Showing Posts For Flashfly.5768:
This is a different take on the issue.
I was looking at the basic maths of the issue – the game theory – in broad strokes for an outsider/player viewpoint.
After you get to Emerald Status – at the outset – the simple question is where do the pips come from? It appears that for every match, for every pip won, there is a pip lost, the only ratcheting feature (in emerald) is the fact that if you get 5 pips, they cant get taken away.
I am now taking the view of a single PUG competitor.
This means that the only way forward is 5 clean wins (with random team mates), typically being thrown in the ring against teams with TS.
Given that the MMR system is “in-reality” broken as there appears to be no adjustment for playing a different toon/build.
Any game of chance has to have some form of forward or reverse bias, i.e Casinos make money on this, everyone knows up front that the mathematical model makes them win about 5% of the value bet over a period of time.
The rules for this season appear to have no forward bias, once you get past amber, and I do appreciate that you are trying to separate the ducks from the ducklings, but I have played 4 games in 10 where my teams loss was within 10 points, and I have finished in the top half of the team standings, and still lost a pip – every time!
It appears to me (and everyone else) that apart from actually winning – you loose a pip – and I am sure that this is the root of the behavioural problems of the players.
This is the point that I want to make clear – basic Game Theory here is that the only gains in pips overall for the entire group to progress – x number of players times, 25 pips – given the apparent 1 for 1 ratio pips lost to pips won – come from the backstop of having no pips!.
This means that the only true forward progress in pips overall is the gain of pips made by the winner when the loser of the match can’t lose a pip because it is at zero to start with.
Now Anet is wondering why there is a problem with negative behaviour!!!!
I would suggest that a CLEAR positive bias to the rules has to be considered, and explained/announced
A simple suggestion would be the following:
obviously Anet would have to run some kind of simulation to get closer figures for the points at which to make the breaks
A win within 5 or 10 points – all the losing players don’t lose a pip
A win within 10 or 20 points – the top 4 losing players don’t lose a pip
A win within 15 or 30 points – the top 3 losing players don’t lose a pip
A win within 20 or 40 points – the top 2 losing players don’t lose a pip
A win within 25 or 50 points – the top losing players doesn’t lose a pip
Further, any player who has more than 3,4 or 5 “Player Top Stat’s” doesn’t lose a pip
This formula would possibly be adjusted for the higher levels by reducing percentages and increasing the Top Stat requirement.
This would give a visible forward bias – and ensure closely contested games, and should reduce the negative behaviour.
The problem then would possibly the positive collusion where the winning team may back off a little to allow the losing team to catch up and thus limit its losses – but this is at least not outright nasty to everyone concerned
(edited by Flashfly.5768)
I feel that we have lost track of why we are all so upset in the first place.
I only started WvW at the beginning of Season 1, so I am now a mid-level player, and until this fiasco, was really enjoying the game.
Note that it took me the whole of Season 1 to get my Meta-Achieve finished, but only 4 days this season, and I did note that a lot of newbies were understandably up against the clock for their Meta this season – I really feel for those players – because WvW is a steep learning curve.
I play from a time zone that meant that I normally got on-line early, when there were only a few people on the server, and it is usually up to those few of us to re-take whatever has been rolled over during the night.
This is expensive – because of low numbers – building Golems (usually Omegas) and using superiors of everything, with sometimes as few as 2 of us taking Towers, 3 taking Keeps, just to prevent the score lines from running away.
Sometimes repeating this 3 or 4 times until the rolling Zergs have stopped returning.
Unfortunately – Unlike GW1 Solo Farming, the rewards for taking a Keep with only 3 people are the same as if you zerged in with 30.
Then we get to run the supplies and pay for the upgrades, sometimes in part, but often in full – nearly 50 Silver for Camps, nearly 2 Gold for Towers, and nearly 6 Gold for a Keep, add some defensive siege and split that between 4 or 5 people, and it is still expensive.
I have no idea what some Senior Commanders must have splurged on this competition as a whole, some servers never used anything but Superiors and Omegas in our BL against us!
Everyone chipped in, and no-one complained, because ANET said that we would get really good rewards at the end of the Season – after having publicly acknowledged that the reward system for Season 1 was inadequate.
We would even have the luxury of choosing our own rewards – depending on what we best needed for our favorite character.
Now ANET are pondering with amazement the uproar created after this fiasco?