post 8: League Circuit rating and handicap
from Sept/Jan 1 patch notes:
League Circuit
- Throw out W/L division; pair everyone together.
- Players accumulate handicap and have increasingly worse teams as a result.
- We can dock winning players:
- Some of their Technique Control (winning players have better Tech quality)
- A... bench slot or two...?
- We *cannot* dock players their:
- Levels (Circuit is for leveled mons)
- Too much of their Tech
- Definitely not stats or their Luck or any horseshit like that.
"player rating" is used here to stand in for "whatever we end up calling our method of scaling a player's handicap". the name isn't set in stone.
We could try making arena effects that scale inversely with player rating, or with gap in player rating, but that forces us to stop making the simplest arenas.
tangent: i think it's good that circuit requires us to make an arena each month. it's tempting to just run a plain arena all months, and let players self-serve, but making mods look at circuit keeps us from collectively fucking off all at once.
nebulously, i wanted the gap in player handicap to worsen the favored-to-win player's team, but there aren't many vectors for that, that are actually acceptable.
that said, how much handicap granularity do we need? handicap could be "if the gap is bigger than X, the favored player suffers this fixed handicap", meaning helios gets the same handicap whether he's fighting a reasonable player who loses sometimes (tman, duo) or an unloseable matchup (des??)
so this sort of coalesces into: however many handicaps we have, each handicap should have a team-weakening penalty and a required gap in player rating. then we decide what rating *is*, how it's scored (
can you preserve rating by playing good? what does that look like?), and what rating players start at.
the hard part, im realizing, is scoring players. do we just add a point per win, and deduct one per loss? or do we scale it based on the "expected" outcome, to payout more for upsets? i don't want to recreate all of the metagaming, inflation, and stagnation associated with classic elo
is rating tied to circuit rewards? (lifetime rating gain, say) i wouldn't want players to feel their rewards slow down just because they're beating everyone to death
what constitutes "tight, technically sound play"? in an example fighting game, you could reward a losing player for anti-airing their opponent more often than not, or for correctly blocking a number of hits in a row. what's a "display of skill" that we can quantify in BBP? should a player's performance evaluation affect their payout, their rating change, or both? should it impact those of their opponent?
freeform thoughts welcome
below in the usual places