Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Criminal Enterprises
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus, tools or account selling/hacking. Do NOT post them here or advertise them, as per the forum rules.
*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.

"No vote" counting as "Dislike" now ?


FR_Player-One
 Share

Recommended Posts

Broughy1322

So since those at very low levels of plays seems to work very nicely with the idea of no votes counting as half I think that's definitely the way it works, but there is obviously a discrepancy between the ratings for higher number of plays. As Fachuro suggests, this could be a result of "changing votes" so that one person giving 5 likes and 5 dislikes is the same as that same person giving a single no vote.

 

Whether the social club numbers display the first vote from each player, the latest vote, or the "nearest" vote is obviously unknown, but theoretically if the above theory is true then for larger number of plays chances are that the actual rating would be lower than the calculated rating based on plays for most tracks. Mainly because people are more likely to give 9 likes to a track they enjoy and 1 random dislike on an off race, turning their social club whole like into an actual 0.9 of a like.

 

That also seems to be how it's going here, with the actual ratings being lower than the ratings people are calculating (except for low play counts which are bang on).

 

Here are the numbers from some of my PS3 jobs (since my xbox jobs could be all messed up from before the ratings and plays were fixed - PS3 jobs created fairly recently in comparison) http://socialclub.rockstargames.com/member/broughy1322/games/gtav/jobs?platFormId=2
LSGP - 705 Likes | 85 NoVotes | 96 Dislikes - 886 Total - Calculated Rating: (705+85/2)/886= 84% - Actual Rating: 81%
DKLS - 174L | 28 NV | 24 D - 226 T - CR: 83% - AR: 80%
LSGP IL - 177 L | 20 NV | 14 D - 211 T - CR: 89% - AR: 88%
LSGP OL - 160 L | 15 NV | 15 D - 190 T - CR: 88% - AR: 86%
PIPB - 114 L | 22 NV | 14 D - 150 T - CR: 83% - AR: 81%
MON - 73 L | 3 NV | 3 D - 79 T - CR: 96% - AR: 93%
LSGP DS - 57 L | 16 NV | 4 D - 77 T - CR: 84% - AR: 84%

 

Every single calculated rating is higher than the actual rating except for the last one which is the same, supporting that idea. Obviously as Fachuro says proper testing would be needed to know for sure though.

 

My theory is that the social club displays the latest vote someone has given a job, but the rating uses their overall votes. So if someone likes a track 4 times, dislikes it twice, then likes it another 4 times, social club would display the latest vote which counts as one whole like (and is what we're all using in our calculations). But we don't see the 2 hidden dislikes which turn that like into effectively 0.8 of a like, which would be used in the official rating. That means all our calculated ratings for generally positive tracks would be higher than the actual displayed rating by rockstar as we're over-valuing the effective number of likes each track has. This would also be true if the social club used a players overall rating to display a single like or dislike rather than their latest rating. Either way that 0.8 of a like is displayed as 1 whole like on social club, causing us to calculate our own ratings incorrectly.

Edited by Broughy1322
Link to comment
Share on other sites

Wow I somehow missed some posts up above. You may be right about how it is working now...That's cool, but I am not really following all the percentage math you did a few posts up (6 am here) however, your wrong about pre patch stuff. the number of plays was not always constant. Every one of my early jobs have more likes that plays. But hell it doesn't matter as votes were lost and plays suddenly retroacted and all kinds of crap going on...I am going to read the rest of this thread later after I wake up to see if you can clarify my new job ratings.

 

That same job I posted before is now 4,0,4 and 90%

Link to comment
Share on other sites

Broughy1322

I currently have a brand new race that has 2 plays...2 likes...83% rating.

 

Go figure.

 

Wow I somehow missed some posts up above. You may be right about how it is working now...That's cool, but I am not really following all the percentage math you did a few posts up (6 am here) however, your wrong about pre patch stuff. the number of plays was not always constant. Every one of my early jobs have more likes that plays. But hell it doesn't matter as votes were lost and plays suddenly retroacted and all kinds of crap going on...I am going to read the rest of this thread later after I wake up to see if you can clarify my new job ratings.

