[New Feature] Join the discussion.
This is your chance to participate in this new idea from me. Have in mind that it's a chance nothing going to happend. It's up to you if you want it or not.
Simply write.
1) If you understood it.
2) If you liked it (Or disliked it).
3) If you'd like to add/change/remove something.
Any response is appreciated. Since you'll be the one participating. Here we go!
The idea is to have Duels between players in a tactical map with a rating system. Players will also earn "Arena Points" (still working on the name) everytime they win a match.
Arenas are areas in which players can compete against each other in deathmatch-style PvP. Instead of participating in objective-based PvP, these contests center around your self ability to obliterate the other player.
Only rebirth 1000 player characters can gain a Player Rating or "Arena Points" (work in progress, look below). .
Arena Points are used as the currency to purchase Arena Rewards, the idea if it will be a useful pvp item or not are still a work in progress. Or if it will simply just be things to purchase rare decoration items. (If you got a better name than Arena Points, please share).
How to apply.
While trying to figure this one out, I had to ditch the option to run it automatic. Players could simply abuse the system if it's automatic. So, the idea is to run it manually.
Players will contact any of the Helpers (or Staff) to join the queue. When atleast 2 players has joined the queue, we will teleport them to the arena were they'll fight to the death!
There will also be an option to write your name on the Forum, that you want to participate. Best would be if you could write which time in CET you could participate and we'll queue you up as soon as possible. How we'll start the arena and teleport players are up to Admin and CM.
Rewards.
One Arena Point each win.
Higher/lower rating each match.
Bag of junk (nothing abusive)
The "Season winner" (the guy with the highest rating) will recieve a cool effect simillar to the Top Arena. He'll have it until we start a new "season" or until we coronate a new player.
(The main idea what you can purchase with Arena Point exist on the Staff Board, but you're free to share your ideas. Have in mind that you cannot trade these Arena Points).
Videos.
If players want to follow the match, I will stream every game I run. I will also record every match and make a compilation each week/month. (depends on how much I got).
Rules.
It's hard to setup rules. And haven't made any yet.
The one rule I got though is that if you somehow abuse the Arena (losing on purpose to help a friend) You'll get banned from the Arena and lose all the points and rating.
Each match will either be 5-10minutes long. If both are alive when the time expires, it will count as a draw between the players.
Map.
I made a quick map to show Admin my idea. Basically it will be a "small" map with obstacles so you can run around. However, you can still shot above the obstacles. The idea is to always keep the match in action but not die from a freeze within 10 seconds. With the Map, players will have to show skills in magic walls (trapping players), freezes and attacks.
You're free to draw a map too if you like. (have in mind that it's not sure they'll use it). The idea is to have 3 maps so we can run multiply players at the same time.
Points and Rating. (this will be long and probably hard to understand).
As previously mentioned, points can be quite "hard" to handle due to the issue that players are not the same rebirth. But while planning this idea, "normal points" was never the point-system I was aiming for. I simply wanted a system that players can even enjoy ingame. -Player Rating.
Instead of the simple "hey I got 5wins and 0 losses". I think The ELO-rating system sounds a lot cooler. I don't know if you're familliar with the ELO rating, so I'll do my best to explain it.
The ELO system takes the score of two opponents and calculates a statistical chance of winning based off those scores. After the match it uses the difference between the calculated chance of winning and the actual results. The difference between the two probabilities is then applied to the maximum amount of points allowed per match. Having a maximum amount makes sure teams have to play a large number of matches instead of just getting lucky and beating one team with a high ranking score.
Example of a match rating calculation:
Player A's Current Score: 1500pt
Player B's Current Score: 1580pt
Player A's Chance of Winning: 1 / (1+10(1580 - 1500)/400) = 0.38686
Player B's Chance of Winning: 1 / (1+10(1500 - 1580)/400) = 0.61314
Now Let's say Player A won the battle then
Player A's New Score: 1500 + 32*(1 - 0.38686) = 1500 + 19.62 = 1519.62
Player B's New Score: 1580 + 32*(0 - 0.61314) = 1580 + (-19.62) = 1560.38
Now Let's say Player B won the battle then
Player A's New Score: 1500 + 32*(0 - 0.38686) = 1500 + (-12.38) = 1487.62
Player B's New Score: 1580 + 32*(1 - 0.61314) = 1580 + 12.38 = 1592.38
The K value used by most games is 32. So each match, the maximum rating gain/loss will be 32pts. And if you play with a team with same rating, you will gain/lose exactly 16pts.
