Rejected - Inactive Tiering System

Sole Survivor

Do you see the vision?
is a Contributor to Smogon
Sword and Shield introduced one of the most fun mechanics in my opinion, the tiering system. It helps you a lot more than the rating system in my opinion. Besides, it feels more fun, even in ranked battles to know your exact skill as a player. We already have the top 500 ladder, so if the tiering system were introduced it would please me, and probably many other people too. So, please do start using the tiering system on Showdown if possible. Thank you in advance.
 
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Showing the percentile ratings of your ELO score in a given tier has been suggested, and I (still) support that. I don't see the benefit of an actual tier system beyond that, though.

Putting ladder rankings into one of a couple broad groups won't do much to tell you how good of a player you are. If you want a consistent and easy-to-understand skill rating, check your GXE, which is the percent chance you will beat any given player.
 
Showing the percentile ratings of your ELO score in a given tier has been suggested, and I (still) support that. I don't see the benefit of an actual tier system beyond that, though.

Putting ladder rankings into one of a couple broad groups won't do much to tell you how good of a player you are. If you want a consistent and easy-to-understand skill rating, check your GXE, which is the percent chance you will beat any given player.
Ah, I see. Still think that the tiering system would have been more fun but thanks anyway.
 
Honestly, I thought about having a Bronze/Silver/Gold/Diamond/Platinum/Master/Grandmaster rank system like StarCraft or something, but it was never very high priority, and it was also never clear to me how we would determine the cutoffs.

(It also requires a bunch of database stuff that we're very backlogged on.)
 
Honestly, I thought about having a Bronze/Silver/Gold/Diamond/Platinum/Master/Grandmaster rank system like StarCraft or something, but it was never very high priority, and it was also never clear to me how we would determine the cutoffs.

(It also requires a bunch of database stuff that we're very backlogged on.)
ye makes sense and looking back upon this it was gonna be really complicated because like you said there is no predetermined achievement you have to make to be called a Master Ball player for example
 
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Honestly, I thought about having a Bronze/Silver/Gold/Diamond/Platinum/Master/Grandmaster rank system like StarCraft or something, but it was never very high priority, and it was also never clear to me how we would determine the cutoffs.
It would be complex indeed.

Speaking from my experience with high laddering for gen3randbats, it would depend upon so many different factors, like
  • which particular contestants you beat
  • how often you beat them
  • how often you lose period
  • how active the ladder actually is (when I was seriously laddering a few months ago, I saw that virtually the whole bottom 400 ranked users were all 1500, indicating lapsed /inactive accounts)
  • the current score ceiling and the proportion it outsizes the score floor
Basically, ~1750+ is super high ladder and rarely achieved or held for long on gen3randbats, and basically no one ever quite manages to break 1800, while a score of ~1620 or whatever could be considered the minimum for being an elite player. You can easily get to the 1400s and never drop below that on a fresh account within a couple hours if you're a competent player. If you're super good, you'll find yourself more or less permanently floating above 1550, with some ocassional dips below that due to RNG.

But all of these benchmarks are determined through heuristics that are very particular to the way gen3randbats ladder works in practice and is in all likelihood not applicable to other metas. And of course it's coming from a player's perception / perspective which is limited and can asbolutely be flawed or mistaken.

Even if you composed a criteria that expands upon what I'd begun listing in the above bullet points, you still would not have a foolproof objective method of determining the cutoff points for such a ranking system.

That's not at all to say it's impossible, nor even impractical, to do. Just that it is very arcane.

It would be excellent additional motivation to play one's best, to have the chance to receive a qualitative representation of one's skill in addition to the quantitative one ranking points represent, especially if it were a title that, once earned, could never be lost, unlike said ladder points and accompanying numerical rank. As it stands, point decay and the brutal consequence of losing to severely lesser ranked players makes such current standards of achievement both short-lived and also difficult to "fully" bask in.
 
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