- Joined
- Aug 14, 2014
- Messages
- 229
I think the underlying the underlying problem in that the winning point multiplier is nonsensical mathematically - it in no way matches the reality of how risk games work. The point difference grows exponentially where one's win rate against lower ranked players clearly doesn't.
The break-even win rate for a 3600 player to maintain their score 1v1 (the math is the same for more players, it's just clearer 1v1):
Against a 3000 player: 59%
Against a 2400 player: 69%
Against a 2000 player: 80%
Against a 1200 player: 90%
A 90% win rate? Even a 70% or 80% win rate 1v1 is pretty ridiculous. Risk involves too much luck, and the multiplier severely distorts the rankings. Instead of rewarding skill, it rewards playing the system. People on the high end become either become careful who they play with, or you end up in a rank that doesn't really represent how good you are (Cards and Chilly come to mind there, among others). Should people really have more points because they're careful about who and what they play, rather than how well they play?
The multiplier is clearly a system that was pulled out of someone's ass - I'm sure "(person one's score) / (person two's score) " was probably a quick way to set up the code that was somewhat fair. There are around two lines of code governing scoring, and they really should be fixed.
Changing the multiplier to (person 1's score) / (average score) would do wonders, though weighting the average in favor of the player with the lower score might be appropriate. Regardless of the system used, it should match the way the game works.
The break-even win rate for a 3600 player to maintain their score 1v1 (the math is the same for more players, it's just clearer 1v1):
Against a 3000 player: 59%
Against a 2400 player: 69%
Against a 2000 player: 80%
Against a 1200 player: 90%
A 90% win rate? Even a 70% or 80% win rate 1v1 is pretty ridiculous. Risk involves too much luck, and the multiplier severely distorts the rankings. Instead of rewarding skill, it rewards playing the system. People on the high end become either become careful who they play with, or you end up in a rank that doesn't really represent how good you are (Cards and Chilly come to mind there, among others). Should people really have more points because they're careful about who and what they play, rather than how well they play?
The multiplier is clearly a system that was pulled out of someone's ass - I'm sure "(person one's score) / (person two's score) " was probably a quick way to set up the code that was somewhat fair. There are around two lines of code governing scoring, and they really should be fixed.
Changing the multiplier to (person 1's score) / (average score) would do wonders, though weighting the average in favor of the player with the lower score might be appropriate. Regardless of the system used, it should match the way the game works.