(2014-05-16, 21:33:38)Prog Wrote: Lowering the lower boundary makes it even more difficult to snowball advantages (which is exactly Wupti's criticism)Partly yes. I feel like you can play a veeery sloopy early and midgame without it resulting in anything and then win the lategame.
One may ask if you are so great then shouldnt you shine even brighter late game?
The answer is no.
What imo is the difference between a good player and a great player is he take those small advantages early on. Now these edges have become even smaller and almost marginal. So yes you might be 5k ahead early game. But as the game progresses 5k difference becomes less and less significant.
Yes with slightly inferior mechanics you should still win the game. However duo to the fact that the elo system put the best and the worst players in the same team to balance (ideally speaking) I think this put high elo players into an even harder position
in a titan battle for instance
1pro + 1 noob
vs
2regulars
Who would you favor?
I get that it is hard to balance the new system and every beginning is hard.
I just feel like if a new btt were to come and we played with the same rules every game would end a draw. (if you exclude black suns)
(2014-05-16, 21:44:15)Exodus Wrote: Wupti, if you are interested in the specific numbers, just take a look into the Mechanics thread.ah thank you.
You get at least 25% additional gold from assists, so it would be more than you put there.
So to end my example assuming every single kill has 2 assists
Team 1: 18 kills
Team 2 9 kills
New system:
Team 1:
3504+3504x0.25+3504x0.25 = 5256
Team 2:
2643+2643x0.25+2643x0.25 = 3965
Differential: 5256-3965 = 1291
Old system
Team 1:
262x3x6 = 4716 (no idea why i picked 3504 before since its the new system)
4716+4716x0.25+4716x0.25 = 7074
Team 2:
262x3x3 = 2358
2358+2358x0.25+2358x0.25 = 3537
Differential: 7074-3537 = 3537
I think the numbers speak for themselves.
(2014-05-16, 21:44:15)Exodus Wrote: I knew about the fact, that this system would more or less close the gap between players somewhat. But I felt it was necessary with the addition of the killing sprees. The additional gold you can get from that is nothing to sniff at.Yes the sprees indeed is nothing to sniff at, however you also balanced this somewhat by removing multikill bonuses? besides the spree end after 3 minutes without a kill, so you will have to play exceptionally well or the opposing team must be on tilt to take advantage on this. I mean Just to reach the spree without dying is hard enough, but you also have to play almost suicidal to keep it going.
Therefore when you write:
(2014-05-16, 21:44:15)Exodus Wrote: Bascially, the idea was to make comebacks somewhat more likely (and thus potentially increase game length), while also rewarding good play more (in form of more gold for killing and assist sprees). Since this latter one is a usually one-sided bonus, it would favor a shorter game length.
I think the huge problem is the later part. remember you have to hit 3 kills before the spree even starts. at least if you find me a player with at least 10 games and a k/d of more than 3 let me know.