Keep the discussion focused. Attempts at derail will be deleted.
There were some posts regarding UC rewards that brought up some interesting concerns. Let me paste them here.
I will be brief here. The problem at hand isn't that refs are underpayed. Or not anymore.
The problem is the vast gap between some types of reffing. If you ref a brawl you can get 45UC for X work and Y time and if you ref a 4vs4 gym match you get 19UC for X work and 10Y time and if you ref a gym match with full flavor you will get 19UC for 2X work and 10Y time.
If you ref some RP facility not named TLR you will end up getting stardard UC + 2 or 3 baseline. That 2 or 3 UC is the price payed for the RP, flavor and extra stuff the RP demands of you (damn you rng adjust ._.) and, more importantly, for figuring out orders. This can't be stressed enough: RP refs are expected to play at high levels and get only 2 or 3 UC for it. Be certain, if you are reffing doubles subway or arcade, the toughest part isn't running calcs, but ordering. If you disagree with me, try ordering first using fucking garbodor vs megaggron with the duty to win (aka: you can't just explode and admit it is impossible to win). Just try to do that.
The point is something Birkal said. The type of match best paid should be the type we want to see the most and the opposite also applies. Right now, IMO, the system favors brawls and discourages long battles, full flavor battles and most facilities. And if you check the forum, you will get what I mean.
The purpose of this thread is to level the rewards. Tune and tweak then so they are proportional. And refs end up picking the type of matches we feel we should have more of because they are better paid to do so.
So I ask:
1) Do you feel that rewards are proportional?
2) Which kind of matches should be more emphasized in ASB?
3) How do we adjust the rewards formulae so said battles are paid well enough so refs take more of them (and the opposite)?
Thanks.
There were some posts regarding UC rewards that brought up some interesting concerns. Let me paste them here.
deafox081 said:I'm hardly arguing that reffing an 8v8 brawl round is simple, but do we really need to be awarding more than a whole TLRs worth of counters for 1-2 hours work in these 2 round, flavouless matches? Didn't we used to have a brawl cap for referees for a reason?
zarator said:I agree with Deadfox on this. On one hand, a large part of a referee's worth is perseverance - you are paid because you regularly did your job over a relevant span of time. If you get a ton of UCs for only a couple hours of work, something goes amiss here.
On the other hand, it is a matter of balance. I'm all for seeing referees earning 30-50 UCs when they deserve it. But if they can earn them overnight, this could be... how can I say? Unbalanced? You get the idea.
Frosty said:Zarator brought a very valid point that I think deserves to be considered: Time and perseverance. Refs are paid for the actual job and for their willingness to keep on reffing until the end. That is why if the guy is subreffed, he gets no counters even considering the work already done.
If you compare a 8vs8 Brawl with a 8vs8 Singles, the perseverance needed for the latter is MUCH MUCH MUCH higher than for the former. Even if we consider that both use roughly the same ammounts of rolls (that is a wrong premisse, for the reasons stated here), the brawls will take from you much less time and will need of you less commitment to the deadlines and all than a singles. Same thing goes with triples vs singles, so it isn't necessarily a problem with brawls, but with the UC system as a whole.
One other argument passes through the types of battles we want to promote here. If a 8vs8 Brawl and 8vs8 singles end up with the same counters (and they do) and one ends in 5 hours and other in 3 months (at least hahaha), which one will you take (as a ref or as a battler)? That is the reason why we had a gazillion 8vs8 brawls begin and finish over the past weeks, while we only have 3 13vs13 (no 8vs8 mind you) singles still going. Sure, for that last question the answer is pretty subjective. If the community wants to emphasize brawls or wants people to train their mons really fast then it is doing the job for it, I guess?
In the other hand, there is always the problem involving the time needed to train a mon through the more...usual ways. Without fast tracks like Brawls and Flash Matches, a team for a Gym will need quite some time to be done from scratch. Which isn't necessarily bad, but something to be considered. Although, TBH, the ones using the brawls are the ones that can afford to be more patient. The quality of their teams and their needs don't bring any kind of urgency to training the mons (and of course I include myself here).
