Axis & Allies 1942 Online

Axis & Allies 1942 Online

dpOLARbear 2019 年 11 月 18 日 上午 7:08
Rankings: How are they determined???
I've searched and can't find anything on this, if it's already out there, my apologies, please link to it.......

Anyway, I'm looking for information on how you determine the rankings, what do you need to do (# of games??) to show on the ladder rankings? Are rankings just based on W/Ls? Does it take into account that even with LH 3.0, Axis winning 55% of games? Thanks!

I like the new update, it's an improvement now that the bugs are worked out, I'm still getting in-game crashes, annoying, but hopefully being addressed. I do agree, arrows are too think and make it difficult to see, especially during NC movements. Please make them thinner and maybe a bit transparent.
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目前顯示第 1-15 則留言,共 34
Julius Borisov  [開發人員] 2019 年 11 月 18 日 上午 8:11 
https://www.beamdog.com/news/Patch-5-Turning-Point/

Ranking & Matchmaking

We’ve added a 1v1 competitive mode in a formal ELO system. The ranking system includes five different ranks (Wood, Bronze, Silver, Gold, Platinum). Players must participate in 5 placement matches in order to determine their initial rank. Once ranked, you can select your preferred team (or no preference) and you will be paired with someone of a similar rank.

*Note: Current player win/loss records will have no impact on the ranking ladder.

Ranked Matches Are Timed

In order to keep ranked games moving quickly, we’re introducing stricter timing for these matches. Players will have 24 hours to complete their turn before they are automatically forfeited from the game.

Separate Ladders Per Faction

We’ve separated the ladders for games played as Axis and those played as the Allies. You will receive two separate ranks for matchmaking purposes.

Ranked Games: Larry Harris Gencon v3.0

The starting condition for ranked games will be the Larry Harris Gencon v3.0. Since launch, we have been keeping an eye on statistics for the win and loss ratios for both factions:

1942 2nd Edition out of the Box (Online Games)
Allies Win Rate: 35%
Axis Win Rate: 65%
Larry Harris Gencon v3.0 (Online Games)
Allies Win Rate: 45%
Axis Win Rate: 55%
The overall win gap between the two factions is significantly narrower with the Larry Harris Gencon v3.0 compared to the out of the box setup. We feel this represents a more competitive setup for ranked play.
wmct276 2019 年 11 月 18 日 上午 9:21 
引用自 Julius Borisov
https://www.beamdog.com/news/Patch-5-Turning-Point/

*Note: Current player win/loss records will have no impact on the ranking ladder.

If win/loss records dont have an impact on ranking how is rank determined?

how does it determine who is bronze or silver, or who is 1, 2, 3?
Julius Borisov  [開發人員] 2019 年 11 月 18 日 上午 9:43 
That part was about win/loss prior to the introduction of the ranking system.

Of course, in ranked games win and loss do matter. https://en.wikipedia.org/wiki/Elo_rating_system
shmity72 2019 年 11 月 18 日 上午 10:21 
ty for the link
i like the 24 hour forfiet feature. some have griped about it being too long. i say just play more matches.
jonasrw 2019 年 11 月 18 日 上午 11:46 
引用自 Julius Borisov
That part was about win/loss prior to the introduction of the ranking system.

Of course, in ranked games win and loss do matter. https://en.wikipedia.org/wiki/Elo_rating_system
That makes good senes. So if I understand it correctly it is the same rating system as in chess? Would it be possible to display the player rating directly?

Very happy about the rating system and the upgrade in general by the way:)
Julius Borisov  [開發人員] 2019 年 11 月 18 日 下午 12:20 
Yes, a bit similar to chess. You can see the rating in-game when you click the rating symbols (Gold, etc).
JoshWurd 2019 年 11 月 19 日 上午 7:20 
引用自 Julius Borisov
Yes, a bit similar to chess. You can see the rating in-game when you click the rating symbols (Gold, etc).

You can see the elo ranking? I'm somewhat confused, please clarify the steps you described for me. TIA!
Julius Borisov  [開發人員] 2019 年 11 月 19 日 上午 7:41 
Go to Ranked Play online and click on the symbols (Gold, Silver, etc). You will see the ranking.
最後修改者:Julius Borisov; 2019 年 11 月 19 日 上午 7:42
wmct276 2019 年 11 月 19 日 上午 7:42 
I would like to know more about those steps as well.

if i understand correctly with an elo you get more points for beating a good player than you do against a bad player. So lets say the elo awards the victor 10% of their opponents points. if I have 100 and U have 10, and U beat me, U would get 10% of my points. U would have 20 and I would have 90. If I beat U, I would receive 10% of Ur points. I would have 101 and U would have 9.

