"Disruptor92;c-2452537" wrote:
"Whatelse73;c-2452073" wrote:
Maybe in 2024 something will get updated with TW. Maybe not.
The algorithm is pretty simple, if you lose two, you should be able to win the next two, then you'll probably lose two, and so on.
You might think guilds are sandbagging, but that could be because you're winning a couple, so you get matched against someone tougher. (Which for them is an "easier" match up)
Complaining about TW is useless and probably more useless than any other system in place. Just take the loss, get your rewards, and move on. (Some guilds area just joining, putting a defense, and getting their 50 points each and moving on.)
This is completely false. This "win 2, lose 2" algorithm is merely anecdotal. We've recently been matched up against a guild that would win pretty much all their wars. They probably won like 95 out of their last 100 TWs. For them it would be more like "win 25, lose 1". I was of course curious to see how they win so many, but I can't say I was surprised. They were like 540M, but would consistently go into wars with like 400M. And they would face ~400M guilds most of the time and would absolutely DEMOLISH them. This is not fun for any of their opponents, because in some extreme cases the lowest GP player of said 540M guild would be higher than the highest player in the 400M guild. It doesn't matter that they have 12 people sit out or so. That's still like 30+ Leias, 38 Jabbas, 38 LVs, 30+ Leviathans etc.. And that's usually much much much more than what 400M guilds have, despite going in with 50/50. And let's not get started on mods, datacrons, relics. It doesn't matter whether that's intentional or unintentional sandbagging, but guilds should not be having win streaks of 25+ for gaming the system. Being a 540M guild and beating up on a 400M guild has nothing to do with skill. Guilds that sandbag will have easy matchups 90% of the time, so this "win 2, lose 2" thing never applies to them. And trust me, I've looked at a lot of guilds and checked their TW history. And sandbagging win streaks are way more common than you think. But then guilds like mine who always go in with 48-50 suffer week in week out, because we face those exact same guilds that go in with 70% of their people.
Sandbagging has to be intentional, it's in the definition of the term.
Semantics aside, the best solution I've seen so far in this thread to the problem of gravelbagging (as a suggestion for the nomenclature) would be to have more divisions at the top end. Trying to force 100% participation by including average GP as a matchmaking metric is problematic for the rest of the game in encouraging lean rosters, but increasing the rewards to encourage the biggest guilds to sign up more members might alleviate the issue.