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Point System Discussion

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Ladyboog

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Main problem with the points system is the imbalance between wr points, wr and tt points, and idk something else. If someone's main source of climbing is completion then that person obviously hasn't met the major problems of the point system yet. There are so many t3/4 maps because those are the middle of the road in terms of skill, and it's really easy for a lot of mechanics to fall into the middle, which could be a reason why the majority of maps are t3 or 4, if there was no tier goal in the creation of the map. It also just makes the most sense, completely useless to create entire sub-tiers instead of solving the major problems. Tier case is closed, moving on.


Ladyboog

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Starkie

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Main problem with the points system is the imbalance between wr points, wr and tt points, and idk something else. If someone's main source of climbing is completion then that person obviously hasn't met the major problems of the point system yet. There are so many t3/4 maps because those are the middle of the road in terms of skill, and it's really easy for a lot of mechanics to fall into the middle, which could be a reason why the majority of maps are t3 or 4, if there was no tier goal in the creation of the map. It also just makes the most sense, completely useless to create entire sub-tiers instead of solving the major problems. Tier case is closed, moving on.



kiddeR

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I have absolutely no idea what you're trying to say ladyboog, can you clarify a bit?


Ladyboog

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guys I fucked up should've read what starkie wrote before posting my slurring (but yeah I still stand with the point that making sub-tiers is retarded)


yaboi

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We settled with:
  • Percentage based group system with top ten and WR bonuses
This was decided on to provide any player with a tangible and realistic goal to reach as well as a point incentive for achieving that goal, while maintaining the iconic top ten positions.

Just to clarify, does this mean there will be additional groups outside of Top 10 that also receive points if their times are within a certain percentage range?

i.e. You only receive points if your time is within 50% or maybe 100% of the WR. So a 1:30 WR would require you to get a time of 2:15 (if 50%) or 3:00 (if 100%) to gain additional points on top of completion. The amount you receive would depend on how close you are to WR, rather than how your time stands as a ranking.

OR does everyone receives points (and completion points are scrapped) but the amount you gain depends on your percentile?

e.g. Everyone ranked between 20% and 30% receives the same amount of points. Meanwhile everyone ranked 80% to 90% receives the same amount of points but notably less than those in the 20%-30% range.

I imagine the "top ten and WR bonuses" refers to having a fixed but significantly greater amount of points for Top 10 which ignores any percentage based calculations, correct?
« Last Edit: April 02, 2018, 02:26:02 AM by yaboi »


yaboi

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On second thought, the second option would require completion points to be kept otherwise you'd have no way to reward a more difficult completion without skewing the point system. Being in the bottom 10% of a T6 map is obviously better than being in the bottom 10% of a T2 map, so you should earn more points. If the amount of points gained scales up the same regardless of tier, the WR of a hard map would receive more than the WR of an easy map, which is already a flaw in the current system.


Diabolical

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Ladyboog, wanted to correct a misconception you have. The majority of maps are actually t5 and t4 for Soldier. For Demo it is mostly t3 and t4. The reason is not a wealth of well designed maps to push the Soldier's skill and dumbing down for Demo mains. It's because of how maps that are designed for demo are generally tiered higher for Solider (wall pogos) and the opposite for Soldier maps played as Demo (triple pres). So targeting these types of situations and separating them into a their own tiers is actually an idea worthy of listening too. Even if we cannot agree on how to solve it just yet.


donuttt

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I think MrHappyCamper's idea of sorting maps into .5 steps is worth considering as it would not only make sense to me
(let's be honest, people constantly talk about high or low tier x maps when trying to describe the difficulty),
it would also mean less work to be done when sorting the maps - you can use the tiers that already exist and simply split them up.

« Last Edit: April 03, 2018, 05:07:54 AM by donuttt »
_____________________________________________
wew lad


Larry

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I think MrHappyCamper's idea of sorting maps into .5 steps is worth considering as it would not only make sense to me
(let's be honest, people constantly talk about high or low tier x maps when trying to describe the difficulty),
it would also mean less work to be done when sorting the maps - you can use the tiers that already exist and simply split them up.

That doesn't solve the massive difficulty gaps in T6 maps.


Straws

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The other day I spent 2-3 hours sweating to get 100 TT points, and then 12 minutes chilling out to get 50 completion points. This says it all, really (it says im bad ha  ha).

It should go without saying that I strongly agree with the OP as I’m talkative (you’ll never reach the bottom of this post) and I’ve voiced my opinion on this a fair bit. I agree with all points in the OP except the offclass map runs, which I have no opinion on. I also think top 10 should be expanded to something else, as it is restrictive and frustrating to have +0.005 on 10th and get nothing for it.



tl;dr: As tempus’ map pool increases, there are more and more easy completion points to go around. If a player does not complete these maps out of whatever reason, they are faced with a competitive disadvantage. If a player wants to remain competitive, they must complete all maps they are easily capable of doing (boring) or grind TTs harder than before. If there were fewer maps that were all distinctly different and all of them were enjoyed by every player, the disadvantage is fair and expected. This isn’t the case.

As tempus’ map pool increases, top times become more and more irrelevant to the point pool. Yes, there are more top time points as well, but it doesn’t matter if the same group of 10 people don’t get them every time. 50 tt points from speedrunning a map means less and less the more T4s that are added.

My suggestion is to have top time points scale with the size of the map pool.

I realise this will be very finicky to fine-tune and is vulnerable to various problems, one of which is overdoing it and causing opposite problem a year from now.

