- Aug 18, 2004
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Tournament Scoring Discussion
Ok, rather than take over bassano's area 85 tournament thread, I am going to keep this separate.
tldr version: There are inconsistencies in the scoring system used in MF tournaments, What could be done to improve it? Note: This discussion focuses on a number of nuances, if you only read the tldr version, you're probably missing the point.
So what is the goal of this discussion? Unfortunately, that's a tough question. I'm leaning more and more towards a refresh of the scoring system, even in the MFO's over the traditional scoring, but I also don't have plans to run any tournament in the near future and its debatable whether D2 has anything other than a near future. I do by and large agree with Nightfish's thread and its somewhat unlikely that any game made in the current game making mindset will be able to displace D2.
Ok, so when it comes to scoring there are a few basic feelings that people have:
1. If its rare, the player should be rewarded.
2. If the probability says its rarer than item x, it should score more (possibly proportionately more).
3. It should take more than 1 extremely lucky find to win the tournament, that's why we take the top 5.
Those are the math free reasonings. Here are a few of the arguments that affect these.
[highlight]Double Point vs. Half point Scoring[/highlight]
There are three base elite uniques that have two unique counterparts that drop with equal rarity, Spired Helms, Thundermauls, and Mighty Scepters. The double point scoring argument is that the ATMA/GoMule odds represent the probability of getting any one of those items and so their score should be based on that probability. Half point scoring argues that the base item drops with a certain probability and after that its a coin flip as to which one you get. Awarding the double points is basically saying the player wins the coin flip if they get head or tails. Its a guarantee so its silly to award extra points for it.
[highlight]Items with a single base but uneven odds[/highlight]
These items (Lightsaber, Legendary Mallet, Scourge and Sacred Armor) also have two uniques for a single base item but the odds are not split evenly. In the case of Tyrael's Might, these odds are very disproportionate and so it is ridiculously rare. There are several problems with this. First, based on pure probability, the common item from the set is still rarer than other items from its TC, but should you really be rewarded for getting the likely, easy outcome?
Second, While this appears to be different from the items with equal probabilities above, over the long term its not, the expected score from getting 9 sacred armors is within a few points of the expected score of getting 9 thundermauls with double-point scoring.
Third, the resulting score for Tyrael's Might is so high that it basically can't be beaten, changing the "top 5" into a "top 1" in all but one instance.
[highlight]Item Domination[/highlight]
This is a theoretical pet peeve of mine. What if there there 12 different thundermauls instead of 2. Because of the commonness of the base item, many would be found each tournement and the winner would always be the one who found the most (111.6 points each), even Tyrael's could only break ties. Now, this is theoretical, and will almost certainly never happen, but it emphasizes the weakness of probability based scoring. The points rewarded for items don't actually represent the probability of getting those points, which has been the goal. This presents its self in a couple other places, a jewel for instance scores 2.7 in the traditional system, but if each of the 8 facets is counted separately, then they would each score 21.6 and if included scoring would be based on finding the top 4 or 5 items + jewels, silly stuff like Death's Fathom would be completely irrelevant. Also, if you look at the traditional scoring system you'll see that the tc 78 weapons outscore the tc 84 weapons, why, tc78 is more likely but there are more weapons to divide those odds amongst so each item is rarer, though getting one is more likely.
[highlight]So... What to do?[/highlight]
I don't exactly know. Probability of a given item dropping doesn't accurately represent the probability of scoring points, but what does. I suppose we could try to answer that directly but for once, I'm not sure where to begin.
We could make a purely arbitrary scoring system with all the qualities we want, but that could be difficult to agree on and justify.
Beyond that, I'm interested in suggestions and other general discussion.
mmm, looks like its words for lunch today.
Ok, rather than take over bassano's area 85 tournament thread, I am going to keep this separate.
tldr version: There are inconsistencies in the scoring system used in MF tournaments, What could be done to improve it? Note: This discussion focuses on a number of nuances, if you only read the tldr version, you're probably missing the point.
So what is the goal of this discussion? Unfortunately, that's a tough question. I'm leaning more and more towards a refresh of the scoring system, even in the MFO's over the traditional scoring, but I also don't have plans to run any tournament in the near future and its debatable whether D2 has anything other than a near future. I do by and large agree with Nightfish's thread and its somewhat unlikely that any game made in the current game making mindset will be able to displace D2.
Ok, so when it comes to scoring there are a few basic feelings that people have:
1. If its rare, the player should be rewarded.
2. If the probability says its rarer than item x, it should score more (possibly proportionately more).
3. It should take more than 1 extremely lucky find to win the tournament, that's why we take the top 5.
Those are the math free reasonings. Here are a few of the arguments that affect these.
[highlight]Double Point vs. Half point Scoring[/highlight]
There are three base elite uniques that have two unique counterparts that drop with equal rarity, Spired Helms, Thundermauls, and Mighty Scepters. The double point scoring argument is that the ATMA/GoMule odds represent the probability of getting any one of those items and so their score should be based on that probability. Half point scoring argues that the base item drops with a certain probability and after that its a coin flip as to which one you get. Awarding the double points is basically saying the player wins the coin flip if they get head or tails. Its a guarantee so its silly to award extra points for it.
[highlight]Items with a single base but uneven odds[/highlight]
These items (Lightsaber, Legendary Mallet, Scourge and Sacred Armor) also have two uniques for a single base item but the odds are not split evenly. In the case of Tyrael's Might, these odds are very disproportionate and so it is ridiculously rare. There are several problems with this. First, based on pure probability, the common item from the set is still rarer than other items from its TC, but should you really be rewarded for getting the likely, easy outcome?
Second, While this appears to be different from the items with equal probabilities above, over the long term its not, the expected score from getting 9 sacred armors is within a few points of the expected score of getting 9 thundermauls with double-point scoring.
Third, the resulting score for Tyrael's Might is so high that it basically can't be beaten, changing the "top 5" into a "top 1" in all but one instance.
[highlight]Item Domination[/highlight]
This is a theoretical pet peeve of mine. What if there there 12 different thundermauls instead of 2. Because of the commonness of the base item, many would be found each tournement and the winner would always be the one who found the most (111.6 points each), even Tyrael's could only break ties. Now, this is theoretical, and will almost certainly never happen, but it emphasizes the weakness of probability based scoring. The points rewarded for items don't actually represent the probability of getting those points, which has been the goal. This presents its self in a couple other places, a jewel for instance scores 2.7 in the traditional system, but if each of the 8 facets is counted separately, then they would each score 21.6 and if included scoring would be based on finding the top 4 or 5 items + jewels, silly stuff like Death's Fathom would be completely irrelevant. Also, if you look at the traditional scoring system you'll see that the tc 78 weapons outscore the tc 84 weapons, why, tc78 is more likely but there are more weapons to divide those odds amongst so each item is rarer, though getting one is more likely.
[highlight]So... What to do?[/highlight]
I don't exactly know. Probability of a given item dropping doesn't accurately represent the probability of scoring points, but what does. I suppose we could try to answer that directly but for once, I'm not sure where to begin.
We could make a purely arbitrary scoring system with all the qualities we want, but that could be difficult to agree on and justify.
Beyond that, I'm interested in suggestions and other general discussion.
Greebo said:Maybe, if you feel like it, you could start a thread asking for feedback and then make a decision?.
jjscud said:
mmm, looks like its words for lunch today.