Well, that'll be a longer one, so brace yourselves. I'm sure to it'll be worth it as I will try to make my analysis as comprehensive as possible so it'll be possible for every interested person to see why the features of the current 1v1 ladder are far from ideal. This discussion has been around for a while, with Qi being its most prominent speaker (at least the most prolific); only lately the issue has been brought up in this thread:
https://www.warlight.net/Forum/147250-official-ladder-polls-suggest-templatesExcuse my english, I'm not a native speaker, so some expression may sound weird (hopefully not incomprehensible!) You can skip to the ANALYSIS-part (2nd posting) by the way if you are firm with the subject and trust me enough anyhow. : D
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For all the un-introduced a glossary up-front (it's rather detailed, so if you know what this is all about, just skip it):
0% - means 0% luck is enhanced. With a certain, fixed amount of armies you will take a territory for real, be it SR or WR. But there is a noticeable difference between those two.
With SR (Straight Round), you only need a certain amount of armies to take a territory with a certain amount of armies at all times. You can't take it with less, and there's (most of the time) no use of taking it with more.
With WR (Weighted Random), you have to take chances - most of the time, there are two choices (1 to take 100%, another one with less); sometimes three (as in 2/3/4v2 attacks) Just a short example:
On SR, you have no chance of taking territories with 2 armies on them with 2 attacking armies (AA), but with 3 AA you do take them. On WR, you take territories with 2 armies in any case with 4 AA. With 3 armies, though, you take it in 80% of all cases. Plus, specifically when attacking territories with 2 armies on 0% WR, you have a 13% chance of taking them.
There is
another implication with SR and WR, which is the restarmies. With SR, your attack has ALWAYS the same result. A 3v2 will always leave you with 2 armies on the captured territory; a 13v10 will always kill the same, preset amount of defenders (8) and attackers (7), etc. etc.
So you can be in control at all times. Can get dull, no question about it as game outcomes can be quickly set in stone. You just calculate a few turns ahead and know what you have to do.
ME and MME. Medium Earth had 7 territories for East US and East Russia. Modified Medium Earth increased their value by reducing the territory amount to 6. Picking options increase considerably, intel(ligent) play decreases. You just go ahead and get your bonus stuff and then scout everywhere and find the opponent. Counterpicking is more risky and fails more often, its use decreases.
Cyclic order. Another thing on the new 1v1 ladder. The move order is always clear. You have 1st order the one turn, your opponent the other one. Planning gets really easy and someone with lower income can't hold an isolated stack effectively any more. It gets caught eventually. Dull!
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About myselfI wanted to bring my
ethos up to this task so you don't just hear some random player ranting about this ladder. I have been playing Warlight since late 2011, my first account, now retired, being RaZx (
https://www.warlight.net/Profile?p=977452590). In RaZx's profile you can see to your right that shiny little trophy that shows you I've won on the "old" 1v1 ladder, back in the days when it was still ME WR. Recently I managed to replicate this feat with this very account here, this time on the "new" MME SR template. So you can say I know a bit about both templates.
Furthermore I won Season XVI. That was MME 16% WR with the additional rule of No-Split, which means you couldn't move your stack in more direction than one per turn. Then, this very recent Season XXXIII (MME, 0% SR with Commanders), I finished 3rd. So I feel like I can say that I am one of the best players on ME or MME currently around. [Make no mistake, on basically every other 1v1 template I am nowhere as good. Am and have never been invested enough to really dig in there. So just one of the best on Medium Earth, good? : D]
But enough on the bragging front already. I simply wanted to state that I am no, how do you say that?, hillbilly, but have come to know what I am talking about. So Let's get to it. To help illustrate my points I will mostly use games from my very own recent 1v1 run. That might come across as pretty conceited and self-glorifying, and yeah, that is a valid point. But, more importantly, I am just to lazy to watch and get into too many other player's games.
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I will post one major reason for the weakness of the current 1v1 ladder every day (it's much to go through plus I want to keep the talk going meanwhile). In the first posting I will write about the
Expansion Problem.
Edited 4/18/2016 18:34:40