Balancing scenarios for 50% winrate even with pug vs premade.
Posted: Sun Aug 07, 2022 1:25 pm
Premise: Sc's should be balanced, 50% win rate should be the golden standard no matter if pug or premade.
Goal: Reach 50% win/loss rate for everyone, even for premades facing pugs.
To maintain balance: Surrender or leaving sc before ends should not be rewarded.
As we all know premades are not made equal.
They come in all flavors from 6 pugs grouping up without coms, poor gear, and bad assist, to full guild premade, with BiS gear, with coms and close to perfect assist with 2/2/2 setup.
Players are not equal, some players are much stronger than others. Even the strongest premades sometimes bring a bad player as filler.
Gear, renown, and player skill all influence how a sc will go, and most scenarios are lost before they even begin because of this. But a fresh level 40 can ruin a sc for everyone else if opposition is fully geared, or sometimes playing a less than optimal class or spec.
My idea for getting true 50% winrate, while avoiding meta gaming as much as possible is as follows.
Each player is given a numerical value, each win increases your value, each loss reduces it. But different from ranked, every player starts with the value 10, every win increases your value by 1, every loss reduces it by 1 with a minimum score of 1.
Your value as a player joining a sc is based on your number of sc win/losses after the mechanic got implemented.
Each sc is forced to be near to point balanced, but rather than forcing only players as strong as your group like ranked tries to do, you just need to meet the raw numbers.
So a strong 6 man with a 5 sc lead is worth 15 points each, 90 points total, while a badly geared fresh level 40 with 5 losses in a row is worth 5 points.
Theoretically that 6 man could potentially now face 18 fresh level 40 chars with 5 losses each. For a funny but rather unbalanced game.
But since the premise is to always have a 50% win/lose rate, the average score of players should always move towards 10 per player. So 9 players to face a premade of 6 in this case.
Now the premade is strong, and they handily win the sc, 9 players down, they all lose 1 point. The premade is now worth 96 points +1 each, and if the sc should pop with same players again, the premade would face 9 players for a total of 81 points, and another 15 points worth of players could still be added. 1 Strong player or 2-3 weak players. The premade is slowly moving towards where win/loss will keep flipping for them.
So this is my idea for dealing with the imbalances in scenarios, everybody will get to experience both wins and losses, no premade can ever play without facing losses, and no pug can play an evening without a single win. And with a 50% win rate as the goal the weekly sc task of 10 plays and 5 wins is within reach even for a pug player.
Now there is a glaring issue with this method, kills give crests, wins give maximum 10. If you forget about winning and just hunt kills you can play the system to artificially lower your score while harvesting rewards.
Well there is a simple counter to this 100% of all crests dropped from kills are added as a share to the sc win reward, but still scaling with the current reward system, so even the loser gets a % of the crests.
You want the big rewards, you have to win, you getting farmed, well at least you get a chunk of the medals farmed off you when the sc ends.
And there is a completely new level of bragging rights for the truly strong premades, how high can you manage to get your score and how many players can you manage to face until your win/lose rate hits 50% and your score stops climbing.
Also as the last point, surrendering is not counted as a loss or win for either side, points stay the same. No gaming the system to artificially lower your score.
There are ways to fine tune this idea further, especially on the rewards side, like multiplying drop rates by player score, a premade losing will often deny the enemy kills which limits rewards for pug players, that the premade will harvest from the pugs freely when they are winning.
But there are counters to this, forced respawn, 1-2 teleport points from spawn into zone, and automatically ejected from spawn into sc after 30 seconds etc. So you can regroup, but you can't stay safe, you have to fight.
Goal: Reach 50% win/loss rate for everyone, even for premades facing pugs.
To maintain balance: Surrender or leaving sc before ends should not be rewarded.
As we all know premades are not made equal.
They come in all flavors from 6 pugs grouping up without coms, poor gear, and bad assist, to full guild premade, with BiS gear, with coms and close to perfect assist with 2/2/2 setup.
Players are not equal, some players are much stronger than others. Even the strongest premades sometimes bring a bad player as filler.
Gear, renown, and player skill all influence how a sc will go, and most scenarios are lost before they even begin because of this. But a fresh level 40 can ruin a sc for everyone else if opposition is fully geared, or sometimes playing a less than optimal class or spec.
My idea for getting true 50% winrate, while avoiding meta gaming as much as possible is as follows.
Each player is given a numerical value, each win increases your value, each loss reduces it. But different from ranked, every player starts with the value 10, every win increases your value by 1, every loss reduces it by 1 with a minimum score of 1.
Your value as a player joining a sc is based on your number of sc win/losses after the mechanic got implemented.
Each sc is forced to be near to point balanced, but rather than forcing only players as strong as your group like ranked tries to do, you just need to meet the raw numbers.
So a strong 6 man with a 5 sc lead is worth 15 points each, 90 points total, while a badly geared fresh level 40 with 5 losses in a row is worth 5 points.
Theoretically that 6 man could potentially now face 18 fresh level 40 chars with 5 losses each. For a funny but rather unbalanced game.
But since the premise is to always have a 50% win/lose rate, the average score of players should always move towards 10 per player. So 9 players to face a premade of 6 in this case.
Now the premade is strong, and they handily win the sc, 9 players down, they all lose 1 point. The premade is now worth 96 points +1 each, and if the sc should pop with same players again, the premade would face 9 players for a total of 81 points, and another 15 points worth of players could still be added. 1 Strong player or 2-3 weak players. The premade is slowly moving towards where win/loss will keep flipping for them.
So this is my idea for dealing with the imbalances in scenarios, everybody will get to experience both wins and losses, no premade can ever play without facing losses, and no pug can play an evening without a single win. And with a 50% win rate as the goal the weekly sc task of 10 plays and 5 wins is within reach even for a pug player.
Now there is a glaring issue with this method, kills give crests, wins give maximum 10. If you forget about winning and just hunt kills you can play the system to artificially lower your score while harvesting rewards.
Well there is a simple counter to this 100% of all crests dropped from kills are added as a share to the sc win reward, but still scaling with the current reward system, so even the loser gets a % of the crests.
You want the big rewards, you have to win, you getting farmed, well at least you get a chunk of the medals farmed off you when the sc ends.
And there is a completely new level of bragging rights for the truly strong premades, how high can you manage to get your score and how many players can you manage to face until your win/lose rate hits 50% and your score stops climbing.
Also as the last point, surrendering is not counted as a loss or win for either side, points stay the same. No gaming the system to artificially lower your score.
There are ways to fine tune this idea further, especially on the rewards side, like multiplying drop rates by player score, a premade losing will often deny the enemy kills which limits rewards for pug players, that the premade will harvest from the pugs freely when they are winning.
But there are counters to this, forced respawn, 1-2 teleport points from spawn into zone, and automatically ejected from spawn into sc after 30 seconds etc. So you can regroup, but you can't stay safe, you have to fight.