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+1Clanlord Carl wrote:Current ranking system at the top is currently broken. The majority there gamed the system by playing team games with low ranked partners. I certainly dont think of any of the 'top' 25 are actually the best players. They would quickly lose their puffed up points if they played in competitive tourneys against all comers.
They know it, we know it - so fix it. For example a team is treated as the ranking of the top player in it not the average. This would immediately remove the team rating exploit.
That's wrong.Clanlord Carl wrote:Current ranking system at the top is currently broken. The majority there gamed the system by playing team games with low ranked partners. I certainly dont think of any of the 'top' 25 are actually the best players. They would quickly lose their puffed up points if they played in competitive tourneys against all comers.
They know it, we know it - so fix it. For example a team is treated as the ranking of the top player in it not the average. This would immediately remove the team rating exploit.

This is an awful take. In addition to what don / swim said, typically they’re lower ranked for a reason. Inexperience, more mistakes, missed turns, etc. even if perfect directions are laid out, a high ranked guy probably plays it well regardless of the outcome. Lower rank will blindly follow directions / miss picking up on changed conditions or considerations because of failed or excellent dice. They take risks playing w lower ranks and time to team them proper play (not everyone does that but some do).Dukasaur wrote:+1Clanlord Carl wrote:Current ranking system at the top is currently broken. The majority there gamed the system by playing team games with low ranked partners. I certainly dont think of any of the 'top' 25 are actually the best players. They would quickly lose their puffed up points if they played in competitive tourneys against all comers.
They know it, we know it - so fix it. For example a team is treated as the ranking of the top player in it not the average. This would immediately remove the team rating exploit.

Ok so you think we should continue with a broken system and offer no new ideas. Almost All the 'top' players are team averagers. Thats broken.IcePack wrote:This is an awful take. In addition to what don / swim said, typically they’re lower ranked for a reason. Inexperience, more mistakes, missed turns, etc. even if perfect directions are laid out, a high ranked guy probably plays it well regardless of the outcome. Lower rank will blindly follow directions / miss picking up on changed conditions or considerations because of failed or excellent dice. They take risks playing w lower ranks and time to team them proper play (not everyone does that but some do).Dukasaur wrote:+1Clanlord Carl wrote:Current ranking system at the top is currently broken. The majority there gamed the system by playing team games with low ranked partners. I certainly dont think of any of the 'top' 25 are actually the best players. They would quickly lose their puffed up points if they played in competitive tourneys against all comers.
They know it, we know it - so fix it. For example a team is treated as the ranking of the top player in it not the average. This would immediately remove the team rating exploit.
This “solution” is awful. It’s fixing a problem that doesn’t exist

So you’re choosing to ignore what Don said about “all the top players are team averagers”. Maybe you just think it’s brokenClanlord Carl wrote:Ok so you think we should continue with a broken system and offer no new ideas. Almost All the 'top' players are team averagers. Thats broken.IcePack wrote:This is an awful take. In addition to what don / swim said, typically they’re lower ranked for a reason. Inexperience, more mistakes, missed turns, etc. even if perfect directions are laid out, a high ranked guy probably plays it well regardless of the outcome. Lower rank will blindly follow directions / miss picking up on changed conditions or considerations because of failed or excellent dice. They take risks playing w lower ranks and time to team them proper play (not everyone does that but some do).Dukasaur wrote:+1Clanlord Carl wrote:Current ranking system at the top is currently broken. The majority there gamed the system by playing team games with low ranked partners. I certainly dont think of any of the 'top' 25 are actually the best players. They would quickly lose their puffed up points if they played in competitive tourneys against all comers.
They know it, we know it - so fix it. For example a team is treated as the ranking of the top player in it not the average. This would immediately remove the team rating exploit.
This “solution” is awful. It’s fixing a problem that doesn’t exist

I think very much the same more thought needs to be put into the ranking system. With a few exceptions i'm fairly sure the 'highest' players will get there ONLY by playing a low volume of team games with trusted friends. You sure won't see any of them playing in 1v1 tourneys against dozens of different players on a wide range of maps.Mad777 wrote:To me i think it’s more how the “Conqueror” is represented today, with the way the site is, or has be represented in the past, can’t speak for earlier site time since i wasn’t really paying attention (cheating case to reach the conqueror medal), my personal thought would be based on “variable playing”, meaning the monthly score those days would be the most accurate view of how the site is currently dynamic and who “deserve” to receive such a reward, being Conqueror to play only few games and in very few maps and settings is far to represent a valid scenario of being declare a “Conqueror”.
However, and to be granted as “top player” should have more data to be embedded as it is now. Even “monthly” shouldn’t be the best but more “quarterly”, with data collection such as;
how many different map win in a quarter, how much game type played (multiplayer, 1v1, Poly, Team), average of ranked opponent should be at “x” amount.
Adding all the above factors and a players fulfilling those within a “x” decided timeframe, could be seen as a real value to deserve such a “Conqueror”. This is only to name few in order to qualify being into such a scoreboard.
Then you can claim yourself as the best current player of the site...yes it is painful to lose points against lower ranked, however if you go over the board you will see a large amount of “active players” who are currently Colonel and above which Colonel to me seems to be already such an achievement to maintain, therefore the potential point loss isn’t that big. Being the Conqueror should be considered as the most difficult position to reach within the site therefore and in order to maintain it, you should demonstrate a large broad of skills...I won’t really spend too much talking about the current Conqueror but only by reviewing his recent games doesn’t show me he is the current best player on ConquerClub, there is many more under him who are playing a good variety of game which demonstrate much more their ability to claim being the best...even though such a ranking should be “reset” probably quarterly to again be align with the current dynamic.Clanlord Carl wrote:I think very much the same more thought needs to be put into the ranking system. With a few exceptions i'm fairly sure the 'highest' players will get there ONLY by playing a low volume of team games with trusted friends. You sure won't see any of them playing in 1v1 tourneys against dozens of different players on a wide range of maps.Mad777 wrote:To me i think it’s more how the “Conqueror” is represented today, with the way the site is, or has be represented in the past, can’t speak for earlier site time since i wasn’t really paying attention (cheating case to reach the conqueror medal), my personal thought would be based on “variable playing”, meaning the monthly score those days would be the most accurate view of how the site is currently dynamic and who “deserve” to receive such a reward, being Conqueror to play only few games and in very few maps and settings is far to represent a valid scenario of being declare a “Conqueror”.
However, and to be granted as “top player” should have more data to be embedded as it is now. Even “monthly” shouldn’t be the best but more “quarterly”, with data collection such as;
how many different map win in a quarter, how much game type played (multiplayer, 1v1, Poly, Team), average of ranked opponent should be at “x” amount.
Adding all the above factors and a players fulfilling those within a “x” decided timeframe, could be seen as a real value to deserve such a “Conqueror”. This is only to name few in order to qualify being into such a scoreboard.
1vs1 is the worst setting ever. It's mainly luck.Clanlord Carl wrote: I think very much the same more thought needs to be put into the ranking system. With a few exceptions i'm fairly sure the 'highest' players will get there ONLY by playing a low volume of team games with trusted friends. You sure won't see any of them playing in 1v1 tourneys against dozens of different players on a wide range of maps.