I would like to see the game display and compare our total points for the elo, it would give me an idea of how many points i need to move up a slot in rank. not sure how useful that would work when the ladder only displays the top ten, maybe the list could expand to show more or less.
Julius Borisov  [開發人員] 2019 年 11 月 19 日 上午 7:47 
While conceptually you're correct (a bad player losing against a good player doesn't drop as far, and the good player doesn't go up as far), it's not a zero-sum points system like that.

Part of what we're doing right now is calibrating the ranks. The thresholds may change in the future to better reflect the actual distribution of our player base.

That's part of why we aren't showing scores for the moment. We're still dialling in the parameters for what makes, for instance, a Gold player Gold.
Soltau Womble 2019 年 11 月 19 日 上午 10:31 
24 hr forfeit is real ♥♥♥♥♥, means I can't visit my mum. oh well sorry mum.
Russian Orthodox Revolution 2019 年 11 月 20 日 上午 6:31 
引用自 Soltau Womble
24 hr forfeit is real ♥♥♥♥♥, means I can't visit my mum. oh well sorry mum.
Your mother can wait. The fate of the world takes priority.
Russian Orthodox Revolution 2019 年 11 月 20 日 上午 6:31 
Please display more of the ranks. :steamhappy:
aardvarkpepper 2019 年 11 月 20 日 上午 7:43 
引用自 Soltau Womble
24 hr forfeit is real ♥♥♥♥♥, means I can't visit my mum. oh well sorry mum.

Should make a separate thread about this, and submit via official Beamdog site.

引用自 Praetor Pyro
Your mother can wait. The fate of the world takes priority.

Jokes aside, turn times should be addressed. Allowed time for a turn to start as soon as another player ends their turn, and ending *when the active player ends their turn* - (not merely when the active player starts their turn, i.e. maybe they do a purchase then leave the board for a few days). Timer function implemented in game so players may see how long they have to complete turn.

Turn timers should be adjustable anywhere between ten minutes and seventy two hours (or turn timer switched entirely off), with additional options for players to take a number of "breaks" ranging from fifteen minutes to fifteen days, either a fixed number of breaks per game, or additional breaks allowed every X rounds.

Ten minutes - for players that want quick games.

Seventy two hours - for players that really want to take their times. A few players on Discord complained that even 48 hours was wayyyy not enough.

Breaks - because players do want to do things like visit their mum.

Timers switched off - well maybe not REALLY switched off, but have a 30 day per turn option or something like that (with the timer function in game showing that hard limit counting down). We don't want dead games taking up server space, but some players REALLY REALLY REALLY like to take their time.

==

A lot of online games have 24 hour timers. But often such timers are tied to *optional* or *additional incentive* rewards, and if a player misses a day, the award either accumulates to some extent (like if your queue is cleared then you can miss up to three days yet not miss any rewards) or the award is put on hold (like 30 days of logging in gives you rewards on a fixed schedule, but if you miss a day you don't restart, you just continue wherever you left off on the 30 days).

But in Axis and Allies ladder games, if you miss a 24 hour timer, you lose a game outright. Whatever time you put into it is gone.

And functionally, a 24 hour timer means you probably want to play twice a day. Imagine if you had to make your moves by 9 AM on a given day. Depending on opponent timing, if you logged in the next day at 9 AM maybe it wouldn't be your turn yet (especially considering USA/Russia turns are counted separately). And though email notifications are better than nothing, if you have 20 games going at a time, that's going to be a nightmare, so maybe you turned email notifications off. So functionally if you don't want to forfeit on a 24 hour timer, you need to check your games in the morning AND at night, especially since you can't be exactingly sure of how your schedule's going to go (what with maybe things coming up with work, or family, or business opportunities, or emergencies, or internet service outages . . . you see? REALLY you want to go twice a day).

Now yeah okay if you only had to check in twice a day for three or four days, sure. But some games are going to run quite a lot longer than that. So can you check in twice a day every day for twenty days? Is that a commitment you can really make?

. . . so variable turn timers would be great.
Virtus 2019 年 11 月 20 日 上午 8:25 
If you cannot make a move within 24 hours for 3-4 days in a row; do not play ranked until you can?
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張貼日期: 2019 年 11 月 18 日 上午 7:08
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