I think the idea is to get more people to EVENTS at stores and not just tournaments. But yeah, players going for those pro slots won't play in events with newbies... Because one newbie with a Legacy "griefer" deck of commons and uncommons can wreck their "rating" just by tying.. And in some cases you can even WIN and lose ranking because your "competition" won against a tougher opponent pairing.
That kind of thing is silly, and it's bad for the game not to have the best players teaching the game. This will also reward the FNM guys that will never get past mid-pack.. But they show up EVERY WEEK at the store to play. Their points will count for something too in a different pool than the guys that only show up to win stuff.
I think the idea is to get more people to EVENTS at stores and not just tournaments. But yeah, players going for those pro slots won't play in events with newbies... Because one newbie with a Legacy "griefer" deck of commons and uncommons can wreck t
This article was pointless. This addressed none of the important issues, mainly what for the guys with actual jobs who can BUY the 1000 something dollar decks and can only play once a week, and how going 4-5 and 3 american gps beats winning a ****ing european one! ADDRESS THE ****ING PROBLEMS, DON'T PROVIDE FLUFF!!!
This article was pointless. This addressed none of the important issues, mainly what for the guys with actual jobs who can BUY the 1000 something dollar decks and can only play once a week, and how going 4-5 and 3 american gps beats winning a ****ing
Larabee: The one-sentence description of Planeswalker Points is: "Playing is good. Winning is even better."
um...
Forsythe: "...the way you keep people invested is through a constant stream of positive reinforcement."
Now this one's particularly telling: it's about keeping everyone "invested".
I've participated in a grand total of one (prerelease) tournament ever since Psychatog (and Mudhole) rotated out of Standard, and there's still nothing to convince me to come out of that snap.
um...Now this one's particularly telling: it's about keeping everyone "invested".I've participated in a grand total of one (prerelease) tournament ever since Psychatog (and Mudhole) rotated out of Standard, and there's still nothing to convince me to
Just wanted to point out there every PTQ/states/regionals I played prior to 1999 has an incorrect event multiplier. hopefully this will be fixed en masse as I submitted one appeal but there are 30 or so events and I'm too laxy to submit for each of them.
Just wanted to point out there every PTQ/states/regionals I played prior to 1999 has an incorrect event multiplier. hopefully this will be fixed en masse as I submitted one appeal but there are 30 or so events and I'm too laxy to submit for each of t
1. Participation points based on size. This fact chokes smaller stores horribly. Players interested in qualifying are suddently leaving the smaller stores for bigger ones because larger size means more rounds for more points and more participation points.
2. The FNM modifier is disproportionate. If you work friday evenings your chances are tiny. You have PTQs and that's it. This exascerbates problem 1 with the biggest FNM getting all of the business. My stores in my area play nice and each take a different day to host a standard tournament. The non-friday days enjoyed the 16k weight where the FNM had only 8k weight, but you get other incentives like foils. The Friday store seems to be king now.
I have 2 problems to the new system.1. Participation points based on size. This fact chokes smaller stores horribly. Players interested in qualifying are suddently leaving the smaller stores for bigger ones because larger size means more rounds for
I've had a few days to ponder these changes since they were announced, and while I'm not happy about them I'm going to learn to live with them. I am one of the so-called "casual-competitive" players. I enjoy bigger events like PTQs, GPs, and Nationals and will travel to them when it is reasonable. I also have a full-time job and a relationship, so I have to choose the events I play in carefully to maximize my enjoyment of the game without disrupting these other important elements of my life.
The fundamental change that is occuring here is that you are replacing a rating system with an achievement system. While ELO was not perfect for Magic, it was a very clear indicator of how well someone performed over time. There may have been peaks and valleys, but everyone with a high rating EARNED it in some way by playing Magic well. Those with a high number of Planeswalker Points may also end up being good players, but the system rewards different things. Primarily, it can reward players who spend all their free time playing Magic, and all their expendable income on buying your products and travelling to your highest multiplier tournaments each week.
My greatest concern in all of this is that Wizards as a company is now promoting these potentially unhealthy social habits by dangling the biggest rewards they can offer in front of its players as an incentive. Aaron's MMO analogy is spot-on, and make no mistake, the high-level competitive Magic scene will undoubtedly become the type of grindfest that is the biggest negative association most people have with those types of games. Pro Tour Magic will no longer be about gathering together the best in the game, but about gathering together those for whom Magic is Life, with little room for anything else life has to offer.
I've had a few days to ponder these changes since they were announced, and while I'm not happy about them I'm going to learn to live with them. I am one of the so-called "casual-competitive" players. I enjoy bigger events like PTQs, GPs, and National
I mostly agree with you, moonblaze. However, even though the PP system rewards the players who go to high multiplier tournaments each week, it rewards those people that WIN those same tournaments even more. So I don't think that your going to have what happens with the Baseball Hall of Fame happen to Pro Magic... the cream will (I think) still rise to the top and players that consistently win large tournaments on a regular basis will still outpace people who only rack up participation points.
Personally, I'm a casual player (FNM's and Pre-Releases) who has wanted to make the jump to playing in a few tournaments like GP's, but I didn't think that it would be worth the trip only to get trounced by experienced tournament players. But the idea that I do get some reward for playing in a big event like a GP even if I don't change the world with my latest rougue combo deck does make a difference to me. Mostly because of this announcement, I plan on going to the next GP in my area, which is in a couple of months.
As for the issue of players who have spent all their money on putting together top tier (expensive) decks, Magic has been like that as long as I've been playing. Even when I first broke in (Onslaught) I droped a fair hunk of change on my awesome zombies and clerics. My final suspicion, and this is the other reason that the PP system has me going back to the tournament scene is that the PP system provides an easy way to create a replacement for the old MTG Player Rewards program. But nothing in this announcement mentions the rewards program, so for now that's just a feeling that I have.
So I may be in the minority, but for me at least, the PP system has done what it set out to do.
I mostly agree with you, moonblaze. However, even though the PP system rewards the players who go to high multiplier tournaments each week, it rewards those people that WIN those same tournaments even more. So I don't think that your going to have
I'm going to say something that'll probably make you skim this post and not get the point, so I'm just asking you to read the second sentence, too, before dismissing me out of hand.
"Incentivizing gameplay" is bad, okay? It's one thing to take away reasons not to play the game, and of course it's great if the game is fun and people want to play to enjoy themselves. But giving people a reason to play the game even if it isn't fun is going to hurt the game in the long run.
You actually SAID you stole this from MMOs; have you actually played WoW (which is what I assume was the specific game that meant)? Grinding is NOT FUN. It's a CHORE. WoW's little system of turning everything into positive reinforcement took away the ability to enjoy the activities involved. Leveling is a chore you do in order to be able to play in dungeons - except once you get to that point, playing in dungeons is a chore you have to do in order to be able to play in raids. And then raids turn into a big grind in order to prepare for the next tier of content. Everything is positive reinforcement all time, and NONE of it is fun as a direct result. The only place in WoW that DOESN'T give you all positive reinforcement all the time is PvP, and hey, guess what? PvP is what keeps long-term players in the game.
Constant positive reinforcement will not keep players interested in playing on a long-term basis. In fact, the opposite is true: it will hurt people's ability to stay interested, because constant positive reinforcement is boring. This is a demonstrated fact that you can see just by glancing over the demographics of what activities long-term players engage in, in WoW.
I'm going to say something that'll probably make you skim this post and not get the point, so I'm just asking you to read the second sentence, too, before dismissing me out of hand."Incentivizing gameplay" is bad, okay? It's one thing to take away r
I feel that your changes are very short sighted, and while you mean well, it will start to alienate many players who cannot grind every weekend. The biggest allure for travelling to any GP is that top16 invite. To hang out with a few friends here and there and test and practice your matchups in order to get that elusive PT invite, because lets face it, the amount of variance in PTQing as you guys have pointed out can be very punishing. Top16ing a GP was a perfect balance between skill and the variance of playing magic.
While on this note, what happens to top50 at a PT, do these players also get an invite to the next PT? What about pro player club levels, are these now gone?
I feel that your changes are very short sighted, and while you mean well, it will start to alienate many players who cannot grind every weekend. The biggest allure for travelling to any GP is that top16 invite. To hang out with a few friends here and
I'm not 100% sure I agree grinding is not fun, having been a minesweeper / tetris / bubble blast addict for many a year. I do agree this will not be good for players that have less time than others (which I guess is the principle flaw in other such games like WoW anyway).
On the other hand, as a casual player I find it kind of cool that I now am a certain level (I won't boast which as it won't impress anyone); my main beef before I looked at this thread was that I want these ratings to show up on the forum pages - would it be so hard to link a DCI number to each forum account? Could help us all to decide which posts to take seriously
I'm not 100% sure I agree grinding is not fun, having been a minesweeper / tetris / bubble blast addict for many a year. I do agree this will not be good for players that have less time than others (which I guess is the principle flaw in other such g
my main beef before I looked at this thread was that I want these ratings to show up on the forum pages - would it be so hard to link a DCI number to each forum account? Could help us all to decide which posts to take seriously
I'm a casual player. I play only at a kitchen table. DCI ranked players are a margin of all Magic players. I don't think that ranked players posts are more valid than kitchen table players. I may play Magic every day at my home and spend more money for my collection than FNM participan.
I'm a casual player. I play only at a kitchen table. DCI ranked players are a margin of all Magic players. I don't think that ranked players posts are more valid than kitchen table players. I may play Magic every day at my home and spend more money f
We have been paying a lot of attention to what people in the gaming world have been doing in recent years, and across the board—whether it is MMOs or social games—the way you keep people invested is through a constant stream of positive reinforcement.
Now I've heard everything. Magic is now trying to be more like Farmville.
Now I've heard everything. Magic is now trying to be more like Farmville.
Would be nice to see BDM actually present some questions about potential flaws in this system. I understand he is writing for Wizards but seeing him throw all these softball questions about the format while ignoring some of the elephants in the room is a pretty big bummer for what I consider to be one of the better writers/commentators in Magic. I also noticed they threw out a couple Pros names in support of the system, but failed to mention that others such as Finkel and PVDR have been less than enthused with it. For me the new system has just made competitive magic even less legitimate as it now promotes grinding over playing against other skilled opponents.
As for the whole issues of people sitting on ratings, what was preventing them for creating a "competitive season" with ELO? I'm not totally familiar with the equations used in ELO but it seems like they could have had a lifetime ELO and a competitive ELO that reset every 4 months, ensuring that people would have a reason to go out and play.
Would be nice to see BDM actually present some questions about potential flaws in this system. I understand he is writing for Wizards but seeing him throw all these softball questions about the format while ignoring some of the elephants in the room
There's one major problem with it though: The FNM x3 multiplier. The three times bonus severely damages many magic communities and is also very unfair for those that can't play every friday due to work, long distances to FNM or the Shabbat.
I personally have been playing since revised, and attend my local tournament on tuesdays. We have about 50 people every tuesday and a thriving community. We couldn't gather nearly as many if we're forced to move this tournament to friday (due to the x3 multiplier, wizards virtually forces us).
If I play my tuesday night tournament and go 6-0 and some random dude goes to FNM and go 3-3 he will earn more points than me. That means I have to compete at FNM's to even have a remote chance to get national invite and GP byes.
Further more it diminishes the importance of the GPT's and PTQ's that have almost the same importance as FNM's now. I seriously don't understand why you wouldn't make these tournament more important and special by having no multiplier on FNM's or a bigger multiplier on them.
I'm not one of those players that say I'll quit magic forever because of this change. I do however think that I'll play far less competetive events, because I know have lost my incentive to raise my rating, and eventually get invites to nationals, byes to GP's and such. I don't play FNM's because I can't play on fridays, so I can't get enough point to compete with those that do. So now it's virtually impossible for me to get enough points even though I do fairly well in all the other tournament I participate in...
The weirdest thing about all this is that I think the system would be fixed, and you would make people alot happier, if you did a single very simple thing: Remove the FNM multiplier. Aren't the FNM championship enough reward to those that attend FNM's???
I like the system overall.There's one major problem with it though: The FNM x3 multiplier. The three times bonus severely damages many magic communities and is also very unfair for those that can't play every friday due to work, long distances to FNM
I mostly agree with you, moonblaze. However, even though the PP system rewards the players who go to high multiplier tournaments each week, it rewards those people that WIN those same tournaments even more. So I don't think that your going to have what happens with the Baseball Hall of Fame happen to Pro Magic... the cream will (I think) still rise to the top and players that consistently win large tournaments on a regular basis will still outpace people who only rack up participation points.
We'll have to see. As said before, someone who consistently wins european GPs can still be beaten by someone who just goes to every american one.
