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Old 08/10/07, 4:50 PM   #31
Myonax
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Myonax
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Here is the post advertising one of the teams service.
WoW Forums -> 1000 Arena Points for Sale

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Old 08/10/07, 4:53 PM   #32
monkorn
Von Kaiser
 
Troll Rogue
 
Mannoroth
A solution does not have to be that detailed, and in fact setting the team back to 1500 is removing points from the system which is a bad thing to do. All they would have to do is create a raidid system for arena teams, play in a match and you are locked away from playing a match in that bracket for that week with any other team.

Also, small semantics here. The team you lost 100 rating to didn't do it for the gold. They remade it for the classic wc3 "my win-loss ratio is bad, let's remake and go 90%!" reasons. While it still has the same downsides as selling the original, theres no way to really fix that incentive.

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Old 08/10/07, 4:55 PM   #33
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
Originally Posted by Zure View Post
*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.
A group of casual players team-hopping and contributing rating points to several teams has exactly the same behavior as a group of elite players doing the same. These casual players are just worse at arenas, so the net effect they have by moving around is somewhat less. Since their ratings are closer to 1500, they get punished somewhat less as well. Two friends with a 3v3 won't have much of a problem; one active player can be rotated out every week without issue. Maybe the deserter cap for 3v3s should be three instead of two - but that still allows some point-selling by way of two good players permanently parking a third player on a buyer 3v3 team.

I think the griefing potential is insignificant. You should trust the people you arena with, right? And if they leave, it's not the end of the world. You just need to play a bit to get up to your previous level. The game count for the week gets reset, so you would only have to play ten games to get some amount of points.

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Old 08/10/07, 4:55 PM   #34
Omgwtfhealme
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Originally Posted by heel View Post
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.



I don't think that this is the result that Blizzard is looking for.

The WC3 ladder and the arena ladder are the same, essentially. They use different ELO values, but when applied to the masses, playing games on a daily basis, the same thing happens. Making a new pair in WC3 resulted in the same thing, a reset in the ELO value for that team, which inevitably ended up in smurfing. And there was no incentive for WC3 players to do it. As a matter of fact, the only reason why they did it was also the most relevant: That is, when top-rated teams reach the top, the queues either become ridiculously long as the game tries to match them up with a comparitively ranked team, or they end up facing a lower ranked team anyway, which results in the same kind of "smurfing."

This is why Blizzard didn't do much about it. Because frankly, encountering smurfing teams while travelling up the ladder wasn't even that bad of an experience. Sure, you lose rating but you just make it up fighting the teams that you can win against. Also, there is no intelligent way that Blizzard can use to arbitrate the ladder system. There is just no automated mechanic that can cover all the bases. Therefore, instead of breaking the system further, they will just leave it pretty much as it is, because many people still play arena, nobody really has any gripes about it, and it is to the enjoyment of most of the playerbase.

In WC3, they countered smurfing by having win streaks push up the team's ELO rating much faster than a series of wins/losses. This worked fine, because the smurfing teams quickly rose back to the top without playing endless games in the same inferior bracket. This is probably how the arena system in WoW works as well.

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Old 08/10/07, 4:59 PM   #35
Solipse
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Blood Elf Paladin
 
Blackhand
Originally Posted by Omgwtfhealme View Post
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.
This isn't Warcraft 3. It's a game that is far more popular than Warcraft 3 ever was, has enormously more developmental resources and is updated far more often. Applying what happened in a WC3 ladder to what is happening in WoW is just as utterly pointless as comparing the arena system to Vietnam.

Second, smurfers are by far the minority. Blizzard caters to the majority. As smurfing teams begin to cause hassles for the average player, Blizzard will start to implement measures against this. The more teams smurfing, the faster a fix will find its way into the live servers.

And yes, smurf teams do cause problems and wreck havoc on ladders. They tie up points into those smurfed teams that should not be tied up there. This skews the win/loss points given out and makes it much harder to advance within a bracket. If 10% of the top 100 ranks points are tied up in smurf teams guess what? It's 10% harder to advance within the top 100. Further, it makes it so that the top teams have a 10% easier job of keeping their lead. Smurf teams promote stagnation at the higher ranks through making advancing difficult. If you honestly think this isn't a bad thing, well, something's not connecting properly.

Originally Posted by Omgwtfhealme View Post
Also, there is no intelligent way that Blizzard can use to arbitrate the ladder system. There is just no automated mechanic that can cover all the bases. Therefore, instead of breaking the system further, they will just leave it pretty much as it is, because many people still play arena, nobody really has any gripes about it, and it is to the enjoyment of most of the playerbase.
What is your main's name, please? In your defending of smurfing you're obviously dismissing all concerns with a cursory 'Blizzard doesn't care, just drop it'. I'm guessing that you actively participate in the practice - at least have the guts to give us your name. I know your main isn't a level 60 shadow priest.

