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08/10/07, 3:31 PM
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#16
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Piston Honda
Myonax
Orc Warlock
No WoW Account
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As far as stop queuing sometimes that is not an option, Some weeks there is only one day you can get the team together, specially since we all don't raid with the same group so our availabilities don't always overlap. The other issue is you don't get better running away from a team you can't beat. The last time we faced the Drama LLama we had changed the fight from them killing us with all 5 of them standing to only 3 of them alive. It was just taking 22-19 points a game to get a solid strategy.
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08/10/07, 3:38 PM
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#17
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Piston Honda
Myonax
Orc Warlock
No WoW Account
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Originally Posted by Melador
Why wouldn't a team take a substantial point hit by adding a new member? Maybe take average in a 1500 player to the team's score, so higher-ranked, more "serious" teams are encouraged to establish a solid team, whereas lower-ranked players don't suffer much of a penalty for trying out different class combinations.
Alternately, and this is a much bigger change, you could score people individually rather than by team.
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Its fairly easy, specially if you fight 20 fights a week, you take them in for their minimum number of games (for 20 that would be 6 matches) you do those fights first then you do the rest of your matches with your normal team. Since your rating starts down if they brought your team down, you get points faster and by the end of 20 fights are probably up a few points. Meanwhile you have 200 gold for a scub to get 1000 points for the week and he gets his epic weapon in 3 weeks.
The Armory
Speculation but perhaps Ugly Train bought his spot on the team. Or maybe he is new to team and they had a really bad week. I can't say for sure, but you do see that occasionally.
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08/10/07, 3:41 PM
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#18
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Piston Honda
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Originally Posted by Birdemani
Please check this video: Exclusive Interview: Jeff "Tigole" Kaplan | News
In that video he covers two topics related to this: 1) For Armored Netherdrakes they look at the % from who played over the last 100 games of the season on your team. 2) They are aware of the power gearing that is happening. He said they do not have an immediate fix for it but that it's something they will address. No time frame was given. The topic is towards the end of the video
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Seems like a great guy. Something to keep in mind the next time you get angry at the Developers. It really does seem like in this game, as opposed to others I have played, they really do care.
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08/10/07, 3:44 PM
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#19
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Piston Honda
Orc Shaman
Twisting Nether
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Originally Posted by Melador
Why wouldn't a team take a substantial point hit by adding a new member? Maybe take average in a 1500 player to the team's score, so higher-ranked, more "serious" teams are encouraged to establish a solid team, whereas lower-ranked players don't suffer much of a penalty for trying out different class combinations.
Alternately, and this is a much bigger change, you could score people individually rather than by team.
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I dont think you should punish a team for brining in a new player to help against a team they are having a hard time with. Or for getting a sub in for a week where they may not be able to play much and want to salvage some points.
I think at a certain rating you should be required to play X amount of games to keep the rating. The S3 gear/weapons will have a certain rating req to equip them. Maybe they should have a certain amount of games played at that rating too. So of Joe blow buys a highly rated team, if he has to play 100 games and keep above that rating, he wont be able too because he'll get wiped out be legit 2100+ teams thus not allowing him to use the gear he wanted to farm.
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08/10/07, 4:20 PM
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#20
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Great Tiger
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I think it's great that my guildmates (who run the GMST chapters) are making lots of extra gold by marketing their arena skills to masses, but at the same time, this sort of ingenuity ruins the integrity of the entire arena system. There's a lot more to be said about this particular issue, but I'll skip the discussion and move directly to the fix.
(1) Add a new visible statistic to each arena team: "deserters."
(2) At the start of each week, the deserter count is reset to zero.
(3) Whenever a player who has played games with the team this week or last week leaves the arena team, the deserter counter is incremented.
(4) When the deserter count hits
-4 for a 5v5 team
-2 for a 3v3 team
-2 for a 2v2 team,
the deserter count is set to zero, and if the team's rating is above 1500, the team's rating is set to 1500. Games played per player and total games played for the week are set to zero.
(5) Add a warning message whenever a player leaves a team: "Warning: <team name> can suffer only <#> more desertions this week before its games are declared invalid and its status is reset."
(6) Add a warning message whenever the deserter count hits the appropriate number: "Warning: <team name> has exceeded the maximum allowable number of deserters for the week. The team's past victories are forfeit and its status has been reset."