I despise how MMOs work. But Aaron reassured on twitter if grinders suddenly outpoint skilled players, the system will be ajusted. We'll have to see. As said before, someone who consistently wins european GPs can still be beaten by someone who just g
I am mostly a casual player and don't really care about any ratings but posts like Bondafong's made me wonder: Is there anything keeping locale stores from having their FNM on another day of the week? I mean other than the F in the name FNM.
I am mostly a casual player and don't really care about any ratings but posts like Bondafong's made me wonder: Is there anything keeping locale stores from having their FNM on another day of the week? I mean other than the F in the name FNM.
BDM: When you look at this program a year from now, what will be the hallmark of this being a success? If it goes smoothly without any hiccups?
There are going to be kinks all along the road once this is in motion. We do not know what player behavior is going to be, but if someone who never played in Friday Night Magic because of ratings concerns goes and plays Friday Night Magic, it will be a success.
-----------
OK, what about the hallmark of it being a failure? What about all the people who play LESS because their rating has become a meaningless number that doesnt reflect how well they are doing?
I used to enjoy tracking my DCI rating. I would check every day after an event to see if it had been updated. If I did well, my rating went up - and if I hit a bad patch it went down. It wasnt the most important thing in the world (or even in the hobby), but it was important to me - it felt like my progress was being recognised.
Now however, my "Planeswalker Points" mean nothing to me.
I can win the local Standard tournament every month with an undefeated record. However, someone who comes last at FNM 4 times a month gets more points!
So instead of being based on skill, experience or win/loss records, Planeswalker Points are based on who can afford to attend the most tournaments, who lives closest to the biggest FLGS, who is free on a Friday night (and it has to be a Friday night - even in the UK - because the rules changed).
All of a sudden I get less points depending on what day of the week it is - and I have no hope of keeping up with people who can attend events that I cant get to. My skill, experience or consistency are no longer recognised, and my "rating" no longer means anything to me.
You may have well have removed the ratings system all together, and replaced it with a "loyalty card" scheme, where you earn points based on how much you spend on tournament entry.
Good job Wizards.
~ Tim
BDM: When you look at this program a year from now, what will be the hallmark of this being a success? If it goes smoothly without any hiccups? There are going to be kinks all along the road once this is in motion. We do not know what player behavior
"I think that we don't need to prove that Magic is a skill game anymore. We have fifteen years of data that proves that." - Aaron Forsythe arguing against ELO
While there may be some validity to this point I tend to disagree since removing the ELO system completely and replacing it with the Planeswalker Points still undoubtedly sends the signal that Magic is in fact a game where the amount onf time you spend playing it gets rewarded rather than your actual skill level. I think it is critically important to the game that it keeps some semblance of an actual skill based game at least in its rating system. One of the great things about Magic after all is that it is fun to play at any level but DOES lend itself to actual competitive play very well.
I am firmly of the opinion however that the best players should reap the rewards of their playskill and receive byes or invites to the Pro Tour. This is a metric that the new system utterly fails at since only those who play frequently in high level events have a legitimate shot at the benefits.
What I find most hypocritical is that the Planeswalker Points will be used as a ranking metric when it is completely apparent that the thing that is being measured by them is not in fact playskill but rather the sheer volume of tournaments played. I find this very troubling as it telegraphs a completely wrong idea of what competitive play is about. The more impressive feat should always be going 15-0 in tournaments rather than playing 5-10 in three times as many tournaments. Under the new system these two "achievements" are met with the same reward. This is very obviously wrong and demonstrates that the PPs are in no way a justifiable measure for skill when they HAVE TO be if used as a ranking system. Number 1 in a ranking should always be the best because of winning most in relation to his/her losses.
Something else that is very bothersome is that the system is utterly US-centric. There are most tournaments available in the US and thus it is likely that most of the benefits will be handed out to US players on the simple grounds that they have more chances to play in more tournaments. Europe has greatly skilled players as has been made obvious on the PT circuit since basically forever, and distributing byes and PT invites via the worldwide rankings puts these players at a disadvantage since they don't even have the chance to rack up the same number of points as players in the US with the SCG open series and similar events. I don't see what the problem is with regionalizing the byes in a similar fashion as has been hinted at with the PT invites. It just seems way more fair to distribute the byes and incidentally more of the PT invites by means of the more regional (that is continental) rankings since players in those regions have more of the same preconditions and can thus be measured more fairly by the same scale.
I am all for the idea of making losing less of an issue but this can certainly not be the way to go about it if one wants to represent Magic as any kind of competitive and skill testing game.
EDIT: Something else that just came to my mind is that more casual players usually don't show much, if any, interest in their ratings. Why "mess it up" for those people who actually care about/benefit from/are interested in the portrayal of Magic as a skill-based game via rating only to make it for those people who likely won't care one way or the other. The tournament scene did not have much of a grudge against the "old" rating system as far as I can tell and it did reflect much better what mattered to those people: How good am I at Magic in comparison to my peers.
"I think that we don't need to prove that Magic is a skill game anymore. We have fifteen years of data that proves that."- Aaron Forsythe arguing against ELOWhile there may be some validity to this point I tend to disagree since removing the ELO syst
OK - I... Agree with the principles behind the system (Taking into account ). Positive reinforcement (and gameification. The weirdest part of this system is that it's gameification applied to a league structure, essentially) for playing, not allowing it to be gamed by not playing (Yes, this system is gameable, but... Being gameable by playing lots of events is probably better than being gameable by not playing), etc. All good motivations for replacing the old system.
...I disagree with the implementation, however. Partially because I'm a carless Brit who's about one and a half hours away by public transport from my nearest FNM (...And about two hours away from a place that would be ideal for grinding this system despite it being double the distance. Public transport is weird that way), partially because this will hurt smaller stores, especially in places where there are multiple stores hosting sanctioned events but... Mostly because as currently implemented this isn't a rating or ranking system. And I'm desperately trying to work out a way of rewarding play while being a ranking system without concluding 'have two systems running in parrallel'
OK - I... Agree with the principles behind the system (Taking into account ). Positive reinforcement (and gameification. The weirdest part of this system is that it's gameification applied to a league structure, essentially) for playing, not allowing
Now, I'm no serious competitive player (only Prereleases), but I find the new system amusing and will probably check on it, whereas I never did with the ELO system. However, I do think some important points were raised. Most importantly, going 5-10 in three events is better than going 15-0 in one event. This is obviously a huge problem. So why not add another multiplier that takes into account the percentage of matches won? A person who went 5-10 won a third of his matches, so he gets a third of the points. A person who goes 15-0 won all of his matches, so he gets the full points.
The incentives remain the same, but the possibility and advantages of grinding are greatly reduced (one would have to go 5-10 in nine events to make up for one 15-0, which I think is pretty fair).
Now, I'm no serious competitive player (only Prereleases), but I find the new system amusing and will probably check on it, whereas I never did with the ELO system. However, I do think some important points were raised. Most importantly, going 5-10 i
I disagree with the implementation, however. Partially because I'm a carless Brit who's about one and a half hours away by public transport from my nearest FNM
And I'm desperately trying to work out a way of rewarding play while being a ranking system without concluding 'have two systems running in parrallel'
We had that already, and they killed it.
We had a DCI Rating (that at least attempted) to reflect player skill. We had Player Rewards that rewarded dedication and attendance, giving positive reinforcement regardless of win/loss records.
Players who turned up every week and sucked got Player Rewards points anyway, and got free cards in the post.
Players who turned up infrequently but did well got DCI points and a higher ranking.
Players who did both got both.
---
My FLGS runs a casual Hobby League every weekend (Fri 1PM - Sunday 4PM). Each weekend you can play up to 2 games against each other player. You get 1 point for a loss, and 2 points for a win. Someone who plays a lot does better than someone who plays less often, and a "loser" can beat a "winner". The League is a great way to break the ice with a new player, and it encourages people to play others outside their group of friends. Any game can count for the League, even if it is part of a tournament (as long as both players agree), and it doesnt cost anything to enter the League.
At the end of the month the store owner totals up everyone's points. The player with the most points gets a free booster pack of their choice. On top of that, the owner uses the League rankings as a way of deciding who gets the WPN promos for the month (for example, if he gets 30 promos to hand out, the top 30 players get them). This incentivises people to turn up and play games, and rewards people even if they cannot win the whole League (and even if they cannot play every weekend, since some months there are only 30 entrants in the first place, so everyone gets the promo as long as they play).
At the store, the serious players know that the League is just a bit of fun - as long as they get their promo, they are happy regardless of where they finish. Besides tongue-in-cheek bragging rights, the rankings mean nothing, since they dont reflect how good a player you are - just how often you can make it to the store. Does that remind anyone of anything?
~ Tim
You dont live in Lincolnshire as well do you? ;)We had that already, and they killed it.We had a DCI Rating (that at least attempted) to reflect player skill.We had Player Rewards that rewarded dedication and attendance, giving positive reinforcement
This system does not work for me or someone like me. I'm married, have children, have a busy career and like to live a well rounded life of which MTG is an important part. I play in about two tournaments a month and judge about one. For someone like me this represents a significant amount of time dedicated to a hobby. I am reasonably good at Magic and under the ELO system was ranked well within the top 100 in my state. Under the PP system I don't crack the top 600. The best players in my state under the ELO system now barely crack the top 100, while players who are everpresent speedbumps at local events litter the top 25. PP reward BAD players with NO LIVES. Invitations have been cheapened becasue they may now be bought as well as earned, and there are actually more opportunities to buy them than earn them. ELO may not have been perfect, but at least it rewarded skill and talent more than raw volume: PP do the opposite. I'll probably play less, and my excitement about the expanded Grand Prix's has vanished.
This system does not work for me or someone like me. I'm married, have children, have a busy career and like to live a well rounded life of which MTG is an important part. I play in about two tournaments a month and judge about one. For someone like
I don't even think their metric for success is the correct one, all Rainbows and Buttercups spin as it is. They think the first-time tournament attendee who 0-5s was fine until he got home, looked up his rating, and then gave up on tournaments after seeing his 1581 rating? But now he's going to go "I have 6 Meaningless Points! Can't wait to lose again!" I can't even fathom that level of thinking.
Here's what a success for this plan would actually look like. A decent player who's never tried anything outside his home store one day discovers he has a bye at a nearby Grand Prix, and takes that as an encouraging sign to step up to the next level. That would be a success for the new system. But again this system doesn't reward skill so much as grinding, so he'll be behind the guys who drive to PTQs on weekends instead of playing locally even if he beats them when they meet.
In truth I have to agree that busy players who lose a lot won't be near the top, even if they are above infrequent-play-but-always-wins. For 65 world invites the competition will be between "Oh my God how can anybody play that much" and "Oh my God how can anybody play that much who also wins slightly more often".
I don't even think their metric for success is the correct one, all Rainbows and Buttercups spin as it is. They think the first-time tournament attendee who 0-5s was fine until he got home, looked up his rating, and then gave up on tournaments after
On the other hand, as a casual player I find it kind of cool that I now am a certain level (I won't boast which as it won't impress anyone); my main beef before I looked at this thread was that I want these ratings to show up on the forum pages - would it be so hard to link a DCI number to each forum account? Could help us all to decide which posts to take seriously
I have a DCI rating of 1650, and i have no idea if that is good or bad. But i know that it won't make me a top player nor a top-poster.
My post count however means that people around here know of me, it indicates that i know something about the game.
I have a DCI rating of 1650, and i have no idea if that is good or bad. But i know that it won't make me a top player nor a top-poster. My post count however means that people around here know of me, it indicates that i know something about the game.
I was thinking... if the pro only get's value playing more it would probably means they will play more and will probably win... so: if now they don't play and others players have space for winning... if with the PWP the tops become active... some places would end with just the same top 8 forever... pushing new and less skilled players away...
I was thinking... if the pro only get's value playing more it would probably means they will play more and will probably win... so: if now they don't play and others players have space for winning... if with the PWP the tops become active... some pla
BDM: This sounds a lot like making the Top 8 of a multiple Pro Tour Qualifiers could have the same result as actually winning one.
Definitely. This system rewards you the more you play. If you are one of those players who makes the Top 8 a lot—if you always get close—it is going to add up. Before it didn't add up; it was just yes or no. Those are the people we want to reward.
