I’m going to try and respond to everyone’s voices, but I want to start with Jake. A lot of his response here touches on my own views. From game mechanic to image, Hydra is meant to encourage cross-dueling, tournaments, and challenges. The scoring system needs to be sustainable, balanced, and still encourage dueling in all three sports, even dueling outside of someone’s comfort zone.Jake wrote:I think it would be useful to step back and look at Season 2 from a Goal perspective.
At least in my talks with Sylus, Hydra has always had goals, including:
- Promote regular dueling.
- Promote tournies and challenges.
- Promote cross-duel play.
From the perspective of Season 2, and those goals, one could argue that all of the goals were met, and the system worked pretty much as designed.
The beauty of "Best 4" was that it encouraged people to keep dueling. If you haven't got a good 4, you *could* try to get better duels. Conversely, if you already had a good 4, you didn't have to stop dueling (which meant you were available for *other* people to get some points). ETA: Just touching back on the idea above...one of the consequences of forcing people to accept a worse duel, is that people would be even *more* likely to be selective about who they duel.
The goal was to promote more dueling. Best 4 was well-suited to that goal.
As we saw....it had some problems. Notably burn-out.
A shorter season might be the remedy to that. A 4 week season with a 1 week break in the middle might accomplish that. Or maybe there are other ideas that would work just as well. But...when proposing rule tweaks, I think it would be useful to look back at what the goals of Hydra were, how well did the system meet (or not meet) those goals, and then review whether that goal is still desirable, and if so, is there a better way to accomplish it.
Just as a final example, if one of the goals was to encourage challenges, then it met that goal too. However...maybe that wasn't a great goal. If so, then perhaps it's good to get rid of that. If on the other hand it is a good goal, then maybe we just need to tweak the value of the scoring.
Hydra Season 2 met a lot of the goals I had in mind, but there were problems. There are always going to be hiccups, speed bumps, and obstacles because we’re all flawed and what we create will have inherent flaws.Our goal is to limit or make those flaws manageable. In reflection, the point differential system works when one is faced with a limited field of opponents (1 a week as with TDL and IFL). When faced with unlimited number of opponents, the differential system meant players felt forced to duel more frequently in order to stay competitive. The differential system wasn’t broken, per se, just not suited to the way the season was designed. Is it still usable? Yes, just not with an open ended field.
Another thought is to remove the point differentialsystem for solid scoring. Points earned with an individual point cap of 20 points (4 wins, 6 losses, or any combination between.) There is a presented Max Points for the week, meaning no individual can go over that, that’s 100pts per team for the week. Our goal still needs to be Team Performance > Individual Performance.
Hard point values give players a goal to compete towards, they can see how many points they need to score and know what they have to do. Season 2, no single duelist could score more than 40 points a week (double point weeks and challenges aside). This meant teams were locked in at a maximum point cap of 200. (40x5).
I’ve seen farming brought up a time or two now, but that is an element to dueling that has been in the system since I’ve been dueling. Want to pad your WoL? Go pick on some lower ranks and mod-bomb your way to a win. It is something I think everyone can say they’ve done at least once in their career. (As always general you).. Rank is not indicative of skill and should not be thought of in that way. Anyone can pick and choose their duels to where they only fight those they have a high win ratio against to make Rank.
Rings of Honor is a Player Vs Player game and setting. Anything discussed needs to show consideration for those who choose not to compete in Hydra and those who love it. In Hydra Season 1, the point mechanic was 10 points for beating Hydra Competitors, and -10 points for losing to Hydra Competitors. 5 points for beating non-Hydra and -5 for losing to Non-Hydra. As with that system, some duelists dug themselves and their team into a hole. It didn’t work and we saw serious point gains. The 4/2 system presented by Rakeesh, and with Kal’s adjustments is that same system, without the Negative Point values. At least in my mind it looks like the point system from Season 1 with obvious tweaks.
Given you used Fists to build your proposal, I take that to be a preferred venue. However with a point cap of 7 meaning done in 3 wins, there is a possibility that Swords and Magic get left in the cold. Why should someone duel in swords or magic, when they can get their points faster in fists?Queen wrote:I am very new to Hydra, having started dueling entirely one week prior to Season 2 starting so a lot of the problems have gone over my head in this topic. However, I have fought duels during this Hydra season at multiple ranks and against nearly all ranks available.
I believe the biggest problem with the Hydra tournament is that the point differential system is broken. The system favors select quality duels over the majority of duels in a weekly frame. The system works by taking the difference of the final score and adding it to a base value for your total gain of Hydra points.
