Knightified

12-31-2016, 06:41 AM

The current PvP system is obviously not working very well. Through the introduction of random mode, people have been reaching insane amounts of ELO. To keep gaining ELO, you essentially just need to win 1 out of 4 battles while using random mode. Structured teams are able to farm random teams quite easily. And the most annoying problem of all, people are able to set up a 2 player ELO farm with the current PvP system.

So, current problems with the PvP system:

1.) Structured teams are able to fight Random teams. This can lead to structured teams being able to farm ELO.

2.) Random teams only need to win 1 out of 4 battles to continue going up in ELO.

3.) The current matching algorithm allows easy farming.

My proposed solutions / updates for these issues (Note, solutions don't match up with above numbers. I number as a way to organize):

1.) First and foremost, the matching algoithm should be updated in two major ways. The first major update would be to make it impossible for two players to match up with each other twice in a row. There has to be a new player every match. This would help prevent two players from setting up an ELO farm of each other through timed matching (hitting find match at exact same time). The second major update would be to extend the level gap needed to fight players as they go up in ELO. The current system does not allow high levels players to fight low level players even if they are relatively the same ELO and at the top of the leaderboard. So for example, Xerks (ID: 160836, Level 31, ELO: 1959) can't fight K-nightmare (ID: 602196, Level 22, ELO: 2071) or LordPunitive (ID: 619966, Level 22, ELO: 2063) due to the current system, even though they are the top three players currently. [Which I don't wanna accuse people or anything, but if I had to take a guess I would say these two players are cheating the system and farming each other through random mode and timed matching.]

^ (This update is really needed and would be implemented along with any of the below suggestions) ^

2.) A possible solution to keep ELO back in check is to create separate leaderboards for each mode and prevent structured from matching with random. I personally don't really like this solution as we would then have to keep track of two ELO scores which I'm sure no one wants.

3.) Another possible solution would be to completely remove gaining and losing ELO from random mode, and instead replace the double ELO with a higher chance of getting better chests. Of course this would also require structured not being able to match with random anymore.

4.) The final solution would be to adjust ELO gain/loss when winning or losing a match.

If using a structured team...

- Vs. Structured: Normal ELO gain/loss (determined by enemy ELO compared to your own)

- Vs. Random: x0.5 ELO gain if win / x2 ELO loss if lose

If using a random team...

- Vs. Random: Normal ELO gain/loss (determined by enemy ELO compared to your own)

- Vs. Structured: x2 ELO gain if win / Normal ELO loss if lose

I'm fairly sure these values would work, however they made need adjusting. Essentially just tweak the ELO gain/loss values to make it more punishing if you lose as a random team and to make the gain much less if winning as a structured team vs a random team.

Anyways, those are my suggestions to help improve the current PvP system. I typed this entirely on my phone so I apologize for any typos and such. I am also typing this fairly late at night, so if any part of my suggestions are confusing to you simply post a reply asking me to explain it further and I'll get back to you ASAP.

So, current problems with the PvP system:

1.) Structured teams are able to fight Random teams. This can lead to structured teams being able to farm ELO.

2.) Random teams only need to win 1 out of 4 battles to continue going up in ELO.

3.) The current matching algorithm allows easy farming.

My proposed solutions / updates for these issues (Note, solutions don't match up with above numbers. I number as a way to organize):

1.) First and foremost, the matching algoithm should be updated in two major ways. The first major update would be to make it impossible for two players to match up with each other twice in a row. There has to be a new player every match. This would help prevent two players from setting up an ELO farm of each other through timed matching (hitting find match at exact same time). The second major update would be to extend the level gap needed to fight players as they go up in ELO. The current system does not allow high levels players to fight low level players even if they are relatively the same ELO and at the top of the leaderboard. So for example, Xerks (ID: 160836, Level 31, ELO: 1959) can't fight K-nightmare (ID: 602196, Level 22, ELO: 2071) or LordPunitive (ID: 619966, Level 22, ELO: 2063) due to the current system, even though they are the top three players currently. [Which I don't wanna accuse people or anything, but if I had to take a guess I would say these two players are cheating the system and farming each other through random mode and timed matching.]

^ (This update is really needed and would be implemented along with any of the below suggestions) ^

2.) A possible solution to keep ELO back in check is to create separate leaderboards for each mode and prevent structured from matching with random. I personally don't really like this solution as we would then have to keep track of two ELO scores which I'm sure no one wants.

3.) Another possible solution would be to completely remove gaining and losing ELO from random mode, and instead replace the double ELO with a higher chance of getting better chests. Of course this would also require structured not being able to match with random anymore.

4.) The final solution would be to adjust ELO gain/loss when winning or losing a match.

If using a structured team...

- Vs. Structured: Normal ELO gain/loss (determined by enemy ELO compared to your own)

- Vs. Random: x0.5 ELO gain if win / x2 ELO loss if lose

If using a random team...

- Vs. Random: Normal ELO gain/loss (determined by enemy ELO compared to your own)

- Vs. Structured: x2 ELO gain if win / Normal ELO loss if lose

I'm fairly sure these values would work, however they made need adjusting. Essentially just tweak the ELO gain/loss values to make it more punishing if you lose as a random team and to make the gain much less if winning as a structured team vs a random team.

Anyways, those are my suggestions to help improve the current PvP system. I typed this entirely on my phone so I apologize for any typos and such. I am also typing this fairly late at night, so if any part of my suggestions are confusing to you simply post a reply asking me to explain it further and I'll get back to you ASAP.