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1

Wednesday, July 31st 2013, 6:21pm

Siege ranking change

We all have heard people who think that manipulating the ranking system sets up a system of exploiting it. However, how do you change it? I finally came up with an idea which would fix, and address a lot of issues.

Ok first the timing would have to change a little bit, just due to the fact of the processing it might take and by giving more time to do the processing... Should reduce server/processor load. So the new system would look like:

Registration 1 hr, Computing time 30 minutes, Preparation stage 30 minutes, siege 1hr, end 1 hr.

So now for the part that would fix the manipulations.

Each player carries their own siege ranking. How many wins/loses/ties they have gotten and a score is assigned to each player based on these numbers. During the computing time, the servers add up the players in the guild at that time (since it is locked), and that is the effective siege ranking. This will make it so mules/noobs/people who don't log in, will rarely affect your siege score, or even people who just don't want to siege. It also means that jumping from guild to guild to guild, wont give you a low point opponent, cause you carry your personal score with you. It would also give a little bit more "variety" to the higher point guilds because their points could be pushed up or down by people leaving, joining etc.

It also gives a nice new ranking that people can brag about. Their personal siege score and how high it is and their person w/l/d ratio.

This will also fix mercs, cause what low level guild would want a merc with a high siege rank? Not many, cause it will put them against a stronger opponent. People who manipulate the system to get "easy wins" their CHARACTER will be tied with the win, not the guild so they can jump as much as the want, the will be put in the bracket with players of like kind. This would also drive lower players to have a better siege, and maybe even sieges without having to worry about gearing.



This has been something brought up tons of times and this is about the only way I think they could improve the ranking system. Any other thoughts? Ideas? Problems with this system?

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Wednesday, July 31st 2013, 8:47pm

I like it...as an idea worth exploring. It certainly addresses the perceived issue of a toon or a guild of toons taking advantage of the system to seige against those of lesser abilities.
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3

Wednesday, July 31st 2013, 11:01pm

We all have heard people who think that manipulating the ranking system sets up a system of exploiting it. However, how do you change it? I finally came up with an idea which would fix, and address a lot of issues.

Ok first the timing would have to change a little bit, just due to the fact of the processing it might take and by giving more time to do the processing... Should reduce server/processor load. So the new system would look like:

Registration 1 hr, Computing time 30 minutes, Preparation stage 30 minutes, siege 1hr, end 1 hr.

So now for the part that would fix the manipulations.

Each player carries their own siege ranking. How many wins/loses/ties they have gotten and a score is assigned to each player based on these numbers. During the computing time, the servers add up the players in the guild at that time (since it is locked), and that is the effective siege ranking. This will make it so mules/noobs/people who don't log in, will rarely affect your siege score, or even people who just don't want to siege. It also means that jumping from guild to guild to guild, wont give you a low point opponent, cause you carry your personal score with you. It would also give a little bit more "variety" to the higher point guilds because their points could be pushed up or down by people leaving, joining etc.

It also gives a nice new ranking that people can brag about. Their personal siege score and how high it is and their person w/l/d ratio.

This will also fix mercs, cause what low level guild would want a merc with a high siege rank? Not many, cause it will put them against a stronger opponent. People who manipulate the system to get "easy wins" their CHARACTER will be tied with the win, not the guild so they can jump as much as the want, the will be put in the bracket with players of like kind. This would also drive lower players to have a better siege, and maybe even sieges without having to worry about gearing.



This has been something brought up tons of times and this is about the only way I think they could improve the ranking system. Any other thoughts? Ideas? Problems with this system?
I know a lot of guilds have players who only log on for siege, so how would your system take into account players who log in 5 minutes before siege, after the pairings based on score have already been done? What would stop a guild from using a mule with a low win/loss/draw record being the only one on during pairings, then the rest of the guild log in afterwards? I like the idea in general, just looking at my guild as one who has many people log in just before siege start, so I could see this as a way for some guilds to exploit it.

