There’s been a lot of discussion about ranked warring,
Aaassh's Thread
RG's Thread
It’s pretty clear there are two different groups of players with different play-styles, which are the more hardcore players and the more casual players. So I think the logical solution is the split Ranked warring into two streams:
Normal Warring –This system would work like the current ranked warring does, where factions are match-made based on criteria (e.g. avg stats) to ensure the fight is as fair as possible. The ranking badges are removed but replaced with badges based on Win milestones. E.g. 10 Wins, 100 Wins etc.
The intention of this queue is for casual factions that want to have some fun with warring, without investing too heavily like hardcore players. It also allows newer factions to hone their skills before they try Ranked Warring
Ranked Warring –This system uses a traditional elo-style system where all factions enter in as equals, their ‘elo’ is measured by wins and losses and factions are then assigned tiers that they fight in (or get promoted/demoted from). This system will feature the current ranked badges (Diamond, Platinum etc.). Upon entry into the queue, there will be 3 placement matches that sort factions out in to3 starting tiers (Bronze, Silver, and Gold) all further tiers can only be earned through winning wars.
Rewards – Rewards for both systems will be exactly the same and equal, including within all Ranked tiers. The only difference is Normal Warring earns you badges based on Win Milestones while Ranked Warring earns you Ranked Tier Badges (i.e. Bragging rights!). Rewards should be determined based on a system, where after a match the system figures out two parameters:
1) How close was the fight?
2) Quality of Fight?
Closeness is only important for Ranked as it determines how much elo to award the winner and remove from the loser. This will follow standard elo principles. Wikipedia - Elo
Quality of fight is a parameter that awards factions with greater cache rewards the more effort they put in. This is important as cache rewards will not be affected by Normal/Ranked queue or the Ranked tiers.
This will be a bit of a challenge to figure out but my suggestion is that it uses a metric of Fight duration, Fight Score (respect changes), War hits/Hour (how active were the factions), Medical Items Used (Was one faction just sitting in hospital), Revives and “Non-Okay” status (Was one faction just hiding by flying).
There also needs to be a check to prevent the Quality metric from being farmed. E.g. if one faction pushes almost to victory, then suddenly only uses hospital items without attacking, it’s obviously not a legit war and will enjoy only capped rewards.
This quality mechanic should work for all but the top faction, as everyone will have someone above them to beat. For that top faction, it’s easy to just award them with a temporary cosmetic effect like an armour glow or something that stays while they’re #1. (Just acknowledging the scenario of a faction being super dominant and never getting a “Quality” match since they’re too strong)
Other Tweaks
- Reduce Queue limitation on both to 3 days. (Just something faster than 7 days, more aligned to typical war/training phases of factions)
- Allow fights with the same factions after X Hours/Days (there still might be a jam at the very top end where only the top two factions have close elos)
- Allow surrender option which means the fight quality is judged based on what has currently progressed
- Matchmaking can still use the suggested tweak(from Proxima) of using Log instead of Square Root to calculate matches
- Ranked: Rank decay reduced to 5 weeks (Factions should be warring at least once a month)
TL:DR
Aaassh's Thread
RG's Thread
It’s pretty clear there are two different groups of players with different play-styles, which are the more hardcore players and the more casual players. So I think the logical solution is the split Ranked warring into two streams:
Normal Warring –This system would work like the current ranked warring does, where factions are match-made based on criteria (e.g. avg stats) to ensure the fight is as fair as possible. The ranking badges are removed but replaced with badges based on Win milestones. E.g. 10 Wins, 100 Wins etc.
The intention of this queue is for casual factions that want to have some fun with warring, without investing too heavily like hardcore players. It also allows newer factions to hone their skills before they try Ranked Warring
Ranked Warring –This system uses a traditional elo-style system where all factions enter in as equals, their ‘elo’ is measured by wins and losses and factions are then assigned tiers that they fight in (or get promoted/demoted from). This system will feature the current ranked badges (Diamond, Platinum etc.). Upon entry into the queue, there will be 3 placement matches that sort factions out in to3 starting tiers (Bronze, Silver, and Gold) all further tiers can only be earned through winning wars.
Rewards – Rewards for both systems will be exactly the same and equal, including within all Ranked tiers. The only difference is Normal Warring earns you badges based on Win Milestones while Ranked Warring earns you Ranked Tier Badges (i.e. Bragging rights!). Rewards should be determined based on a system, where after a match the system figures out two parameters:
1) How close was the fight?
2) Quality of Fight?
Closeness is only important for Ranked as it determines how much elo to award the winner and remove from the loser. This will follow standard elo principles. Wikipedia - Elo
Quality of fight is a parameter that awards factions with greater cache rewards the more effort they put in. This is important as cache rewards will not be affected by Normal/Ranked queue or the Ranked tiers.
This will be a bit of a challenge to figure out but my suggestion is that it uses a metric of Fight duration, Fight Score (respect changes), War hits/Hour (how active were the factions), Medical Items Used (Was one faction just sitting in hospital), Revives and “Non-Okay” status (Was one faction just hiding by flying).
There also needs to be a check to prevent the Quality metric from being farmed. E.g. if one faction pushes almost to victory, then suddenly only uses hospital items without attacking, it’s obviously not a legit war and will enjoy only capped rewards.
This quality mechanic should work for all but the top faction, as everyone will have someone above them to beat. For that top faction, it’s easy to just award them with a temporary cosmetic effect like an armour glow or something that stays while they’re #1. (Just acknowledging the scenario of a faction being super dominant and never getting a “Quality” match since they’re too strong)
Other Tweaks
- Reduce Queue limitation on both to 3 days. (Just something faster than 7 days, more aligned to typical war/training phases of factions)
- Allow fights with the same factions after X Hours/Days (there still might be a jam at the very top end where only the top two factions have close elos)
- Allow surrender option which means the fight quality is judged based on what has currently progressed
- Matchmaking can still use the suggested tweak(from Proxima) of using Log instead of Square Root to calculate matches
- Ranked: Rank decay reduced to 5 weeks (Factions should be warring at least once a month)
TL:DR
- Split Warring into 2 streams. Normal and Ranked
- Normal is the current system. Intended for the majority of torn factions.
- Ranked uses an elo-style system. Intended for hardcore torn factions (HoF/Top 20(?))
- Cache Rewards the same. Normal gets Win Milestone badges.Ranked gets Ranked Tier Badges
Mentions: Ranked War Member Stat requirement makes no sense · Ranked Warring Request; Open Letter to Ched