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Old 08/18/07, 12:31 AM   #151
Brakar
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Originally Posted by Amnesiac View Post
Seems like it would be pretty easy to throw a wrench in their plans and punish people for participating in it without Blizzard needing to get involved.

Gather up the amount of needed gold for a week of arena points and get on a smurf team. Lose your three games and let the gladiators win their 7. At the end of the week, drop out before the tallies are counted up, and you could cost the other scrubs their points.

3 games x 5 scrubs = 15 games (30%)
7 games x 5 gladiators = 35 games (70%)
50 games total

Sneak off of the team and it goes down to 12 + 35 = 47 games. The other four scrubs only have 12 of those games, it lowers the proportion played to ~25%, robbing them of their points. If the gladiators are running multiple teams, there is a good chance that they are not going to be on the smurf team come tally time. They would have played those games for nothing.

What do you lose? 1k gold? I think it can be argued that they lose a lot by not gaining anything.

The thread linked earlier that a quoted two post up specifically states how much micromanagement is involved in running the operation. Why not get a couple of alts and throw a wrench into their plans? I imagine it would be quite frustrating to them and funny for others.

It could be done by players without Blizzard having to add restrictions to the system or hire people to do it. Players policing themselves instead of relying on Blizzard for a fix. Maybe a secret society or guild to act as a treasury in order to get gold to combat this kind of thing.

I don't see how this means they don't get points. If I understand you correctly, the 5 scrubs play 3 games together and then the ringers come in for the other 7 games so only the min 10 games were played for the week. The scrubs still played 3 of the 10 games for the week, which is 30%.

Even if it did work as you described, the only people it would directly hurt are the other scrubs. It may irritate the ringers, and cause some irritation between the other scrubs and the ringers but the ringers still get the gold and did what they say they would do. It's beyond their control that someone else screwed up by leaving (after paying them the gold mind you)

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Old 08/18/07, 8:12 PM   #152
Celnathor
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Just an idea I thought I'd throw out here, it's not wholly original(variants of it have popped up here and/or elsewhere before), but I think it'd solve some of the problems..


Use average rating of the games a player participated in over the course of a season, relative to team's overall rating as a critera for eligibility for titles/netherdrakes. If the gap is excessively large, the players who have played at a significantly lower average rating are ineligible.

Explanation:

For conventional power-levelling, the "scrub group" plays a bunch of games, then the power-levellers push them up their final rating. These people wouldn't get their titles/netherdrakes under the system.

Thus, teams would have to mix in the players at high ratings - and once you start giving the "scrub group" significant playtime at high ratings, your sustainable peak rating won't be nearly as high if you're essentially losing 30% of your games in any given week.

Pros:
-Doesn't screw over people who bounce teams to play with friends, or who otherwise engage in legitimate behaviors that other "solutions" would unnecessarily hurt
-If set up right, could theoretically curb selling of netherdrakes to undeserving players


Cons:
-Can still sell rating by having people play 3 games a week and the PL group playing 7.

(Though again, trying to sustain a netherdrake-level rating tanking a guaranteed 30% of your games weekly should be a tall order, unless you're far ahead of the rest of your battlegroup in terms of skill, so it would turn into more pure arena point selling)

Thoughts?

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Old 08/18/07, 10:37 PM   #153
Brakar
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Originally Posted by Celnathor View Post
Just an idea I thought I'd throw out here, it's not wholly original(variants of it have popped up here and/or elsewhere before), but I think it'd solve some of the problems..


Use average rating of the games a player participated in over the course of a season, relative to team's overall rating as a critera for eligibility for titles/netherdrakes. If the gap is excessively large, the players who have played at a significantly lower average rating are ineligible.

Explanation:

For conventional power-levelling, the "scrub group" plays a bunch of games, then the power-levellers push them up their final rating. These people wouldn't get their titles/netherdrakes under the system.

Thus, teams would have to mix in the players at high ratings - and once you start giving the "scrub group" significant playtime at high ratings, your sustainable peak rating won't be nearly as high if you're essentially losing 30% of your games in any given week.

