typewriter
Destrier
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Posts: 61
Karma: 42
Pilot name: Typewriter
Platform: Android
Clan: [Шικ²] ШικΣd
League: Silver
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Post by typewriter on Mar 6, 2017 15:02:58 GMT -5
Your suggestion is good, I would also like to see a more fair gold distribution. Maybe not 2 gold for everybody. A player who just stands there doing nothing should get nothing. I suggested to base gold payout depending on beacons and damage combined ( war-robots-forum.freeforums.net/post/37930/thread). This is under the assumption that we want to make the game in such a way that every player's objective is to maximize the probability of his team winning, and nothing else. That, IMO, would create a most enjoyable game. If you don't agree with this assumption (say if you think it's best to incentivize the maximization of shooting and kills) then my suggestion is void. I'm afraid you're not correct in this. Some players want to lose, in order to get placed in easier matchups, and to get more gold/silver this way while playing in matches they dominate (seal clubbing). Your suggestion removes some incentive for tanking, which is good, but it won't be enough to prevent it. It is imperative to make the matchmaking (mostly) independent from player performance, as this is the only way to avoid tanking. As long as matchmaking is performance based there is incentive to lose, and you will find players ready to do so, ranging from "just tanking a wee bit" (giving up easier in matches not going their way) to "hardcore tanking" (trying to achieve -20 points). Yea of cos if we go back to equipment based MM then all these will be gone. I was just suggesting this assuming we are sticking to the current system of performance based MM. Personally i'd prefer an equipment based MM, but one that's fixed to block clubbers by using advanced equipment. Say we can weigh magnums higher than punishers (at least before the upcoming firearms buff), and **get rid of the flat upgrade curve of the gep** But then there will still be "clubbers" in the more traditional use of the term - experienced players staying in low tiers and using their skill advantage over new players, but without equipment advantage. If you ask me, I am fine with that. But it may not be good for the growth of player base, and may also sound unfair to some. Depends on how you look at it.
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typewriter
Destrier
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Posts: 61
Karma: 42
Pilot name: Typewriter
Platform: Android
Clan: [Шικ²] ШικΣd
League: Silver
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Post by typewriter on Mar 6, 2017 15:09:02 GMT -5
***** Mar 7, 2017 4:01:35 GMT 8 critter667 said:
There is a general assumption that If gold were more balanced, tanking would not happen. I don't think this is a valid assumption.
Rather, people will still tank because they would want the certainty of gold. Under an equal payout scheme, a player can earn gold 50% of the time and depends heavily on your whole team. But if I tank, I know I can win more often because my opponents are easy to beat. Now yes tanking takes time, but it is not the same involved time as a real fight requires. If my boss is out, I can tank 5-6 times an hour while at work and not worry. Start a match, check 10 minutes later, start a 2nd one. No effort needed. I could the ay all evening at a lower level gaining gold.
Nothing about this proposed system would change that. *****
That's what they are doing now, and they get 10 gold each win. In my system they'll get 2 gold each win.
That may not take their incentive away completely, but should make it small enough for many of the tankers to stop I think? And even if it doesn't reduce tanking at all, they'll still screw their teammates less when they are on their ways up (2 gold instead of 0 for their teammates)
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Mar 6, 2017 16:42:32 GMT -5
Rearranging gold payouts is moot. Its about the daily amounts that one can collect. Here is the kicker...Trying to appease the tankers by offering them larger sums of game currency so they will stop ruining the games is like paying a small child with toys and candy to stop throwing tantrums...The kid actually throws the tantrum to get stuff any time he wants... No doctor Phil needed. If the gold payouts don't equal the the old rates of gold farming(clubbing) then I am afraid the tanking continues. 100-200 gold per day was approx the clubbers due...Tankers probably get half that if they are lucky..Pix is not ever gonna pay out at those rates; daily, monthly..or whatever. That's why Pix is bringing in the - Farmer Assisted Rejects Timeout System - or otherwise known as the FARTS system... They need to be placed in the "special ques" so the rest of us can play the game as it was designed. Sorry, you lost me there. How is the system I suggested offering tankers more game currency? The whole point of the system is to make then collect less on average so that they wont want to tank. Yes , sorry, kind of went off there...I appreciate your idea in principle. Anything is better than now. So any brainstorming is welcome. My point is that Pix are about to drop their method soon...we'll see if the bomb hits target. You can attack this by league points issuance too...Tankers really need the -20 last place to get what they want...Reduce it and it takes them much longer to get down.