As you can see when a player with a higher rank score wins a match against a lower rank player, they receive fewer points than if the lower rank team won.
More basic version of the ELO rating. (e.g why is it 400 above?).
A player's Elo rating is represented by a number which increases or decreases based upon the outcome of games between rated players. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game. In a series of games between a high-rated player and a low-rated player, the high-rated player is expected to score more wins. If the high-rated player wins, then only a few rating points will be taken from the low-rated player. However, if the lower rated player scores an upset win, many rating points will be transferred. The lower rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self-correcting. A player whose rating is too low should, in the long run, do better than the rating system predicts, and thus gain rating points until the rating reflects their true playing strength.
^(Taken from Wikipedia)
The algorithm for counting chess (things) is 400. I'm pretty sure every game developer use it too.
If we try to use a more basic version on how to count a players "performance"/ rating.
Other players rating + 400 x (wins /losses). /Games
So.. let's say the other player's current rating is 1000 and you play one game and win.
1000 + 400 x 2 / 2= 1400
This basically means that your new rating will be 1400 and his rating will be 600. This is just basic countings. You need the K-factor so the numbers won't mess up. I'm going to send some links on ELO calculators instead of explaining the K-factor. But I personally feel that the K-factor is like a obstacle to not get to many high numbers. Chess and games use it quite differently and it's up to you where you want the limit.
Link 1
Link 2
Link 3
If we manage to run this properly, players will now be able to brag about their ratings. If we use it properly, most players will stay around a 2000 Rating. Etc. And perhaps in the future we can even run these duels with 2v2 or 3v3. Still using the ELO rating System.
But surely, you'll have to also count the Wins and Losses. And in order to run it successfully, I think we need to have some sort of mini tournament to make it all fair. Since players might do more duels than others. So, players with the most wins in shortest games played (or a really good rating) will be selected for a Mini Tournament.
I personally think that might be the fairest, unless you want to put a limit on games played.
PS: 30 as the K Value might be easier since it also exist in the calculator links I sent above. (30/15 pts each win / loss).
I wrote a more "detailed" version on the Staff Board. However, this post cover pretty much the main idea.
Please share your thoughts!
This is your chance to participate in this new idea from me. Have in mind that it's a chance nothing going to happend. It's up to you if you want it or not.
Simply write.
1) If you understood it.
2) If you liked it (Or disliked it).
3) If you'd like to add/change/remove something.
Any response is appreciated. Since you'll be the one participating. Here we go!
The idea is to have Duels between players in a tactical map with a rating system. Players will also earn "Arena Points" (still working on the name) everytime they win a match.
Arenas are areas in which players can compete against each other in deathmatch-style PvP. Instead of participating in objective-based PvP, these contests center around your self ability to obliterate the other player.
Only rebirth 1000 player characters can gain a Player Rating or "Arena Points" (work in progress, look below). .
Arena Points are used as the currency to purchase Arena Rewards, the idea if it will be a useful pvp item or not are still a work in progress. Or if it will simply just be things to purchase rare decoration items. (If you got a better name than Arena Points, please share).
How to apply.
While trying to figure this one out, I had to ditch the option to run it automatic. Players could simply abuse the system if it's automatic. So, the idea is to run it manually.
Players will contact any of the Helpers (or Staff) to join the queue. When atleast 2 players has joined the queue, we will teleport them to the arena were they'll fight to the death!
There will also be an option to write your name on the Forum, that you want to participate. Best would be if you could write which time in CET you could participate and we'll queue you up as soon as possible. How we'll start the arena and teleport players are up to Admin and CM.
Rewards.
One Arena Point each win.
Higher/lower rating each match.
Bag of junk (nothing abusive)
The "Season winner" (the guy with the highest rating) will recieve a cool effect simillar to the Top Arena. He'll have it until we start a new "season" or until we coronate a new player.
(The main idea what you can purchase with Arena Point exist on the Staff Board, but you're free to share your ideas. Have in mind that you cannot trade these Arena Points).
Videos.
If players want to follow the match, I will stream every game I run. I will also record every match and make a compilation each week/month. (depends on how much I got).
Rules.
It's hard to setup rules. And haven't made any yet.
The one rule I got though is that if you somehow abuse the Arena (losing on purpose to help a friend) You'll get banned from the Arena and lose all the points and rating.