If you are talking strictly about "fairness" then yeah I agree that giving the same ammount of counters for a 8vs8 brawl and for a 8vs8 singles is absurd. There is a reason why we had KO Bonus divided by the number of pokemon per side. We lost that with the new rules and I think we shouldn't have as it gives a nice bonus to the people that are willing to undertake a commitment to be active on the next 3 or 4 months (which is probably the hardest part in reffing). BUT it is worth mentioning that a nerf to brawls probably should come with the actual implementation of self-reffing or other "fast track" (maybe not as "fast" as those brawls) for training. So all needs are covered somewhat.
Maybe recreating some kind of KO bonus (or KO penalty haha) instead of just putting a cap will solve the problem (assuming there is one)? I mean, even if we lower the cap to 25, people will still have 6vs6 brawls like the crazy community that we are.
Birkal said:As someone who just refereed three 8v8 brawls in the past three days, there is no denying that they are a ton of work. It takes two hours at minimum to do the first round. Once all is said and done, it takes around three to four hours to referee one of these puppies. They are certainly worth 45UC, so there is no issue there. However, Frosty is right that putting a cap on them won't solve anything. People hunting for counters (me) will find the next highest bidder and spam it to strengthen our Pokemon. There is no way to stop this. People in ASB raise their Pokemon competitively, so if they have the freetime, they will find a way to utilize it to get counters.
If we want to "fix" this, my case has always been that we need to emphasize what's important in ASB and make those our "highest bidders" in terms of both counters and referee payout. Getting under 50UC for a TLR run over months is ridiculous when I can do the crunch in one night (on my own time) and get the same results. I don't think it's unreasonable to make a TLR worth around 100UC. The referees are adding flavor, doing varied updates, (often) making new TLRs, and expected to battle as top-class battlers. It can be exhausting work that is really worth more than it is getting paid. Hall, Arcade, Pike, Gym, and Tournament refereeing should all see an increase in pricing, since those are our most important events, in my opinion.
I s'pose it depends where you want the referees looking to strengthen their team go. If you don't care, I will spam 8v8s or whatever variant to get my UC. There's no need to putz around here; let's entice the referees to work on our most highlighted events with suitable prizes.
Also yes, can we please get self-refereeing going? It's been quite some time since my proposal was implemented,akela. If you're too busy, I wouldn't mind taking the program into my own hands.
Flamestrike said:Yeah, I more or less agree with everything Birkal said; the issue here isn't the amount of rewards that Brawls get, and capping them somehow won't really help. The issue is that the UC payment system as it stands only looks at the number of Pokemon, and completely ignores how long the match takes. If you have a 3v3, it doesn't matter if it goes for two rounds or ten, you still get 10 UC, which is a fair number for a 3v3 Triples but feels really low for a 3v3 Singles which, while less work per round, will go on for much longer. In the time it took that ref to ref those ten rounds of singles, he could have had at least 5 1v1 flashmatches for 15 UC, and possibly more than that. I feel like the ideal UC payout system would be a function of number of Pokemon per side (a round of triples should certainly be worth more than a round of singles, and a round of a brawl should certainly be worth a fair bit) and the number of rounds in the match. My first thought was 2 UC per round of singles, 4 per round of doubles, 6 per round of triples, going on up to 16 per round for an 8v8 brawl. Numbers probably need to be tweaked, but I would like to see what people think of a system like this, while we're talking about UC payout (again).
Frosty said:Payment per round or per action (I used to defend per roll, but now I think it is just silly) was already discussed here (warning old): http://www.smogon.com/forums/threads/referee-payment.3476960/
Personally I am all for it (it = payment per round with a "round is only considered a round if there are at least X non-chill actions" rule so dedication is rewarded as well as work itself without it being so prone to abuse), but it involves reviving a heated discussion over a matter that will probably never bring something 100% acceptable, so continue at your own peril.