Pros:
-Doesn't screw over people who bounce teams to play with friends, or who otherwise engage in legitimate behaviors that other "solutions" would unnecessarily hurt
-If set up right, could theoretically curb selling of netherdrakes to undeserving players


Cons:
-Can still sell rating by having people play 3 games a week and the PL group playing 7.

(Though again, trying to sustain a netherdrake-level rating tanking a guaranteed 30% of your games weekly should be a tall order, unless you're far ahead of the rest of your battlegroup in terms of skill, so it would turn into more pure arena point selling)

Thoughts?
This is way way too likely to get people that have earned their current rating. Playing the whole season and slowly working your way up the rankings as you figure out strategies and group compositions and teamwork. Perhaps needing to switch out a couple people for better alternatives. Your average rating could be stuck somewhere in the 1900 range since you only got to the super high ratings later in the season. In fact the only way to have a high average rating is by playing a high number of games at the highest ranking. If it takes you 100 games to work your way up to 2200 or whatever it can take a large number of games to get your average rating high enough.

If you progress linearly from 1500 to 2200, your game average rating would be 1850. Going slowly, say it took you 200 games to get there. You would have play a further 150 games to get a 2000 average rating. Once you're at a 2200 skill level, you may actually be better off to reform as a new team as you'd most likely rocket from 1500 to 2000 in pretty short order, and then it's much much easier to get your average rating up to 2000 as well.

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Old 08/19/07, 5:32 AM   #154
Mugorim
Glass Joe
 
Orc Warlock
 
Kilrogg
I thought of a modification of the previous idea of personal ratings that would preserve the zero sum. Just put in a maximum point difference on the team.

So, say we set the maximum spread at 200 points. Given the previous example of a team with a 2200 rated player, the minimum would be set at 2000 rating. Anybody who teams up with him and has a rating below the minimum will temporarily be considered a 2000 rated player while they are teamed up together.

So, with the 2200 player & 1500 player, and the 2050 players ....

Team A - 2200 & 1500 (counts as 2000) - 2100 rating
Team B - 2050 & 2050 - 2050 rating

Team B wins

2200 player lost to a 2050 team - loses 13 points
1500 player (but counts as 2000) lost to a 2050 team - loses 7 points
2050 players beat a 2010 team - gains 10 points

it still serves the purpose of the individual ratings, but prevents potential abuses caused by large disparities of team member rankings. And is probably easier to maintain the zero sum system.

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Old 08/20/07, 10:23 AM   #155
Levidian
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Originally Posted by Omgwtfhealme View Post
It really is no different from the old days when MC/BWL guilds sold raid spots for extra money.
It is because that raid didn't directly impact other guilds raids in said zone.

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Old 08/20/07, 12:07 PM   #156
XI-
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Originally Posted by Levidian View Post
It is because that raid didn't directly impact other guilds raids in said zone.
But the loot they gave to people who "didn't deserve it" still impacted other aspects of the game.

Originally Posted by Praetorian View Post
in before JOHN FUCKING MADDEN

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Old 08/20/07, 12:59 PM   #157
Myonax
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Myonax
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Originally Posted by XI- View Post
But the loot they gave to people who "didn't deserve it" still impacted other aspects of the game.
I personally don't mind a top team selling spots on their existing team and taking the rating hit from letting the scrubs that are paying for the spot get their min fights in. My bigger concern is when a team feels the need to create 2-5 other farm teams to sell more spots in.

Selling a spot on your existing team is more akin to selling a raid spot. Rolling a second/third fourth or 5th team to sell more spots in the 1k point range is what wrecks the system and negatively impacts other teams.

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Old 08/20/07, 1:32 PM   #158
XI-
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Tauren Warrior
 
Mal'Ganis
Originally Posted by Myonax View Post
I personally don't mind a top team selling spots on their existing team and taking the rating hit from letting the scrubs that are paying for the spot get their min fights in. My bigger concern is when a team feels the need to create 2-5 other farm teams to sell more spots in.