Each match will either be 5-10minutes long. If both are alive when the time expires, it will count as a draw between the players.
Map.
I made a quick map to show Admin my idea. Basically it will be a "small" map with obstacles so you can run around. However, you can still shot above the obstacles. The idea is to always keep the match in action but not die from a freeze within 10 seconds. With the Map, players will have to show skills in magic walls (trapping players), freezes and attacks.
You're free to draw a map too if you like. (have in mind that it's not sure they'll use it). The idea is to have 3 maps so we can run multiply players at the same time.
Points and Rating. (this will be long and probably hard to understand).
As previously mentioned, points can be quite "hard" to handle due to the issue that players are not the same rebirth. But while planning this idea, "normal points" was never the point-system I was aiming for. I simply wanted a system that players can even enjoy ingame. -Player Rating.
Instead of the simple "hey I got 5wins and 0 losses". I think The ELO-rating system sounds a lot cooler. I don't know if you're familliar with the ELO rating, so I'll do my best to explain it.
The ELO system takes the score of two opponents and calculates a statistical chance of winning based off those scores. After the match it uses the difference between the calculated chance of winning and the actual results. The difference between the two probabilities is then applied to the maximum amount of points allowed per match. Having a maximum amount makes sure teams have to play a large number of matches instead of just getting lucky and beating one team with a high ranking score.
Example of a match rating calculation:
Player A's Current Score: 1500pt
Player B's Current Score: 1580pt
Player A's Chance of Winning: 1 / (1+10(1580 - 1500)/400) = 0.38686
Player B's Chance of Winning: 1 / (1+10(1500 - 1580)/400) = 0.61314
Now Let's say Player A won the battle then
Player A's New Score: 1500 + 32*(1 - 0.38686) = 1500 + 19.62 = 1519.62
Player B's New Score: 1580 + 32*(0 - 0.61314) = 1580 + (-19.62) = 1560.38
Now Let's say Player B won the battle then
Player A's New Score: 1500 + 32*(0 - 0.38686) = 1500 + (-12.38) = 1487.62
Player B's New Score: 1580 + 32*(1 - 0.61314) = 1580 + 12.38 = 1592.38
The K value used by most games is 32. So each match, the maximum rating gain/loss will be 32pts. And if you play with a team with same rating, you will gain/lose exactly 16pts.
As you can see when a player with a higher rank score wins a match against a lower rank player, they receive fewer points than if the lower rank team won.
More basic version of the ELO rating. (e.g why is it 400 above?).
A player's Elo rating is represented by a number which increases or decreases based upon the outcome of games between rated players. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game. In a series of games between a high-rated player and a low-rated player, the high-rated player is expected to score more wins. If the high-rated player wins, then only a few rating points will be taken from the low-rated player. However, if the lower rated player scores an upset win, many rating points will be transferred. The lower rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self-correcting. A player whose rating is too low should, in the long run, do better than the rating system predicts, and thus gain rating points until the rating reflects their true playing strength.
^(Taken from Wikipedia)
The algorithm for counting chess (things) is 400. I'm pretty sure every game developer use it too.
If we try to use a more basic version on how to count a players "performance"/ rating.
Other players rating + 400 x (wins /losses). /Games
So.. let's say the other player's current rating is 1000 and you play one game and win.
1000 + 400 x 2 / 2= 1400
This basically means that your new rating will be 1400 and his rating will be 600. This is just basic countings. You need the K-factor so the numbers won't mess up. I'm going to send some links on ELO calculators instead of explaining the K-factor. But I personally feel that the K-factor is like a obstacle to not get to many high numbers. Chess and games use it quite differently and it's up to you where you want the limit.
Link 1
Link 2
Link 3
If we manage to run this properly, players will now be able to brag about their ratings. If we use it properly, most players will stay around a 2000 Rating. Etc. And perhaps in the future we can even run these duels with 2v2 or 3v3. Still using the ELO rating System.
But surely, you'll have to also count the Wins and Losses. And in order to run it successfully, I think we need to have some sort of mini tournament to make it all fair. Since players might do more duels than others. So, players with the most wins in shortest games played (or a really good rating) will be selected for a Mini Tournament.
I personally think that might be the fairest, unless you want to put a limit on games played.
PS: 30 as the K Value might be easier since it also exist in the calculator links I sent above. (30/15 pts each win / loss).
I wrote a more "detailed" version on the Staff Board. However, this post cover pretty much the main idea.
Please share your thoughts!

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