That aside, I agree with part of what Birkal said. Referees (and players) will all go towards what pays them better, that is logical and natural and won't ever change. So there will always be a "hey there are too many *insert type of battle here* around!" comment. The matter at hand is changing what that battle is. Personally I wouldn't mind if 6vs6 singles are everywhere. Or TLRs. Or Gyms. Definitely not Brawls as their competitive value is iffy <_<;.
The issue here is defining how much work is necessary to be granted 45 (any number really) UC. There is no right answer here, but only a majority's opinion or guideline. Personally I don't think that a 8vs8 brawl is worth 45 UC considering the value of the UC in our current system, simply because it is more than twice the UC from a 5vs5 singles and you can bet that it is easier (or more desireable) to ref a brawl than a 5vs5 singles, considering all factors involved (mostly dedication and staying on DQ regardless of weather and patience with battlers that take too long to order).
But if you take the number "45UC" and consider only it, well, the conclusion is that it is not THAT many UC. With the ridiculous power creep we have got into (result of 3 years of training maxing lots of mons from older people and other people running to catch up to them), a pokemon is only somewhat useful (or that is the message we pass at least) after 50 relevant moves, and that costs around 100UC or so (a bit less, but not much less) and if you are going for a gym, chances are that you are going for the maxed or almost-maxed status, since hey, that is where the leader is! Same goes with everything other than Raids and maaaaybe TLRs to some extent. Sure many people try gyms with less moves and are successful, but that is becoming rarer and rarer.
This power creep means that the value given to the UC is really really smaller than it was a couple years ago. Back when I left, in 2012, 40UC was a shitload of UC. Now it is something many spend on everyday claims. People need much more UC today to compete in the "high level" battles we have here. In that perspective, then 8vs8 Brawls maybe are indeed worth 45UC....and other battles are worth much more than that!
But again if we upgrade the payment system as a whole, we will risk reaching the "boiling point" sooner. By boiling point you read: the point where people have the pokemon they want with all the moves they want. And when we reach that point, we will either focus solely on high level matches (and become more elitist towards newbs) or we will leave. So it isn't just a matter of "raising everything up to fill in our needs". Maybe our major need is to learn to be patient <_<;. Or making the system more...friendly to patient trainers?
...all the above is way too confusing for my own good. Even I can't understand it @.@ . But the point is: the issue with payment won't go away until we, as a community, estabilish what we want for it. What do we want to emphasize? What kind of game do we want in the future? Is it acceptable the time needed to train a high level team today? Will Self-Ref aid in that regard? Until we have that settled (or until we stop avoiding that discussion), we will continue to simple patch up the problem with "temporary" solutions and hear complaints about payment from time to time.
Also in a 8vs8 singles today each player gets up to 45 counters (minimum is 28), while the ref always gets 45. To give some perspective (first column is maximum per player, second is ref):
1vs1: 6 | 3 - (50%)
2vs2: 12 | 6 - (50%)
3vs3: 17 | 10 - (58%)
4vs4: 23 | 15 - (65%)
5vs5: 29 | 21 - (72%)
6vs6: 34 | 28 - (82%)
7vs7: 40 | 36 - (90%)
8vs8: 45 | 45 - (100%)
(for brawls the player gets 1-2 less counters)
(do note that it is the absolute maximum, that requires all mons to have training items and all KOC available to be achieved.
We know that bigger matches pay better because it was supposed to be that way...it was "by design". But why is that?
Iirc, back on the KO bonus era, the reason was so people take bigger matches as much as the smaller ones. The (correct) argument is that, if 2 1vs1 net you the same UC as 1 2vs2, it is best to ref 1 1vs1 and then another, then to ref 1 2vs2, as you will end up with the same amount of UC, but with half of it before the end. I assume that reasoning is still valid
In other words, it is to prevent the "time" factor from making one kind of battle always superior.
