Toribash
Original Post
Reinstate a Past Ranking System (An Argument for Change)
Please think clearly about what I'm going to say about the ranking system before you just say no.

This ranking system was a cool attempt at making the "better players" have a higher rank but it simply didn't work.

To quote [RAWR]Dargon:

The problem is ELO systems don't work in a game like toribash.

My main argument is that the current ELO system supports the absolute opposite of what Nabi Studios would want to have in an atmosphere to acquire new players. It also casts out enthused players who want to try lots of different things and learn from better more experienced people.


1) The current system rewards those who don't try a variety of mods.

Most high rank people (Read: 1-35) are there because they played the hell out of 1 mod and didn't venture off to try other mods. The point being that it's way easier to go 60 wins 2 losses in a game like jousting with one decent opener against new players and have a super high ELO (proof... well me) than it is to go 20-5 in a slower mod like Wushu.

Playing MORE mods should be what the game encourages; however, if you start playing aikido and only have an ELO of say 1610, when your jousting ELO is 1700, your rank plummets. Thus playing more mods currently is a bad thing.

2) The point system doesn't work and frustrates members.

A good example is what happened to me yesterday. I played brushu, and won a game against [fl0w]Deprav (a highly ranked brushu player), then a game against [Alpha]Logic (the #1 ranked brushu player in toribash), followed by a loss to the ranked 120th player or somewhere in that region. The net result? I actually lost 2 ELO points. I won 2 games, and lost 1, my 2 games were incredibly quality wins, and actually got a WORSE rank.

This just goes to show the math simply isn't working here. If you can beat the absolute best player, a fantastic player, and then lose to a great player, and be worse off when you started... well that's simply counter-intuitive isn't it?


3) The current system discourages playing people who aren't good (the Ambassador argument)

Better players of toribash are really the ambassadors for Nabi studios more than even GameMasters from time to time. They give new people a chance of what could come of them and the beauty of highly skill play. But the current system deterrs amazing people to play those who aren't good because one lost game can make the great player lose a LOAD of ranking. Getting a streak of 5, then losing once, only to have the same or worst ranking as you started is completely disheartening. You should want great players to want to play with not-so-great-ones to really show what your character can look like, what toris can do, and learn from them.

http://forum.toribash.com/tori_ranki...?username=Mojo This is the #1 Ranked player in Toribash. Check out the stats. Notice anything? Outside of JOUSTING and KATANA this player, the player who will represent all of the thousands of thousands of players who some started in 7 years ago as NUMBER ONE has a 1600 ranking in almost every skill mod out there. Has Wushu3, aikido, taekkyon, you name it. 1600 is the starting elo...

4) Our current top ranked leaders aren't role-models (a continuation of the Ambassador argument)

SEVEN of the top TEN players ranked globally in toribash haven't reached 3rd Dan Black Belt. Two of them haven't even reached black belt yet. These members aren't well-known good people in great clans that people aspire to. There are absolutely amazing players in clans like [RAWR] whos rank is near the 2000's meanwhile players you and I have never even heard of are sporting the highest of ranks. Is that really who you want to learn is the "best"? Who would you feel more comfortable being rank 5: TIcux, or "BigClitor" or "BigPrick" (I kid you not, those last 2 are both in the top 10)

5) Promotes rage quitting. It's simple: if you have a 1700 mmr in jousting and someone has a 1590 mmr rating, and they are about to lose to you, they'll lose a shit ton of ranking unless they ragequit. We should be encouraging people to stay the whole match.



TLR Summary

The current system makes unaccomplished players look like heroes to new players, tells people not to play a variety of mods, encourages the play of simple fast mods like judo and jousting over a variety of mods that might take more skill (aikido, aikidobigdojo, lenshu, wushu, taekkyon, judofrac) to name a few, mathematically seems to not work, and discourages the great players who should serve as ambassadors from playing with new players, and RAGE QUITTING.



The Solution? Bring back the QI system!!!

The highest rank people should be the people with the highest QI because that's what actually works in Toribash. Why?

