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Overall Score: Request for comment!

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=10607
Printed Date: 16 Apr 2024 at 21:32
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Overall Score: Request for comment!
Posted By: GM Stormcrow
Subject: Overall Score: Request for comment!
Date Posted: 07 Mar 2019 at 19:58
Hi everyone,

As you may have gathered from the other threads, the way overall score is calculated is a bit broken; and the fix that we put in was, similarly, incorrect.

Here's a proposal for overall score, on which I'd like feedback on whether it's a good idea, or whether there are better ideas out there...

Overall Score for a player should simply be a calculation of the sum of the position rankings across all the specific score categories.  The player with the lowest aggregate ranking is the Overall top ranked player, and the player with the highest aggregate ranking is the Overall lowest ranked player.

By way of example (and assume we only have three scoring categories - Attack, Defense & Trade... to keep the example brief):

Player A ranks 1st in Attack, 4th in Defense and 23rd in Trade.  1+4+23 = 28
Player B ranks 3rd in Attack, 2nd in Defense and 19th in Trade  3+2+19 = 24

Player B has the lowest aggregate ranking and is therefore ranked higher - in Overall Score - than Player A.

This would give all categories of score an equal weighting to Overall Score (which, btw, we want to do.  I'm not interested in getting into arguments as to whether Attack Score is more 'important' than Defense or Trade versus Diplomacy).  It would also provide complete transparency as to how Overall Score is calculated, and make it very straightforward for players to see where they should put efforts into improvement.

Where aggregate rankings for a player are equal (eg 1+3+8 vs 2+6+4) then the players will be equal ranked.

So... this is our proposal for calculating Overall Score.  

Comments welcome.  Alternate proposals welcome.

Regards,

SC


 



Replies:
Posted By: Thirion
Date Posted: 07 Mar 2019 at 23:47
I do not like the idea - it is in my opinion way worse than the current scoring. While it is easy to understand and follow and you can keep track of your archievement quite easy it has two major downsides:

1. It forces you to get a good scoring in all categories
2. It does not consider how well you did in the category compared to others

The first is bad in my opinion because Illyriad is a game were you could play a lot of different ways (and more important the way you like most) and still be successful. With the change you would need to be a "Jack of all Trades" and do everything equally - i don't like that.

The second point needs more explaining. It contains two similar downsides:
a) In the new scoring place 1+99 would be as good as 50+50. It is a LOT easier to achieve the second one compared to the first one. Top 10 in most categories are quite hard to get and would not get rewarded with the new system.
b) Place 100 with 50% of the points of rank 1 is in my opinion a better achievement then Place 10 with 10% of the points of rank 1. The new ranking system does not consider this at all.

I do think a mix of the old with the reverted new system would be the best idea - i am going to do some calculations and post an idea later.





Posted By: Kimmyeo
Date Posted: 08 Mar 2019 at 00:32
Maybe I am just too simple of a person, but why can't it be like this: You earn points in each category and what you do doesn't give or take points away from anyone else. The ranking is simply who makes the most points in each category. Then, to get an overall rank, add the scores of each category and divide the total number of points by the number of categories. If you all think, it's easier to make points, and "game the system" by over doing any one category, make those tasks worth less points, i.e. change the formula for creating the points in each category in accordance with the perceived difficulty of the category.


Posted By: DeathDealer89
Date Posted: 08 Mar 2019 at 04:30
This may be to radical for implementation but why not make points something that is present within the game itself.  Say magical influence for example. 

Attack/defense: Has to be done on the map against certain NPC's, or defending certain sq's.
Diplo: Steal them from NPC's but then they can be stolen from you.
Trade: Simply buy them from NPC's or players 
etc

Then each player has to stock pile them in their city or alliance hub (perhaps have personal points and alliance points).  But your alliance/player/city gets a real benefit from how many they have reduced tax rate for trade influence for example.  

This would give players something to really fight over for a benefit rather than just destroying enemy cities.    




Posted By: DeathDealer89
Date Posted: 08 Mar 2019 at 04:42
Assuming the above is to radical.  

Why not just make the points % of top ranked player in each category. 

Position       Cat Score         Overall Score 
1st place            10000 100%
2nd place             2000                20%
3rd place              1000                10%
4th place                500                05%


Position     Change  Cat Score         Overall Score      Overall Change
1st place            500      10500     100.0%                0%
2nd place                        2000                 19.0%               -1%
3rd place                         1000                 09.5%              -.5%
4th place                           500                 04.7%              -.3%


Posted By: spektor
Date Posted: 08 Mar 2019 at 04:58
You want to change the scoring system after 8 years. I would expect one to have an extremely good reason to do so after such a long time. I do not see an extremely good reason. What do you mean by "a bit broken"? Thundercat said in the other thread:

"We consider it a surprising outcome that if you gain score in a category it can cause a player ranked higher than you to gain more score than you for doing nothing."