1v1 most certainly isnt luck if you dared venture into a competitive tourney you would notice the same players managing to win a higher percent than others. Go take a look at the map masters series where we play a tourney on every single 243 map and by 'luck' the same players manage to win.....almost every time.Donelladan wrote:1vs1 is the worst setting ever. It's mainly luck.Clanlord Carl wrote: I think very much the same more thought needs to be put into the ranking system. With a few exceptions i'm fairly sure the 'highest' players will get there ONLY by playing a low volume of team games with trusted friends. You sure won't see any of them playing in 1v1 tourneys against dozens of different players on a wide range of maps.
Why do you want good player to play that setting ? That wouldn't prove anything about skills.
Btw, even though you try to ignore it, top 25 players are really good are what they play and they don't abuse the system to get there - at least the vast majority of them.
It's not because they don't play every settings of the site that they aren't good.
let's just appreciate for a second that some settings are more luck based.
Playing multiplayers games with noobs also increase the luck factor.
It's not that surprising if many high ranked players mainly play team game because 2 team games have a lower luck factor than most other settings.
I hope that was a joke, because otherwise you're delusional.Clanlord Carl wrote:1v1 most certainly isnt luck if you dared venture into a competitive tourney you would notice the same players managing to win a higher percent than others. Go take a look at the map masters series where we play a tourney on every single 243 map and by 'luck' the same players manage to win.....almost every time.Donelladan wrote:1vs1 is the worst setting ever. It's mainly luck.Clanlord Carl wrote: I think very much the same more thought needs to be put into the ranking system. With a few exceptions i'm fairly sure the 'highest' players will get there ONLY by playing a low volume of team games with trusted friends. You sure won't see any of them playing in 1v1 tourneys against dozens of different players on a wide range of maps.
Why do you want good player to play that setting ? That wouldn't prove anything about skills.
Btw, even though you try to ignore it, top 25 players are really good are what they play and they don't abuse the system to get there - at least the vast majority of them.
It's not because they don't play every settings of the site that they aren't good.
let's just appreciate for a second that some settings are more luck based.
Playing multiplayers games with noobs also increase the luck factor.
It's not that surprising if many high ranked players mainly play team game because 2 team games have a lower luck factor than most other settings.
As per the suggestion, I don't think it's a good idea in the current state of things. Given how the scoreboard heavily favors the lower ranked players in points calculation, higher ranked players who care about their score are stuck playing games that tend to take longer to end. Therefore, they can't just start a bunch of quick games to offset the point loss they'd be facing and I expect the required game count to stay conqueror to add up pretty quickly. I also completely agree with betiko's analysis.


He plays those games during his normal turns because he's paranoid about the dice.betiko wrote:I personally don't think it's fair to remove points from the top 10; I'm not sure I just looked quickly at naruto's games and he seems to play a lot of guide games and bot games because he is so bored of not being able to play point games, in fear of losing... because once you are that high it takes a lot of victories to recover from a lost game.... he is basically trapped by the system.

And so is anyone who plays with them. How the heck is this fair? Penalising good players more will cause them to isolate even more.... How does that make sense? Too much risk of losing points, so they don't play publicly. I don't think the response should be "lets punish them and their teammates more by giving them and team more to risk, that way they never play anything"Caymanmew wrote: Make it so only the top player's score is counted... it won't make much of a difference. Sure Random and MC will be screwed but most of the guys between 3500 and 4000 points are rarely losing team games to teams with no one over 3k and almost never losing to teams with no one over 2500.

swimmerdude99 wrote:I think Naruto and PAP are two that come to mind that highlight the way to be people with good insights to emulate! Pick one map, one setting, and play them over and over since you can guarantee a high win rate. Points are genuinely a joke because as everyone knows, there is no motiviation to play outside certain settings. Naruto would never play something public, something multiplayer or something other than bots or Das Schloss. Its too risky. As he points out, he could and most likely would lose points, even if he were good enough to win on other maps/settings, he'd suffer big losses with what I would bet would be about a 65% winrate at best on other games. There is no motivation to play outside the games that got him there, it's too costly. And as long as bot games or one clan game is enough to keep people as "active" it will stay that way... probably until the site dies, or he leaves for good.