Riiiiiiiight. So let's do the math:
The cutoff for the Top 100 on Planeswalker Points was 1701 in the last (unofficial) season between April and August. So let's say you're a very skilled PTQ player who is really serious about qualifying and travels to five PTQ's (which is a lot, especially now in Europe, where more than 50 percent of the PTQ's were taken away). Let's say he is so good that he Top 8's all of them and gets kicked out in the semi-finals (on average), so your record is like 5-1-1 and then 1-1 in the Top 8, so 6-2-1. Assuming around 100 players participate in each of these PTQ's, the total points received this way for one PTQ would amount to:
(6x3 + 1x1 + 4 participation points) x 5 = 115 points for Top8-ing one PTQ. So five PTQ's amount to 575 points. Even if you take into account that the 1701 points cutoff is above average since there were nationals in this season and some people in the top 100 will already have received their invitation in one or the other way, THIS IS STILL NOWHERE CLOSE TO THE THRESHOLD YOU'D HAVE TO REACH. Even if you participate in two GP's and do well in them, plus you participate weekly in your local FNM, you'd end up at 1.200 points or so AT BEST.
I rarely post in these forums, but this lying is really outrageous. Please stop bullsh***ing us.
BDM: This sounds a lot like making the Top 8 of a multiple Pro Tour Qualifiers could have the same result as actually winning one. Definitely. This system rewards you the more you play. If you are one of those players who makes the Top 8 a lot&mda
They should have added this as an alternative ranking system, filling half the slots using the old method and half using the new method.
Some players with no life but magic will get in to tourneys, even if they are mediocre and most great players who have professional and personal lives that limit repetition will never see another invite. As others have pointed out, the players who tend to have the most money to spend on the game are also likely to be the ones who don't have time to play magic non-stop.
I think they have to stick with it for a year, but then I predict they will have to do something different and this will just be added to the list of embarrassing moments for the MTG developers.
I think we all know this isn't going to work.They should have added this as an alternative ranking system, filling half the slots using the old method and half using the new method.Some players with no life but magic will get in to tourneys, even if
I'm overall fine with this, though I not an aspiring pro, and until 2011 had been in few sanctioned events in 15 years. I do have two suggestions for refinement:
(1) Set the multiplier across all events equal to match wins minus match losses, with a minimum multiplier of x1 to preserve the "always beneficial to play" aspect. This would let a great achievement like a GP Top 8 be very hard to duplicate, points-wise, with several mediocre finishes---as it should be.
(2) Leverage this data to provide more public metrics of player skill for those decrying the loss of Elo as a skill rating. Average GP/PT finish, lifetime and season-by-season number of PTQ T8s / GP/PT T16/32/64 (with # of events played in each case), that kind of thing. Give Spikes an opportunity to see how they measure up against the world or their region.
And, fellow players, let's not forget that this brings with it the ability to run twice as many Grand Prix, impossible in the old T16 invite system. Major upside. I might go to my first GP in 2012 because of the increased availability.
I'm overall fine with this, though I not an aspiring pro, and until 2011 had been in few sanctioned events in 15 years. I do have two suggestions for refinement:(1) Set the multiplier across all events equal to match wins minus match losses, with a m
(1) Set the multiplier across all events equal to match wins minus match losses, with a minimum multiplier of x1 to preserve the "always beneficial to play" aspect. This would let a great achievement like a GP Top 8 be very hard to duplicate, points-wise, with several mediocre finishes---as it should be.
The "grinding" problem could be at least partially avoided by changing the Competitive rating to some kind of weighted average of your best N events in the relevant period of time. This way, players would never be penalized for losing, but would not be rewarded for playing large numbers of events and doing badly. There would be some incentive to play in as many events as possible in order to try to get better results, but it would drop off rapidly. This system would also give more of an advantage to players who do well at a few events over those who do badly at many events.
The "grinding" problem could be at least partially avoided by changing the Competitive rating to some kind of weighted average of your best N events in the relevant period of time. This way, players would never be penalized for losing, but would not
Actually, despite the fact that I still don't like the change to the rating system, even if I understand such things can be needed, one positive thing was noted. They're throwing in the plane tickets for the ratings spots, when before they didn't. So to get more, yes, people have to put in more - they have to play a lot. "Winning is even better" at least means they will still, to some extent, be bringing in the right people.
Actually, despite the fact that I still don't like the change to the rating system, even if I understand such things can be needed, one positive thing was noted. They're throwing in the plane tickets for the ratings spots, when before they didn't. So
why not add another multiplier that takes into account the percentage of matches won? A person who went 5-10 won a third of his matches, so he gets a third of the points. A person who goes 15-0 won all of his matches, so he gets the full points.
The incentives remain the same, but the possibility and advantages of grinding are greatly reduced (one would have to go 5-10 in nine events to make up for one 15-0, which I think is pretty fair).
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events all day, every day.
The only 2 problems with this are a) it doesn't always give a nice round number of points (but magic has a rule about always rounding down unless told otherwise, doesn't it) and b) if a player drops do you use a multiplier based on his wins over games played or actual rounds in the tourney (this is easily solved by picking one and sticking to it; using the rounds in the tourney is even less gamable, though prolly have to treat day 2 of big events as seperate tourney to stop people not making the cut having their points shredded).
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events
It's interesting that the new system works kind of like MTGO Leagues did (i.e. it really helps if you have lots of time to play), the article references MTGO as one factor in moving away from ELO,
...but MTGO record won't be captured in PWP, for some reason.
I could understand not including MTGO in Professional or Competitive points counts. I don't understand why MTGO matches can't go directly into Lifetime points, though. Lifetime basically doesn't matter for anything, and there are plenty of people like me who've played 1 or 2 paper prereleases, but years of MTGO. Magic really is (or at least was) my life; it's strange that one way of playing doesn't count against Lifetime points.
It's interesting that the new system works kind of like MTGO Leagues did (i.e. it really helps if you have lots of time to play), the article references MTGO as one factor in moving away from ELO, ...but MTGO record won't be captured in PWP, for some
I don't know exactly how I feel about this, but as someone who is and has always been one of the people in that little "casual-competitive" niche, where I work hard to win but I don't get much enjoyment out of just sleeving up a netdeck and am willing to accept losing a bit more to fight on what feel more like my terms...
"For newer players the experience was often like, "Welcome. You have lost. You have spent all your money, and then when you go home and look it up on the Internet we will prove to you that you are terrible. We have quantified that you are worse than a player who has never played at all."
I totally get this line. Any time I found myself in the middle of a losing jag and wondered if I ran the risk of dropping back below 1600 it really infuriated me. It felt like it was saying "Although you have invested ten years of your life in our game, and although much of that has been tournament play, we are perfectly fine with labeling you 'worse than a noob.'"
That was something I always disliked. On the one hand, yes, if I am on a losing streak, I don't have a problem with numbers reflecting that in some way. Yep, been losing. Yep, have to change up my decks, practice harder, fight to win if I wanna. I'm Spike enough to know that, and not to mind. But the idea that someone who'd never shown up before and bought a precon five minutes ago is "better than me" (ie. has the 1600 by default) because I've been losing, when she hasn't even been playing at all didn't seem right.
The person with the under-1600 is putting herself out there. She's competing. She's losing, but she's not sitting on her rear end. And yet, under the old system, not sitting on her rear end meant being at risk of looking worse than those who are.
That bothered me. I don't know what I think of the new system and I don't know if it's better. But my initial reaction is that I am glad that my many, many years of participation, of willingness to get knocked around and come back fighting and hopefully to improve as a player even if I'm not yet winning again count for something. Seeing that I wasn't at the bottom of the levels made me smile.
Because I have been here, and no, I'm not a pro -- but yes, I compete, and no, I'm not going away.
Wizards, I don't know if this system will turn out to be good or bad. I honestly don't. But, whatever happens to it, however it changes or doesn't or dies completely: thank you.
ETA: I had decided to take a break from FNMs until Innistrad's release -- I'm so sick of Zendikarian nonsense I could puke. But this makes me think maybe I don't mind Birdies and angry lands quite so much, since showing up at all will count for something.
I don't know exactly how I feel about this, but as someone who is and has always been one of the people in that little "casual-competitive" niche, where I work hard to win but I don't get much enjoyment out of just sleeving up a netdeck and am willin
why not add another multiplier that takes into account the percentage of matches won? A person who went 5-10 won a third of his matches, so he gets a third of the points. A person who goes 15-0 won all of his matches, so he gets the full points.
The incentives remain the same, but the possibility and advantages of grinding are greatly reduced (one would have to go 5-10 in nine events to make up for one 15-0, which I think is pretty fair).
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events all day, every day.
The only 2 problems with this are a) it doesn't always give a nice round number of points (but magic has a rule about always rounding down unless told otherwise, doesn't it) and b) if a player drops do you use a multiplier based on his wins over games played or actual rounds in the tourney (this is easily solved by picking one and sticking to it; using the rounds in the tourney is even less gamable, though prolly have to treat day 2 of big events as seperate tourney to stop people not making the cut having their points shredded).
a) I would personally just use the regular rounding system (0,5 and more is 1, less than 0,5 is 0) but this shouldn't be a problem overall. Given the large amount of points that will be doled out anyway, the rounding is likely to be insignificant (and, otherwise, they just average out to being slightly positive over the long run, so I don't think anybody would be unduly harmed).
b) I would say that day 2 of the big events are separate events. Otherwise, it depends on what Wizards want. I personally think dropping is silly, but I only play Prereleases and it's more about playing than winning for me, so I would say that the total number of rounds would count (this also makes it harder to game the system, as you said), but maybe the actual Pros would find that horrible and like their drops too much.
In all fairness, we should wait and see how the new system plays out, but I do think that a performance multiplier would make people feel a lot better about themselves in the long run. And because Magic at this high a level is a game played over so many rounds, we still get a nice sliding scale (the difference betwen winning a Pro Tour and coming in second is one match on 20 or something, which makes a difference of 0.05 in the multiplier, certainly nothing huge). Except the system leans toward being exponential rather than linear, which rewards performance and participation.
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events
I totally get this line. Any time I found myself in the middle of a losing jag and wondered if I ran the risk of dropping back below 1600 it really infuriated me. It felt like it was saying "Although you have invested ten years of your life in our game, and although much of that has been tournament play, we are perfectly fine with labeling you 'worse than a noob.'"
OK I get that. A player needs a minimum number of matches for a realistic rating (someone could calculate the number, but I'll guesstimate 10 tournaments). And the fact that someone with zero matches is assumed to be 1600 instead of simply being "NA" is could be offputting. But that's a communication or tweakage issue, because as you say it's the long-term player looking at hypotheticals who feels it, not the new player who goes "woo-hoo I'm 1600, time to brag!"
I believe Chess, despite having a similar method, starts people at 100, which is also the floor. So it was fixable without scrapping it. Now there is no rating, there's no way to know how your skill measures after a good or bad run even if you want to. You know if you've played a lot or a little, but then you shouldn't need a number to tell you that.
Since I appreciate your point of view AlexaM, let me ask you this. I don't know what kind of tournaments you favor, but suppose you get the idea to step up to a Grand Prix. And you have a good run against some really tough opponents, finishing the day 6-2-1 and just missing Day 2. You feel pretty good because that's a good record. Afterwards you look up your Planeswalker points, and they tell you that you got 204 points for the day.
Is that satisfying to know? Since you've checked your rating in the past you obviously cared to see how you measure up, but now there's no way to know. You can't tell if some of those opponents you beat were really accomplished. You can't tell if you've done better than when you were really hot in 2009. All it tells you is that you played and scored points, but you knew that anyway.
I think they've lost something big by tossing out the skill rating. It's not bad to have a player reward, and people should feel like they've accomplished something by playing. But throwing out skill ratings really sends a message to me that Magic isn't a serious game anymore.
OK I get that. A player needs a minimum number of matches for a realistic rating (someone could calculate the number, but I'll guesstimate 10 tournaments). And the fact that someone with zero matches is assumed to be 1600 instead of simply being "N
why not add another multiplier that takes into account the percentage of matches won? A person who went 5-10 won a third of his matches, so he gets a third of the points. A person who goes 15-0 won all of his matches, so he gets the full points.
The incentives remain the same, but the possibility and advantages of grinding are greatly reduced (one would have to go 5-10 in nine events to make up for one 15-0, which I think is pretty fair).
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events all day, every day.
The only 2 problems with this are a) it doesn't always give a nice round number of points (but magic has a rule about always rounding down unless told otherwise, doesn't it)
Oh, the solution to that is simple. Multiply all numbers involved by 100 or 1000 before you start, which if pinball machines and old arcade games are anything to go by, is something players will love. "3000 points for a win? 1000 points just for playing? Sure, that'll be multiplied by my percentage (but prevented from going to zilch) but... Awesome." (I mean, ok, some arcade games actually use the insignificant bit to record information such as 'how many continues', but for the most part all those zeroes were just there to make players feel better about paying money into the machine)
and b) if a player drops do you use a multiplier based on his wins over games played or actual rounds in the tourney (this is easily solved by picking one and sticking to it; using the rounds in the tourney is even less gamable, though prolly have to treat day 2 of big events as seperate tourney to stop people not making the cut having their points shredded).
