Track Rocket League scores and view Elo rankings within Slack.
Record the outcome of a game, which is saved to the database.
/rocket-record @alice @bob 2 0 @charlie @dave
The changes to players' Elo scores and ranks are shown. If a game is deleted, a message is posted to the channel saying so, including who deleted it.
Shows the league table of players and some statistics.
/rocket-table
Show score and rank changes in the last 24 hours.
/rocket-changes
Shows all games in the database ordered by time.
/rocket-history
Shows some stats on the biggest victories and upsets, and who people tend to team up with (and not team up with).
/rocket-stats
Hidden Features
Some other features can only be activated at present by editing the SQLite database or setting environment variables.
Players can be hidden from the league table. Their games will still contribute towards the Elo history.
UPDATE players SET hidden = TRUE WHERE name = 'charlie';
Custom win and lose emoji can be set by setting the win_emoji
and lose_emoji
in the database.
UPDATE players SET win_emoji = 'champagne', lose_emoji = 'neutral_face' WHERE name = 'bob';
Set the SLACK_HOME_CHANNEL
environment variable.
E.g. If you set SLACK_HOME_CHANNEL=general
then try to record a game in the #random channel: Sorry, you can only record games in the #general channel.
Rocket League is normally a team-based game. To attain Elo rankings for individuals based on the outcomes of team games, we consider each team as a unit when computing Elo updates. This should give a fair representation of individual skill over the longer term provided that players choose random teams.
Games' contribution to player score decays over time. By default, games decay linearly over a period of 3 months. After that point, the game will have no impact on the scores of the players involved.
There is a margin of victory multiplier (MoVM), here are some examples of typical multipliers:
The following articles were referred to when building the project.
Coming soon
Coming soon