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I made ladder system for my clan but as it turns out, it's really fucking hard to get everything balanced. I know a lot of you know tons more about starcraft and ladder systems that I do so any help is greatly appreciated.
Here's what I have so far:
Rules
*+8 points for any game won on GOLD maps (-4 for loss) *+6 points for any game won on ORANGE maps (-4 point for loss) *+4 points for any game won on GREY maps (-3 points for loss) *+3 points for any game won on BLACK maps (-2 points for loss) *Both players must understand that the game they are playing is for ladder and not a practice/casual game. *Games will be reported in this thread. You need to post the name of who you played and the map you played on.I will keep tab of scores. *All players start with 0 points *I know I don't have to expect abuse from anyone here but if by any chance I see it, 1=Warning 2=Points set to 0 3=Removal from ladder *Once a player reaches 25 points (C), he can no longer play anyone below this amount. *Losing to a player a rank below you (once you pass C)will result in you losing double the points that you normally would. *Beating someone a rank above you gives you double to points that you would normally receive. Ex: Squanto (C) > Tonto (B)@ Longinus Squanto would gain 12 points and Tonto would lose 8 (Longinus is an orange map +6win/-4lose) *Points/Ranks ?-25= D , 25-75= C , 75-150= B , 150-225=A , 225-350= A+ , 350+= ♠ *Games for ladder can only be played on:
Desert Fox (gold) Arkanoid (gold) Peaks Of Baekdu (gold) Tau Cross Orange Longinus Orange Paranoid Android orange Blitz X orange R-Point grey Luna grey Rush Hour lll grey Lost Temple black
As you can see, I'm trying to promote the use of harder/newer maps. What do you guys think?
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How would I make this compatible for Starcraft and a map based reward system?
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Germany / USA16648 Posts
we have an internal ladder in our clan and we just use the pgt system
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On March 19 2007 21:45 Dustin wrote:How would I make this compatible for Starcraft and a map based reward system?
Don't. Just rotate a set of maps every week. ;p
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On March 19 2007 21:47 Carnac wrote: we have an internal ladder in our clan and we just use the pgt system did Abyss model their system after the PGT system?
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Germany / USA16648 Posts
I don't know.
Btw, the reason why we picked the pgt system over ELO, is because ELO doesn't reward activity and we see the ladder mainly as a tool to boost the activity a bit. We just put the map that will be played as 1st map on the next clanwar as motw.
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I don't recall what pgt's system was like but it looks like I may have to just scrap everything and go in that direction too. Could you give me the gist of their setup?
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PGT's system was based upon you winning the same amount of points as you lose if you play some one your same rank, and as you play someone higher ranked than you, the points you could gain increase and you risk losing less points. Conversely, if you play some one ranked lower than you, you gain less if you win and lose more if you lose.
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No RoV or Azalea? come on, lol.
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Germany / USA16648 Posts
On March 19 2007 22:01 Aphelion02 wrote: PGT's system was based upon you winning the same amount of points as you lose if you play some one your same rank, and as you play someone higher ranked than you, the points you could gain increase and you risk losing less points. Conversely, if you play some one ranked lower than you, you gain less if you win and lose more if you lose. Uh, no. You didnt lose as much for a loss as you gained for a win on equal level unless you were like A or sth
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On March 19 2007 22:02 Carnac wrote:Show nested quote +On March 19 2007 22:01 Aphelion02 wrote: PGT's system was based upon you winning the same amount of points as you lose if you play some one your same rank, and as you play someone higher ranked than you, the points you could gain increase and you risk losing less points. Conversely, if you play some one ranked lower than you, you gain less if you win and lose more if you lose. Uh, no. You didnt lose as much for a loss as you gained for a win on equal level unless you were like A or sth
hes trying to say, if you played someone lower rank than you...you would lose more points rather than playing someone the same rank and losing...
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Carnac was referring to this line
PGT's system was based upon you winning the same amount of points as you lose if you play some one your same rank
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i like the idea of having some maps as gold/orange/etc, however, do NOT keep those maps fixed. I like the idea of Lost Temple always being lowest, but frankly, arkanoid and desert fox are not difficult maps, they are imbalanced. There will be plenty of high ranked players refusing to play anything except arkanoid and desert fox knowing full well the advantage they would have
what i recommend: use the gold/orange/etc map idea to give extra % on certain maps. Rotate them around, giving 140% to gold, 130% to orange, 120%.... etc etc and then just use the PGT system.
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On March 20 2007 02:14 Day[9] wrote: i like the idea of having some maps as gold/orange/etc, however, do NOT keep those maps fixed. I like the idea of Lost Temple always being lowest, but frankly, arkanoid and desert fox are not difficult maps, they are imbalanced. There will be plenty of high ranked players refusing to play anything except arkanoid and desert fox knowing full well the advantage they would have
what i recommend: use the gold/orange/etc map idea to give extra % on certain maps. Rotate them around, giving 140% to gold, 130% to orange, 120%.... etc etc and then just use the PGT system. So you're saying that all maps should be the same amount, but depending on the level of difficulty or gayness, they should be worth a certain percentage more?
If so, what would you recommend be a good middle starting number when the numbers were dealing with are so small....5? Maybe 6?
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On March 19 2007 21:26 Dustin wrote:
*Once a player reaches 25 points (C), he can no longer play anyone below this amount. *Losing to a player a rank below you (once you pass C)will result in you losing double the points that you normally would. *Beating someone a rank above you gives you double to points that you would normally receive. Ex: Squanto (C) > Tonto (B)@ Longinus
How is it possible for them to beat eachother when if you have over 25 points you can't play anyone under that?
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On March 20 2007 08:43 .kaz wrote:Show nested quote +On March 19 2007 21:26 Dustin wrote:
*Once a player reaches 25 points (C), he can no longer play anyone below this amount. *Losing to a player a rank below you (once you pass C)will result in you losing double the points that you normally would. *Beating someone a rank above you gives you double to points that you would normally receive. Ex: Squanto (C) > Tonto (B)@ Longinus
How is it possible for them to beat eachother when if you have over 25 points you can't play anyone under that?
You play people over 25 points... this was a block put in place to keep a person from playing the same guy 10 times getting his stats all high.
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