Even if I made day two of a large event, I think I'd prefer my day one results in such a system to be 'safe' by treating the two days as seperate tournaments for scoring (Actually using percentage as a point multiplier I'd probably be willing to call this a ranking, albeit a really weird one (Hey! We can even help the positive reinforcement they're going for if we multiply by the percentage treated as an integer (minimum 1) rather than multiplying by the percentage so you only get 'all' your points if you get no losses. Which prevents the need to worry about rounding (other than rounding the win percentage) - Go 15-0, score multiplied by 100. Go 5-10, score multiplied by 33. Mathematically that should be the same as 300 for a win and multiply down but it probably feels better to the players who go mid-table)
...And suddenly the scores start closer reflecting an old-school arcade shmup than a sleek, modern, RPG, but, as I said earlier, I don't mind the philosophy behind the change (make it so that people can't game the system by not playing [Gaming the system by playing lots is probably better], just the implementation.)
Alternate modification - What about making the points the prizes of all tournaments rather than rewards for single matches? Say, 8 points available per player in a tournament (this still has the problem of penalising people for supporting smaller retailers but it's difficult to figure out how to fix that while taking the philosophy that larger tournaments are (on paper) harder and as such should be worth more), 50% of the prize pool goes to the first place, halfing all the way down until you get to 1, afterwhich everyone gets a point for turning up? Callibrate until you're giving the 'right' amount of people 'real' points. (4n 2n n 0.5n 0.25n... In an eight man draft that would be giving 1 point to sixth and below, 2 for fifth, 4 for fourth, 8 for third, 16 for second and 32 for first. For finding good prize pool distributions for both wide and deep options, you can probably find some on poker websites.) Apply additional multipliers from there for the events WotC want to emphasise (i.e. FNM, GP, etc)
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events
why not add another multiplier that takes into account the percentage of matches won? A person who went 5-10 won a third of his matches, so he gets a third of the points. A person who goes 15-0 won all of his matches, so he gets the full points.
The incentives remain the same, but the possibility and advantages of grinding are greatly reduced (one would have to go 5-10 in nine events to make up for one 15-0, which I think is pretty fair).
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events all day, every day.
The only 2 problems with this are a) it doesn't always give a nice round number of points (but magic has a rule about always rounding down unless told otherwise, doesn't it)
Oh, the solution to that is simple. Multiply all numbers involved by 100 or 1000 before you start, which if pinball machines and old arcade games are anything to go by, is something players will love. "3000 points for a win? 1000 points just for playing? Sure, that'll be multiplied by my percentage (but prevented from going to zilch) but... Awesome." (I mean, ok, some arcade games actually use the insignificant bit to record information such as 'how many continues', but for the most part all those zeroes were just there to make players feel better about paying money into the machine)
Couldn't this be radically simplified:
Win: 3 points
Draw: 2 points
Lose: 1 point
Thus, every match has a total (base) value of four points. Anyone who just shows up still accumulates points, but someone who is actually winning accumulates points roughly twice as fast.
This is possibly the best thing written on the subject of PWP so far. It doles out the "everyones a winner" incentives but greatly improves the rewards for successfull play and stops the system being gamed by those who have the means to attend events
I totally get this line. Any time I found myself in the middle of a losing jag and wondered if I ran the risk of dropping back below 1600 it really infuriated me. It felt like it was saying "Although you have invested ten years of your life in our game, and although much of that has been tournament play, we are perfectly fine with labeling you 'worse than a noob.'"
OK I get that. A player needs a minimum number of matches for a realistic rating (someone could calculate the number, but I'll guesstimate 10 tournaments). And the fact that someone with zero matches is assumed to be 1600 instead of simply being "NA" is could be offputting. But that's a communication or tweakage issue, because as you say it's the long-term player looking at hypotheticals who feels it, not the new player who goes "woo-hoo I'm 1600, time to brag!"
I believe Chess, despite having a similar method, starts people at 100, which is also the floor. So it was fixable without scrapping it. Now there is no rating, there's no way to know how your skill measures after a good or bad run even if you want to. You know if you've played a lot or a little, but then you shouldn't need a number to tell you that.
Since I appreciate your point of view AlexaM, let me ask you this. I don't know what kind of tournaments you favor, but suppose you get the idea to step up to a Grand Prix. And you have a good run against some really tough opponents, finishing the day 6-2-1 and just missing Day 2. You feel pretty good because that's a good record. Afterwards you look up your Planeswalker points, and they tell you that you got 204 points for the day.
Is that satisfying to know? Since you've checked your rating in the past you obviously cared to see how you measure up, but now there's no way to know. You can't tell if some of those opponents you beat were really accomplished. You can't tell if you've done better than when you were really hot in 2009. All it tells you is that you played and scored points, but you knew that anyway.
I think they've lost something big by tossing out the skill rating. It's not bad to have a player reward, and people should feel like they've accomplished something by playing. But throwing out skill ratings really sends a message to me that Magic isn't a serious game anymore.
Again, I'm not trying to say I think the system is without problems. But I'd say that I would like knowing that, because looking at the other statistics on my page, 204 is relatively a lot of points.
I do take your point though that it's no longer weighted based on how good the people I played are, and I see why that's not great. But I'm not a stats person so I couldn't tell you how to get that back in there without either going back to ELO and resurrecting the other problem, or add it in somehow and still keep the new system sense-making.
OT: I see in your sig that you have pauper tournaments on MTGO... can you message me with info? I might want to play in them.
OK I get that. A player needs a minimum number of matches for a realistic rating (someone could calculate the number, but I'll guesstimate 10 tournaments). And the fact that someone with zero matches is assumed to be 1600 instead of simply being "N
This is the result from having the person with the PhD in Math (Richard Garfield) off working on set design rather than attending the meetings which took place where this abomination of an idea was conceived and developed. No one with a reasonable understanding of statistics would have allowed this concept to have gotten past the "spitball" stage.
I understand statistics, I respect statistics, and have no tolerance for those who attempt to utilize them without the sufficient knowledge to use them with the care and consideration they require. This model is critically flawed and if this decision isn't reversed before full implementation, be assured that many players, myself included, will be inclined to utilize those flaws. Personally, I won't bother doing it for my benefit but purely to show you its existence so you will realize that this system is invalid for the purpose you have assigned it to perform. That said, it'll quite possibly be to the benefit of myself and/or other players at the tournaments at which I participate.
Now, in order to balance out the tone of this message, here's some constructive advice:
The ELO system itself was fine. Personally, I think it's the most effective method for accurately representing a player's ability and success. It was the method of implementation that required adjustment because of how it was being used to award invitations and Grand Prix byes . Two simple things* to correct it:
1) Instead of using a snapshot of a particular day on which to determine GP byes and invites, use the period leading up to that cutoff date (90-day, 120-day, 13-week, or 17-week, whichever works best), using the highest DCI Rating each player achieved during that period.
2) Require a minimum amount of activity during that period to receive the byes/invites. Total up the K-values under which each sanctioned match was played and the player must achieve a minimum value - 400 or 600 seem reasonable - to receive the associated reward.
The issue of players "sitting on rating" would be solved. No more reason to stop playing just because they've raised their rating above a specific threshold and they'd lose the benefits of that rating unless they play enough.
* - I posted this suggestion elsewhere and someone pointed out that a group of players could falsify a series of tournament results, artificially inflating each of their DCI Ratings in turn over a qualifying period. The software used to detect suspicious and fraudulent tournament results may need to be programmed to scan for such anomalies to prevent such abuses.
This is the result from having the person with the PhD in Math (Richard Garfield) off working on set design rather than attending the meetings which took place where this abomination of an idea was conceived and developed. No one with a reasonable u
I have posted this when I learned about the change, and others have posted it in this thread before me: I am a bit sad that "external rewards" / "achievements" have seeped into yet another place. This sort of thing can be considered exploiting a psyschological flaw that many people have in that they get "addicted" to this (see MMOs and many so-called "social games" for clear examples).
That said, I admit the older system had flaws and this is a solid attempt at addressing it. There are rather serious issues with the new system as well (it really makes regional disparities a more severe issue for one). Those have been pointed out by others that know more about it, so I don't need to repeat it - it is a bit disapointing that the article simply did not discuss to address the more serious issues.
Ivo
I have posted this when I learned about the change, and others have posted it in this thread before me: I am a bit sad that "external rewards" / "achievements" have seeped into yet another place. This sort of thing can be considered exploiting a psys
Please at least leave the ELO rating somewhere accesible to players. I find it more informative than the new system and would like to be able to review it.
Dear Wizards,Please at least leave the ELO rating somewhere accesible to players. I find it more informative than the new system and would like to be able to review it.
Since I appreciate your point of view AlexaM, let me ask you this. I don't know what kind of tournaments you favor, but suppose you get the idea to step up to a Grand Prix. And you have a good run against some really tough opponents, finishing the day 6-2-1 and just missing Day 2. You feel pretty good because that's a good record. Afterwards you look up your Planeswalker points, and they tell you that you got 204 points for the day.
Is that satisfying to know?
Easily. Easily is that satisfiable.
I have a large FNM store. I tend to play a lot of limited at that store. The last time I went 3-0 at that store, I scored 36 points (Field of 56 players). 204 points is 5 times that size total. That is a huge amount. That's added a whole Month to my score for just one event. If I was playing at smaller shops, that would even be MORE satisfying.
Easily. Easily is that satisfiable.I have a large FNM store. I tend to play a lot of limited at that store. The last time I went 3-0 at that store, I scored 36 points (Field of 56 players). 204 points is 5 times that size total. That is a huge amount
I posted in the other topic, but I figured I'd chime in here too to balance out the naysayers. I really like this new system for the reasons Aaron listed. I've been around for a while now. I like that my points reflect that while I'm not an active "paper-Magic" player now, I have been for years. Respect the licids, lol.
Now, maybe I like this system because I've never been a player with pro-tour aspirations. I know intuitively that should require a lot of work. If you have a full-time job and family, maybe you shouldn't be able to easily ride that 1800 you've been caressing like a precious jewel for years to any major tournament you want. I don't know how PTQs work now, but it used to be that the overall winner of a PTQ would get an automatic invitation to that season's PT. I like this system. It requires a LOT of skill to reliably win a large tournament, and it's only one weekend for those who have other things going on in their lives.
As a player who likes to attend a random event here and there, my metric for success has always been how well I did at that tournament, not how well my overall rating is. If am a good player that day, I am rewarded with packs that could potentially earn me a small profit. But you have good days and you have bad days. As Aaron said, I don't want one bad day to ruin my rating for the next six months.
Under the old system, if you want to grind up your rating, you have to netdeck what's winning. As a budget-minded player, I don't want my lack of a playset of Jace the Wallet Sculptor to discourage me from playing until they rotate (or are banned).
I'm looking forward to this new system because it will make the tournaments I do play in more fun. It will encourage people to play and not stress about some meta-rating that determines their fate.
BTW, I think it would be nice if you would send out DCI cards that had your level on them! :D
I posted in the other topic, but I figured I'd chime in here too to balance out the naysayers. I really like this new system for the reasons Aaron listed. I've been around for a while now. I like that my points reflect that while I'm not an active
The ELO system itself was fine. Personally, I think it's the most effective method for accurately representing a player's ability and success. It was the method of implementation that required adjustment because of how it was being used to award invitations and Grand Prix byes . Two simple things* to correct it:
1) Instead of using a snapshot of a particular day on which to determine GP byes and invites, use the period leading up to that cutoff date (90-day, 120-day, 13-week, or 17-week, whichever works best), using the highest DCI Rating each player achieved during that period.
2) Require a minimum amount of activity during that period to receive the byes/invites. Total up the K-values under which each sanctioned match was played and the player must achieve a minimum value - 400 or 600 seem reasonable - to receive the associated reward.
The issue of players "sitting on rating" would be solved. No more reason to stop playing just because they've raised their rating above a specific threshold and they'd lose the benefits of that rating unless they play enough.
Wow, DedlyEdly, well done! This is exactly what Wizards should have done. To employ some economics to go along with your excellent understanding of statistics, what Wizards had was an "incentives problem" which rewarded a very small segment of players (only those eligible or close to eligible for a Pro-Tour and maybe a few close to byes at a Grand Prix) for not playing. What they have created is another "incentives problem" which completley marginalizes players who are competitive but can't, for whatever reason (access to events, work and family responsibilities, etc.) play really frequently.
I understand why Wizards did this, to "encourage" players who are most dedicated to the game. The announcement of Planeswalker Points combined with this weekend's "Magic Celebration" is telling, they may as well hand out a free sample of crack and say "Now, the more crack you use, the more you can earn."
I worry about how this effects the legitimacy of the game and I worry about the moral and ethical considerations behind the decision.