Selling a spot on your existing team is more akin to selling a raid spot. Rolling a second/third fourth or 5th team to sell more spots in the 1k point range is what wrecks the system and negatively impacts other teams.
/shrug, you're assuming that points, and standing mean something. Every team at the top has more than enough points, I get to outfit myself with an array of arena weapons I can use in town. As for the week to week standing, who cares, the end of season hasn't even been announced. I'd be happy if people queued up so I could get a game, I don't care how or why they're doing. We were losing 20 points a clip this weekend to a team that xferred onto our BG. They clearly weren't 200 rating or so below us, but they had to work their way up, but we didn't care about the rating we lost, it was nice that someone was just queueing up, we'll get our points back eventually, or we didn't deserve them in the first place.

Originally Posted by Praetorian View Post
in before JOHN FUCKING MADDEN

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Old 08/20/07, 1:34 PM   #159
♦ Praetorian
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The flipside of it, of course, is that when you play against that newly-purchased 2200 team, you're getting a shitload of free points that ordinarily don't come easy at those ranks.

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Old 08/20/07, 1:45 PM   #160
Myonax
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Myonax
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Originally Posted by XI- View Post
/shrug, you're assuming that points, and standing mean something. Every team at the top has more than enough points, I get to outfit myself with an array of arena weapons I can use in town. As for the week to week standing, who cares, the end of season hasn't even been announced. I'd be happy if people queued up so I could get a game, I don't care how or why they're doing. We were losing 20 points a clip this weekend to a team that xferred onto our BG. They clearly weren't 200 rating or so below us, but they had to work their way up, but we didn't care about the rating we lost, it was nice that someone was just queueing up, we'll get our points back eventually, or we didn't deserve them in the first place.
Points and standing mean something if you don't have a Drake and you don't have all your epics.

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Old 08/20/07, 2:11 PM   #161
XI-
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Originally Posted by Myonax View Post
Points and standing mean something if you don't have a Drake and you don't have all your epics.
And for this to truly have a significant affect on your arena experience you'd have both.

Originally Posted by Praetorian View Post
in before JOHN FUCKING MADDEN

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Old 08/20/07, 2:18 PM   #162
oldmandennis
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Please stop bringing up non-zero sum as a reason to not do individual rankings. It is trivial to multiply the winners gains by a factor that will retain the zero sum aspect of the system. In fact individual rankings are **more** zero sum then teams, because you don't have dead teams sucking up points or reformed teams inflating them.

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Old 08/20/07, 3:46 PM   #163
Angeron
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Originally Posted by Praetorian View Post
The flipside of it, of course, is that when you play against that newly-purchased 2200 team, you're getting a shitload of free points that ordinarily don't come easy at those ranks.
I think that this is a particularly important aspect of Smurfing that needs must be noted, the lucky team(s) that get to play vs. the smurf team during its first few games each week can gain huge amounts of easy points. Additionally, while the pro players on the smurf team might put a hurting on a few ratings (or a significant one on a single team that chain-queues against the smurfers), that rating can be won back (rather easily, as XI notes: if you don't win the points back, from others, or from the smurfers, you didn't deserve them in the first place) after the smurfers log off.

I always chafed when my 2v2 went up against obvious smurfing teams back during S1, it pissed me off, sure, but then I realized that by dropping my team below our true rating, the smurfers gave my team a chance to regain true-rating+even higher as we could gain momentum from easy wins after our rating dump.

All the solutions being tossed around are just (in my humble opinion) variations on moral hazard: if we block smurfing, does this give teams more or less of an appetite for risky arena behavior?

Though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours, and maybe you can even sense our lifestyles are probably comparable; I simply am not there.

