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  #1  
Old 06-14-2012, 04:01 AM
apske apske is offline
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Default ladder system

most importantly if you want a ladder, is the ladder system. The point system is included in that, and also the gametypes, gamemodes, etc.

But how will the point system work?

When will a clan be no.1, how will points be given.

Out of howmany rounds / maps does a match / war exist?

What will be the most going player amount?

Imo this should deserve attention, especially the working of the point system.......
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Old 06-14-2012, 07:31 AM
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In general terms for team sizes, a well organized team can defend much easier than a more random public team.

For this reason maps need to be a lot more empty in a competitive scenario than public scenario since the balance of maps will shift due to correct teamwork. A general rule of thumb there is that half the ideal player amount for public is best for competitive play.

Since the game already released and the chance for full clan migration from other games is pretty small. Its probably best to aim for lower player amounts in terms of competitive play. As with bigger teams both in terms of team management as well as starting up a clan to the critical minimal size will be more difficult. In most other infantry only games 5v5 is considered a near golden standard. But considering the size of RO probably something a bit bigger like 6v6 to 8v8 will be closer to ideal.

In order to ensure fairness in a ranked environment its important that for instance on a map especially when not mirrored as in RO that you play the same round twice but on different sides. With exactly the same parameters and effects and chances of winning.

And similarly you often want both teams to be able to have an effect in picking what map is to be played. In case only one map is played usually you use the cross out principle where both teams select which maps will be removed from a pool, where in the end 1 map is left over which is to be played. With even map amounts usually one team will just pick their own favourite.

Another important aspect is that in general you do not want that competitive matches take more than 1.5 hours of playing and even that is often already a lot. A lot of people can play longer but you see a big drop in general attention after that time span (including waiting time for a map to start, changing maps etc).
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Last edited by Zetsumei; 06-14-2012 at 07:46 AM.
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Old 06-14-2012, 11:05 AM
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Quote:
Originally Posted by Zetsumei View Post
cut...
Agree!


But i think apske ask for the points system...
Good question, if a new team come in ladder 6 months after ladder begin, how this team can go on top of the ladder?
The scoring system must allow all the clans, even if they come into ladder long after its start, to be able to climb it.
Then impose a "penalty" for their rankings.
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Old 06-14-2012, 11:44 AM
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The easiest way is to probably just use the roladder ranking system but that's my opinion. As that purely judges how a team performs relative to other teams to generate the ranking, there isn't a big damping factor involved.

But in general systems like rung based, elo, glicko, trueskill are most of the time under the designed for circumstances effective in cancelling out time effects. The thing is that in competitive gaming people often play very little ranked matches while having a lot of practise matches, which results in not obtaining enough data for most traditional ranking systems to converge.

Traditional ELO in its default configuration is about 5 times too slow.
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Last edited by Zetsumei; 06-14-2012 at 11:48 AM.
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  #5  
Old 06-25-2012, 06:30 AM
miriamshookaf miriamshookaf is offline
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Scoring system must alow all the clans even if they come into ladder long after its start,In most other infantry only games 5v5 is considered a near golden standard. But considering the size of RO probably something a bit bigger like 6v6 to 8v8 will be closer to ideal.
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