Wow, DedlyEdly, well done! This is exactly what Wizards should have done. To employ some economics to go along with your excellent understanding of statistics, what Wizards had was an "incentives problem" which rewarded a very small segment of player
I'm looking forward to this new system because it will make the tournaments I do play in more fun. It will encourage people to play and not stress about some meta-rating that determines their fate.
So its good because making ratings meaningless stops players worrying about them?
Why not scrap the rating system all together and just hand invites out randomly, like a raffle? No-one has to worry about their results then!
No, the players who didnt care about their rating are unaffected - they still dont have to care. But the players who did care about them now have to play a postcode lottery to see how well they will do. Great.
~ Tim
I dont think one poster could realistically hope to achieve that. ;)So its good because making ratings meaningless stops players worrying about them?Why not scrap the rating system all together and just hand invites out randomly, like a raffle? No-on
I'm not convinced that you can afford to try a random deck rather than a top-level deck - under ELO, the points threshhold for an invite was more or less fixed - if you drop below the threshhold, you have to play more matches to recover. Under the new points system, every event the leading players participates in raises the target by some amount - so, rather than a bad result meaning you have to play in a dozen more events to catch up, a bad result effectively knocks you out of contention entirely - you're in a red queen's race where you need to keep running as fast as you can just to stay where you are relative to everyone else...
I'm not convinced that you can afford to try a random deck rather than a top-level deck - under ELO, the points threshhold for an invite was more or less fixed - if you drop below the threshhold, you have to play more matches to recover. Under the ne
This is the result from having the person with the PhD in Math (Richard Garfield) off working on set design rather than attending the meetings which took place where this abomination of an idea was conceived and developed. No one with a reasonable understanding of statistics would have allowed this concept to have gotten past the "spitball" stage.
I understand statistics, I respect statistics, and have no tolerance for those who attempt to utilize them without the sufficient knowledge to use them with the care and consideration they require. This model is critically flawed and if this decision isn't reversed before full implementation, be assured that many players, myself included, will be inclined to utilize those flaws. Personally, I won't bother doing it for my benefit but purely to show you its existence so you will realize that this system is invalid for the purpose you have assigned it to perform. That said, it'll quite possibly be to the benefit of myself and/or other players at the tournaments at which I participate.
Now, in order to balance out the tone of this message, here's some constructive advice:
The ELO system itself was fine. Personally, I think it's the most effective method for accurately representing a player's ability and success. It was the method of implementation that required adjustment because of how it was being used to award invitations and Grand Prix byes . Two simple things* to correct it:
1) Instead of using a snapshot of a particular day on which to determine GP byes and invites, use the period leading up to that cutoff date (90-day, 120-day, 13-week, or 17-week, whichever works best), using the highest DCI Rating each player achieved during that period.
2) Require a minimum amount of activity during that period to receive the byes/invites. Total up the K-values under which each sanctioned match was played and the player must achieve a minimum value - 400 or 600 seem reasonable - to receive the associated reward.
The issue of players "sitting on rating" would be solved. No more reason to stop playing just because they've raised their rating above a specific threshold and they'd lose the benefits of that rating unless they play enough.
* - I posted this suggestion elsewhere and someone pointed out that a group of players could falsify a series of tournament results, artificially inflating each of their DCI Ratings in turn over a qualifying period. The software used to detect suspicious and fraudulent tournament results may need to be programmed to scan for such anomalies to prevent such abuses.
There is merit in the new points scheme, but that comes with a huge caveat.
First, this guy seems to know a thing or two. I understand that the people in charge of this decision are probably game designers, but [long string string of profanities and explicit description of your chosen diety's joyride on a circus vehicle] the new system is not fit for the purpose you are trying to put it to.
The problem wih players sitting on their ratings is not a reason to scrap Elo. The problem of players' incentives to play a game that they love is not a reason to scrap Elo. There is no reason to scrap Elo. You're throwing the baby out with the bathwater.
No, you're burning down the house with the baby in it because of some dirty bathwater.
See, Elo isn't about incentivising play. It is about accurately determining the skill level of a player. People care about that immensely. Planeswalker Points do not do this. At all. They don't even pretend to. Well, maybe you're pretending that they do. They don't.
Planeswalker points can help determine your invitations, and your byes, and what-have-you, but don't kill Elo ratings for Magic. That's...they're not even the same thing!
Wizards: "We've secretly replaced the top-tier Magic Players' skill rankings with a system to incentivise casual players to attend FNMs. Let's see if anyone notices!"
There is merit in the new points scheme, but that comes with a huge caveat.First, this guy seems to know a thing or two. I understand that the people in charge of this decision are probably game designers, but [long string string of profanities and e
Alternate modification - What about making the points the prizes of all tournaments rather than rewards for single matches? Say, 8 points available per player in a tournament (this still has the problem of penalising people for supporting smaller retailers but it's difficult to figure out how to fix that while taking the philosophy that larger tournaments are (on paper) harder and as such should be worth more), 50% of the prize pool goes to the first place, halfing all the way down until you get to 1, afterwhich everyone gets a point for turning up? Callibrate until you're giving the 'right' amount of people 'real' points. (4n 2n n 0.5n 0.25n... In an eight man draft that would be giving 1 point to sixth and below, 2 for fifth, 4 for fourth, 8 for third, 16 for second and 32 for first. For finding good prize pool distributions for both wide and deep options, you can probably find some on poker websites.) Apply additional multipliers from there for the events WotC want to emphasise (i.e. FNM, GP, etc)
Hey
Hey guys
Guys listen
Guys
Hey, I have an idea
Guys
What if
Listen
I have an idea
What if we based your rating on how skilled your opponents were in each match you played--and how well you did against them?
HeyHey guysGuys listenGuysHey, I have an ideaGuysWhat ifListenI have an ideaWhat if we based your rating on how skilled your opponents were in each match you played--and how well you did against them?
Wizards: "We've secretly replaced the top-tier Magic Players' skill rankings with a system to incentivise casual players to attend FNMs. Let's see if anyone notices!"
I understand the desire to incentivize people to play more magic, and I understand that gamification is an important way to do that, but this doesn't achieve that goal.
Suppose you are a good player with Pro Tour aspirations, but they're a long shot. You know eventually you'd want to make a run at getting on the Tour, but can't dedicate the time or energy to it now. Before you had an incentive to play sanctioned matches to improve your rating. Every point you gain now is one you don't have to gain later. Under the new system, no amount of skilled, steady play over the years will help you during the big push.
This is also not a rating system (so don't ever call it that!) and it's not going to get the best players on the Pro Tour. As Aaron said on twitter, he doesn't care about measuring skill for determining who gets to play on the Pro Tour. That tweet read like a punch to the stomach, but I guess increased Organized Play participation is more important than the integrity of the Pro Tour.
Also the Elo ratings could have been fixed very easily to solve the things you claim were the problems (good players sitting on their ratings): 1) Change the win probability curve, especially at the extremes and reduce K values of the biggest events 2) Use the highest Elo rating over a period of time, rather than just a snapshot for invites. (This actually encourages play!) and punish inactivity with either 3) (hard) Rating decay. This is trivial to implement in a Bayesian rating system, as time passes the uncertainty increases, use the bottom end of the confidence interval. or 4) (easy) Requiring a certain amount of play to get byes or ratings invites. You could either sum up the k-values of the matches played (so you have to risk something to keep your rating) or use some new metric that you come up with that measures playtime and incorporates wins crudely also. Maybe it could double as something that caters to lower rated players to incentivize them to feel good rather than bad about playing and losing. If you're going that route, I'd name these points something in-theme, like after Planeswalkers or something...
A final request: I know you're basically pot committed to PWPs at this point, but can you at least continue to calculate Elo ratings and leave up the website? I know I'm going to keep playing whenever I can and I'd like to see whether or not I'm getting better instead of the fact that I can't play as much as other people.
I understand the desire to incentivize people to play more magic, and I understand that gamification is an important way to do that, but this doesn't achieve that goal.Suppose you are a good player with Pro Tour aspirations, but they're a long shot.
Alternate modification - What about making the points the prizes of all tournaments rather than rewards for single matches? Say, 8 points available per player in a tournament (this still has the problem of penalising people for supporting smaller retailers but it's difficult to figure out how to fix that while taking the philosophy that larger tournaments are (on paper) harder and as such should be worth more), 50% of the prize pool goes to the first place, halfing all the way down until you get to 1, afterwhich everyone gets a point for turning up? Callibrate until you're giving the 'right' amount of people 'real' points. (4n 2n n 0.5n 0.25n... In an eight man draft that would be giving 1 point to sixth and below, 2 for fifth, 4 for fourth, 8 for third, 16 for second and 32 for first. For finding good prize pool distributions for both wide and deep options, you can probably find some on poker websites.) Apply additional multipliers from there for the events WotC want to emphasise (i.e. FNM, GP, etc)
Hey
Hey guys
Guys listen
Guys
Hey, I have an idea
Guys
What if
Listen
I have an idea
What if we based your rating on how skilled your opponents were in each match you played--and how well you did against them?
Sure, now come up with a system of that which doesn't incentivise people to sit on their ratings.
The ELO system is good at rating relative skill of players... However, when people are gaming the system to rate the game by not playing the game, which apparently was happening, then there's a problem. (Though I entirely agree that that shouldn't cause replacing the rating system with a level meter)
HeyHey guysGuys listenGuysHey, I have an ideaGuysWhat ifListenI have an ideaWhat if we based your rating on how skilled your opponents were in each match you played--and how well you did against them?[/quote]Sure, now come up with a system of that wh
Sure, now come up with a system of that which doesn't incentivise people to sit on their ratings.
The ELO system is good at rating relative skill of players... However, when people are gaming the system to rate the game by not playing the game, which apparently was happening, then there's a problem. (Though I entirely agree that that shouldn't cause replacing the rating system with a level meter)
Let me introduce you to this fellow, who wrote on the previous page:
This is the result from having the person with the PhD in Math (Richard Garfield) off working on set design rather than attending the meetings which took place where this abomination of an idea was conceived and developed. No one with a reasonable understanding of statistics would have allowed this concept to have gotten past the "spitball" stage.
I understand statistics, I respect statistics, and have no tolerance for those who attempt to utilize them without the sufficient knowledge to use them with the care and consideration they require. This model is critically flawed and if this decision isn't reversed before full implementation, be assured that many players, myself included, will be inclined to utilize those flaws. Personally, I won't bother doing it for my benefit but purely to show you its existence so you will realize that this system is invalid for the purpose you have assigned it to perform. That said, it'll quite possibly be to the benefit of myself and/or other players at the tournaments at which I participate.
Now, in order to balance out the tone of this message, here's some constructive advice:
The ELO system itself was fine. Personally, I think it's the most effective method for accurately representing a player's ability and success. It was the method of implementation that required adjustment because of how it was being used to award invitations and Grand Prix byes . Two simple things* to correct it:
1) Instead of using a snapshot of a particular day on which to determine GP byes and invites, use the period leading up to that cutoff date (90-day, 120-day, 13-week, or 17-week, whichever works best), using the highest DCI Rating each player achieved during that period.
2) Require a minimum amount of activity during that period to receive the byes/invites. Total up the K-values under which each sanctioned match was played and the player must achieve a minimum value - 400 or 600 seem reasonable - to receive the associated reward.
The issue of players "sitting on rating" would be solved. No more reason to stop playing just because they've raised their rating above a specific threshold and they'd lose the benefits of that rating unless they play enough.
* - I posted this suggestion elsewhere and someone pointed out that a group of players could falsify a series of tournament results, artificially inflating each of their DCI Ratings in turn over a qualifying period. The software used to detect suspicious and fraudulent tournament results may need to be programmed to scan for such anomalies to prevent such abuses.
That about does it, and as you agree, avoids replacing the whole system. But nobody asked us. They, instead, apparently spent years implementing a new system that took only a few minutes to think up, and which basically trades fixing the one problem with the old system for all of its benefits.
Clearly a good idea backed by sound leadership.
Let me introduce you to this fellow, who wrote on the previous page: That about does it, and as you agree, avoids replacing the whole system. But nobody asked us. They, instead, apparently spent years implementing a new system that took only a few mi
To apkerm, branewalker, and quadibloc: The compliments are greatly appreciated. It's pretty much the only thing on which I have the self-confidence to accept such praise so reading such things truly means a lot to me. Suffice to say that I don't feel the same about my Lifetime Planeswalker Points ... and I'm ranked 24th Worldwide for FNM!
Also, yes, that homage to the Folger's Crystals commercial is priceless!
