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Thread: Which ranking system for Hex ?

  1. #1

    Which ranking system for Hex ?

    Cory talked about ranking during the invitational without being very specific but it's sounded like we will not have a casual ranking system HS style.
    And i am glad, i don't want that.

    I hope for a ranking system bind to our stat in competitive draft, construct tournament and sealed or construct gauntlet. Not a ranking base on casual matchmaking.

    I see a one month leaderboard and a eternal leaderboard with a system that erase our points earned 3,6 or 12 month ago.

    Monthly ranking give some rewards (1 AA cards for the 10 % best players for exemple, 2 for the best 5 % )
    Eternal ranking give entree to big tournament events( ie : the top 5 of the leaderboard 2 months before the event). +7 players picked thanks to special tournament like before.

    Point system. I would like something like this :

    2-0 win in draft : 3pts
    2-1 win : 2pts
    1-2 loose : -1pt
    0-2 loose : - 2 pts

    Same for daily constructed/sealed tournaments

    Gauntlet sealed win 1pts, Gauntlet lose -1pts
    Gauntlet construct win 2pts, lose -2pts

    Qualifier tournaments, in client community tournaments and VIP tournaments

    2-0 : 5 pts
    2-1 : 3 pts
    1-2 : - 2pt
    0-2 : -3pts

    Your opinions ? Your wishes ?
    Last edited by Gregangel; 03-07-2016 at 08:11 AM.

  2. #2
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    i dont care much about the system behind leaderboards / statistics, i just want to have them... im happy with any kind of system.
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  3. #3
    Ranking systems should only be really scrutinized in large tournament sessions as part of an event. Casual drafting in the random fire queues should not apply. If i got passed 3 stonetusk and want to laugh a bit to see if i can actually get them to work in a draft i dont want to be penalized for it. True rankings should be kept for highly structured and organized events.

    For casual tourneys a simple win counter is plenty. If you win the counter goes up and if you lose the counter does nothing. For casual play in the random tournaments that is more than enough.
    In Game Name: Halko

  4. #4
    I understand your point but this solution would not increase play activity. And a ranking should be used for that too
    Last edited by Gregangel; 03-07-2016 at 08:02 AM.

  5. #5
    And you could always do your drzft test in swiss. Swiss should be out of the ranking system to preserv a really casual play

  6. #6
    Quote Originally Posted by Gregangel View Post
    2-0 win in draft : 3pts
    2-1 win : 2pts
    1-2 loose : -1pt
    0-2 loose : - 2 pts
    so with a 50% winrate, you just have to play very often to get many points. I think, such a system is too simple.

    Also I would personally preferm, that your opponents level is considered like a ELO system or the many similar candidates.


    Creator of shareyourdraft.com / Forum thread IGN: dBug Twitch: dBug404

  7. #7
    Increasing play activity should not be the goal of a ranking system. It is there to gauge the skill of people at the top of their game playing against people at the top of theirs. Making literally every form of competition a sort of measuring stick just means if you want a good record you can never goof off and let loose. There are times and places for detailed player rankings and stats. That place is not what is basically the equivalent of a pick up basketball game at the local YMCA. Sure you take it seriously in general but sometimes you just want to throw it all to the wind and just try to sink as many 3 pointers as you can for the hell of it and thats fine. Just dont record it.

    I see your point and its an extremely valid one but it just cant be applied to the entire game. Trying to apply a strict ranking to the random queues would be like ranking the frost ring arena. If you want a good winrate you cant run that silly deck full of nothing but transmogs and pippits. It would actively hurt the game for the people that care about rankings.

    And im not a person that cares about personal rankings.
    In Game Name: Halko

  8. #8
    Quote Originally Posted by dbug View Post
    so with a 50% winrate, you just have to play very often to get many points. I think, such a system is too simple.

    Also I would personally preferm, that your opponents level is considered like a ELO system or the many similar candidates.
    Yes and no.
    I think activity should be rewarded a bit. But I came up with a not symmetrical system to take into account waiting time.
    In drzft you do not earn point during pick, deckbuilding and between round. So you will always earn more point by winning than loosing a lot in a same amount of time spent
    And as you can see : gauntlet would be symmetrical. Because less need to compensate waiting time.

    On ELO system, i don't like it. Too elitist, it would create a two-tier system.
    Last edited by Gregangel; 03-07-2016 at 08:49 AM.

  9. #9
    Quote Originally Posted by Gregangel View Post
    On ELO system, i don't like it. Too elitist, it would create a two-tier system.
    I don't see why that would be more elitist than any other system. A system that rewards players for playing much would be "two-tier". The ones that play much and the ones that dont play so much.
    Last edited by dbug; 03-07-2016 at 08:56 AM.


    Creator of shareyourdraft.com / Forum thread IGN: dBug Twitch: dBug404

  10. #10
    Quote Originally Posted by Gregangel View Post
    On ELO system, i don't like it. Too elitist, it would create a two-tier system.
    I don't understand what that means.

    There is a reason most games use an ELO system - it forces you to have a minimum amount played in order to get points, but at the high end it differentiates individual skill level. You're point system is just a grindfest that the person who has the most time to play wins.

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