"Rath_Tarr;c-1871342" wrote:
"Kyno;c-1871181" wrote:
"Rath_Tarr;c-1871102" wrote:
"leef;c-1871098" wrote:
"Rath_Tarr;c-1871062" wrote:
"TVF;c-1871021" wrote:
What's your solution to ties?
My solution to ties is to hang them in the closet and my solution to draws is to put them in the dresser with my drawers, in the drawer above my socks. :D
If we're still talking about the game however, possible solutions to a drawn/tied round include:
* a virtual coin-flip to determine the winner without bias, or
* add up total GP deployed (offensive + defensive) for each player and the lower total wins (for being more efficient); in the unlikely event of a draw/tie here, just flip a virtual coin
Both solutions I have proposed many times before.
What's the difference between a virtual coinflip and how it currently is though?
Not a whole lot. The coin flip is just a simple unbiased way of picking a winner without using a meaningless arbitrary value like total GP.
But your group is picked by an unbiased system (at that micro GP level), and the end resulting GP match is also unbiased....
*sigh*
Unless you are privy to the design & implementation details of the matchmaking algorithm, you do not know whether or not it has biases but that doesn't even matter because...
Using GP as a tie-breaker, within any given bracket one player has 100% chance to win any tie, one has 0% chance and everyone else is somewhere in between. Ergo the GP method is inherently biased.
After players are matched in groups of 8, who will win ties is fixed, yes. There's no randomness in each single tie. However, the randomness lies in the matchmaking.
I can't possibly imagine, that there's any bias in this regard during matchmaking.
It's no different than during raids. After everybody joined, the order in case of ties is fixed. However, the order when joining is still random. Would you say, there's bias here?