How about this for a hoot: I just followed the "Brian Kibler" link from the article. His suggestion matches up with the first of the two points I made - using the highest rating over a qualifying period. Seems to suggest that while they claim to have been listening, all that was actually occurring was that they heard someone was complaining without *listening* to the solution they were proposing. It's worth reading - he makes other cogent points that are relevant to this discussion. I still believe my second point is also essential as it requires players to put a sufficient number of points "at risk" over each period to qualify for those rewards. As with so many things in life, the most effective to encourage the behaviour you want from others is done by applying both a carrot and a stick.
I do respect the opinion of the yeasayers even though I'm not on your side of this argument. There are just too many factors against using such a system for determining rewards like byes and invites. I've been at this game since 1993, including considerable time as a Tournament Organizer and game store employee. Also, I've been playing games (and with numbers) since 1973 (age 3). When I see invalid data - or in this case FORESEE invalid data - I bring it to the attention of those who have determined what will be collected and will be making decisions based upon it. I say this from the point of view of someone who would be FAR more likely to receive such benefits under the PWP system than by DCI Rating. However, I know how good a player I am and I'm not now - nor have I ever been - deserving of byes at a Grand Prix or a tournament invite.
From a purely statistical viewpoint, this new system encourages behaviour I consider unscrupulous. However, the only options are to perform those acts or watch as those who are playing in locations where those things are being done accumulate points at a rate you are mathematically incapable of matching. I'm not talking about anything against the Tournament Rules either, only things that will be done to chase those top 300, 2000, and 15000 spots for the Grand Prix Byes and those invitations to Nationals, Pro Tours, and the FNM World Championships.
To apkerm, branewalker, and quadibloc: The compliments are greatly appreciated. It's pretty much the only thing on which I have the self-confidence to accept such praise so reading such things truly means a lot to me. Suffice to say that I don't f
2) Require a minimum amount of activity during that period to receive the byes/invites. Total up the K-values under which each sanctioned match was played and the player must achieve a minimum value - 400 or 600 seem reasonable - to receive the associated reward.
That's a great idea.
I'd be willing to accept Wizards keeping Planeswalker points, and handing out some of the Pro Tour spots based on those, and others based on the Elo with a certain level of Planeswalker Points used to determine who was an active player.
However, for the threshold of an "active player" to be reasonable, that alone would not eliminate the problem of "sitting on rating", so a tweak or two to the Elo half of the system would be needed. In Chess, the tweak is easy; lower K when the game is a draw. In Magic, a more complicated scheme is needed: lower K when there's a big difference in ratings between the players.
That's a great idea.I'd be willing to accept Wizards keeping Planeswalker points, and handing out some of the Pro Tour spots based on those, and others based on the Elo with a certain level of Planeswalker Points used to determine who was an active p
You can't change the K value depending on the ratings of the players. That's not what a K value is. The K value isn't actually modified when you get a draw, you get .5 scoring points in the formula, instead of 1 for a win and 0 for a loss. You won't lose as many points when you draw rather than lose against a lower-rated player, but
Elo calculates a win percentage based on rating and multiplies the K value by that to determine what percentage each player should win. If they win that percentage of the time, their ratings stay the same. If the difference in Elo rating is 400 though, the better player is expected to win over 90% of the time. That's just unreasonable though. No one can win 90% of their matches against an average player. Even LSV, who is #1 in constructed Elo rating right now, and deservedly so. If LSV were playing in FNMs against 1600 rated players, he'd have to win 97% of his matches to keep his rating the same. I'm pretty sure that even if he were playing against one of those life-size cardboard Jace cutouts, he wouldn't be able to win 97% of the time. Against Chandra maybe, but sometimes Jace just gets there.
Fix the curve, and you're most of the way to fixing the ratings sitting problem. The number of players actually on the margin is pretty small.
You can't change the K value depending on the ratings of the players. That's not what a K value is. The K value isn't actually modified when you get a draw, you get .5 scoring points in the formula, instead of 1 for a win and 0 for a loss. You won't
Copied from another forum, here are some suggestions that could hopefully improve the system which was announced:
Transform the ‘ Planeswalker levels’ into a lifetime achievement system- replacing the previous player rewards system. Mail out rewards to players for achieving levels. At higher levels perhaps this is free entry to PTQs/GPs etc. to allure players to play more and/or higher level events. Perhaps even give a PT invite upon achieving the highest levels. Perhaps roll out rewards for higher levels gradually and grandfather older players to receive the new rewards in order to keep costs lower.
Limit FNM Points. Limits are necessary to ensure that players/stores do not fraud the system. Limits are crucial to have confidence that we won’t spend all of our time and effort only to discover that we didn’t know/have access to the cheats to achieve success. Limits let us know that by showing up, we’re maxing out our possible FNM points for the week.
Allow worldwide stores to send in an ‘FNM’ tournament once per week, but allow some countries and/or stores to hold FNM on a non-Friday with WOTC approval. WOTC can approve changes for countries which are not conducive to playing on Fridays or stores with hardships.
Reinstate GP invites- At least a couple, and more based on attendance. This keeps the dream alive for MTG Online players or Spikes whose responsibilities take frequent precedence over Magic. For many, the invite is the biggest allure to attending a GP- especially later in the season when they figure out that they can’t keep up with Planeswalker Points.
Give out a few random invites to players who achieve a certain level of Planeswalker Points in a 4 month season. That would keep players incentivized throughout the season to attend more tournaments. There could be a 2 or 4 week cutoff before the PT to announce it- and how exciting would it be to have another announcement of that sort to make eh? If they want to incentivize attendance, as they obviously do, they could even weight the odds based on number of events attended. That way, we could achieve the level, but still want to play more for better odds.
To make play skill more relevant, multiply a player’s point total by their win %. This limits exploitation of the system by player’s attempted abuse of attendance. I think it’s pretty clear that WOTC wants to move away from win % mattering though, since it potentially leads to sitting on ratings.
And a couple of other WOTC-related comments:
Limit the speculation: If we are expected to take a system seriously, then the system being implemented should be perceived as being robust. Mike Turian gave us many important details, but left us with many questions and the promise of more to come. When they make announcements like this and leave many details open to speculation, they give off the appearance of taking decisions like these frivolously. It seems like important changes like this should be better thought out and/or more completely presented prior to release.
Stop moving the goal lines: The requirements to achieve success in Matic can be costly both in time and money, but historically we see that the benefits received from success are not what was promised the year before. If players are to invest what is now being asked of us, for promises of future glory, there should be an understanding that the carpet won’t be swept out from under us again next year. There are very few sacred cows in this game, but fulfilling promises SHOULD be one of them and WOTC has pretty consistently shown that there are other things more important to them. When the perception is that money is more important, any changes will likely be taken quite negatively.
Hopefully I'm overreacting and Wizards will make the appropriate changes as necessary to have a successful system. As it stands now, the system is ripe for abuse, makes skill comparisons difficult, is discriminatory based on location and/or lifestyle and is generally deceiving in a variety of ways to people who don't understand it. As a result of this as well as the manner of announcement, the perception given off is potentially that WOTC is making these changes frivolously and greedily. At the least, this devalues any sense of legitimacy about the new program.
And to add one more comment: More hardball questions from your 'reporters' would be nice, as it would help give the appearance that your writers really do care about our best interests rather than our perceiving that they're simply revealing the party line. I know you want to put a positive spin and get people excited about the changes, but too far down that road leads to the feeling that underneath the shiny coating, WOTC could really care less about how these announcements truly impact players.
When I wrote to WOTC customer service telling them I was concerned and got a response that looked like a form letter and basically stated 'oh but perhaps you don't really understand the system. Here's a bunch of links for you to learn more about it,' I do believe that I understand it and was clear in my letter about the issues that I had with it. When none of those were addressed, and my letter seemingly resolved/in the trash, I was left with the same feelings- patronized, discouraged and unimportant, which is the opposite of what the article indicates you're trying to do.
Copied from another forum, here are some suggestions that could hopefully improve the system which was announced: Transform the ‘ Planeswalker levels’ into a lifetime achievement system- replacing the previous player rewards system. Mail
You can't change the K value depending on the ratings of the players. That's not what a K value is. The K value isn't actually modified when you get a draw, you get .5 scoring points in the formula, instead of 1 for a win and 0 for a loss. You won't lose as many points when you draw rather than lose against a lower-rated player, but
Elo calculates a win percentage based on rating and multiplies the K value by that to determine what percentage each player should win. If they win that percentage of the time, their ratings stay the same. If the difference in Elo rating is 400 though, the better player is expected to win over 90% of the time. That's just unreasonable though. No one can win 90% of their matches against an average player. Even LSV, who is #1 in constructed Elo rating right now, and deservedly so. If LSV were playing in FNMs against 1600 rated players, he'd have to win 97% of his matches to keep his rating the same. I'm pretty sure that even if he were playing against one of those life-size cardboard Jace cutouts, he wouldn't be able to win 97% of the time. Against Chandra maybe, but sometimes Jace just gets there.
Fix the curve, and you're most of the way to fixing the ratings sitting problem. The number of players actually on the margin is pretty small.
Short response here (for a change). The adjustment required to do what you're suggesting is to take increase the "400" value in the ELO formula. It's that value which generates those extreme "expected win percentages" you've mentioned.
Short response here (for a change). The adjustment required to do what you're suggesting is to take increase the "400" value in the ELO formula. It's that value which generates those extreme "expected win percentages" you've mentioned.
Not good for the game. AT LEAST keep the ratings along with this kids' system!
Can you imagine Kai Budde wearing a shirt proclaiming, "I'm a 65th Level Arch Mage!" I can't.
Not good for the game. AT LEAST keep the ratings along with this kids' system!Can you imagine Kai Budde wearing a shirt proclaiming, "I'm a 65th Level Arch Mage!" I can't.
I think we are pretty much screwed over either way...changing this did nothing but add a FNM championship tournament somewhere. If you noticed they started the competitive season on 29 Aug 2011...I went into the system to see where I stood after a week ( I only played 1 tournament with 14 points awarded) so I filtered for Washington state where I live to see how I compared to others and friends that play and walla what do I see!!!
It's been one week and for the most part, we can grind our you know what off till Christmas and still never catch Jesse. Why because Wizards started this stupid new system the week of PTQ Philly instead of the Monday after so we could all start off with a clean slate and grind it out to see how well we might be able to do...
I give up...I'm 50 and still drag race and work so I don't have time to grind 24/7 but my kids are older and so I have time to play a few times a week, but I could never catch Jesse even if I played 7 days a week and went undefeated...
At first I thought sweet, we all have a chance to start over and boom, my bubble was burst...we were fooled again...Wizards only caters to the pros, but the ones that spend all the money get screwed again and a majority of smaller stores will get hosed by this too. Guess it might be time to spend my money elsewhere again...
I think we are pretty much screwed over either way...changing this did nothing but add a FNM championship tournament somewhere. If you noticed they started the competitive season on 29 Aug 2011...I went into the system to see where I stood after a w
This actually gave me incentive to not play. If you can't keep up your rating at an FNM, then you don't deserve that 1 or 2 round bye. I routinely smash everyone at FNM, or occasionally lose the 1 match to keep my rating above 1900 or eke it out to the 1950 mark... then I do the ptq thing and that's where the rating really fluctuates. Now I have no incentive to play at FNM or other tournaments because there is no way I can keep up with other people grinding, even if I win every single match. The only events I will ever play at now are PTQs and Grand Prix. So wizards, you got the short term money boost you wanted, but I think this is really going to hurt you in the long run.
This actually gave me incentive to not play. If you can't keep up your rating at an FNM, then you don't deserve that 1 or 2 round bye. I routinely smash everyone at FNM, or occasionally lose the 1 match to keep my rating above 1900 or eke it out to
Despite all the bad things the new system can bring, I can't help but appreciate it.
1) I suck 2) I play frequently
And quite frankly, seeing my low rating was getting pretty depressing.
Despite all the bad things the new system can bring, I can't help but appreciate it.1) I suck2) I play frequentlyAnd quite frankly, seeing my low rating was getting pretty depressing.
1) I do not care 2) I show up at Wednesday's "Open Play"
And quite frankly, I have no idea what my rating is (DCI#[6]1322781). Something broke on the DCI site in 2002, and I haven't bothered Wizards to fix it.
When I played competitively, I regularly got my ass kicked by that Matt Place, at The Battlezone in Overland Park, Kansas (and a shop whose name I can't remember, in Independence, Missouri). In the years since then, I just stopped giving a damn.
May I apply a different perspective?1) I do not care2) I show up at Wednesday's "Open Play"And quite frankly, I have no idea what my rating is (DCI#[6]1322781). Something broke on the DCI site in 2002, and I haven't bothered Wizards to fix it.When I
Aaron Forsythe]Rating is supposed to be a measure of how good you are
Then don't call PWPTS a rating, because that's just not what they do.