 

That same job I posted before is now 4,0,4 and 90%

 

Think that might have been directed to Fachuro but your new job rating interests me. If we go on the theory I mentioned above then 83% in the first instance could come from 5 likes and 1 dislike, or 4 likes and 2 no votes. If the two people who played your job played it three times and their overall votes were 4 likes and 2 no votes that would give you an actual 83% rating, despite it only showing up on social club as 2 likes from 2 people.

 

If you now assume 2 more people play it twice and both like it each time, that gives you a total of 8 likes and 2 no votes, which would be a 90% actual rating despite the social club only showing 4 people wtih 4 likes. The maths can be made to work when you take multiple plays and overall votes into account, but the social club only displays 1 vote and 1 play per person, which confuses us. If the social club displayed total plays and likes rather than one per person I bet the ratings would match up.

 

Also worth noting is that they could display a like from someone on social club for giving 2 likes and 1 dislike, as their overall opinion is closer to like than dislike. Again this opens up a world of potential ratings with all these hidden plays and hidden votes that we simply don't see. We only see that overall like which is why our calculations based on those are higher than the actual ratings provided by rockstar.

 

So yeah, that's my theory. Rating takes into account total votes and plays. Social club stats only show one vote and play per person.

Edited by Broughy1322
Link to comment
Share on other sites

My head warped reading that because all I kept thinking is " but thats not what happened"...lol

 

Way to early for math so I will just tell what I know.

 

Play : myself-like

Play : myself-like, random-left early

Play : myself-like, crewmate-like

Play : myself-like, crewmate-like, crewmate-like

 

Each crewmate was different person.

Stats are 4,0,4 - 90%

Edited by LuapYllier
Link to comment
Share on other sites

Broughy1322

My head warped reading that because all I kept thinking is " but thats not what happened"...lol

 

Way to early for math so I will just tell what I know.

 

Play : myself-like

Play : myself-like, random-left early

Play : myself-like, crewmate-like

Play : myself-like, crewmate-like, crewmate-like

 

Each crewmate was different person.

Stats are 4,0,4 - 90%

It's all broken then. Haha. Unless there is a penalty on ratings for people leaving or your crew mates played again, leaving no votes.

Edited by Broughy1322
Link to comment
Share on other sites

 

 

At this point I know enough to know that they way over complicated it to the point where it spends more time broken than it does working and anyone who made maps early on has screwed stats anyway.

 

I am of the mind to agree with the thoughts of the OP. Why on earth didn't they just use each players last vote...move it if they change it...and leave the no votes out of the equasion? You do a poll in the forum and you might get 1000 people viewing the thread...100 yes votes and 50 no votes. It gives the percentage based on the total votes...not the views. Now that they are giving RP for the voting it makes even more sense.to do it that way ...not to mention it is understandable for non mathemeticians.

Link to comment
Share on other sites

 

 

My head warped reading that because all I kept thinking is " but thats not what happened"...lol

 

Way to early for math so I will just tell what I know.

 

Play : myself-like

Play : myself-like, random-left early

Play : myself-like, crewmate-like

Play : myself-like, crewmate-like, crewmate-like

 

Each crewmate was different person.

Stats are 4,0,4 - 90%

It's all broken then. Haha. Unless there is a penalty on ratings for people leaving or your crew mates played again, leaving no votes.Only thing I can say is that there were 4 plays of the map...regardless of number of people in it, and there were 4 individual people who voted like. But that gives no idea on the sourse of the rating and probably does not follow on other peoples maps.

 

Im willing to help test any theories if anyone has a plan of process.

Link to comment
Share on other sites

Broughy1322

At this point I know enough to know that they way over complicated it to the point where it spends more time broken than it does working and anyone who made maps early on has screwed stats anyway.

 

I am of the mind to agree with the thoughts of the OP. Why on earth didn't they just use each players last vote...move it if they change it...and leave the no votes out of the equasion? You do a poll in the forum and you might get 1000 people viewing the thread...100 yes votes and 50 no votes. It gives the percentage based on the total votes...not the views. Now that they are giving RP for the voting it makes even more sense.to do it that way ...not to mention it is understandable for non mathemeticians.

