"DarjeloSalas;c-2386699" wrote:
"harvestmouse;c-2386678" wrote:
I'm struggling a bit with this.
So as I understand it.
Divisions and leagues are run to stay at certain set percentages. However, during the season players go up and down depending on how many points they have. This messes with the divisional player percentages.
So at the end of the season 'squish' is used to re-set the 'set' percentages back to how CG wish to maintain them.
If this is the case, why are they squishing at the start of a new season, rather than the end of the last season? Or does K1 work differently as it's so far away from a '3' division squish magnet?
I’m struggling with it too, from a mathematical point of view.
I don’t understand how the number of players in Kyber 1 (and presumably Kyber 2) increases through a GAC season to necessitate the squish. Every GAC match has a winner and a loser (or 2 losers if nobody attacks), so it stands to reason that the number of people gaining and losing skill rating will be more or less the same across the season.
Do we get more and more players above the K1 threshold as a season progresses? If so, why is that happening?
I can only assume the devs didn’t do their sums correctly when setting up the thresholds and the points differential for winning / losing.
It is because the middle divisions are bigger. More players in div3 gain points than players in div 2 lose points, because the populations are different. The same goes for div2 over div1, and back in the other direction below div3 too. The total population migrates outwards from the larger central divisions over time. If they just set the divisions at 20% each this would not happen and the squish wouldn't be needed. Except maybe one player at the top of k1 might be able to give themselves a massive lead to never be caught again, I guess.