4

Wednesday, July 31st 2013, 11:40pm

it would address it because it wont tally the number of players in game, but all the players in the guild at that time. Not just online. This is why i would want people that dont siege to have a low, or no score, because they wont hurt the siege rating by being in the guild, since they will have little to no score due to their lack of participation in siege. So the people who just log on for siege would still be counted, more importantly as long as they are there for rewards their personal score will be updated. That eliminates those loop holes to exploit.



Now the only hole I can think of is if they only siege for the fun, and log out just at the end before getting pacakges would be the only way their character record would not be recorded, keeping it low.

5

Friday, August 2nd 2013, 8:51am

it would address it because it wont tally the number of players in game, but all the players in the guild at that time. Not just online. This is why i would want people that dont siege to have a low, or no score, because they wont hurt the siege rating by being in the guild, since they will have little to no score due to their lack of participation in siege. So the people who just log on for siege would still be counted, more importantly as long as they are there for rewards their personal score will be updated. That eliminates those loop holes to exploit.



Now the only hole I can think of is if they only siege for the fun, and log out just at the end before getting pacakges would be the only way their character record would not be recorded, keeping it low.

This could also punish the guild. What happens when a guild gets a fairly decent turn out for weekend sieges, but doesn't during weekday sieges. Counting players that aren't online and using that towards a guild score wouldn't work either. You could potentially have high point guilds with 3 people due to the timing during the work week. I like your basic idea I just see too many ways it can be exploited or hurtful towards a guild.

Another way it could be done, and yes with coding on RW's part, would be to have a popup that shows up when you log in each day, before your guild has sieged, and before matchups are posted, asking if you want to participate that day. If you say yes, then your score would be counted and you would be allowed into siege. If you say no, your score is not counted and you can not enter siege. One of the options would need to be done before the matchups are posted. This could allow your idea without causing inflated or artificial numbers based on lack of turnout.

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Friday, August 2nd 2013, 11:54am


This could also punish the guild. What happens when a guild gets a fairly decent turn out for weekend sieges, but doesn't during weekday sieges. Counting players that aren't online and using that towards a guild score wouldn't work either. You could potentially have high point guilds with 3 people due to the timing during the work week. I like your basic idea I just see too many ways it can be exploited or hurtful towards a guild.

Another way it could be done, and yes with coding on RW's part, would be to have a popup that shows up when you log in each day, before your guild has sieged, and before matchups are posted, asking if you want to participate that day. If you say yes, then your score would be counted and you would be allowed into siege. If you say no, your score is not counted and you can not enter siege. One of the options would need to be done before the matchups are posted. This could allow your idea without causing inflated or artificial numbers based on lack of turnout.
But what about people who log in when siege starts? Many in my guild (myself included) only play for siege, and we don't log on until siege starts, by which time we are already matched with an opponent.
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7

Friday, August 2nd 2013, 5:24pm

See that is the only reason I said about it has to be total players not just the ones online, cause like you said it could be exploited far too easily. Almost as easy as it is now. I mean there is a guild on Reni who has an alt guild. Their main guild is like 3000 pts, and their alt guild is at 200 pts. They siege in the 200 pt guild, and steam roll whoever they are against, then the rest of the day they declare war vs their big guild and lose to point drop them back down....

I get that some days you may get worse matchups based on who is online and who is not. But that is the same as what we have now. Not saying this will eliminate ALL exploiters, but it will make it DRASTICALLY harder for people to manipulate.

Ruisen is right it isn't fair to force people to click a "im going to siege today", cause a lot may miss out. You could never get rid of the exploitation of the system, people will try all the time to "alter" their score.



Here is some clarification of the system: Someone who doesn't do siege will have a rank of 0. It could be done like Losses-0 pts Draws-1 pt, Wins-2 pts, or even Draws-0 pts as well (depending on how you feel about ties). Add em all up and you have a guild score. Yes, you may have fluxuations, but the only way to manipulate your score would be to kick out people that do siege and wont be on, to drop your point score. It stops guild hoppers, point droppers. Only way to not increase your score will be to lose/tie (if you set ties to 0). This means newer guilds that are trying out their first siege, will have a low to no score, so the should get someone else with a low/no score.