Yeah to be honest that's always how I thought it worked initially (well it seemed to work out that way when calculating likes/(likes+dislikes) and not bothering about the broken play counts) and it seemed a lot simpler. In addition to giving us all higher ratings haha. But as someone else on this thread has pointed out, it doesn't really matter that much anyway. As long as you create good content play counts and ratings fall into insignificance.

Link to comment
Share on other sites

You guys' half-like rule does seem like it might apply to that race above in a way...

If 4 plays just means map was run 4 times.

4 likes + 1 no vote = 5 voters

1 no vote = 1/2 like

 

5 voters / 4.5 likes = 0.89

 

Close but still not perfect.

Link to comment
Share on other sites

Ok now I just give up. On a whim, I went to look at the plays on my playlists just to see what they were. My best ones which have been around for as long as the creator and are linked in two forums etc. Have got like 60 or 70 plays...thats cool.

 

But I made a new one last night with 6 capture missions in it. I pulled it up and invited everyone on my list. I hung out for 5 minutes to see if anyone shows...nothing. so I left and didnt play it again.

 

That playlist shows 42 plays now less than 12 hours later.

 

 

?!???!!!?

Edited by LuapYllier
Link to comment
Share on other sites

Broughy1322

The best way to know for sure when it comes to jobs would be to do it in two stages.

 

 

First stage would be create 8 different races (obviously just a drag as they're for testing and would be as short as poss) and have the same 3 people play each, voting in the following ways:

 

2 L, 1 NV, 0 D

2 L, 0 NV, 1 D

 

1 L, 2 NV, 0 D

1 L, 1 NV, 1 D

1 L, 0 NV, 2 D

 

0 L, 2 NV, 1 D

0 L, 1 NV, 2 D

 

Since 3 L = 100% and 3 D = 0% there's no need to do those. If it's noted down which tracks had which votes it should then be very easy to see how much each vote counts towards the rating.

 

 

The second stage would be to have 2 people play the same track over and over again, changing their votes each time. This would take longer as it would require waiting for the social club to update and noting down plays, likes, dislikes, and the rating each time, but if done correctly it should help determine what happens with changing votes and the rating as a whole (to see if the rating is based on all votes rather than just per person).

 

Would probably have to go something like this:

- 2 likes (ensure SC says 2 plays, 2 likes, 100%)

- 1 person gives like, 1 person gives dislike (check to see if anything changes on SC after each step)

- same people give same votes again

- Both give dislike

- Both give another dislike

- then throw in some no votes, and keep repeating to see how the ratings (and possibly the likes counter) change after each step.

 

Would all of course take some time to do. I'm not sure it's worth it considering R* may just change it up again haha

Link to comment
Share on other sites

Ok now I just give up. On a whim, I went to look at the plays on my playlists just to see what they were. My best ones which have been around for as long as the creator and are linked in two forums etc. Have got like 60 or 70 plays...thats cool.

 

But I made a new one last night with 6 capture missions in it. I pulled it up and invited everyone on my list. I hung out for 5 minutes to see if anyone shows...nothing. so I left and didnt play it again.

 

That playlist shows 42 plays now less than 12 hours later.

 

 

?!???!!!?

 

I guess that just means someone else been playing your list :p Noticed some of your guys running a bunch of capture missions earlier, so might be them ;-)

 

As for your track, the one thing I know for certain is that 4 plays means that 4 unique players have tried the track, no more and no less. I'm curious asto those are 3 different crewmates or 2 though. If it's 3, this is my assumption:

 

You all played the track and liked it, giving a 100% rating. You and/or your buds have been playing the track several times, at some point someone has either voted dislike or no vote, maybe by accident, or by quitting the voting screen, and it must've happened several times.