Here's an example:
Let’s say you win four duels, with the final scores being:It would take the differences in each (1, 2, 3 and 1, respectively) and would add them to a static base value (5). Those points would then be taken as your earned points for that week; in this example, the player would have earned 27 points.)
- 5-4
5-3
5-2
5-4
Let’s say you think you can do better, so you fight another four duels that went exactly the same way. However, you played an additional two matches that went 5-3 and 5-2, so these matches out-perform your previous 5-4 matches. In other words, your highest point gains would be: 5-2, 5-2, 5-3 and 5-3. So you earned a little bit extra, but at the cost of 50% more dueling. This motivates players to attempt to play as many shutout games as possible in a given week and this is, without a doubt, one of the leading causes of Hydra-burnout.
If a player is attempting to maximize their shutout games, then fighting against lower-ranking duelists would be the best strategic plan for higher-ranking duelists. Due to the Rank disparity on any given night, you may simply not have the option to fight at-rank. There are two options: you fight at-rank of a lower ranked duelist or you don’t. You may not want to take a risk by lowering your rank. The newer player may not fully grasp the whole concept and may just agree to it for a chance at a duel. Although there is no player who is ‘at fault’ in this scenario, it is still a problem.
My Proposal:
What I’m proposing is we remove the differential part entirely and stick to strictly base values dependent on Rank. The idea here is when you win a duel at your rank, you receive the base amount of points. This will greatly reduce the burden on callers during the high-traffic dueling times in Hydra and will make it easier for duelists to keep track of their own points.
I propose that the base wins by rank, if you fight at rank, should be as follows:
**Losses would also yield Points to a certain degree.
So a Glass beating a Glass earns 5 points, an Emerald beating an Emerald earns 7 points, and so on.
Now we’re going to take a look at how this system will handle cross-rank dueling. The Point Differential system is designed where an Emerald has the best opportunity to get points off a shutout victory. This design will benefit you picking easy fights, bottom line. In my proposed system you will receive the most benefit by defeating someone at your current rank, or higher.
When a rank duels their own rank, they get no modifier. When a player duels a rank above their own (but their opponent downranked) and wins, they get a small bonus modifier. When a rank duels a rank below it (having downranked) and wins, they get a small negative modifier, as shown below:
Thus, when regarding the modifiers in the chart above, it is most beneficial for more experienced duelists to duel their own rank. The resulting points from a downranked win is slightly less than winning at your own rank, but still worth the effort if it is the only option at hand. On the other hand, when a low rank player defeats a high rank player, their points will be modified to reflect the difference in ranks.
For example, a Sapphire-ranked player and a Glass-ranked player agree to duel. The Sapphire agrees to downgrade to a Glass rank. If the Sapphire-ranked player wins, he will receive a -1.5 modifier on his final Hydra points. If the Glass-ranked player wins, he will receive a +1.5 modifier on his final Hydra points.
This results in the final Hydra points:
Notice how it becomes very simple: If you beat a Glass, you get 5.0 points. If you beat a Jade, you get 5.5 points. And so on.
The goal of my proposed system is to take what has been considered the core of the Hydra Season 2’s faults and revamp them. You will no longer be scored on how well you perform but instead on who you perform against. You will no longer have to win at least four times a week to hit your point cap; for example, Emeralds can cap in three wins. It gives players the choice on how to cap; you can beat two Emeralds and a Sapphire, or you can beat four Glasses. You could argue that this incentivizes players to play at the Glass level to ‘avoid’ Emerald players, but the impact on Emerald-level games will be negligible, while increasing the number of Glass games and opportunities substantially. The projected values are based on a weekly limit of 20, but can easily be tweaked and remain just as effective. You can argue that the lower ranks will have to duel more than the higher ranks, and that is true, only because they will have an advantage: ranking up will yield a bonus, depending on the determined weekly cap, ranking bonuses will be applied after.
Ideally, with a much more direct scoring for duels, it will be easier to value Challenges and Tournaments alongside them. For example, winning a challenge could secure +15 points to your team’s total at the end of the week. These will be added onto your points, above the cap, just like ranking up. Taking this one step further, if you were to give bonuses for dueling in all three sports, a player can have that bonus added on past their/their team’s cap as well.
I truly believe this will give a better experience to all sides of the Hydra Tournament. Whether you're a returning Emerald, a first time Glass, a Caller or a third-party who wants to help out.
Yours truly,
Queen
I’ll touch on other responses later, just wanted to get this one up in the ether.