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periwinkle wrote:
@ kwikool ..... i definitely agree with you....many of my team games, i've sent out private messages to try to find decent challengers....i know on other sites that i have been on there is either a reservation system or clans ...but i'm here and i would like to make this site better for team games. check out my suggestions on how to make team games better.

https://dominating12.com/forums/6/suggestions-feedback/3613/improvements-to-team-games

(as an aside...if anyone one would like to challenge me and my peeps to game...just message me!.....or if they are looking to learn about team games...they can message me and team with me and my peeps...cheers!)

I also come from two different sites where all the top players were also good team players as well. i think people don't realize that team games are quite complex and harder to win consistently. you need to look at turn order, how to maximize your cards and sets as a team, your fortification paths etcs.  the training you get from playing team games actually helps your singles gameplay a lot. 





Hoodlum wrote:
i come from a game clan background 2000 era. these were fun, (RISK 2 PC game) and it was a good way to make online friends, still friends with them. i started out in the Risk Mob clan, which required for me to choose a mobster related name. I chose Hoodlum (it stuck), so I was RM_Hoodlum and we had members with names like RM_Scarface, RM_Babyface, RM_Thug etc. I joined a clan because at the time the TD clan (Trojin Dawgs) use to cheat on the ranking ladder, which was a free for all game ladder..but these TD players would throw games for their other members to sit at the top lol. that precious number 1 spot!
TD reigned for months and months, but the RM clan grew and grew, and we weren't subtle about our tactics to dethrone the evil TD_Trojin0. He finally got dethroned, and the Trojin Dawgs soon after disbanded, and Risk was saved! haha. we had no moderators on the site, so this was dirty risk. but I moved on to create a team ladder, and a new clan that specialised in team games. this was a pure a game you could get. no one complained about cheating, or suicide. less drama, and it's the same here, except for when new players might bug out about thinking others are deliberately teaming with players they know for points.. I still play with a handful of my old clan in team games, because we are mates, and i can trust that they will take their turn, or i can let them know it's their turn. so no random team mate for me. not taking advantage of the system and other regular team aren't.
Warrant ☰ ★Officer I and a Gentleman
periwinkle wrote:
yup....i can totally relate to your experience hoodlum! the site i was on....the cap was 100 points lost, no special 1v1 calculations, no rating limits on players AND there were no rules ....just dirty risk...so the top players and teams knew how to navigate/prepare for those suicide players....often our discussions in the teams would be let's do this just in case someone does something stupid....or in 8 player games we see that player X is going for the region bonuses making player Y weak...so let's stay close to player Y and take advantage......although many of them really weren't suicide but they were just after region bonuses that didn't realize it was a bad move. personally, i find single games boring and i LOVE team games. it's fun discussing the best move forward and trying to move as a unit. after all everyone sees the board/map differently, so why wouldn't you want to discuss the best move forward. 

but to get back on topic....everyone is here to enjoy their free time. i do enjoy a good challenging game that makes me think. i know i have challenged hoodlum and his peeps to a few games (and yes i'm getting my butt kicked....lol) ....and that's how we like to spend our free time.  if others want to exploit the system on their free time....sure...although i do find it boring....but that's up to you. if you are complaining that people are trying to exploit the system....well find yourself a partner and learn and try to beat them.  people are going to find out pretty quickly who is the real deal.

hoodlum just opened up a pairs tournament. jump in if you dare! hope to see you on the battlefield.

https://dominating12.com/forums/15/tournaments/3656/team-tournament


The_Bishop wrote:
2 years later...

-- The Dominating12 list of May 16th, 2020 --rating --games played
1  ...  Dominator @slackbatter63162513
2  ...  General @AlexCheckMate5870623
3  ...  Lieutenant General @hooboy11532616696
4  ...  Lieutenant Colonel @JoeySe7en49581211
5  ...  Brigadier General @vikingo13374929517
6  ...  Major General @alphax21149002058
..
-- The Dominating12 list of Jun 4th, 2021 --rating --games played
1  ...  General @AlexCheckMate7026753
2  ...  General @JoeySe7en66072237
3  ...  General @slackbatter60862764
4  ...  General @vikingo13375701624
5  ...  Brigadier General @TP_knighty46324591
6  ...  Brigadier General @Deepdaleduck44914809
..
-- The Dominating12 list of Apr 28th, 2022 --rating --games played
1  ...  General @AlexCheckMate7325810
2  ...  General @vikingo13376601706
3  ...  General @JoeySe7en59612398
4  ...  Private @cdravis56102437
5  ...  General @periwinkle55701099
6  ...  Lieutenant General @slackbatter53772978
..
Vikingo1337 in the last year has grown exactly 900 points, even better then before, AlexCheckMate has grown only 299 points in spite of the parachute rule. So let's divide by the total number of games played in the last year, this will clear things:

Viki.  +900 / 82 =  +10.98 points per game (really... unrealistic, but it's real!)
Alex.  +299 / 57 =  +5.25 points per game 'only' (definetly a bad year for the rating leader)

Total of the last two years
Viki. +1672 / 189 = +8.85 points per game (really a great ratio, congrats!)
Alex. +1455 / 187 = +7.78 points per game (wow still good, congrats!)