 

Other option, if it was 2:

 

Random dude leaving counted as a no vote. leaving you with a 87.5% rating, random dude replays the map because he was dc'ed, and leaves you a like, changing his no vote from counting 50% of a like to counting 75%. That would give you roughly 93.75% rating though, so it still doesn't add up. But, if random dude had another no vote at some point here for some reason, we're left at a 90.625% rating. That's as close as we're going to be able to get by speculating here though, but it's possible that Rockstar is just as horrible as math as everything else, and round everything DOWN. The ratings never show decimals. I am going to test this multi vote theory by playing one of my own low played jobs, and voting dislike. If the theory is correct, that should be enough to make a significant change to any race with less then 10 plays. I'll keep you posted.

Link to comment
Share on other sites

LambentBunny

Problem is that exits & disconnects count as a play and also a no-vote which is invalid. Someone leaving a race should not go towards the end stats but they do.

  • Like 1
Link to comment
Share on other sites

 

Ok now I just give up. On a whim, I went to look at the plays on my playlists just to see what they were. My best ones which have been around for as long as the creator and are linked in two forums etc. Have got like 60 or 70 plays...thats cool.

 

But I made a new one last night with 6 capture missions in it. I pulled it up and invited everyone on my list. I hung out for 5 minutes to see if anyone shows...nothing. so I left and didnt play it again.

 

That playlist shows 42 plays now less than 12 hours later.

 

 

?!???!!!?

 

I guess that just means someone else been playing your list :p Noticed some of your guys running a bunch of capture missions earlier, so might be them ;-)

 

As for your track, the one thing I know for certain is that 4 plays means that 4 unique players have tried the track, no more and no less. I'm curious asto those are 3 different crewmates or 2 though. If it's 3, this is my assumption:

 

You all played the track and liked it, giving a 100% rating. You and/or your buds have been playing the track several times, at some point someone has either voted dislike or no vote, maybe by accident, or by quitting the voting screen, and it must've happened several times.

 

Other option, if it was 2:

 

Random dude leaving counted as a no vote. leaving you with a 87.5% rating, random dude replays the map because he was dc'ed, and leaves you a like, changing his no vote from counting 50% of a like to counting 75%. That would give you roughly 93.75% rating though, so it still doesn't add up. But, if random dude had another no vote at some point here for some reason, we're left at a 90.625% rating. That's as close as we're going to be able to get by speculating here though, but it's possible that Rockstar is just as horrible as math as everything else, and round everything DOWN. The ratings never show decimals. I am going to test this multi vote theory by playing one of my own low played jobs, and voting dislike. If the theory is correct, that should be enough to make a significant change to any race with less then 10 plays. I'll keep you posted.

 

 

Neither of those things happened. Those are the plays that have occurred on that map in total no one replayed it accept me.

Link to comment
Share on other sites

handcuff_charlie

 

 

Something I've been wondering about recently.

I was looking at the stats of my latest races, and noticed something weird.

 

Before, when we had for example 10 plays, 9 likes, 0 dislike, basically 9 likes and 1 no vote, we would have a 100% rate.

Logic right ? Eveyone voted like, the ratio between like/dislike is 100%, except one player who gave a neutral vote, or refused to vote positively or negatively.

 

But now with the same exact number of votes we get a 95% rate.

On another race, not played a lot, 3 times, I got 2 likes and one No vote, yet the rate is 83%.

And it's like that for all my races/TDM.

 

Is it just me? You can check your own creations.

 

It seems that a "No Vote" is counting as half a "Dislike", which can get discouraging even more.

A "No Vote" is supposed to be.. no vote, not a "half ok half not ok" vote. It is not a vote.

 

Thoughts ?

 

 

People need to just forget about the likes/dislikes of their creations. The game is bugged, the numbers often fluctuate wildly then later get corrected or rolled back.....it really has no bearing on anything.

 

It has been stated with certainty that likes are not an automatic trigger for "verified" consideration. Knowing this, why some of you still obsess over likes/dislikes is beyond me.

 

Just play the game, play your creations, share them, and enjoy yourself, and quit watching the pot boil.

 

You're talking to the wrong guys about obsessing over likes/dislikes I think, I don't think Luap cares a lot about it, and I know myself that whilst I admittedly care a little, it's always nice to see people like your creations, I'm mainly about creating new and original stuff. Whatever rating it gets, it gets... What this is about however is understanding how it works, knowledge. If I see something I don't understand, I have to make sense of it and figure it out, that's just how I work as a person. And I also expect the rating system to be a powerful tool in the creation process (seeing what works and what don't once we start understanding how it works, and discover how to properly use it as feedback on our creations.