And: The old system was at least intended to treat everyone equally by giving them a comparable rating across the entire player population. Now, that was flawed, too, and it's good that WotC is fixing the system. But PWPTS neither give you a measure of skill compared to other players nor does it give every player the chance to compete equally.
I am very much interested to see how the Top 100 actually turn out. Our prediction is that all Top 65 players will be American - if that becomes true, the rest of the world might as well not exist. Then the PT will move to the US for the entire year, and everybody else gets GPs as large cash tournaments and that'll be that (except for the player's club, which is the only saving grace because that, at least, gives every PT player the same c wrote:
Rating is supposed to be a measure of how good you are[/quote]
Then don't call PWPTS a rating, because that's just not what they do.
And: The old system was at least intended to treat everyone equally by giving them a comparable rating across the entire player population. Now, that was flawed, too, and it's good that WotC is fixing the system. But PWPTS neither give you a measure of skill compared to other players nor does it give every player the chance to compete equally.
I am very much interested to see how the Top 100 actually turn out. Our prediction is that all Top 65 players will be American - if that becomes true, the rest of the world might as well not exist. Then the PT will move to the US for the entire year, and everybody else gets GPs as large cash tournaments and that'll be that (except for the player's club, which is the only saving grace because that, at least, gives every PT player the same chance.)
Two short things:Then don't call PWPTS a rating, because that's just not what they do.And: The old system was at least intended to treat everyone equally by giving them a comparable rating across the entire player population. Now, that was flawed, to
Ratings could have been used to pair players, like in chess. It's not that difficult to build into an automated pairing system.
Ratings could also be kept, even if not used for anything. Then at least the fact that someone who only drafts once a month but wins it half the time is evident when compared to the kid that can play every Friday night but rarely wins more than one match.
Honestly, the rating sitting could have been dealt with very easily by putting in minimum activity requirements. There are plenty of players that are quite good and worthy of whatever their rating earned them but many events (like FNM) aren't really worth their while due to Real Life.
Ratings could have been used to pair players, like in chess. It's not that difficult to build into an automated pairing system.Ratings could also be kept, even if not used for anything. Then at least the fact that someone who only drafts once a month
My biggest issue is with the FNM multiplier.. our store isn't able to do FNM as the old mall that our LGS is located in closes its doors at 7 P.M. and there is not enough time Friday afternoon to get the event in. We play on Saturday starting at noonish as a result in order to be able to get the event done by 7 o'clock. We miss out on all the FNM promo cards.. and now are going to miss out on the FNM point multiplier as a result.
My biggest issue is with the FNM multiplier.. our store isn't able to do FNM as the old mall that our LGS is located in closes its doors at 7 P.M. and there is not enough time Friday afternoon to get the event in. We play on Saturday starting at noo
To all the people who complain that they don't have the time to outcompete the people who can FNM each week: methinks you are the biggest reason ELO was scrapped. People who play half as much as other people but still have better scores is a bug in the system. There's a reason why the best players in any given sport are full-time professionals.
So its good because making ratings meaningless stops players worrying about them?
Not meaningless. Lots of people have said it's not meaningless to them that felt the ELO did not accurately reflect their skill at the game. They (and I) are happy that they don't have to grind anymore to keep their ratings up. They can play a little and slowly grow, or play a lot and grow quickly. Wins still matter, but losses don't negate past wins.
No, the players who didnt care about their rating are unaffected - they still dont have to care. But the players who did care about them now have to play a postcode lottery to see how well they will do. Great.
~ Tim
Define "care." I don't care enough to be filled with rage over this change, and would not be filled with rage if it were reversed. However, it's got me interested in consolidating my 8 DCI numbers in the first time in 8 years. There are enough rewards for winning MTG tournaments. Why add a meaningless (and let's be honest, ELO was not a meaningful rating of everyone's skill) rating to it?
To all the people who complain that they don't have the time to outcompete the people who can FNM each week: methinks you are the biggest reason ELO was scrapped. People who play half as much as other people but still have better scores is a bug in t
To all the people who complain that they don't have the time to outcompete the people who can FNM each week: methinks you are the biggest reason ELO was scrapped. People who play half as much as other people but still have better scores is a bug in the system. There's a reason why the best players in any given sport are full-time professionals.
You could study half as much for a test as me but still get a better grade than me. That would mean you're better at it than me. Or is that a bug in the system? Yeah, maybe we should have the system add up. If they score an E four times, that adds up to a C or something.
There are 2 parts of the system I like: - The points reset: people can't sit on their rating - Not losing points: people never have to not play a game
There's just 1 part I don't like: - Gaining disproportionate points even if you're doing bad: there are multiple ways to fix this. They could only count the top X events of the season for everyone. There could be a multiplier for percentage won already, where winning the 9th match with 8-0 should gives you more points than winning it with 2-6. They could only give points if you win at least a third of the matches in the event, etc.
You could study half as much for a test as me but still get a better grade than me. That would mean you're better at it than me. Or is that a bug in the system? Yeah, maybe we should have the system add up. If they score an E four times, that adds up
To all the people who complain that they don't have the time to outcompete the people who can FNM each week: methinks you are the biggest reason ELO was scrapped. People who play half as much as other people but still have better scores is a bug in the system. There's a reason why the best players in any given sport are full-time professionals.
That is simply not the case. Let's use an example: two players only attend FNMs but do so every week, with similar quality of opposition and number of people playing, but Player A's store only has the time to run three rounds while Player B's store always runs six rounds. Neither of those players can play more but they'd be accumulating the same number of points if Player A were winning 5 of 6 while Player B were winning 5 of 12. Bump Player B up to winning 7 of 12 and Player A couldn't keep up even if he was winning every match he plays. That's hardly what I would call a system which encourages and rewards skill.
There are other ways this new system ignores skill. First off, it discourages Limited Play. The time spent on deck construction is time spent not playing so players will pressure their organizers to stick to Constructed to get in more rounds. They'll also call for the time limit on rounds to be set to the minimum 40-minute limit. Doing so not only could make a person play too fast to accurately assess the game state to make the optimal decisions (in short, play skillfully) but would make players want to choose decks that play faster over ones that are significantly slower but are only slightly better - especially when the other players who want to squeeze in as many rounds as possible start giving you a hard time over the fact the deck you're playing is keeping them from getting in another round. Finally, you're now actively encouraged to bring along anyone who has a basic understanding of the game, especially if you've got a T.O. like we have here that runs his Standard events with no entry cost. I'm all for encouraging more people to play the game but it's wrong to create a system which encourages rounding up neighborhood kids to swell the ranks to bump up the Participation Points and make it possible for the WER to be able to pair more rounds.
Prediction: there will be FNM tournaments on the first Friday in January where the players and Tournament Organizer follow the rules and guidelines but run so many rounds that WotC has no choice but to admit this system is wrong and scrap this system. Only way I see that not happening is if they acknowledge this flaw and get rid of PWPs before they're fully implemented. I'm going to do my best to explain these things, on these forums and elsewhere, so that it's the latter which occurs rather than the former.
That is simply not the case. Let's use an example: two players only attend FNMs but do so every week, with similar quality of opposition and number of people playing, but Player A's store only has the time to run three rounds while Player B's store
From a purely statistical viewpoint, this new system encourages behaviour I consider unscrupulous. However, the only options are to perform those acts or watch as those who are playing in locations where those things are being done accumulate points at a rate you are mathematically incapable of matching. I'm not talking about anything against the Tournament Rules either, only things that will be done to chase those top 300, 2000, and 15000 spots for the Grand Prix Byes and those invitations to Nationals, Pro Tours, and the FNM World Championships.
Whatever the validity of the rest of your points is, this entire thing in general but your comment here specifically has nothing to do with statistics. The system may have the wrong incentives, but that is more from a game theoretical viewpoint than anything.
By the way, there are two problems with the alternative that you proposed: -There is either uncertainty for the tournament organizer (on how many people will show up) or uncertainty for the player (on what the cutoff point he has to attain will be), given the fact that Wizards wants to use ratings for the invite system. They've stated that they wanted to avoid having uncertainty for the tournament organizer, so under your system the cutoff point would also constantly shift. - The change you propose also increases the incentive to grind (not nearly as much as the Planeswalker Point system, but it's still important to say it). You can see a player's ELO rating as a random walk with mean-reversing tendencies (a player has a certain skill level, but his actual rating diverges based on how he "randomly" played at the latest tournament). Because one only needs to get above a specific threshold once, this encourages players to just play and play, because the laws of statistics (and here they actually do come into play) state that if they play enough matches, at some point they'll randomly get on a hot streak and cross the threshold. It doesn't matter that he reverses to the mean afterwards, as he only had to cross the line once.
Face it: basically every system one could imagine has bad incentives somewhere, whether it is too grind or to do nothing. Wizards has probably gone too much over to the grinding side, but meh.
(as an aside, the grinding incentive could easily have been fixed by simply dividing by the number of tournaments played, but that brings us back to the point where people don't want their ratings to drop)
Whatever the validity of the rest of your points is, this entire thing in general but your comment here specifically has nothing to do with statistics. The system may have the wrong incentives, but that is more from a game theoretical viewpoint than
To all the people who complain that they don't have the time to outcompete the people who can FNM each week: methinks you are the biggest reason ELO was scrapped. People who play half as much as other people but still have better scores is a bug in the system.
Even if those people are BETTER PLAYERS?
Player 1 loses every game he playes and comes last at Standard FNM 4 times a month. Player 2 wins every game he plays and comes first at a Sunday Standard tournament once a month.
Yet you want player 1 (the loser) to have a higher rating?!
You really believe that someone with a 0% win deserves to be ranked higher than someone who has 100% wins?
Not meaningless. Lots of people have said it's not meaningless to them that felt the ELO did not accurately reflect their skill at the game. They (and I) are happy that they don't have to grind anymore to keep their ratings up. They can play a little and slowly grow, or play a lot and grow quickly. Wins still matter, but losses don't negate past wins.
Yes, it is meaningless (see above) - at least as a measure of how good a player you are.
And dont forget that the only points that even count reset every season.
Heck I dont even get what you are trying to say in this paragraph because you didnt have to do anything to keep your ELO rating up (it stayed up even if you didnt play - as long as you werent losing) - its the PWP system that rewards grinding.
And regarding losses not lowering your score: if you stop being a good player and start losing every game, shouldnt your rating reflect that change in performance?
Define "care." I don't care enough to be filled with rage over this change, and would not be filled with rage if it were reversed. However, it's got me interested in consolidating my 8 DCI numbers in the first time in 8 years. There are enough rewards for winning MTG tournaments. Why add a meaningless (and let's be honest, ELO was not a meaningful rating of everyone's skill) rating to it?
But this new method doesnt even try to reflect how good you are.
It sounds like you are just supporting this change just to be controversial ("8 DCI numbers" *rolls eyes*).
Because really, a system that lets you buy points instead of earn them, is pretty indefensible.
~ Tim
Even if those people are BETTER PLAYERS? Player 1 loses every game he playes and comes last at Standard FNM 4 times a month.Player 2 wins every game he plays and comes first at a Sunday Standard tournament once a month.Yet you want player 1 (the lose
(as an aside, the grinding incentive could easily have been fixed by simply dividing by the number of tournaments played, but that brings us back to the point where people don't want their ratings to drop)
I still think the easiest fix is to only count the top X tournaments for the season. This way, a very good player only has to play X tournaments, whereas someone who finish high in half the tournaments can still get the same result by playing X*2 tournaments. Grinding for those who want, not grinding for those who can affort not to.
I still think the easiest fix is to only count the top X tournaments for the season. This way, a very good player only has to play X tournaments, whereas someone who finish high in half the tournaments can still get the same result by playing X*2 tou
"I can try some new decks. Nothing is on the line really. There is no way you would try some crazy Mono-White Infect deck under the current system. You could lose, lose, lose and have to win like fifty matches to get back on the Pro Tour. Now you can just give something a whirl—try something crazy. Go play with some folks you have never played with before. It is not going to hurt you. It only helps you."
One of the most dangerous decks in my local metagame (partially because of its rogue nature, and partially because the pilot is very good) is a Mono-White Infect. Its pretty "brown," too as one would expect (2-drop Artifact 1/1's everywhere) then kills you by protecting them one at a time and then occasionally playing Armored Ascension when you have 1 for 1 removed their creatures. The decks is rounded out with 1-drop white "protection from" spells. Simple, one trick, but does that trick very well.
Funniest moment of the article:"I can try some new decks. Nothing is on the line really. There is no way you would try some crazy Mono-White Infect deck under the current system. You could lose, lose, lose and have to win like fifty matches to get ba
To all the people who complain that they don't have the time to outcompete the people who can FNM each week: methinks you are the biggest reason ELO was scrapped. People who play half as much as other people but still have better scores is a bug in the system. There's a reason why the best players in any given sport are full-time professionals.
