Forum Discussion
3 years ago
@InyakSolomon88 @Jeromy Fair warning, I'm an actuary so statistical relationships and funny math are second nature. However, you are both making correct points about curves and statistical samples, but none of this matches the experience in GAC. To begin with, the season began with promotion from C1 to A3. Not sure why A3, aren't i only supposed to go to A4? First week I went win, loss, win; close matches all. Rating change -1. 2nd week i went win, win, loss; all blowout results. Rating change +39 and I have now ranked up to A2.
The idea of moving tier thresholds AND adjusted points is ludicrously complex. This is a closed system, the number of players entering and exiting is similar, and relative strength by GP has a defined maximum.(We can assume the attainment of lvl85 has a relatively static floor too) Therefore the divisions and tiers under a normal curve have a similar profile. Chrome will have 50% of the players, Aurodium 15%, and Kyber 10% (curve flattened to match dev explanations of divisions). From the initial seeding, your position should only change relative to the record of those around you. Win enough and you advance, advance enough and you get promoted. If I continually finish 2-1, doing so against other players who typically finish 2-1, I will plateau in the 83rd percentile overall. That's median to Aurodium so perhaps A3 is where I belong.
But, what about those players who are 3-0 or 2-1 in A1 and need to move up to K5, and those in K5 who are 0-3 or 1-2 and need to drop down to A1, but whose overall percentiles(i.e. skill rating) don't fit the current curves for Aurodium and Kyber within the overall population? This is what's causing the "squish", the need to arbitrarily change a player's rating to change his divisional assignment or rank. And this is a massive time suck because it must be done MANUALLY.
Solution, lose the squish, abandon the divisional curves now that everyone has had a couple seasons to be re-seeded and tie continued ranking and advancement to win-lose only. This will create greater incentive to be active because taking weeks or seasons off WILL drop you. Wins mean promotion no matter what. It will also ensure that the results are fairly managed, transparent, and verifiable!!
For example, within a division, in tiers 1, 2, 4 & 5, 3-0 or 2-1 means advancement; in 3 only 3-0 means advancement. In 1 & 5, only 0-3 means demotion; in 2, 3, & 4 1-2 means demotion. This will bunch everyone into the middle ranks, push the winners to the top, and weed out the laggards, while not exceedingly punishing those who momentarily falter or have RL impose. Good, active players can quickly recover and advance. Those who are building their rosters will advance over those who are stagnant or building slower.
The idea of moving tier thresholds AND adjusted points is ludicrously complex. This is a closed system, the number of players entering and exiting is similar, and relative strength by GP has a defined maximum.(We can assume the attainment of lvl85 has a relatively static floor too) Therefore the divisions and tiers under a normal curve have a similar profile. Chrome will have 50% of the players, Aurodium 15%, and Kyber 10% (curve flattened to match dev explanations of divisions). From the initial seeding, your position should only change relative to the record of those around you. Win enough and you advance, advance enough and you get promoted. If I continually finish 2-1, doing so against other players who typically finish 2-1, I will plateau in the 83rd percentile overall. That's median to Aurodium so perhaps A3 is where I belong.
But, what about those players who are 3-0 or 2-1 in A1 and need to move up to K5, and those in K5 who are 0-3 or 1-2 and need to drop down to A1, but whose overall percentiles(i.e. skill rating) don't fit the current curves for Aurodium and Kyber within the overall population? This is what's causing the "squish", the need to arbitrarily change a player's rating to change his divisional assignment or rank. And this is a massive time suck because it must be done MANUALLY.
Solution, lose the squish, abandon the divisional curves now that everyone has had a couple seasons to be re-seeded and tie continued ranking and advancement to win-lose only. This will create greater incentive to be active because taking weeks or seasons off WILL drop you. Wins mean promotion no matter what. It will also ensure that the results are fairly managed, transparent, and verifiable!!
For example, within a division, in tiers 1, 2, 4 & 5, 3-0 or 2-1 means advancement; in 3 only 3-0 means advancement. In 1 & 5, only 0-3 means demotion; in 2, 3, & 4 1-2 means demotion. This will bunch everyone into the middle ranks, push the winners to the top, and weed out the laggards, while not exceedingly punishing those who momentarily falter or have RL impose. Good, active players can quickly recover and advance. Those who are building their rosters will advance over those who are stagnant or building slower.
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