IceIX wrote: Rajjeq wrote: Ice: My son started playing exactly two days after me. My roster is somewhat better because I got into the awesome Djangos! Yet since this change, he has in every PVP been placed in a significantly easier bracket, where his scores allow him to easily place top 10 with 600-700, while in my brackets I'm falling outside top 50 with 800s, since my Top 10 is always over 1000. Are you saying this is merely coincidence? Or is there some other parameter happening as well? More likely coincidence than not. I'd have to look at precise data in each case to make 100% sure. But overall within statistical variances (because random is indeed random), it's working out how we want.
Rajjeq wrote: Ice: My son started playing exactly two days after me. My roster is somewhat better because I got into the awesome Djangos! Yet since this change, he has in every PVP been placed in a significantly easier bracket, where his scores allow him to easily place top 10 with 600-700, while in my brackets I'm falling outside top 50 with 800s, since my Top 10 is always over 1000. Are you saying this is merely coincidence? Or is there some other parameter happening as well?
MTGOFerret wrote: Ugh this can easily go into TLDR even for myself sooo the long of the short is simply: This change like many others recently have been contributing to player dissatisfaction, and plenty of us are really starting to resent the feelings of being punished for playing and progressing in this game.
Rootbreaker wrote: Yeah, there's nothing about this push/nudge that seems gentle. Top 10 scores have gone up hundreds and hundreds of points recently in every pvp event, and the same is true for the top scoring members in my alliance.
durrem wrote: Wow, this is a horrible way to handle a PVP game. You shouldn't be playing favorites to anyone, at all. New players need to build up their rosters normally and then sink or swim like the rest of us.
IceIX wrote: MTGOFerret wrote: Ugh this can easily go into TLDR even for myself sooo the long of the short is simply: This change like many others recently have been contributing to player dissatisfaction, and plenty of us are really starting to resent the feelings of being punished for playing and progressing in this game. Understood. And just because something is working to give us the *numbers* that we want, doesn't mean that it's having the *effect* that we want. There could be a way that's less impactful on players and a more elegant system for our servers to implement. We're always finding little ways towards this as time goes on. That's why there are often changes to these systems.
mags1587 wrote: IceIX, can you share the reasoning for why there's any weighting at all? I guess I'm not understanding the purpose of newer players being grouped together when the rewards are the same across brackets.
IceIX wrote: mags1587 wrote: IceIX, can you share the reasoning for why there's any weighting at all? I guess I'm not understanding the purpose of newer players being grouped together when the rewards are the same across brackets. Players that haven't been playing as long tend to not be able to progress as easily or as quickly due to lack of tools (in characters/levels). Coming in to a bracket for the first or second time and seeing that the top score is 1200 to get into 10th is a bit of a shock, then they see that they get 25 points per win in a Tournament. Top this off with the fact that they only have 4-5 characters and a limited number of Health Packs and it comes as something akin to sticker shock. These new players often stop playing not because they can't compete in theory, but because they don't think they can even attempt to compete. Being put into a bracket that tops out at 600 is less likely to induce this. However, putting *only* new players against one another is bad as well, since as noted, only the newer players will win against other newbies and the older players fight tooth and nail for the same prizes. That's not fair to anyone. The new players can't really make use of the 1-2 3* covers they got and the older players have too hard a time competing for the prizes in comparison.
Clintman wrote: Now is the time I hope the development team is having a serious conversation about risk versus reward. Fights against veteran players take longer, much longer and are more dangerous. If you have truely broken the code on getting the veterans grouped together, then increase the reward structure for that population. Give us some incentive for excellence... The perception that the veteran players are being punished needs to be combatted.
IceIX wrote: At this very second and with the understanding that we continue to noodle with it, it's random with some slight weighting so that newer users will tend towards brackets with other newer users and vice versa. It doesn't by any means preclude a Day 200 user from dropping into a bracket with 999/1000 Day 5s, just that weighting gives a gentle push to the RAND function when the event server looks at which shard to give a player to. It's FAR more likely that you got "unlucky" than anything nefarious from the sharding tech shoving you into a bracket full of hardcores.
Clintman wrote: empirical evidence suggests this is not a gentle push at all.