This is a complete solution. There is absolutely no way for a point-selling team to get around this. This will not have any effect on any legitimate team, unless active players comprising more than a third of their roster all leave during the same week - and if a team loses that many members in that short of a time, shouldn't it get a fresh start in any case? I think so.
Anyway - this mechanic is "in flavor" (the concept of deserters makes sense - right?), easy to understand, and invisible to most players. It simultaneously fixes point-selling teams and mitigates the rating inflation that naturally occurs throughout the season. Unless inhouse development tools involve heavy use of punchcards, this could probably be coded and tested by one guy during his lunch break.
Which begs the question . . . why hasn't something like this been implemented yet? Beats the hell out of me.
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08/10/07, 4:23 PM
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#21
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Don Flamenco
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Would their be much drawback to dropping teams and going to an individual rating system? You personally start at 1500, and your groups rating is the average of the member ratings. To determine points won/lost, you compare your personal rating against the team rating of the other side.
Pro's:
1) No more joining/leaving/reforming shennanigans. Your rating is your rating.
2) Powerleveling becomes difficult. The levelee needs to be on the field for all games. You can't duck down to 1500, because the leveler's rating is too high. The leveler is risking his own, permanent rating by taking on a scrub. After getting a few games in, pushing the levelee to 1800 or so, the team has a 2000 or so rating, and will probably start to lose games, given that the levelee is a scrub.
Con's
uhh....
1) People like teams?
2) Harder to qualify for tournaments?
3) Something I'm not thinking of?
Last edited by oldmandennis : 08/10/07 at 4:25 PM.
Reason: clarity
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08/10/07, 4:23 PM
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#22
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Don Flamenco
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I can't see any way to prevent *some* abuse without changing the current system.
If a player has to play a certain number of games or a certain percentage of a team's games to get points/drake/etc, then the purchaser can just play as many games as they like at a 1500 rating, then sit while 2/3/5 people power level the team to the top of the brackets.
But how it plays out from here differs based on what people want:
Drake/title:
Strategy: I think the strategy is to just hold the team where it, playing as little as possible after the PL. Here, counting only the last 100 games is the proposed solution by Mr. Kaplan. But a 1500 team can be PL'd to a 2400 rating in 70 or so games (100-30 starter games played by the purchaser), so I don't see this working perfectly. Additionally, 1500-1800 (and beyond) could simply be played with the purchaser on the team, just contributing as best he can.
Proposed Solution: Penalize teams for lying dormant. This can be done in many different ways, such as charging 100 points if the team doesn't play the minimum number of games (which could be less than 10). There is collateral damage with this solution though. Legit teams that just can't get all 5 people on for the final weeks of the season could lose their mounts. In the end there may be no fair way to avoid people buying nether drakes. But really, I'm not sure I see a huge problem here both in terms of competitive impact and number of occurrences.
Points/gear:
Strategy: I think the strategy is to get PL'd to a very high level and then put in 3 games a week during peak times when you know you won't lose 30 points in a game, then queue leave for the next 7 games.
Proposed solution: Have the team have to actually *play* a full 10 games a week to get points, which should cost about 150 points a week, and likely more. Seems like an easy fix, am I misunderstanding something?
Basic math: You purchase a 2200 team -- You'd have a week at 2200, then 2050, 1900, 1750. Say you could have sustained 1500 on your own. 1202+1070+894+692+432 - (376*5) = 2410 net points "earned" from purchasing a team, which isn't a game breaking amount in my opinion.
Under the current system you'd earn about 4800 points net in the first 5 weeks of purchase, and about 6000 over the lifetime of the investment.
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08/10/07, 4:30 PM
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#23
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Don Flamenco
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Originally Posted by oldmandennis
Would their be much drawback to dropping teams going to an individual rating system? You personally start at 1500, and your groups rating is the average of the member ratings. To determine points won/lost, you compare your personal rating against the team rating of the other side.
Pro's:
1) No more joining/leaving/reforming shennanigans. Your rating is your rating.
2) Powerleveling becomes difficult. The levelee needs to be on the field for all games. You can't duck down to 1500, because the leveler's rating is too high. The leveler is risking his own, permanent rating by taking on a scrub. After getting a few games in, pushing the levelee to 1800 or so, the team has a 2000 or so rating, and will probably start to lose games, given that the levelee is a scrub.
Con's
uhh....