The deceleration of AlexCheckMate's rating growth shows that probably the rating help provided by the new rule slows down a little when one arrives over 7000, or maybe it's just him that changed his format so causing a lack of exploitation. The two of them are still considerably growing in rating. I would like Vikingo and AlexCheckMate to play much more of their games, so we could have a lighter idea of how the rule affects the rating system and until which point is possible to exploit it... Five-digit rating was my bet; with an average trend of +11 points per game it doesn't seem so hard... Assuming they can still find people to play with! ;)

Please read this also if you have time:
https://dominating12.com/forums/2/general-discussion/3373/no-cap-on-points-lost
«God doesn't play dice with the World» ~ Albert Einstein
Cireon wrote:
I am glad you are using data to try and make your point. It is of course impossible to say whether the rating increases are caused by the rating limit or not, unless... :)

Unless you actually run the numbers using a simulation, which is what I had done recently anyway. Yes, the rating limit has an impact, as we expected, but it doesn't account for the majority of the points gained. In a 180 day period, AlexCheckMate would've lost 60 rating more without the limit, and vikingo1337 only 36. slackbatter actually stood to lose the most rating if the limit wouldn't have been there, at 192 points. Yet that big difference hasn't stopped slackbatter from dropping in rating overall, ending up lower on the D12 list, and while AlexCheckMate and vikingo1337 surely benefitted from the rating limit, the point difference isn't so big that they would have ended up in a different position on the the Dominating12 list of Apr 28th, 2022.

The rating help provided slowing down over 7000 sounds unlikely. I won't pretend to fully understand the effects of the rating limit in all detail, but if you think about it: the higher the rating difference, the more rating you stand to lose, so the more the rating limit helps you "save". If the rating limit was such a huge deal, I would expect to see a runaway effect, rather than a slowdown in rating gain. The fact that slackbatter, who has a rating that is 2000 lower than AlexCheckMate, has benefitted so much more from the rating limit (three times as much), whereas vikingo1337 with 700 rating lower has benefited half as much is - to me - a pretty good indication that one's current rating is at least not the only factor in how much the rating limit affects somebody. As a matter of fact, the person who after vikingo1337 has benefitted the most from the rating limit currently has a rating of only 1284!

Now, if the difference is indeed not so big, you might rightly ask: why have the limit in the first place? Because I believe that we - humans - are much more likely to make decisions based on single outliers than overall trends. Seeing yourself lose 70, 80, or even 90 rating in a single game is going to put you off playing with newbies, and that will reduce the amount of mixing that happens, which I think would be doing the overall community a disservice. Telling high level players "don't be scared playing noobs, we've got your back", at minimal impact to our overall rating numbers, doesn't sound like such a bad approach to me.

Anyway, I find it important to make decisions based on real, true data, rather than emotions and numbers that can't be traced back to the actual topic at hand. I've run the simulations, I've spent the time looking into this, and I am not unhappy with what I have seen. I have shared the numbers here, openly, to show that I am not trying to screw people over: I genuinely want what's best for the community, and I remain convinced that that is what we have given them.
“This is how humans are: We question all our beliefs, except for the ones that we really believe in, and those we never think to question.”
- Speaker for the Dead, O.S. Card
Hoodlum wrote:
i think the best testing environment would be to play against the community, play 1v1 games as well as big games for the incentive of rank and points and see if its enjoyable or fair with the points system.
Warrant ☰ ★Officer I and a Gentleman
The_Bishop wrote:
Spoiler (click to show)

@Hoodlum
I feel you (if I understand correctly). Probably the rating incentives could have a positive effect, I remember also Periwinkle having spoken about that, but basically I'm not a huge fan of that method. Wait, maybe it's already in place, I don't know. Update me please!

As for 1v1, if nothing has changed in the last months, I think we still have some unfairness: basically too good for the low rated player, too bad for the high, unless the rare cases where the disparity is so great that you enter the almost-zero-loss range. The function roughly fixed by Vexer is not linear, who has a 3000 rating is just in the worst place for playing against casual players of around 1000 points, so having losses approaching to 30 in a quick game of a few minutes.


In short,
For me the rating system is just excellent as it is and I would never change it, except for the 2p games which need a fix, and this little rule discussed here which caps the losses at 50, not good nor correct in my opinion, but it doesn't change much in the end.
«God doesn't play dice with the World» ~ Albert Einstein
The_Bishop wrote:
P.S. Aaah yes, now I remember better! It is not a rating incentive as I thought -- with rating created out of nowhere -- but more like a rating bet -- with everybody putting a certain amount in the pot, then distributed among the tournament winners.

I see it is already in place in the 1v1 tournament. Not bad in the end, especially positive for that kind of tournament.
Ad maiora! :)
«God doesn't play dice with the World» ~ Albert Einstein