 

 

 

The game, and everything associated with it, is buggy as hell. What more do you need to understand?? There are literally thousands of threads outlining all sorts of bugs from trangendered characters, emblems not publishing, vehicles disappearing, to creations suddenly having 5 million likes after a couple of weeks.

 

As for the utility of the likes as "feedback".......that has to be the joke of the month! Were you serious?? 90% of dislikes are people who simply lost or are squeaky kids who dislike anything they cant game and win easily. A similarly large percentage of likes are from people who will like anything that doesnt cause their PS3 to burst into flames, the bar really couldn't be lower. If you dont know WHO is doing the rating or WHAT their standard is, then likes/dislikes are literally meaningless.

  • Like 1
Link to comment
Share on other sites

 

 

 

Something I've been wondering about recently.

I was looking at the stats of my latest races, and noticed something weird.

 

Before, when we had for example 10 plays, 9 likes, 0 dislike, basically 9 likes and 1 no vote, we would have a 100% rate.

Logic right ? Eveyone voted like, the ratio between like/dislike is 100%, except one player who gave a neutral vote, or refused to vote positively or negatively.

 

But now with the same exact number of votes we get a 95% rate.

On another race, not played a lot, 3 times, I got 2 likes and one No vote, yet the rate is 83%.

And it's like that for all my races/TDM.

 

Is it just me? You can check your own creations.

 

It seems that a "No Vote" is counting as half a "Dislike", which can get discouraging even more.

A "No Vote" is supposed to be.. no vote, not a "half ok half not ok" vote. It is not a vote.

 

Thoughts ?

 

 

People need to just forget about the likes/dislikes of their creations. The game is bugged, the numbers often fluctuate wildly then later get corrected or rolled back.....it really has no bearing on anything.

 

It has been stated with certainty that likes are not an automatic trigger for "verified" consideration. Knowing this, why some of you still obsess over likes/dislikes is beyond me.

 

Just play the game, play your creations, share them, and enjoy yourself, and quit watching the pot boil.

 

You're talking to the wrong guys about obsessing over likes/dislikes I think, I don't think Luap cares a lot about it, and I know myself that whilst I admittedly care a little, it's always nice to see people like your creations, I'm mainly about creating new and original stuff. Whatever rating it gets, it gets... What this is about however is understanding how it works, knowledge. If I see something I don't understand, I have to make sense of it and figure it out, that's just how I work as a person. And I also expect the rating system to be a powerful tool in the creation process (seeing what works and what don't once we start understanding how it works, and discover how to properly use it as feedback on our creations.

 

 

 

The game, and everything associated with it, is buggy as hell. What more do you need to understand?? There are literally thousands of threads outlining all sorts of bugs from trangendered characters, emblems not publishing, vehicles disappearing, to creations suddenly having 5 million likes after a couple of weeks.

 

As for the utility of the likes as "feedback".......that has to be the joke of the month! Were you serious?? 90% of dislikes are people who simply lost or are squeaky kids who dislike anything they cant game and win easily. A similarly large percentage of likes are from people who will like anything that doesnt cause their PS3 to burst into flames, the bar really couldn't be lower. If you dont know WHO is doing the rating or WHAT their standard is, then likes/dislikes are literally meaningless.

 

Just because you don't need to understand it doesn't mean everyone work the same way as you. Maybe a little realisation that people are different?

