, so this value should compensate it.
You have an idea how to improve the SKILL Points? Join our Discord discussion!