1) Because rage quitting sucks and we should encourage people to stay through the whole match. Rank 15 whoever should want to accept defeat against rank 500,000 white belt honorably because he might be getting closer to Rank 14. Meanwhile, that white belt's DAY WAS MADE beating you.

2) It give quantifiable reason to PLAY TORIBASH. The more you play, the more QI you get, the higher your rank. The old people who have given years and years don't feel like idiots with thumbs up where the sun don't shine because they're rank 3000, and the newer players WANT black belt, 2nd dan, 5th dan, 10th dan, WHATEVER to improve their rank! Isn't a line-up like Tripstone, DJ, TIcux, Nuthug, Kamiko, Dargon a better top 6 than .... Mojo, Kindercat, zaeby, PREY3R, and pedart?

3) It doesn't discourage you from playing any mod you want. Sure, jousting is faster than aikido, and a person who only plays jousting will get QI faster and have a higher rank. But at least if you like jousting, and you decide to play some aikido, you won't completely f over your rank playing it.

4) It encourages coherency AND LEARNING throughout toribash. When you want to get good at a mod, you typically surround yourself with people much better than you (ergo, want to be an aikido player? Play team sambo members. Etc). But you're going to lose a lot doing that. I don't think you should hate yourself from trying to learn a mod because it dropped your rank from 200 to 1700.



And I ALREADY know the major criticism. THIS SYSTEM PROMOTES FARMING!!!

Yes. It does. Having QI determine your rank absolutely promotes farming. But what sounds better of a problem? Farmers farming, and more than likely getting caught because we have ways to catch farmers pretty easily (check out that community ban list!) or having hundreds of people rage quitting to save their rank? Losing rank by the hundreds from trying something new? I think the choice is obvious.


A last point

All of toribash has ever been is playing more toribash. Since you first joined, you probably wanted to wear a color that required you play more games, or get a belt you want, even a custom belt, etc. Make the system reflect what toribash is actually about-> stress-free fun, punishment free, playing. We already have our win-loss ratio publicly posted. If you want to prove your skilled try to increase that. There's no need for this system which 100% DOESN'T work.




To those of you who have read all of that, thank you. I appreciate it. To those of you who didn't, I recommend you do, because you're going to probably make posts that I've already addressed in this argument.
Last edited by Bodhisattva; May 23, 2013 at 02:21 AM.
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No system is awesome yet. The ELO is pretty terrible, and the QI system is at it's core flawed.

You pointed out some problems with the QI system, I've pointed out problems with the ELO system. We've come to the conclusion they both aren't great. I could go back and forth with you on each of those points but it sounds exhausting for both of us really.

Let's pick the least shitty one out of the two until someone has a better idea, and let's do it by starting at the TOP because that's where ranks matter the most.

Look at our current top 10:

Mojo, Kindercat, Zaeby, Pedart, Prey3r, Otsosi, BigClitor, BigPrick, Testoviron, Vpizdy

3 of those members haven't even played this month (and rather intriguingly enough, they all left within like 10 minutes of each other), some haven't played anything other than jousting.

Think with your heart on this one for just one moment and ask yourself: Do you want to keep the system that hosts these players to be your top 10? Wouldn't you be a little more content knowing the likes of Kristis, TIcux, Tripstone, Dargon, ETC held top positions instead? Both of us having a custom belt, you and I should know how very very very few real reasons there are to play a bunch of matches in-game now. Rank use to be one of them. Slowly going from 50 to 40 was mildly encouraging. Getting a new belt isn't going to happen in the next 2 years.
Last edited by Bodhisattva; Jun 1, 2013 at 09:36 AM.
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What I have admitted to is that both systems suck,

Where we disagree is on the notion which I believe: that the QI system flaws at least are easy to understand aren't as bad as the ELO system.
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Creati0n says: still my favorite. <3
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Originally Posted by box View Post
That doesn't mean we re-instate a flawed system. We try a different one.