EDIT: This guy joined today with the express purpose of defending this practice while hiding behind his alt. Is that kosher with EJ's posting practices? I'm guessing not. Posts reported.

Last edited by Solipse : 08/10/07 at 5:08 PM.

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Old 08/10/07, 5:02 PM   #36
Aphyrax
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Tauren Druid
 
Tichondrius
No, this is precisely NOT how the arena system works. The arena system works similarly to the old WC3 system before they introduced the ELL (expected ladder level). In WC3, winning 5 games in a row pushes your ELL pretty high and you face decent competition.

But also, the reasons for smurfing in WoW and WC3 are different. In WC3 you can have 10 accounts at the top of the ladder. In WoW you generally have only one competitive character. This is why I think Blizzard got blindsighted by this - in games like chess you also only have one "character" and the system works fine. But the one character limitation is not sufficient in WoW because it is a team game where you can switch teams.

Smurfing as in WC3, meaning having multiple simultaneous characters at the top, is virtually nonexistant in WoW. The problem in WoW is team hopping, and heels solution would curb that. Yes people could then team hop on purpose, reset their ratings and keep crushing lesser players. But really, that would be griefing with no real purpose. The point of smurfing in WC3 was to show off the 50-0 record. The point of smurfing in WoW is to fatten your bank account. A solution that prevents that should achieve enough to keep the system clean.

Originally Posted by Omgwtfhealme View Post
In WC3, they countered smurfing by having win streaks push up the team's ELO rating much faster than a series of wins/losses. This worked fine, because the smurfing teams quickly rose back to the top without playing endless games in the same inferior bracket. This is probably how the arena system in WoW works as well.

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Old 08/10/07, 5:02 PM   #37
Tower
King Hippo
 
Undead Rogue
 
Blackhand
Considering this was a huge problem in the WC3 online bracket play, to which I'm told they changed, I can only assume (particularly with the comments from Tigole) that they plan on changing this kind of rating reset and team swapping behavior. There should clearly be consequences from dropping a team.

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Old 08/10/07, 5:04 PM   #38
oldmandennis
Don Flamenco
 
Tauren Druid
 
Kel'Thuzad
Originally Posted by Zure View Post
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.
There's always other brackets. Also - how fun is it to be on the other end of a 2k+ person goofing off in the beginning of the week?

*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.
Untrue. When they start climbing back up, they will be facing 1400ish teams - those woln't give your designated player any points at all because you compare his *personal* rating to the other teams.

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Old 08/10/07, 5:11 PM   #39
Omgwtfhealme
Banned
 
Undead Priest
 
Frostmane
Originally Posted by Solipse View Post
This isn't Warcraft 3. It's a game that is far more popular than Warcraft 3 ever was, has enormously more developmental resources and is updated far more often. Applying what happened in a WC3 ladder to what is happening in WoW is just as utterly pointless as comparing the arena system to Vietnam.

Second, smurfers are by far the minority. Blizzard caters to the majority. As smurfing teams begin to cause hassles for the average player, Blizzard will start to implement measures against this. The more teams smurfing, the faster a fix will find its way into the live servers.

And yes, smurf teams do cause problems and wreck havoc on ladders. They tie up points into those smurfed teams that should not be tied up there. This skews the win/loss points given out and makes it much harder to advance within a bracket. If 10% of the top 100 ranks points are tied up in smurf teams guess what? It's 10% harder to advance within the top 100. Further, it makes it so that the top teams have a 10% easier job of keeping their lead. Smurf teams promote stagnation at the higher ranks through making advancing difficult. If you honestly think this isn't a bad thing, well, something's not connecting properly.

What is your main's name, please? In your defending of smurfing you're obviously dismissing all concerns with a cursory 'Blizzard doesn't care, just drop it'. I'm guessing that you actively participate in the practice - at least have the guts to give us your name.
This is a discussion, you needn't know all my characters across all the servers I have played on. We're discussing specifically the idea that teams are smurfing for profit. I'm not using the WC3-WoW comparison to illustrate how WoW should model itself off an older premise, I am using the comparison to show that an ELO based system has this flaw inherent in it. There are no easy fixes around this, if any at all.

I'm not saying that Blizzard doesn't care. Even if Blizzard cared, they can't impose restrictions on teams that want to play arena, it's as simple as that. You can't exist on more than 1 team in the same bracket, this is why you won't see the same elite playerbase spamming up the top ranks with different teams. This is how it worked in WC3, but not how it works in WoW. Teams smurfing for profit have these respective teams quickly fall off the ladder, it isn't that they are taking up unncessary space in the top brackets because this can't be maintained. Once a smurf team gets their money and "powerlevels" a certain other team, it lies defunct and off the ladder. A dedicated team playing regularly to raise their score will not be affected by these "profit-only" based teams, since the smurfs play only as much as they can to boost the rating to a respectable level. And even when they reach the higher brackets, the game becomes just as difficult as it always was, they are now competing within their respective bracket. It gives them good practice, hones their skills and at the same time, they profit from it.

