What is your Ideal of Leaderboard?
We know you are Poliator. It is written in red next to your comment. Duh.
I actually like the idea of having leagues. I suggested that once long time ago.
But I also liked the MMR Leaderboard.. Could we have both?
I wonder..
I actually like the idea of having leagues. I suggested that once long time ago.
But I also liked the MMR Leaderboard.. Could we have both?
I wonder..
I would love a league system. However, I fear the player base is a little too small for that. Maybe after HoT?
I actually like the idea of having leagues. I suggested that once long time ago.
But I also liked the MMR Leaderboard.. Could we have both?
I wonder..
I would love a league system. However, I fear the player base is a little too small for that. Maybe after HoT?
Anet knows exactly how many people pvp, couldn’t they just scale the size of these leagues to the size of the player base? Just make each one a percentage of the player base. I think of Anet did divide up the player base in that fashion they probably would actually end up having more players pvping because the matches would be more fair and fun.
The old MMR-based leaderboard mostly worked, but there were a few problems with it. All were fixable.
- Initial rating could reach the top too quickly. We saw many 11 game players reach the top 100, which shouldn’t be happening. This is likely an issue with the initial rating deviation parameter in Glicko/Glicko2 being set too high for how it’s used in GW2.
- Unclear rating gain/loss. It’s still not clear how rating increases and decreases are calculated for an individual on a team. Glicko/Glicko2 only describe calculations for fixed units (inviduals or fixed team rosters), so it’s unclear how players of disparate ratings on your team are affecting your rating. Is the clueless guy causing your rating to go down, or is the rating calculation accounting for that? Is it bad to play with your PvP-challenged friends from time-to-time?
- Phantom decay didn’t work. The players at the top could sit on their rating and play one game at the end of the season to erase all phantom decay. That single game wasn’t enough for Glicko/Glicko2’s increase in rating deviation to kick in. When rewards are attached to a leaderboard, this becomes a relevant problem. For general use, the phantom decay caused the rating of players to fluctuate by hundreds of ranks over a couple days well into the season simply because other players were slipping off the boards or erasing their phantom decay. It seemed too volatile.
Leagues
Forum comments on leagues are often express them as a hard division of players. It should be thought of and is often implemented as a masked division of players based on percentile of a player’s rating. If you’re in the middle of a block, you’ll almost always be paired with or against people in the same block. If you’re near the start or end of a block, you’ll see a lot of mixing between the two bordering blocks. Because a league is a mask of rating percentile, changing one’s mask could have some kind of rating buffer. Having a league label, especially if it’s in-game, is a way for players to better compare against each other.
Decay
A major problem with Elo/Glicko/Glicko2 in video games is that there is no incentive to play constantly. Players can power to the top of a leaderboard in the first few weeks while ratings are less stable and then sit on their rating. Because a large amount of players above a certain rating threshold don’t play often (or at all), it becomes difficult for the rest of the player base to break into that upper echelon later in the season. Finding a balancing point between decay forcing players to play often, but not being overly burdensome is difficult.