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Old 08/20/07, 6:27 PM   #164
Mugorim
Glass Joe
 
Orc Warlock
 
Kilrogg
Originally Posted by Angeron View Post
I think that this is a particularly important aspect of Smurfing that needs must be noted, the lucky team(s) that get to play vs. the smurf team during its first few games each week can gain huge amounts of easy points. Additionally, while the pro players on the smurf team might put a hurting on a few ratings (or a significant one on a single team that chain-queues against the smurfers), that rating can be won back (rather easily, as XI notes: if you don't win the points back, from others, or from the smurfers, you didn't deserve them in the first place) after the smurfers log off.

I always chafed when my 2v2 went up against obvious smurfing teams back during S1, it pissed me off, sure, but then I realized that by dropping my team below our true rating, the smurfers gave my team a chance to regain true-rating+even higher as we could gain momentum from easy wins after our rating dump.

All the solutions being tossed around are just (in my humble opinion) variations on moral hazard: if we block smurfing, does this give teams more or less of an appetite for risky arena behavior?

So how would individual ratings inhibit anything other than willingness to group with crappy players. If you are truely a high ranking player, then you should have no problem getting back to that spot after any "normal" risky behavior. It just removes the ability to be on a team with good players and reap the rewards, since you actually have to participate in a win to earn rank.

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Old 08/21/07, 3:44 AM   #165
Opioid
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Originally Posted by Praetorian View Post
The flipside of it, of course, is that when you play against that newly-purchased 2200 team, you're getting a shitload of free points that ordinarily don't come easy at those ranks.
Not really, you get natural rating inflation that hurts the system and ultimately you, in the end, worse. For instance, if most players play somewhat better down than up, with regard to their nominal ratings, then, as the pool of players increases, we will see natural rating inflation. Playing with a high rating way way above your nominal rating is suspicious at least, and makes the whole thing harder.

Same reason why 2700 used to be an all-time godly score in chess but now (post-1993ish) its just top 50 or 100 in the world. The consequences of unmitigated nominal inflation are pretty bad and I would certainly think outweigh a few easy victories here and there for legitimate teams up against smurfs.

Ultimately Blizzard would have to settle on an terrible unsavory conclusion:
1. Laissez-faire, let things continue without interference: Having PVP epics becomes trivial. Bad teams drown in purples. Insofar as PVP epics work as raid gear, content is trivialized because no one wants to fight for random boss drops when the cost of admission to the gravy train is so low. Walking around outside becomes the jungles of Viet Nam on PVP servers and battlegrounds and requires a good set of PVP gear to have a chance.

2. Artificial cap that adjusts for a flat -hundreds of points on every team: Devastates people that don't join early in the season, when gains are abundant and people can jump by leaps and bounds. As a player enters later and later in the season, if they are skilled, the delta to their natural rating increases steadily. Terrible situation for people on vacation or in a tight spot at whatever time the new season begins, or for new players. (as opposed to raiding, which doesn't significantly vary in terms of total time commitment to the "end" at any time you start up until the next expansion. A guild starting today in all blues in Karazhan with skilled players gets to Illidan at the same time an average guild that happened to start in February, within a small margin of error.)

3. Ever increasing scaling rewards prices (i.e. the zero-sum DKP solution Same problems as zero sum. A player getting in on the early end of things can rapidly become better than a well-established member, like the paladin that joins at zero and takes the EPIX TWO HANDER over the warrior, or whatever. However, unlike guilds which can establish grace periods of no loot or officer discretion or "guild bank tax DKP" or whatever solution they want, the arena is a constant unmanned mathematical system that allows "new recruits" from anyone at any time. This leads inevitably to a fucked up Nash equilibrium for the early half of the season, where no one wants to jump in and instead plotting their super-genius strategy as to "when its right" to dive in the water. This makes a huge portion of the nominal rating distribution pure luck based (on how lucky/successful you were at the time you broke equilibrium) instead of a skill-vs-skill grind that the arena (roughly) is at the high levels. In terms of "soft" effects, the early teams that just went right in fight the same small pool of suckers over and over and over again, which most people don't find fun.

Ultimately, I cannot think of any small consolation with letting things go as they have been that outweighs the long-term effects or later requisite adjustments.

Last edited by Opioid : 08/21/07 at 4:14 AM.

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