Based on the old formula, I do not find this surprising. He gave examples of the point changes, but I think that's the wrong way to look at it. So what if the other guy gained overall points for doing nothing? If he keeps doing nothing, he will eventually be overtaken, then start losing those points for doing nothing. A better way to look at it, is what I think you all did at the start; create a formula with a mathematical idea of how you want people to be ranked. If the outcome works well, do these points matter? Keep in mind that points and ranks in each category aren't changing, just the magic calculated meaningless overall number. (Edit: Suggestion: make this overall number hidden, just display the overall rank)

Furthermore I find the old formula to actually be quite brilliant. You mention not wanting to argue over which category is more "important". With the old formula, that "arguing" is done automatically via the points that people gain. If one category is easy to "cheat" and gain tons of points in for doing nothing (ahem...magic), then that means lots of people can do it, and the percentages will balance themselves out. The complexity adds a nice extra bit of fun to anyone chasing ranks.

There is nothing majorly wrong with the proposed ranking system in this thread. It should also work fine...IF it was put into place at the very beginning of the game. Any scoring system in any game isn't going to be a perfect way to rank players by skill or intelligence or dedication or whatever. They merely set a goal to strive for, and that goal alters how they play the game. In a way it makes the game. If you change it now, essentially you're changing the game.

One final point against the proposed new method. Consider the defense ranking. Malek holds #1 spot with a score well above the #2 spot. With the old system, this gives him a well-deserved healthy percentage boost over the #2 guy, with the proposed system, not so much, he only gets a lousy ranks reduction of 1.


Posted By: smilee
Date Posted: 08 Mar 2019 at 08:37
Just leave it as it is. There are many much more important things to work on in the game than a score that after years "suddenly" became wrong. 

I don't know how long the current system was in place for, but it was evidently good enough for the two years that I'm playing and presumably a long time before that.

If someone wants to game the current system then whatever. I have better things to do with my time than obsess about my score or grind for months for imaginary points that don't even buy me pizza. If it is in fact changed then that's alright with me too, but says more about the priorities and commitment of the dev team than I think you want.


Posted By: rajput
Date Posted: 08 Mar 2019 at 23:05
I think the real question here is, should we reward specialists (players who ace a certain category) and how... 

By just summing up positions, there will be no reward for players who are leading a category by a huge margin, as detailed by Thirion in his post above.

I actually liked the DeathDealer89 suggestion, it is simple and may give category trend setters some reward.


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Warning! Author of this post has weird sense of humor...


Posted By: Kimmyeo
Date Posted: 09 Mar 2019 at 00:26
Okay, after reading more, just take the division away and make it points based. Why would that not be fair? Whoever has the most points is ranked higher. 


Posted By: King Sigerius
Date Posted: 09 Mar 2019 at 15:40
I like the idea of whoever has the best average score gets the highest rank.


Posted By: Hucbold
Date Posted: 10 Mar 2019 at 22:49
Originally posted by Kimmyeo Kimmyeo wrote:

Okay, after reading more, just take the division away and make it points based. Why would that not be fair? Whoever has the most points is ranked higher. 

It would be fair if the points scales for each item were approximately equal but the magic scores are vastly bigger than the other scales.

Top current scores
Magic 1.9bn
Trade 711m
Attack 54.2m
Research 33.4m
Defence 22.7m
Diplo  7.2m
Quest 3.8m
Build  1.4m

Just adding scores will barely shuffle the magic score!


Posted By: Kimmyeo
Date Posted: 11 Mar 2019 at 02:14
Thanks, good to know. It is an interesting problem...runs off to do more magic!


Posted By: Eagle
Date Posted: 11 Mar 2019 at 18:35
I don't mind as long as it's a fair solution and most are happy with what you guys come up with.  

I'd like to see something where inactive players are not reward for not playing, yet it appears they often go up in rank due to the activity of others.  

Just because someone gets 1000 points in a category shouldn't mean anyone else gets points.

I admit not fully understanding the ranking system currently in place.  I think it is based on the top player in each category.   I really don't understand the pie-chart and I like them in business for sure.

Thanks to all for whatever you and the devs come up with.