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ogt
Destrier
Posts: 17
Karma: 4
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Post by ogt on Mar 6, 2017 20:46:06 GMT -5
It is very hard to get silver and gold if you play your game the best you can. I got fed up of fighting maxed out hangars when my mechs were 6/8 at their highest.
Very unfair. I liked the old MM system better, it wasn´t 100% fair but it was different. I red about Pixonic announcement of the Cheater League. Let me tell you what is going on in recruit league.
I sure would not like to be a destrier level 1 with level 3 weapons right now, because there are tons of ppl out there doing bad and nasty things.
In the Recruit League usually from 500 to 800 points I have been finding a lot of good all gepard 4/10 hangars. I think this is where all the gepards went to. In any case I think it is 1 in 12 games that I find one of this individuals. It was the same with the old matchmaking system, it was kinda rare to find them Lurking in Recruit or Private.
The main difference now is that, before, maybe in the lowest league you would find a gepard 1/1 with 1 magnum killing everyone, this I am sure did not drive any new players away, it didn´t drive me away i just learned that I should get me a gepard with mags and so I did and i made tons of gold and silver and bought me tons of things like many bots and hangar slots and things ppl that don´t pay only dream about.
Anyway The difference is that, now, in recruit league at 0 points, you can effectively find a 12/12 rinho trashing destriers 1/1.
If I had been a little destrier like I once was, being butchered by a huge robot, maybe that would have made me cry and leave the game. But if it happened very seldomly I would go and buy me a huge robot as well ASAP.
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Deleted
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Post by Deleted on Mar 6, 2017 21:48:29 GMT -5
That's the main problem with the system. There are multiple ways to fix it.
1. leagues start at bot / wep levels. 6/6 start in gold and can't move down into silver etc. 1/1 start in recruit. 2/2 in the next up and so on. 2. take away negative points. you simply earn zero. You can't move down. - yes, this will lead to people meeting the big guys, but they themselves will move up, over time, too. 3. you can only get minus points 3 times a day, after that 0. 4. participation. if shown to have 0 damage and no beacons over X amount of games, one of your bots / weapons gets deleted. 5. wsp / gold bots start in different leagues. Silver bots up to gold. then wsp / gold from gold 1 up. 6. end gold payouts for matches other than the task and increase the gold for moving up a league.
just a few ideas.
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Post by themadmac on Mar 6, 2017 23:24:45 GMT -5
Just increase daily tasks and eliminate match gold altogether. End results would be the same for a majority of players and tankers would no longer have the incentive.
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Post by frunobulax on Mar 7, 2017 6:29:13 GMT -5
Yea of cos if we go back to equipment based MM then all these will be gone. I was just suggesting this assuming we are sticking to the current system of performance based MM. Personally i'd prefer an equipment based MM, but one that's fixed to block clubbers by using advanced equipment. Say we can weigh magnums higher than punishers (at least before the upcoming firearms buff), and **get rid of the flat upgrade curve of the gep** But then there will still be "clubbers" in the more traditional use of the term - experienced players staying in low tiers and using their skill advantage over new players, but without equipment advantage. If you ask me, I am fine with that. But it may not be good for the growth of player base, and may also sound unfair to some. Depends on how you look at it. Exactly. I suggested an equipment based system modified by player score, so good players would face slightly better hangars, but within reasonable range. As for tankers, considering everything else, I suggested to never adjust the matchmaking score when a player ejects before meching out, or has less than X% damage (say 30% of the best player). That eliminates all possibilities to eject, just stand there, run Ecu Cossacks. And I don't just _prefer_ that, I think it's the only way. We must eliminate incentives for losing.