I still support the expansion of top 10 to top % or however you want to cut it. I still support the allocation of points relative to your distance from WR. I still support the map re-tiering. I still support the existence of completion points to some degree. These are all good ideas.

if there are any glaring issues with my suggestion then you are welcome to post them, I am open to criticism. Open the spoiler for details.


the wall from game of thrones
Spoiler (click to show/hide)

Idea 2: the oligarch's special
Spoiler (click to show/hide)

Idea 3: play a single map for easy rank 1
Spoiler (click to show/hide)

Everyone else's ideas are cool though so I'd upthumb them if it came to a vote.
« Last Edit: April 04, 2018, 09:14:14 AM by Straws »
[05:04]
Larry:
   aw fuck
   i just pushed over my mug of soup

[05:04]
str:
   rest in paradise

[05:04]
Larry:
   it's on the carpet


MrHappyCamper

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Very epic brain.

I will try to word the issue you are presenting as such: With only the top 10 times giving tt points, having a small amount of maps will result in these tt points determining differences in rank. But with a large amount of maps, most people will not have completed all of the maps so completion points become the dominant contributor to rank.
One thing to note is that this has the largest effect for mid-rank players, top jumpers are still required to get tt to beat other top players, and bottom jumpers are still ranked on completion primarily.

The source of the issue is the category where a player has opportunity to gain points and rank. Taking your example, if there was only one map, most mid-rank jumpers would have completed the map and their only opportunity to gain rank would be in tt points. With infinitely many maps, the larger opportunity is still in completion until you reach very high ranks. I believe there is a solution to this problem that is independent of the number of maps, assuming that the number of maps is large enough so that most players have not completed all of them. If scaling tt points is implemented, that is, if every run is given some calculated amount of tt points, then there can be a case with equal opportunity to gain rank from tt points or from completion points, for mid-rank players. This of course would require a balance between tt and completion and the number of people that complete a map should also be taken into account when calculating tt points. So I will claim that there is a way to calculate scaling tt points that makes this ranking up opportunity independent of the number of maps. Proving this is incredibly difficult and statistical, and it should also be noted that tt is not independent from completion since completion is required for tt. If in fact there isn't a way to make opportunity independent of map count, then trying to model its map count dependence is way beyond us unless we have a statistics phd here and I don't think it should be pursued.

So as a basic idea of a solution, tt points will increase with your time percentile on a map from zero to the maximum value, possibly by some combination of linear and exponential curves. I think the maximum amount of tt points available in a map should be to be related to the number of completions, that way a heavily grinded popular map will give more points and this also increases the slope of the point increase to account for it being harder to beat other peoples times. This has the issue of a very good run on a lesser played map being worth less, but some things aren't reasonably solvable.
« Last Edit: April 04, 2018, 04:55:04 PM by MrHappyCamper »


VAVLIE

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I think the maximum amount of tt points available in a map should be to be related to the number of completions, that way a heavily grinded popular map will give more points and this also increases the slope of the point increase to account for it being harder to beat other peoples times.

Unless I misunderstood your idea, wouldn't that mean that the more random 5 points peons get a garbage time on beef c1, the more points c1 wr gets out of it, even if that time is in no way in competition with dragonslayer05's 30 minutes time?


MrHappyCamper

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I think the maximum amount of tt points available in a map should be to be related to the number of completions, that way a heavily grinded popular map will give more points and this also increases the slope of the point increase to account for it being harder to beat other peoples times.

Unless I misunderstood your idea, wouldn't that mean that the more random 5 points peons get a garbage time on beef c1, the more points c1 wr gets out of it, even if that time is in no way in competition with dragonslayer05's 30 minutes time?

That is true. It is a bad idea and I should have thought it out more, I don't know of any other objective way to give more points to tt on maps that are run a lot.


vice

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The other day I spent 2-3 hours sweating to get 100 TT points, and then 12 minutes chilling out to get 50 completion points. This says it all, really (it says im bad ha  ha).

It should go without saying that I strongly agree with the OP as I’m talkative (you’ll never reach the bottom of this post) and I’ve voiced my opinion on this a fair bit. I agree with all points in the OP except the offclass map runs, which I have no opinion on. I also think top 10 should be expanded to something else, as it is restrictive and frustrating to have +0.005 on 10th and get nothing for it.



tl;dr: As tempus’ map pool increases, there are more and more easy completion points to go around. If a player does not complete these maps out of whatever reason, they are faced with a competitive disadvantage. If a player wants to remain competitive, they must complete all maps they are easily capable of doing (boring) or grind TTs harder than before. If there were fewer maps that were all distinctly different and all of them were enjoyed by every player, the disadvantage is fair and expected. This isn’t the case.

As tempus’ map pool increases, top times become more and more irrelevant to the point pool. Yes, there are more top time points as well, but it doesn’t matter if the same group of 10 people don’t get them every time. 50 tt points from speedrunning a map means less and less the more T4s that are added.

My suggestion is to have top time points scale with the size of the map pool.

I realise this will be very finicky to fine-tune and is vulnerable to various problems, one of which is overdoing it and causing opposite problem a year from now.

I still support the expansion of top 10 to top % or however you want to cut it. I still support the allocation of points relative to your distance from WR. I still support the map re-tiering. I still support the existence of completion points to some degree. These are all good ideas.

if there are any glaring issues with my suggestion then you are welcome to post them, I am open to criticism. Open the spoiler for details.


the wall from game of thrones
Spoiler (click to show/hide)

Idea 2: the oligarch's special
Spoiler (click to show/hide)

Idea 3: play a single map for easy rank 1
Spoiler (click to show/hide)

Everyone else's ideas are cool though so I'd upthumb them if it came to a vote.

oh