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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.
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?
Of course, in ranked games win and loss do matter. https://en.wikipedia.org/wiki/Elo_rating_system
i like the 24 hour forfiet feature. some have griped about it being too long. i say just play more matches.
Very happy about the rating system and the upgrade in general by the way:)
You can see the elo ranking? I'm somewhat confused, please clarify the steps you described for me. TIA!
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.
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.
Should make a separate thread about this, and submit via official Beamdog site.
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.