1) People like teams?
2) Harder to qualify for tournaments?
3) Something I'm not thinking of?
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There are some potentially debilitating problems with individual ratings. Off the top of my head, I can think of a couple:
*With no ability to leave losses behind, people will lose the freedom to join a team just for some fun games early in the week. Given the emphasis WoW's developers put on the fun factor, this is damning.
*Players who play bench, subbing in versus highly unfavorable matchups (to make them only moderately unfavorable), get screwed royally under an individual system.
*Teams might sub in a low ranked (but pretty good) player to drag their collective rating down, allowing them to win more games against lower competition. An 1800 team could powerlevel one of their players to be the top ranked person in the world, simply by having 4 people drop to 1300, then sub the lucky devil in for games until they start to be challenging again, only to sub him out for another loss streak.
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08/10/07, 4:30 PM
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#24
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Mercurial Rapper
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heel: Cool idea, and it totally makes sense, but you could still sell 3/2/1 spot(s) on the team every week, right? Why not have it be a longer term, like 10 member changes per season?
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08/10/07, 4:34 PM
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#25
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Von Kaiser
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I'm going to add in my own experience here. I played on a bad team, we didn't have he right classes, we didn't have the right specs(PvE), and we did it for the fun and for the items(see caster weapon itemization). This last week an Arena team from my guild lost a rogue due to RL travel issues(he's gone for a month), they asked if I would join the team, but I'd have to change my spec to Frost for when we're focusing on Arena.
Long story short, we start at mid 1,500 rating since the team hadn't been too active(one member leveled a MS warrior), we make it to mid 1,600 when we simply get our asses handed to us, we're talking about the game being over in under a minute with the massive amount of incoming damage on the priest, then on myself. A few of the members of the team were really wondering because the names were very familiar to them, as it turns out that all of the members of the team we had just fought were currently in the #24 ranked team in our bracket, 2,100+ rating. They'd done exactly what everyone in this thread was complaining about. We lose twice, decide to stop for a good hour for dinner hoping that they've progressed out of our rating level...nope, as soon as we get our second match...you guessed it, we're toast again, we called the night.
It's just not fun trying to progress in your bracket when you come up against a team that you really shouldn't be up against with their full S2 Gladiator's set with their S2 Gladiator weapon and they do a hard bloodlust DPS burn. We lost a good ~40-50 rating points from this team over 3 matches.
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Austin, 85 Mage - Austyn, 83 Death Knight - Austen, 85 Rogue - Talros, 85 Feral Druid
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08/10/07, 4:35 PM
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#26
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Banned
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The reason why such a deserter concept is probably not going to be implemented is purely because you are outlining an arbitrary counter under the assumption that whoever leaves an arena team, it is purely because they want to take part in some point-inflating/smurfing team. There are many reasons why people leave and join teams, it is enough that their individual % of played games gets reset and they have to start over again. Such a system would only work to the detriment of arena moreso than abolishing smurfing teams.
I personally don't see any point in rallying against smurfing teams. This concept is not new to a ladder-based game system. It was present in Warcraft 3, one of the reasons why a lot of people never jumped on that bandwagon. There were so many smurfing teams on the ladder that the average person just didn't feel like playing. However, whereas the average person may have not felt like playing, this didn't alienate a lot of the playerbase that did play the game. There were other venues to explore, custom games, and random team battles, etc. My friend and I didn't mind playing teams that "smurfed" simply because in a match between two teams, the better team will win. It is pointless to agonize over what grounds the better team won. If you want to progress in a system where the better team will win, you must learn to beat them. There really is no difference between some team that decides to smurf the ladder for fun, or teams smurfing for profit. You can't tell the difference, the only thing that irritates people is that these teams are broadcasting their "rates" and as such are widely-known. But who is to say that you, team A, can't play the arena if your intention is perceived to be ill-conceived? Blizzard is not going to wet their feet with that kind of arbitration. So it makes no sense for them to setup a system that automatically does it for them.
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08/10/07, 4:37 PM
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#27
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Great Tiger
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Originally Posted by Melador
heel: Cool idea, and it totally makes sense, but you could still sell 3/2/1 spot(s) on the team every week, right? Why not have it be a longer term, like 10 member changes per season?