Or we don't try one at all. You said yourself you're not concerned about ranks, and hyde doesn't give a damn about rank either because it makes no sense in this game because of the reasons he listed. Sure i might be ripping what you said out of context or that not everyone would be happy about this, but i still stand by my point. There is no generic (and significant) competition going on other than the events we create for ourselves, so no ranking is actually necessary (other than that "best of champions" thread powas made some time ago) Best way to deal this "problem", is to make it go away.
Last edited by k6vamees; Jun 1, 2013 at 10:08 PM. Reason: gramhamrmarharmhrmar
Originally Posted by GoodBox View Post
I may be wrong in this, but couldn't we fix this problem by implementing some sort of harsh rate of elo decay that is inversely proportional to the number of mods the player is active in? (I'm focusing on the ambassador concept here, but elo decay should be for mod specific elo too). Global elo could also weighted relative to how active a player is in a mod if it isn't already, so they can "dip" into new mods with little loss.

I think this is what William meant when he said that rank should be based off activity.

How harsh are we talking? I don't want to be bouncing from mod to mod each day just to make sure one of my ranks doesn't fall off the deep end.
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Originally Posted by jj3144 View Post
I had thought of and idea while I was reading the 64 posts. Maybe global rank should be based off of the amount of mods you play and what your rank is in that mod.

I don't see any problems with that. Maybe because you guys are talking about mod rank, but it is kind of still in that topic.

That won't work.

I could become mod rank 1 in 500 mods by simply making a mod that nobody's heard of and playing it once.
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Originally Posted by Numbers View Post
I was talking to Saintowar earlier about this. The both of us thought it would be a really great idea to have a 1v1 matchmaking system. It could be on the main menu, and it would matchmake you with someone of similar elo where the both of you would play a best of five or so. It's basically dueling without the money at stake. This would give people an incentive to improve their play as well with this being a good way to have a ladder based on elo, so essentially people would get better as their elo improves while climbing said ladder. It would be great to have this per official mods (I would say one of the variants of TK, Wushu, Aikido, KB, Lenshu, Judo, and so on). One's overall global rating would be based on the average of one's elo in the 6 or so official mods.

I feel as if we run into a lot of problems with that.

The more "official" a specific game becomes, the more the game isn't about being fun. Which means there's even greater pressure to:

-Do rush pre-made moves in wushu
-Shovel in aikido
-Run in any applicable mod
-Disconnect/rage quit when losing

etc. etc.

Also, matchmaking systems don't really work anyways because unlike say a PVP arena, there's equally made alts. That is to say: farming could be arranged much easier in that system.
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Originally Posted by Numbers View Post
I was talking to Saintowar earlier about this. The both of us thought it would be a really great idea to have a 1v1 matchmaking system. It could be on the main menu, and it would matchmake you with someone of similar elo where the both of you would play a best of five or so. It's basically dueling without the money at stake. This would give people an incentive to improve their play as well with this being a good way to have a ladder based on elo, so essentially people would get better as their elo improves while climbing said ladder. It would be great to have this per official mods (I would say one of the variants of TK, Wushu, Aikido, KB, Lenshu, Judo, and so on). One's overall global rating would be based on the average of one's elo in the 6 or so official mods.

hampa tried making this but didn't work. that's why their was a matchmaking option in the menu.
Your messed up world enthrills me
Bump



So I've spent the last month or so trying to understand how exactly the ranking system works, proving that I know how to change my rank for the good or for the bad, and have compiled a few ideas to update our current ELO system since were content on not reverting back to QI.



1) MMR should be weighted.

That is to say that going from 1670 to 1680 MMR in a mod should be worth more towards your rank than going from 1600 to 1610. Logically, this makes since. It's very easy to go from noob to not completely terrible in the matter of 10 matches or so in a mod; however, to go from 1670 to 1680 in some mods is the difference between rank 12 and rank 7 in a publically hosted official mod like ninjutsu.

So what's the ramifications? Well basically, I could waste my time bringing my wushu3 rank from 1680 to 1690 and lose 3 mmr for every loss and gain .4 mmr for every win because my rank is high OOOOR I could play wushu2 wushu, wushu4, wushupro, and bring my 1600 ranks to 1630 in the same amount of alloted time since it'd be a lot easier to do so, and my rank would SKYROCKET a solid 4x more without the headache and without the chance of losing rank.