I don't see any other way the system can really be manipulated besides booting members, which wont go over well. During the week most guilds usually have a lower showing, so the rankings should still be relatively fair. You may have a few outliers, but nothing like what we have now. Or if they siege, just to steamroll someone and log out just before siege ends.



Edit to add: Remember since it adds up individuals points, the ones that don't siege during the week will have a lower score since they don't get points for sieges they aren't in for. So if they only siege 2 nights a weeks, their points will be a small addition to your guild score. Your score is ONLY updated if you are in siege for the win/tie/loss. If you get rewards the personal score is updated, if not it isn't. So those no-show people during the week will have a relatively low siege score, thus not hurting your everyday siegers as much.

This post has been edited 2 times, last edit by "Dkjester" (Aug 2nd 2013, 5:31pm)


8

Friday, August 2nd 2013, 7:59pm

Going w/ this system as an example, the server collects player point totals 30-60 minutes prior to siege to perform the initial matchup.

We can then combine a handicapping system if the point totals don't match up.

ie, if team1 has a combined 3k score and team2 has a combined 3k score then they're matched up w/ the server expecting 3k points from both teams.

If either team goes above 10% of the collected points, then that team gets a -10% stats/hp/mana debuff & -10% more for every 10% above the initial point totals w/ a max of 99% reduction.

So we have 2 teams w/ point totals of 3k each & 1 team has another member just get off work and joins siege, if this team member has under 300 siege points to his/her name, then there is no penalty.

Basically, it forgives a couple of stragglers... & if both teams have team members like this, then the penalties even out... ie, both teams have a few people jump in afterwards and both teams get -10% since they haven't reached the 20% penalty yet; so it's a wash.

9

Friday, August 2nd 2013, 11:08pm

Here is some clarification of the system: Someone who doesn't do siege will have a rank of 0. It could be done like Losses-0 pts Draws-1 pt, Wins-2 pts, or even Draws-0 pts as well (depending on how you feel about ties). Add em all up and you have a guild score. Yes, you may have fluxuations, but the only way to manipulate your score would be to kick out people that do siege and wont be on, to drop your point score. It stops guild hoppers, point droppers. Only way to not increase your score will be to lose/tie (if you set ties to 0). This means newer guilds that are trying out their first siege, will have a low to no score, so the should get someone else with a low/no score.



My system isn't perfect either, but it would actually count the people doing siege and not just the entire guild. If you are assigning points to players the part of your post I quoted would effectively stop most new guilds from forming. The only way you would get a real low point guild is to either have all legit new players/toons or to have it full of nothing but point dropping higher level players. Any new guild would have to start asking what a person's win/loss/draw record was so they didn't get paired against bteam/ppk or some such outrageous point guild on day one from recruiting people with high personal scores.

The more this is discussed I see more and more ways to exploit the system. I don't like people who exploit, but I do look at things as if I would so I can understand how they can do it and implement blocks to stop it. This system won't stop point droppers, it will slow them down though. If a person wanted to point drop their score, they join an alt guild, lose for a while, lowering their score then they rejoin the main guild with a lower score.

How would you treat a guild who signs up to siege but doesn't show up at all? Using your system that to me should be a huge point increase on everyone in guild, maybe +20 points for a no show loss? Some kind of steep penalty for wasting the opposing guilds time.

10

Saturday, August 3rd 2013, 5:29am

I mean more could be done, but what other ways do you think it could be exploited, please elaborate. Cause I see less and less as we keep discussing it. The suggestions of the previous poster I think are a good idea.



Please post exploitations to see if I can address them. Cause really a no show..... they would be no downside. does there need to be? with the new siege system I don't see it is ever full. No shows "wasting another guilds time" they get a free win... so I don't see it as such a waste of time. What other things do you see getting exploited?

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Saturday, August 3rd 2013, 5:38am

you could have the "siege score" go down after a certain length of time...say after 72 hours of no siege, the score is reduced by a certain amount/hour(or day), kind of how negative rep used(still? idk anymore) to be. but if they siege again within 72 hours, the wait refreshes, and they have to wait another 72 hours until the score starts to drop again. this would prevent people to afk 24/7 just to eliminate the score gained from that day's siege.
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