 

As for the feedback likes give, you're the one who must be the joke of the month if you don't consider it feedback. Yes, it's not the best quality feedback with the individual like/dislike. One dislike won't tell you something is wrong with your track. However, it's very good quantity feedback. I think you need to look up the definition of the word feedback in a dictionary here, and maybe take some classes in marketing. All feedback can be utilised if you look at it objectively. This means not taking every like or every dislike seriously, but look at the statistics and the RATINGS instead to gain a better perspective. If it didn't matter at all, it would mean all tracks would be getting the same amount of likes, dislikes and no votes in the long haul, as your chances of playing with people like that when playing with randoms are the same regardless of what track you're playing, as long as the amount of max players are the same. However, we see that tracks get different ratings over the long haul, this indicates that the majority of players actually DO vote differently not just based on their own performance but also the actual track itself, so it's giving you valuable feedback. But as individual votes can be pretty random and based on performance, you need a certain quantity to be able to gain that valuable information from the ratings. At lower spectrums it will mainly be randomised. And understanding how this rating system works is then a key factor in being able to best utilising this feedback, and accurately extract information from it. And yes, the value of this is actually the fact that you don't know too much about who is doing the rating or what their standard is. More information on demographics and how different target groups respond would of course be useful, but if you're hoping for as many people as possible to enjoy your content, and creating content for randoms to enjoy, then using the entire community as a target group can also be useful...

Link to comment
Share on other sites

I've noticed since the vote for RP feature came into frutition that people are just hitting dislike more. The gta mentality now hitting the vote screen - getting rewarded for being unkind.

I know this because one of my motorbike races today that I ran twice had 9 different racers in total - 3 likes and 6 dislikes - never had that ratio before.

Link to comment
Share on other sites

I've got an interesting development for the math nerds trying to decode this with me. My last two created races have each had 4 plays. I've received 3 up and 1 no vote on each. One has a rating of 80% and the other an 88%. The only variable between them is one race, the 80% rating, is a no vote because the player quit mid-race. The other, the 88% was just a legitimate no vote at the end. But I still think the simpler solution is just that the 88% is wrong and it should be 80% and that the whole thing isn't very accurate. My oldest race has gotten a few random plays, enough to alter its score by at least a few percent yet it hasn't moved. I'm officially throwing in my hat; I'm bored with the whole concept now. :bored:

I've noticed since the vote for RP feature came into frutition that people are just hitting dislike more. The gta mentality now hitting the vote screen - getting rewarded for being unkind.
I know this because one of my motorbike races today that I ran twice had 9 different racers in total - 3 likes and 6 dislikes - never had that ratio before.

This makes me sad though I believe it. Makes me happy I got away with only 2 no votes out of my last 8 players.

Edited by budcat
Link to comment
Share on other sites

Rating is based on how many plays you have and what the feedback is for all who have played it. If you get negative, it goes down. If you don't get votes, it goes down. Unless you get positive votes, it will go down because it's based on, i'm assuming, positive rating per play.

Link to comment
Share on other sites

handcuff_charlie

 

 

 

 

Something I've been wondering about recently.

I was looking at the stats of my latest races, and noticed something weird.

 

Before, when we had for example 10 plays, 9 likes, 0 dislike, basically 9 likes and 1 no vote, we would have a 100% rate.

Logic right ? Eveyone voted like, the ratio between like/dislike is 100%, except one player who gave a neutral vote, or refused to vote positively or negatively.

 

But now with the same exact number of votes we get a 95% rate.

On another race, not played a lot, 3 times, I got 2 likes and one No vote, yet the rate is 83%.

And it's like that for all my races/TDM.

 

Is it just me? You can check your own creations.

 

It seems that a "No Vote" is counting as half a "Dislike", which can get discouraging even more.

A "No Vote" is supposed to be.. no vote, not a "half ok half not ok" vote. It is not a vote.

 

Thoughts ?

 

 

People need to just forget about the likes/dislikes of their creations. The game is bugged, the numbers often fluctuate wildly then later get corrected or rolled back.....it really has no bearing on anything.

 

It has been stated with certainty that likes are not an automatic trigger for "verified" consideration. Knowing this, why some of you still obsess over likes/dislikes is beyond me.

 

Just play the game, play your creations, share them, and enjoy yourself, and quit watching the pot boil.

 

You're talking to the wrong guys about obsessing over likes/dislikes I think, I don't think Luap cares a lot about it, and I know myself that whilst I admittedly care a little, it's always nice to see people like your creations, I'm mainly about creating new and original stuff. Whatever rating it gets, it gets... What this is about however is understanding how it works, knowledge. If I see something I don't understand, I have to make sense of it and figure it out, that's just how I work as a person. And I also expect the rating system to be a powerful tool in the creation process (seeing what works and what don't once we start understanding how it works, and discover how to properly use it as feedback on our creations.