So as I said, the thing to do here is make your rank as you go up worth more. Going from 1690 to 1700 mmr should have a much more weighted effect in the calculatinos than 1600 to 1610.


Additionally, because of this error, the game favors you beating the living hell out of white belts over playing good players. Why would I play good players in jousting that know all the openers and I have at best a 3 win streak, then lose, and break even or WORSE at rank when I could do the same opener on 8 white belts and streak for 30 games and my rank goes off the charts high?

2) Polar opposites should not gain or lose MMR for playing each other.

This theory is adopting another happening in Starcraft 2's ladder system. If for god forsaken reason a Diamond League player is faced with a Bronze League Player, the game is worth absolutely no MMR for winning or losing to either player. The idea being it's simply unfair to put a good player in the position where if he loses he gets penalized severely and if he wins he gets essentially nothing.

So to adopt this theory into Toribash, maybe matches only count towards mod rank if you're within say 25-35 mmr of one another. (That is to say 1600 to 1635). This way the rank 1 wushu player doesnt have to streak on 7 people to make up for the accidental loss to a newer player (OR AN ALT, because alts run rampant in toribash).

This would also allow for newer players and older players to have incentive to play together, without the fear of losing large ranks over a misclick, a wrist break, or what have you.


3) Average out ranks amongst the most highly ranked mods played of that player(let's say 8 or so)

Half the reason some players have humongous global ranks (like 1750's) is because they only play ONE mod. Shouldn't the highest ranking player be more than just a jouster and katana player? I'm not saying we force everyone down the road of judofrac, wushu3, aikidobigdojo, yaddayaddayadda, all I'm saying is that the mmrs should be averaged amongst multiple mods of the individuals highest ranks.

This also would provide incentive for trying new mods. If you're not a 1670 mmr player at a mod, you won't plummet in ranking for trying something new and learning. I went from rank 17 to 85 in ONE DAY of winning 50% of my games because I was trying to learn aikidobigdojo from someone better than me. That sort of stuff wouldn't happen if we just were represented by an average of your best ranks.

I can't speak for everyone, but I'd rather have a rank 1 global player whos top 10 in wushu, top 25 in aikido, top 10 in judofrac, top 50 in jousting, top 50 in lolnade than just #1 ranked joustingfixed #1 katana.



By implementing these ideas we:

1) Alleviate some of the stress of playing games
2) Make a more accurate representation of who the better players are
3) Create incentive to a more equal opportunity toribash amongst pros and noobs
4) Get rid of all these no-name, cheating, mod rank farming alts who hold the top 15 or so positions.



Thoughts?

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Hey DrHax I just want to say that you are making a really great point, I started playing a couple of days ago and have already achieved Blue Belt. I have made an effort to try every mod and where has that gotten me. I have an ELO rank that is decreasing even when I win. But you have proven to me that I should probably just ignore it
Sorry for the bump but I'd rather not make a new thread with the same topic, blablabla..

Anyways, ELO ranking is flawed, QI ranking is flawed; they promote farming and spamming random mods that are extremely easy to win against new players (lolnade, jousting, katana, etc).

Since no-one has given another form of rating that would be okay to use, why not just nerf the rating system altogether?

- Limit amount of ranked games you can play per day (eg. 10 ranked games per day)
Note: you still have 100 wins/games per day limit but only a maximum of 10 games will change your ranking
- Create ranked servers (public / black belt and above / ultimate), as in a server where players that want to increase the rank go to play (maximum 10 ranked games). The same ELO system would be there but this would slow down farmers by a huge amount.
Or alternatively players can just go into their private servers and type a /rankedmatch <on|off> command before a match starts.


This would nerf the ranking system because this stops farmers from having the opportunity of winning 100/100 games.
- If they are playing against extremely low ranks (white belts, etc) then 1 win would only be roughly +0.3 ELO; 10 ranked wins would only add up to a measly +3.0 ELO.
- If they win against high ranked players (around 1680+) then they would get around +1 ELO.
If that same guy gets 10 ranked wins on the same high ranked player (adding up to roughly +10 ELO) then good for him/her! At least then they won't be able to farm as quickly as they can with the current system that we have.