@Ekstone
Can be constantly updated ranking lists for every templates for example! :O
So perhaps will be a good feeling for somebody who is, for example 15th in the main Rankings, but first in one of the 51 template rankings, and this can be a cause that not quit the ladder and continued to play. I don't know.
But again, MotD's possibilies is infinite because he owned the database and "only" need write some queries :P
Nice idea. I will consider it.
@Njord
To ask a totally unrelated question. does the win rate per template graph shows all games played or only the non expired ones?
It shows all games played.
@Dogberry
Think about it from a psychological perspective. If someone enters a ladder competition at a baseline of 0 and their rating goes up from that point to 1200, it is generally viewed in a positive light. If their rating starts at 1500 and eventually drops to 1200, they will view their performance far more negatively, even if they had the same number of wins and losses in both scenarios. I believe the entry rating of 1500 discourages many players, and yes, this includes myself.
Fair point. The current system works really well to accurately represent a player's level in my opinion. But I will see what I can do to introduce some inflation in the ratings over time.
@Aura,
My criticism to packs is I find it harder to see how "fair" the ratings are. For example, say Player A is in 1st place, with a rating of 1800. This player only plays on the base packs, and does not bother to even play on the others. now player B is 1780. Player B plays on every single pack. Is player A really considered the "best player"? I am not so sure.
"Bonus points" from enrolling to a template pack can provide incentive. There will be a point where it is impossible to climb higher unless you sign up for new packs. I haven't thought through the implementation details yet, but I think this can work. Wouldn't you agree?
@ps/Turtle
i dont really like the packs idea, think it would just fragment the player base further.
Why would it fragment the player base? You may not play as often on the some templates, but every player can still play against any opponent since matchmaking happens before template selection.
@Mike,
That's why rather than, or on top of, offering limited number of templates (via packs), I have suggested to add divisions with promotion/relegation. Pack of templates could be assigned to different divisions : bottom one has only a few and easiest template ; next division has same + few others ; and so on, until the top who may have all (no veto, as the point of the ladder would be to be the best WL player on overall settings and maps). The goal would be to offer division of players of equivalent level.
The current matchmaking system already creates such "divisions" by matching players close to each other. In fact, it is even more dynamic that what you are suggesting as it adapts after the result of every game. With regards to pack of templates assigned to each division, I'd argue that my original proposal gives players more control on the templates they wish to play on (which is the goal).
How about having unlimited vetoes? More vetoes used would grant less points per game.
At the top end of the ladder you gain 3-4 points per game and lose 28!( 1850 rating vs 1550 rating). If you impose point penalties based on number of vetoes, you will end up with 0 points on a win which is not ideal. I think it is a bit too extreme. The template pack idea is similar, but at the same time it requires you to play on a minimum number of templates.
Edited 4/12/2017 02:25:38