 

 

 

The game, and everything associated with it, is buggy as hell. What more do you need to understand?? There are literally thousands of threads outlining all sorts of bugs from trangendered characters, emblems not publishing, vehicles disappearing, to creations suddenly having 5 million likes after a couple of weeks.

 

As for the utility of the likes as "feedback".......that has to be the joke of the month! Were you serious?? 90% of dislikes are people who simply lost or are squeaky kids who dislike anything they cant game and win easily. A similarly large percentage of likes are from people who will like anything that doesnt cause their PS3 to burst into flames, the bar really couldn't be lower. If you dont know WHO is doing the rating or WHAT their standard is, then likes/dislikes are literally meaningless.

 

Just because you don't need to understand it doesn't mean everyone work the same way as you. Maybe a little realisation that people are different?

 

As for the feedback likes give, you're the one who must be the joke of the month if you don't consider it feedback. Yes, it's not the best quality feedback with the individual like/dislike. One dislike won't tell you something is wrong with your track. However, it's very good quantity feedback. I think you need to look up the definition of the word feedback in a dictionary here, and maybe take some classes in marketing. All feedback can be utilised if you look at it objectively. This means not taking every like or every dislike seriously, but look at the statistics and the RATINGS instead to gain a better perspective. If it didn't matter at all, it would mean all tracks would be getting the same amount of likes, dislikes and no votes in the long haul, as your chances of playing with people like that when playing with randoms are the same regardless of what track you're playing, as long as the amount of max players are the same. However, we see that tracks get different ratings over the long haul, this indicates that the majority of players actually DO vote differently not just based on their own performance but also the actual track itself, so it's giving you valuable feedback. But as individual votes can be pretty random and based on performance, you need a certain quantity to be able to gain that valuable information from the ratings. At lower spectrums it will mainly be randomised. And understanding how this rating system works is then a key factor in being able to best utilising this feedback, and accurately extract information from it. And yes, the value of this is actually the fact that you don't know too much about who is doing the rating or what their standard is. More information on demographics and how different target groups respond would of course be useful, but if you're hoping for as many people as possible to enjoy your content, and creating content for randoms to enjoy, then using the entire community as a target group can also be useful...

 

 

Whatever man, go ahead and waste your time with imagining completely unverifiable hypotheses for why your rating is what it is.

 

Lots of luck using your "feedback" to do anything apart from make you feel better about yourself, because that is all it is good for. You going to make changes based on likes/dislikes that you have no clue what they are based on? LOL, jokes on you.

 

I just saw a creation of mine actually drop in number of plays.....lol, go ahead and try to "understand" something that anyone with half a brain can see is obviously bugged. I have no sympathy for thick-headed people.

Link to comment
Share on other sites

I've noticed since the vote for RP feature came into frutition that people are just hitting dislike more. The gta mentality now hitting the vote screen - getting rewarded for being unkind.

I know this because one of my motorbike races today that I ran twice had 9 different racers in total - 3 likes and 6 dislikes - never had that ratio before.

 

They aren't being rewarded for being unkind.

Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...

The job rating system in this game really needs to change. No Votes shouldn't affect a jobs overall rating. It's hard enough getting people to play your created jobs but when they join and leave after seeing that your job has a 67% rating only because a couple players didn't feel like voting on it, that is a problem.

Link to comment
Share on other sites

LambentBunny

According to Rockstar this seems to be a mistake as they are investigating it

Edited by LambentBunny
Link to comment
Share on other sites

  • 4 weeks later...
LambentBunny

This seems to have been fixed, One of my races went from an 84% to 97%

Things like Rooftop Rumble have gone from 91 to 96%

Link to comment
Share on other sites

prototypetom

looks like you might need to play a job to register a change - the only ones of mine with true % as of just now are the two i played last night.

 

hopefully anyway, and it's not just bugged :lol:

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.