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Crediting Skill not Time

 
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3/17/2013 2:19:23   
Toffeuy
Member
 

I'm not sure how many of you understand how a ladder system works but i'll give a brief description anyway. Basically, in this ladder system, when a player wins a battle they get a certain amount of rating points, if they lose, they lose a certain amount of rating points. The rating points you gain/lose from winning/losing depends on your opponent's rating points. For example, someone with very high rating points who wins against someone with very low rating points will gain minimal points (and the loser loses minimal points). However, if the experienced player with high rating points loses to someone with low rating points, they lose a large amount of rating points (and the winner gains a high number of points). Many games use this system, so I don't think testing is required to know this promotes skill. However, EpicDuel does work a different way to most of these other games which use a ladder so adjustments could be made to the amounts of points gained/lost. As a player gets more rating points, it becomes exponentially harder to gain even more, and the same applies to people continually losing points; it will become harder to lose points for them. If a player hasn't had a battle for a certain period of time, there is something called 'decay', where the player's rating points start to drop over time. This is so that a person who is on the top of the ladder who got a couple more rating points than one would expect is possible (due to being lucky or some other factor during their last few battles) cannot hog the spot by not playing.

This makes it so that even a player who does not play as often is able to get to the top of the ladder, as long as they have the skill. I would like to suggest that the whole game actually changes to this system, but I don't think the developers are willing to do so. As much as I like the idea, I would hate to see people like comicalbiker who has been working so hard just kicked off the leaderboard. Changing the whole game also will take a lot of work which I would prefer being used to balance the game and fix bugs.

Instead, I would like to suggest that every tournament uses this feature. Tournaments should never be about who can play the most, that defeats the purpose of it being called a 'tournament' in the first place. This way, tournaments can run over long periods of time, even a month or two, without straining players from pursuits in real life. The best tournament I could imagine is one that would last a whole month, yet requires only 10-20 hours of skill based battling to have a chance to win. In this scenario, pretty much everyone has the opportunity to win a tournament, as long as they have skill, even if they are busy. While i'm at it, I want to suggest tournaments to be split into 1v1 and 2v2 categories. The two battle modes work too differently to be included into a single tournament, even if it uses a points or influence based system.

Thanks for reading and i'll appreciate any feedback from other players.

EDIT: I found the more appropriate name to this system: the Elo rating system. More information of the system is found here: http://en.wikipedia.org/wiki/Elo_rating_system

< Message edited by Toffeuy -- 3/17/2013 2:44:40 >
Post #: 1
3/17/2013 2:28:15   
TRizZzCENTRINO
Member

this is better than the current tournament system we have.

< Message edited by TRizZzCENTRINO -- 3/17/2013 2:29:17 >
MQ AQW Epic  Post #: 2
3/17/2013 11:21:40   
Droidzx3
Member

Wow! sounds like a great idea
Supported
AQW Epic  Post #: 3
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