It really is no different from the old days when MC/BWL guilds sold raid spots for extra money. Blizzard didn't change the raiding system to prevent this, they tolerated it because as much as some people were irritated that people were getting free epics, it didn't dilute the overall fun of the game. The same is such with arena. With the X-server matchups, the majority of the experience playing is still the same, smurf teams or not.

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Old 08/10/07, 5:17 PM   #40
Omgwtfhealme
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Undead Priest
 
Frostmane
Originally Posted by Aphyrax View Post
No, this is precisely NOT how the arena system works. The arena system works similarly to the old WC3 system before they introduced the ELL (expected ladder level). In WC3, winning 5 games in a row pushes your ELL pretty high and you face decent competition.

But also, the reasons for smurfing in WoW and WC3 are different. In WC3 you can have 10 accounts at the top of the ladder. In WoW you generally have only one competitive character. This is why I think Blizzard got blindsighted by this - in games like chess you also only have one "character" and the system works fine. But the one character limitation is not sufficient in WoW because it is a team game where you can switch teams.

Smurfing as in WC3, meaning having multiple simultaneous characters at the top, is virtually nonexistant in WoW. The problem in WoW is team hopping, and heels solution would curb that. Yes people could then team hop on purpose, reset their ratings and keep crushing lesser players. But really, that would be griefing with no real purpose. The point of smurfing in WC3 was to show off the 50-0 record. The point of smurfing in WoW is to fatten your bank account. A solution that prevents that should achieve enough to keep the system clean.
What difference does it make that griefing in wc3 was to "show off a 50-0 record" as opposed to Wow's supposedly reasoning that it "fattens bank accounts?" This is not aside from the fact that many many expert WC3 teams made new accounts because the way t system worked, once you reached the top you had to wait an hour in line just to get a game. Either that or they got mismatched with a much lower ranked team. So they started over; their motivation was to play the game because they enjoyed it, not to make other people miserable. There was nothing other than prestige in wc3 so that might as well be parallel to the reason people do it in WoW. How is penalizing moving teams going to benefit the majority of players, who do not grief, and move teams? It won't, especially not the ideas I've seen posed in this discussion. The harder they work to restrict the mobility of the teams, the fewer players will play, it's as simple as that.

If some team wants to make money by selling their skills, then so be it. They aren't spending all their time in the low brackets to make everyone's life miserable day by day. And the cross-server pools dilute the chance of this happening anyway. They quickly rise to the top to play their own competition.

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Old 08/10/07, 5:17 PM   #41
Aphyrax
Great Tiger
 
Tauren Druid
 
Tichondrius
Originally Posted by Omgwtfhealme View Post
I'm not saying that Blizzard doesn't care. Even if Blizzard cared, they can't impose restrictions on teams that want to play arena, it's as simple as that.
I would bet you gold that they can and will. But you are hiding behind an alt.

Originally Posted by Omgwtfhealme View Post
A dedicated team playing regularly to raise their score will not be affected by these "profit-only" based teams, since the smurfs play only as much as they can to boost the rating to a respectable level.
Yes it does affect the top teams. Spray and Pray leveled many teams to the front page of the ladder, taking away points from many top teams in the process. So no, you cannot out-rate the smurfs. A #1 skilled gib team with enough time can get a new team to the front page of the ladder in a less competitive BG every week easily.

Fact is, this problem affects the top teams much more than the average teams. Selective memory is always a factor but mathematically a 1500 rated team will not constantly run into 2000+es on a smurf team. However, the top of the ladder is highly susceptible to a freeze where queueing is a guaranteed rating loss because all the other teams are smurfs that cost you 30 points for a loss and get you 2 for a win, while being as skilled as you are.

Originally Posted by Omgwtfhealme View Post
What difference does it make that griefing in wc3 was to "show off a 50-0 record" as opposed to Wow's supposedly reasoning that it "fattens bank accounts?" There was nothing other than prestige in wc3 so that might as well be parallel to the reason people do it in WoW.
By going 50-0 on a smurf you lose the 2500 of your main team. Unlike in WC3 you can't have both in WoW. 2500 is more prestige than 50-0. Not to mention more arena points. Therefore when forced to choose most will stick with the high rating. Tillerman did not have to give up his main account when leveling Tillerpeon (the most famous example of smurfing I can think of).