Posted By: rajput
Date Posted: 11 Mar 2019 at 20:57
Actually I think current overall/ranking scoring system was spot-on and was not the issue. As there is no cap for max score in any category and Devs do not want to consider any category special or important, they used a relative (kind of) measurement to compute a overall ranking, instead of a absolute measurement... which makes sense. 

However, as described (especially by Thirion) on the 05MAR19 thread, 'I think', Devs made a boo-boo with scoring scale for new enchantment magic school.

Following is a breakdown of mana crystal enchantments. The table shows score gained and mana mineral spent and its ratio. You get more bang/score from lesser crystal then larger ones, with little to no difference in work put into it. 

Magic Score Score Increments Mana Spent Mineral Spent Score/Mana Ratio Score/Mineral Ratio Remarks
94,489,072 Starting Magic Score
94,661,572 172,500 105000 3 1.642857143 57500 Enchanted a Enhanced Mana Fusion
94,834,072 172,500 105000 3 1.642857143 57500 Enchanted a Enhanced Mana Fusion
94,959,422 125,350 10700 2 11.71495327 62675 Enchanted a Mana Fusion
95,084,772 125,350 10700 2 11.71495327 62675 Enchanted a Mana Fusion
95,205,322 120,550 1100 1 109.5909091 120550 Enchanted a Lesser Mana Fusion
95,325,872 120,550 1100 1 109.5909091 120550 Enchanted a Lesser Mana Fusion



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Warning! Author of this post has weird sense of humor...


Posted By: Rill
Date Posted: 12 Mar 2019 at 06:53
I've never cared much about ranking (although at one point I worked to get in the top 100 in quest, which is harder given I have never had more than 10 cities). Quest rank more than most other ranks is a product of grinding (repeatedly doing the same quests when offered).

I think it's apparent that the introduction of the new magic school combined with the way certain magic items are scored has had unintended effects.  It would seem pretty straightforward to correct for this (although it might disadvantage specific players who based their play around this quirk).

Scores in various categories have always been subject to some degree of manipulation; trade scores previously were most often manipulated, such as by buying and selling between alts.  There can be good cases made for the advantages longtime players have in accumulating score (because of time elements to accumulate points in various ways). At the same time, it's easy to ignore advantages that have accrued to relatively newer players by virtue of the game changes that have occurred within the past 5 years vs. the first 5 years of the game life (introduction of trade hubs, the hyperinflation caused by the gold exploit, the relative abundance of basic resources and addition of additional harvestable resources and crafting, the ability to trade prestige). Overall, it has always been possible, as many have demonstrated, for new players to use the score system in order to rank up relatively quickly.  Personally I see this as an advantage.  However, hopefully this ranking up involves some sort of relatively meaningful game interaction. While fun is in the eye of the beholder, I want to cite one of Illyriad's guiding principles, as laid out by the developers:

Browser games can be sandbox games, and you really don’t have to insult players’ intelligence and dumb down everything to the lowest common denominator. Things should be as simple and intuitive to do as possible, but should have levels of depth as deep as the player wishes them to be.

My question for the devs is: Is there a particular reason for the ratio Rajput noted that favors lesser mana infusions in creating score? Or is this an unintended consequence.  If it is unintended, can it be reversed?

How is the scoring system now, and as you propose it to be, related to your guiding principles?  How does it promote depth and "participation" (meaningful player interaction).  If the current construction doesn't do that, are there changes that can be made to promote these values?


Posted By: Hucbold
Date Posted: 31 Mar 2019 at 02:21
Is this going to happen or has it died?


Posted By: OssianII
Date Posted: 31 Mar 2019 at 14:20
Without going into detail . I think that the proposed changes would have a negative effect on gameplay. I agree with Thirion when he says...
Originally posted by Thirion Thirion wrote:

Illyriad is a game were you could play a lot of different ways (and more important the way you like most) and still be successful. With the change you would need to be a "Jack of all Trades" and do everything equally - i don't like that.
Deathdealer 89 suggestions are interesting but I would prefer Raj's summation

Originally posted by rajput rajput wrote:

Actually I think current overall/ranking scoring system was spot-on and was not the issue... 'I think', Devs made a boo-boo with scoring scale for new enchantment magic school... 

A re examination of the Scoring scale for the enchantment magic seems to be needed but the existing "8 year  old" overall ranking system should remain.


Kind Regards
Ossian II
Chief Statistician to the Thane of Clan Moedagh (r'td) Cool


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“If anyone was to ask for my opinion, which I note they’re not, I’d say we were taking the long way around.”
Gimli son of Gloin.



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