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Question: What system should we use to measure wins? (post in thread)
Win Ratio
Ladder System

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Author Topic: Ranking Reform  (Read 3764 times)
trog
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« Reply #195 on: April 15, 2012, 12:56:46 am »

No one has said what the point of changing to scaled points is yet.
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« Reply #196 on: April 15, 2012, 01:27:27 am »

So I haven't really read this thread but usually team or player ratings for real sports have an average-results-based system that both requires a few matches to be played to get the rating up to a competitive level and phases out old results over time. This stops a team from being top of the latter just by playing tons of matches, or by winning one or two and leading with a 'perfect' victory record.

I would advocate a points system over a plain win ratio, because it's easier to balance and can take into account the how close the results are. For a best-of-three battle, an absolute steamroll could give, say, 50 points to one team and 10 to the other, while a close result would give 40:20 (or maybe even as low as 35:25), and a tie 30:30. Naturally these numbers could be adjusted as needed. The clan's ladder rating would be the scaled average of their match scores. Old results would phase out over a given period (maybe two months/a season), with the option of penalties for inactivity and the like.

All that's really needed for the scaling would be some kind of multiplier that starts low but reaches a fairly stable value after about 3 matches. Based on current clan activity I would start with something like
1 - (0.75 / no. of active matches)
which would mean that at least two matches need to be played to make any kind of impact on the ladder.

I guess the main downside to this method is that individual round results would need to be taken into account instead of just overall match results, but I've been messing around with potential outcomes and I think it's at least well-balanced.

P.S. 19 new replies what the hell
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Killah Zillah
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« Reply #197 on: April 15, 2012, 01:32:21 am »

So I haven't really read this thread but usually team or player ratings for real sports have an average-results-based system that both requires a few matches to be played to get the rating up to a competitive level and phases out old results over time. This stops a team from being top of the latter just by playing tons of matches, or by winning one or two and leading with a 'perfect' victory record.

I would advocate a points system over a plain win ratio, because it's easier to balance and can take into account the how close the results are. For a best-of-three battle, an absolute steamroll could give, say, 50 points to one team and 10 to the other, while a close result would give 40:20 (or maybe even as low as 35:25), and a tie 30:30. Naturally these numbers could be adjusted as needed. The clan's ladder rating would be the scaled average of their match scores. Old results would phase out over a given period (maybe two months/a season), with the option of penalties for inactivity and the like.

All that's really needed for the scaling would be some kind of multiplier that starts low but reaches a fairly stable value after about 3 matches. Based on current clan activity I would start with something like
1 - (0.75 / no. of active matches)
which would mean that at least two matches need to be played to make any kind of impact on the ladder.

I guess the main downside to this method is that individual round results would need to be taken into account instead of just overall match results, but I've been messing around with potential outcomes and I think it's at least well-balanced.

P.S. 19 new replies what the hell

You must have been typing that for hours, because the thread's dead now, we're just waiting for the moderators to lock it.
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Footpöp
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« Reply #198 on: April 15, 2012, 01:49:10 am »

Ladder system is only logical of the two simple methods presented to rank clans in relation to each other.  If we are looking for something simple, the ladder system is it.  Anything more detailed wasn't the point of this thread/movement in the first place, but can be worked.  Win ratio is bad because it doesn't rank clans in accordance to how they've matched up to all other clans but instead only to those they have faced, thus encouraging clans from not breaking their perfect little ratios and/or only going for easy prey.  Neither the ladder nor the ratio systems are hard to grasp, both are mind numbingly simple.  I don't know why this thread got over a couple pages long, because this is stupid to argue. 

/thread
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RedBluYellow
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« Reply #199 on: April 15, 2012, 01:58:53 am »

i still vouch for http://pastebin.com/QTqkVGCg
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trog
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« Reply #200 on: April 15, 2012, 02:55:23 am »

so is everyone else who voted for the ladder system...?
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RedBluYellow
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« Reply #201 on: April 15, 2012, 03:03:51 am »

bess
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Lloyd
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« Reply #202 on: April 15, 2012, 04:09:55 am »

Actually that looks completely arbitrary but then it's not like I play competitive anymore
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