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Post by frunobulax on Mar 7, 2017 7:01:20 GMT -5
Just increase daily tasks and eliminate match gold altogether. End results would be the same for a majority of players and tankers would no longer have the incentive. Can't do that. A player that plays 4 matches a day would get the same gold as a player that plays 40. Also, it would take away an incentive for winning and beacon capping, as the majority of tasks are damage/kill based. Plus most players would be royally pissed about that. And I'm afraid I disagree about the "no incentive". You have to account for selfish players, who don't give a damn about all other players and their game experience. And it took me a long time to realize that, but now it's crystal clear to me. Tankers would still tank. Look at it like this: If you play to your best abilities, matchmaking will ensure that your cup sum is roughly zero in the long term, if you are placed in the correct league. If you are at your "fair" cup value (i.e. the value that perfectly fits your playing strength), you could play 10 or 1000 games, all with the same result: Your cup value will be roughly the same after those 10 or 1000 matches, as MM will always push you towards your "fair" cup value. The cup differential will just be some random value. (If you are not at your correct cup value, you will be pushed towards the correct value. 10 games may be not enough to get there, but it doesn't matter if you play 100 or 1000 games, your cup differential will be the fair cup value minus the current cup value.) Now, ignoring the horrible cup distribution for now (which should be fixed, but this is a different issue), and we will also ignore random fluctuations and assume for simplicity (or clearer wording) that you win exactly half of your games, and end up at exactly the fair value after a large number of games. So assume that means if you play 100 games you'll lose 50 and win 50. And now we come back to the incentive problem: If you lose a game, you know that you'll win 50 of the next 99 games. Not significant, sure. But if you lose 50 games, you'll win - well, not 50 of the next 50 games as we have to consider some randomness, but maybe 100 of your next 150, as this win differential is equalized by matchmaking pushing you towards your fair rating. Even if you eliminate gold, you'll get more silver this way. (And without going into details, but the current cup distribution helps tankers very much.) Essentially, the value of a loss is that you'll get an extra win down the road. By systematically losing, you will have a very, very high win rate in the games that you play seriously. And of course, if it looks as if the game is turning against you, why not ditch the game and go to the next one? The only problem with this approach, you know, is that it kills the fun for the other players. As in destroys the game in the long term. And no matter how you try to penalize tankers, a performance based matchmaking will always have the problem I described: Losing (unintentionally or intenionally) has value, and this will be exploited.
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Deleted
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Post by Deleted on Mar 7, 2017 7:17:17 GMT -5
I would suspect that a lot if not all the tankers are motivated by gold. With that gone, there would be far less tankers. Sure, some might persist, but not near to the levels that it's happening at currently. As to the 4 matches vs 40, the player doing 40 is still gaining silver, highly required at later stages of the game. In lower leagues there's far less silver handed out, or should be, so the 40 a day player, who stops tanking, is rewarded with silver. Attachment DeletedTake this guy, in gold 2. Watched him go from just above 1900 to dead on 2099 and promptly stop. What are the odds that tomorrow he'll magically drop back down to just above 1900. Ditch ten games, and back to bullying.
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ogt
Destrier
Posts: 17
Karma: 4
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Post by ogt on Mar 7, 2017 12:48:53 GMT -5
Take this guy, in gold 2. Watched him go from just above 1900 to dead on 2099 and promptly stop. What are the odds that tomorrow he'll magically drop back down to just above 1900. Ditch ten games, and back to bullying. Lol gold; this one plays recruit Attachment Deleted
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Post by AηɗυηєɗнєƖ [ǀƬA] on Mar 8, 2017 10:11:39 GMT -5
You can attack this by league points issuance too...Tankers really need the -20 last place to get what they want...Reduce it and it takes them much longer to get down. It doesn't. If it takes 20 seconds to get a beacon and bail from the game and still be ranked, meaning 200 seconds to lose 200 points and drop a tier, changing the -points is cosmetic. Move it to -10 and it takes 400 seconds... less than 3 minutes difference won't make any difference.