The problem is: since we have no specific rules for doubles or triples or quartets or brawls or whatever, time factor is still making one kind of battle preferable. If you can ref (same goes for players) a 8vs8 brawl and a 8vs8 singles and in a brawl you finish earlier (even if you work at the exact same pace, you will wait less for the battlers and the battle will have less "dead time" so you will finish it earlier), and both give the same amount of counters which one will you prefer?
If we want a "balanced" game in the sense that all kinds of battle have similar cost-benefit (obviously one will have better cost-benefit as said above, but at least we can make the gap not so big), then we need to account for time. Longer battles need to be rewarded more than shorter battles, even if the work put into both is the same, as work isn't everything.
If this means that brawl should be rewarded less or that big singles should be rewarded more, I don't know (I would prefer if something like the KO Bonus is implemented once more). It is up to whoever holds the power to decide (as it is more of an opinion then a matter or right or wrong answer, as seen in the bananas hide tag). But the proportions are borked if we consider the intentions behind the system implemented. IIRC and IMO, obviously.
deadfox081 said:You're exactly right Birkal, people are going to find a way to break the system for the most UC no matter what kind of rule we put in place. You very well may spend 4 hours in a night/day on an 8v8 brawl and its your prerogative to spend your free time doing so. This game has always and will always be skewed towards those with more time to gain counters and I am accepting of that. Myself I have limited free time to referee on here and chose to channel that time into reffing Tournament and Gym matches with quality over quantity as I feel these are a strong benefit to our community. Its not something I do for the UC its because I like to see these important showcase matches given the proper treatment (see: the war to actually keep flavour in ASB that I have long since given up on. Despite what Texas may post when opening up gym reffing to all that "flavour is manditory in gym matches" I still see it lacking far too often.) That said it frustrates me to watch someone rake in 20 TMs worth of UC for 2 rounds of Wide Guard - Dazzling Gleam+Dazzling Gleam while I gain 19 UC for a hard fought 16 round near 5 month gym match with complete flavour in every round (http://www.smogon.com/forums/threads/poison-engineer-pikachu-vs-frosty.3500006/page-3). Something is broken in this system when I'd be tactically better off ignoring the parts of this game we should be highlighting (not that I intend to change my mindset regardless of the lack of resolution I am sure will come from this)
EDIT: By no means am I intending to single anyone out in this post. Merely responding to a comment that Birkal made which sparked my train of thought.
I will be brief here. The problem at hand isn't that refs are underpayed. Or not anymore.
The problem is the vast gap between some types of reffing. If you ref a brawl you can get 45UC for X work and Y time and if you ref a 4vs4 gym match you get 19UC for X work and 10Y time and if you ref a gym match with full flavor you will get 19UC for 2X work and 10Y time.
If you ref some RP facility not named TLR you will end up getting stardard UC + 2 or 3 baseline. That 2 or 3 UC is the price payed for the RP, flavor and extra stuff the RP demands of you (damn you rng adjust ._.) and, more importantly, for figuring out orders. This can't be stressed enough: RP refs are expected to play at high levels and get only 2 or 3 UC for it. Be certain, if you are reffing doubles subway or arcade, the toughest part isn't running calcs, but ordering. If you disagree with me, try ordering first using fucking garbodor vs megaggron with the duty to win (aka: you can't just explode and admit it is impossible to win). Just try to do that.
The point is something Birkal said. The type of match best paid should be the type we want to see the most and the opposite also applies. Right now, IMO, the system favors brawls and discourages long battles, full flavor battles and most facilities. And if you check the forum, you will get what I mean.
The purpose of this thread is to level the rewards. Tune and tweak then so they are proportional. And refs end up picking the type of matches we feel we should have more of because they are better paid to do so.
So I ask:
1) Do you feel that rewards are proportional?
2) Which kind of matches should be more emphasized in ASB?
3) How do we adjust the rewards formulae so said battles are paid well enough so refs take more of them (and the opposite)?
Thanks.