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Selling spots on a single team - like, say, having five great players and five buyers on the roster - is fine. The buyers need to all play 30%, after all, so the rating that such a team would receive would be appropriately reflective of the contributions of its members. The most important thing here is that that group of five great players are tied to that team, and only that team. They can't all leave and power another new team up to a very high rating, stealing points from legitimately-rated teams on the way up, without the first team being reset. There will only ever be one team with a rating which reflects their ability, and that's what counts. What they do with the remaining slots on this team is their business.
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08/10/07, 4:40 PM
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#28
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Don Flamenco
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Originally Posted by heel
I think it's great that my guildmates (who run the GMST chapters) are making lots of extra gold by marketing their arena skills to masses, but at the same time, this sort of ingenuity ruins the integrity of the entire arena system. There's a lot more to be said about this particular issue, but I'll skip the discussion and move directly to the fix.
(1) Add a new visible statistic to each arena team: "deserters."
(2) At the start of each week, the deserter count is reset to zero.
(3) Whenever a player who has played games with the team this week or last week leaves the arena team, the deserter counter is incremented.
(4) When the deserter count hits
-4 for a 5v5 team
-2 for a 3v3 team
-2 for a 2v2 team,
the deserter count is set to zero, and if the team's rating is above 1500, the team's rating is set to 1500. Games played per player and total games played for the week are set to zero.
(5) Add a warning message whenever a player leaves a team: "Warning: <team name> can suffer only <#> more desertions this week before its games are declared invalid and its status is reset."
(6) Add a warning message whenever the deserter count hits the appropriate number: "Warning: <team name> has exceeded the maximum allowable number of deserters for the week. The team's past victories are forfeit and its status has been reset."
This is a complete solution. There is absolutely no way for a point-selling team to get around this. This will not have any effect on any legitimate team, unless active players comprising more than a third of their roster all leave during the same week - and if a team loses that many members in that short of a time, shouldn't it get a fresh start in any case? I think so.
Anyway - this mechanic is "in flavor" (the concept of deserters makes sense - right?), easy to understand, and invisible to most players. It simultaneously fixes point-selling teams and mitigates the rating inflation that naturally occurs throughout the season. Unless inhouse development tools involve heavy use of punchcards, this could probably be coded and tested by one guy during his lunch break.
Which begs the question . . . why hasn't something like this been implemented yet? Beats the hell out of me.
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*This severely punishes the more casual player, who may team hop a lot during the early part of the week for fun. It's very common for two friends to have a casual 3v3 team, subbing in the third whenever someone else is available.
*This creates some admittedly limited griefing potential. Add some people to your team for one game and they gain the ability to set you back to 1500.
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08/10/07, 4:47 PM
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#29
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Great Tiger
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Originally Posted by Omgwtfhealme
The reason why such a deserter concept is probably not going to be implemented is purely because you are outlining an arbitrary counter under the assumption that whoever leaves an arena team, it is purely because they want to take part in some point-inflating/smurfing team. There are many reasons why people leave and join teams, it is enough that their individual % of played games gets reset and they have to start over again.
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It doesn't matter why someone leaves a team. When a bunch of the team leaves - for any reason - it's simply not the same team anymore. As for the comparison to WC3 ladder, well, the arenas use modified ELO. That particular rating system is becomes a disaster if individual players can reset their ratings at will. This is essentially the case right now in WoW. The "players" are arena teams, and you can create one or abandon one whenever you please without consequence. The system has no integrity so the rating of a given team quickly becomes meaningless, and you get shit like average players losing 30 points to a team of excellent players. That kind of thing makes people not want to play.
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There were so many smurfing teams on the ladder that the average person just didn't feel like playing. However, whereas the average person may have not felt like playing, this didn't alienate a lot of the playerbase that did play the game.
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I don't think that this is the result that Blizzard is looking for.
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08/10/07, 4:47 PM
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#30
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Great Tiger
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Originally Posted by Omgwtfhealme
I personally don't see any point in rallying against smurfing teams. This concept is not new to a ladder-based game system. It was present in Warcraft 3, one of the reasons why a lot of people never jumped on that bandwagon.
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Yes it was present in WC3. Yes people complained. And Blizzard did quite a few things to curb it. Which begs the question why they did not see this coming.
A fully automated system will probably never be completely abuse-proof. But to say that the current is the absolute best a company that has the resources the hire to the 10 smartest people in the world to fix it can do better be an exaggeration, for all our sakes.
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