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Old 08/10/07, 5:20 PM   #42
Myonax
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Myonax
Orc Warlock
 
No WoW Account
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. Blizzard didn't change the raiding system to prevent this, they tolerated it because as much as some people were irritated that people were getting free epics, it didn't dilute the overall fun of the game. The same is such with arena. With the X-server matchups, the majority of the experience playing is still the same, smurf teams or not.
When some rich kid got an Epic buy buying a raid spot it didn't cost me as a person in another raid 100DKP and push us back in progression. It does dilute the fun of Arena to play a 2400 rated team at 1900 rating and instead of losing 2 points, lose 22. Smurf teams don't start in a void they crawl over the entire bracket. The mannaroth thread I posted where they are selling the points boast that they could fill the top 20 spots with all their teams. How is that fun for anyone but those 5 guys?

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Old 08/10/07, 5:21 PM   #43
Solipse
Piston Honda
 
Blood Elf Paladin
 
Blackhand
Originally Posted by Omgwtfhealme View Post
This is a discussion, you needn't know all my characters across all the servers I have played on. We're discussing specifically the idea that teams are smurfing for profit. I'm not using the WC3-WoW comparison to illustrate how WoW should model itself off an older premise, I am using the comparison to show that an ELO based system has this flaw inherent in it. There are no easy fixes around this, if any at all.
No, you're using a logical fallacy to try and prove an invalid point. That sort of fallacy has never, will never and can never be true. Blizzard believes in fairness to the largest group, obviously, based on the direction they've taken the game. "You can't be fair to everyone so you can't do anything" isn't a valid decision. Sorry. Their motto seems to be "Fairness for the largest group of people possible". That's preventing smurfing.

Further, by creating a second account to hide behind to defend this shady practice you've basically thrown out any credibility that a well reasoned argument SHOULD have given you. Furthermore, the arguments made aren't even all that well reasoned - as mentioned you are hiding behind logical fallacies and analogies to an older game with an older and far different sort of ladder system.

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Old 08/10/07, 5:26 PM   #44
Omgwtfhealme
Banned
 
Undead Priest
 
Frostmane
Originally Posted by Aphyrax View Post
I would bet you gold that they can and will. But you are hiding behind an alt.



Yes it does affect the top teams. Spray and Pray leveled many teams to the front page of the ladder, taking away points from many top teams in the process. So no, you cannot out-rate the smurfs. A #1 skilled gib team with enough time can get a new team to the front page of the ladder in a less competitive BG every week easily.

Fact is, this problem affects the top teams much more than the average teams. Selective memory is always a factor but mathematically a 1500 rated team will not constantly run into 2000+es on a smurf team. However, the top of the ladder is highly susceptible to a freeze where queueing is a guaranteed rating loss because all the other teams are smurfs that cost you 30 points for a loss and get you 2 for a win, while being as skilled as you are.



By going 50-0 on a smurf you lose the 2500 of your main team. Unlike in WC3 you can't have both in WoW. 2500 is more prestige than 50-0. Not to mention more arena points. Therefore when forced to chose most will stick with the high rating. Tillerman did not have to give up his main account when leveling Tillerpeon (the most famous example of smurfing I can think of).

Smurfing has always been a problem, I agree. This does not change the fact that the only reason why this happens in the first place is because there will always be a disparity between the skilled and the less skilled. It does make life somewhat less enjoyable to get steamrolled by people that obviously out gear you and are more skilled, but the same can be said for a pair of friends that can't rise past a 1400 rating. They get steamrolled by pretty much anybody playing that given day.

My point is that why introduce a system that will undoubtedly place restrictions on a universal scale when the problem only exists with like, the top 5% of each battlegroup that is even capable of doing these smurfing? And while we're at it, why not complain about smurfing in the lower brackets, because it happens, just nobody cares because a few people aren't getting ridiculously rich from doing it.

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Old 08/10/07, 5:27 PM   #45
Solipse
Piston Honda
 
Blood Elf Paladin
 
Blackhand
Originally Posted by Aphyrax View Post
Fact is, this problem affects the top teams much more than the average teams. Selective memory is always a factor but mathematically a 1500 rated team will not constantly run into 2000+es on a smurf team. However, the top of the ladder is highly susceptible to a freeze where queueing is a guaranteed rating loss because all the other teams are smurfs that cost you 30 points for a loss and get you 2 for a win, while being as skilled as you are.
This is slightly untrue for the reasons I've already mentioned. The more points are hoovered up into smurf teams, the less points there are in general circulation. This lowers possible point gain by the ratio of normal:smurf contained points. At an extreme case, imagine 10% of the total points in a bracket were contained within smurf teams (something that's altogether possible in S3 given that every team and their mother will want to do this).

You, the average player, whether 2400 rank or 1400 rank will earn 10% less points per win and lose 10% less points per loss. This promotes stagnation and stalls teams advancing. You will have to play 10% more games to advance/drop down in the long run than you otherwise would have.

If 10% of the points are tied up in smurf teams and you win a game where you receive 20 points. Guess what? You'd have gotten 22 without those smurf teams around. I'd say this certainly affects every player.

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