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Post by truechill on Mar 8, 2017 15:50:16 GMT -5
Take this guy, in gold 2. Watched him go from just above 1900 to dead on 2099 and promptly stop. What are the odds that tomorrow he'll magically drop back down to just above 1900. Ditch ten games, and back to bullying. Lol gold; this one plays recruit That is absurd.
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Deleted
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Post by Deleted on Mar 9, 2017 0:57:42 GMT -5
Nope, nope, nope! You get what you earn. You get what you fought for. You get what you WIN!
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Post by themadmac on Mar 9, 2017 1:30:55 GMT -5
Just increase daily tasks and eliminate match gold altogether. End results would be the same for a majority of players and tankers would no longer have the incentive. Can't do that. A player that plays 4 matches a day would get the same gold as a player that plays 40. Also, it would take away an incentive for winning and beacon capping, as the majority of tasks are damage/kill based. Plus most players would be royally pissed about that. And I'm afraid I disagree about the "no incentive". You have to account for selfish players, who don't give a damn about all other players and their game experience. And it took me a long time to realize that, but now it's crystal clear to me. Tankers would still tank. Look at it like this: If you play to your best abilities, matchmaking will ensure that your cup sum is roughly zero in the long term, if you are placed in the correct league. If you are at your "fair" cup value (i.e. the value that perfectly fits your playing strength), you could play 10 or 1000 games, all with the same result: Your cup value will be roughly the same after those 10 or 1000 matches, as MM will always push you towards your "fair" cup value. The cup differential will just be some random value. (If you are not at your correct cup value, you will be pushed towards the correct value. 10 games may be not enough to get there, but it doesn't matter if you play 100 or 1000 games, your cup differential will be the fair cup value minus the current cup value.) Now, ignoring the horrible cup distribution for now (which should be fixed, but this is a different issue), and we will also ignore random fluctuations and assume for simplicity (or clearer wording) that you win exactly half of your games, and end up at exactly the fair value after a large number of games. So assume that means if you play 100 games you'll lose 50 and win 50. And now we come back to the incentive problem: If you lose a game, you know that you'll win 50 of the next 99 games. Not significant, sure. But if you lose 50 games, you'll win - well, not 50 of the next 50 games as we have to consider some randomness, but maybe 100 of your next 150, as this win differential is equalized by matchmaking pushing you towards your fair rating. Even if you eliminate gold, you'll get more silver this way. (And without going into details, but the current cup distribution helps tankers very much.) Essentially, the value of a loss is that you'll get an extra win down the road. By systematically losing, you will have a very, very high win rate in the games that you play seriously. And of course, if it looks as if the game is turning against you, why not ditch the game and go to the next one? The only problem with this approach, you know, is that it kills the fun for the other players. As in destroys the game in the long term. And no matter how you try to penalize tankers, a performance based matchmaking will always have the problem I described: Losing (unintentionally or intenionally) has value, and this will be exploited. While I agree that you will have a number of min/maxers in any game, most of these people do it just to get the thrill of an unfair advantage. The advantage I speak of is gold the premium currency in the game. Any honest player can put in tons of seat time regardless of skills and earn everything else in the game. I have played games where glitches that were being abused for years were fixed and boom all of the sudden finding someone online was hard to do. No advantage and these guys will just disappear. I concede it will be painful for some but most would probably be encouraged to play more.
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Post by frunobulax on Mar 9, 2017 5:27:37 GMT -5
Good riddance if tankers and seal clubbers disappear. Not seeing a problem here.
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