Yes, the professional players are generally the best. The problem is, we AREN'T talking about professional magic players. Yes, those top 20 or so professional magic players can probobly be said to be the best at magic, what we are talking about though, is the equivalent of High School/College/minor league sports. The Magic players we are talking about are the ones who are not yet professional, but are working their way up to it. No matter how hard he tries, and how much time he spends, Rudy (Sean Astin from the movie Rudy) is NOT the best football player. Simply spending more time, practicing more, and playing more, does NOT make you better than everyone else. If professional sports used the Planeswalker system, NBA basketball would be full of 5ft tall guys who had complete financial freedom as young adults to simply play basketball more than everyone else.
Yes, the professional players are generally the best. The problem is, we AREN'T talking about professional magic players. Yes, those top 20 or so professional magic players can probobly be said to be the best at magic, what we are talking about th
From a purely statistical viewpoint, this new system encourages behaviour I consider unscrupulous. However, the only options are to perform those acts or watch as those who are playing in locations where those things are being done accumulate points at a rate you are mathematically incapable of matching. I'm not talking about anything against the Tournament Rules either, only things that will be done to chase those top 300, 2000, and 15000 spots for the Grand Prix Byes and those invitations to Nationals, Pro Tours, and the FNM World Championships.
Whatever the validity of the rest of your points is, this entire thing in general but your comment here specifically has nothing to do with statistics. The system may have the wrong incentives, but that is more from a game theoretical viewpoint than anything.
By the way, there are two problems with the alternative that you proposed: -There is either uncertainty for the tournament organizer (on how many people will show up) or uncertainty for the player (on what the cutoff point he has to attain will be), given the fact that Wizards wants to use ratings for the invite system. They've stated that they wanted to avoid having uncertainty for the tournament organizer, so under your system the cutoff point would also constantly shift. - The change you propose also increases the incentive to grind (not nearly as much as the Planeswalker Point system, but it's still important to say it). You can see a player's ELO rating as a random walk with mean-reversing tendencies (a player has a certain skill level, but his actual rating diverges based on how he "randomly" played at the latest tournament). Because one only needs to get above a specific threshold once, this encourages players to just play and play, because the laws of statistics (and here they actually do come into play) state that if they play enough matches, at some point they'll randomly get on a hot streak and cross the threshold. It doesn't matter that he reverses to the mean afterwards, as he only had to cross the line once.
Face it: basically every system one could imagine has bad incentives somewhere, whether it is too grind or to do nothing. Wizards has probably gone too much over to the grinding side, but meh.
(as an aside, the grinding incentive could easily have been fixed by simply dividing by the number of tournaments played, but that brings us back to the point where people don't want their ratings to drop)
If you're going to enter into a debate about statistics, please think ahead to the arguments that are going to be made to defend the points you're rebutting and how yours are going to be negated. I already considered each and every one of the things you mentioned. Fortunately, this isn't really directed at you but rather at those at WotC who will read these posts and may yet realize the need to reverse this decision.
#1 - The only way that converting over to Planeswalker Points wouldn't matter is if there were no incentives attached to them. Then again, if it weren't for incentives, there would be no reason for their existence at all. This discussion is because the DCI thinks they can use PWPs as a basis on which to provide byes and invites.
#2 - The decisions of Tournament Organizers are virtually irrelevant with regard to the old DCI Rating system. They simply hold tournaments, people attend them, and those are successfuly enough receive byes and invites from the DCI.
#3 - The law of statistics does NOT suggest that a particular player will hit a "hot streak" sufficient to get them over a particular threshold. That's the old "monkeys with typewriters" fallacy. Some people will, some won't, and even of those that do, there's no guarantee that it'll happen at a time that their rating is high enough for the duration of that winning streak to get them over the threshold.
#4 - The requirements for byes would, by necessity, be increased to take into account the stastical near-certainty that more people are going to be over 1850/1950/2050 at some point over a qualifying period than on a specific cut-off date. Solution is pretty straightforward on Wizards' part: figure out how many Ratings-based byes have been available at each level up to now, take a look at past periods on where the threshold would have had to be placed to match up with those numbers, then adjust upwards slightly to take into account the fact that people will be encouraged to play more in an attempt to reach those thresholds at some point over the period. As for the number of invites to Nationals or Pro Tour events, those are already fixed values so using a players' top rating over the qualifying period won't make any difference in that regard from using the rating as of a specific date.
#5 - As I've already pointed out, it was the method of application of incentives to the ELO system that was causing people to avoid playing. The solution to that was combining the three processes I described: take the top rating over the period, set a minimum activity required for eligibility, and continue having the software actively scanning for suspicious and fraudulent tournaments.
#6 - Dividing by the number of tournaments played wouldn't solve the problems inherent in this system. In fact, it would create more. If you'd taken the time to think about the ramifications of the idea, you wouldn't have suggested it. It has two critical flaws: a player will look around for one tournament and hope they can be very successful in it AND try to have it run with as many rounds as possible. If they can manage that *one* big score, they can sit on it for the season and sit back while everyone else futilely chases it. The only way others could hope to overtake someone that did that would be to push their T.O.'s for longer and longer tournaments, hoping that with the extra rounds they can pile up enough points to overcome the drag of their earlier ones on their average PWPs per event.
I'm going to reiterate a point I made earlier, either in this thread, the one for the original article, or both:
My personal Lifetime PWPs suggest that I should *love* the new system. Heck, I'm ranked 14th in Canada by that measure yet I'm not now and never have been "on the radar" as far as DCI Rating goes over that entire period (close to 15 years). I'm also 24th Worldwide for FNM points. This is a system *designed* to benefit people who play as much as I do. One thing though: I know that by the level of my ability, I do not and never have deserved to be considered to be playing the game at that level, let alone awarded byes or invites based on it.
I'll be blunt. I deeply resent being told that these are the levels that the DCI says I have achieved. It's an insult. All I did was play a lot and win a fair amount of the time. To suggest that I'm amongst the best Canadian players or the world's best FNM players is a lie and the kind of false praise that I cannot and will not accept. I am aware of the level of excellence and consistency required to play Magic at that level and I most certainly did not put in the effort required to learn the intricacies and nuances of the game to the level required to earn those distinctions.
Whatever the validity of the rest of your points is, this entire thing in general but your comment here specifically has nothing to do with statistics. The system may have the wrong incentives, but that is more from a game theoretical viewpoint than
Most of this is resolved with the addition of seasons. Add an achievement system, accept the highest rating over the season and most of the expressed issues with the old system were resolved. There's no need for all of the additional baggage that introduces socioeconomic demographics as being important factors alongside our play skill.
Most of this is resolved with the addition of seasons. Add an achievement system, accept the highest rating over the season and most of the expressed issues with the old system were resolved. There's no need for all of the additional baggage that int
I don't really care about this change, at least not enough to judge it now rather than seeing how it plays out, but one thing in this thread does bug me...
Could people please stop calling it the "ELO" system? It's called "Elo" after the guy who invented it. It's not an acronym.
"ELO" is a band. A really bad band, to judge by their singles (even though they're in a genre I normally like).
I don't really care about this change, at least not enough to judge it now rather than seeing how it plays out, but one thing in this thread does bug me...Could people please stop calling it the "ELO" system? It's called "Elo" after the guy who inven
I still think the easiest fix is to only count the top X tournaments for the season. This way, a very good player only has to play X tournaments, whereas someone who finish high in half the tournaments can still get the same result by playing X*2 tournaments. Grinding for those who want, not grinding for those who can affort not to.
This would solve the issue of lowering ratings, though there's still obvious incentives to grind. It would also let a high-profile player enter a tournament with a completely random deck and just play for fun, something which neither the Elo system nor the Planeswalker Points system allows.
If you're going to enter into a debate about statistics, please think ahead to the arguments that are going to be made to defend the points you're rebutting and how yours are going to be negated. I already considered each and every one of the things you mentioned. Fortunately, this isn't really directed at you but rather at those at WotC who will read these posts and may yet realize the need to reverse this decision.
I'm not in a debate about statistics, given the fact that there are no statistics here.
#2 - The decisions of Tournament Organizers are virtually irrelevant with regard to the old DCI Rating system. They simply hold tournaments, people attend them, and those are successfuly enough receive byes and invites from the DCI.
Tournament organizers are important for the ranking system because they need to know the number of people attending their events, especially at the level of the Pro Tour. You can only create certainty for the tournament organizers (on how many people are coming) or for the players (on what the cutoff point will be). You cannot create both. Wizards has clearly been shown to prefer certainty for the tournament organizer.
#3 - The law of statistics does NOT suggest that a particular player will hit a "hot streak" sufficient to get them over a particular threshold. That's the old "monkeys with typewriters" fallacy. Some people will, some won't, and even of those that do, there's no guarantee that it'll happen at a time that their rating is high enough for the duration of that winning streak to get them over the threshold.
There's no fallacy in monkeys with typewriters. Beyond that, I did not even go into monkeys with typewriters. To apply the concept of monkeys with typewriters to the idea of a cutoff point would be to say that every single competitive player in the world would make the cutoff point, because given infinite chances, every single player manages to get over the cutoff point at some point in time. At no point was the concept of infinity introduced into my argument. Rather, it is a simple fact that playing more often will make it more likely for a player to put together a string of results that will put him over the cutoff point, not unlike the way people can grind Qualifiers.
#4 - The requirements for byes would, by necessity, be increased to take into account the stastical near-certainty that more people are going to be over 1850/1950/2050 at some point over a qualifying period than on a specific cut-off date. Solution is pretty straightforward on Wizards' part: figure out how many Ratings-based byes have been available at each level up to now, take a look at past periods on where the threshold would have had to be placed to match up with those numbers, then adjust upwards slightly to take into account the fact that people will be encouraged to play more in an attempt to reach those thresholds at some point over the period. As for the number of invites to Nationals or Pro Tour events, those are already fixed values so using a players' top rating over the qualifying period won't make any difference in that regard from using the rating as of a specific date.
This can be done under any system, and as soon as we get some data on the Planeswalker Points system people will start doing it on their own as well (given the amount of statistics that random people already keep, I fully expect to see an analysis of invite/bye cutoff points at some point in the futue).
#6 - Dividing by the number of tournaments played wouldn't solve the problems inherent in this system. In fact, it would create more. If you'd taken the time to think about the ramifications of the idea, you wouldn't have suggested it. It has two critical flaws: a player will look around for one tournament and hope they can be very successful in it AND try to have it run with as many rounds as possible. If they can manage that *one* big score, they can sit on it for the season and sit back while everyone else futilely chases it. The only way others could hope to overtake someone that did that would be to push their T.O.'s for longer and longer tournaments, hoping that with the extra rounds they can pile up enough points to overcome the drag of their earlier ones on their average PWPs per event.
One can simply use a minimum required amount of tournaments that must be played to count, or use this average score as another multiplier. The options to tweak the Planeswalker Points system are endless. It's even possible to turn it into an Elo-like system.
Do I think the new system is inherently better than the Elo? Not particularly. At the very least, this system promotes grinding far too much and thus leads to very silly rankings. But it would behoove some people to also think about the flaws of the fixes presented here for the Elo. Whatever solution you propose, you're going to have bad incentives.
I don't really care about this change, at least not enough to judge it now rather than seeing how it plays out, but one thing in this thread does bug me...
Could people please stop calling it the "ELO" system? It's called "Elo" after the guy who invented it. It's not an acronym.
"ELO" is a band. A really bad band.
Oh, and here I was thinking that the Elo system was actually invented by the ELO.
This would solve the issue of lowering ratings, though there's still obvious incentives to grind. It would also let a high-profile player enter a tournament with a completely random deck and just play for fun, something which neither the Elo system n
I have a large FNM store. I tend to play a lot of limited at that store. The last time I went 3-0 at that store, I scored 36 points (Field of 56 players). 204 points is 5 times that size total. That is a huge amount. That's added a whole Month to my score for just one event. If I was playing at smaller shops, that would even be MORE satisfying.
Ah, OK. Then have I got the system for you. Checkpoints! Relevant section at 3:41, inspired by a new Call of Duty service.
Ah, OK. Then have I got the system for you. Checkpoints! Relevant section at 3:41, inspired by a new Call of Duty service.
If you're going to enter into a debate about statistics, please think ahead to the arguments that are going to be made to defend the points you're rebutting and how yours are going to be negated. I already considered each and every one of the things you mentioned. Fortunately, this isn't really directed at you but rather at those at WotC who will read these posts and may yet realize the need to reverse this decision.
I'm not in a debate about statistics, given the fact that there are no statistics here.
The tournament results and values derived from them fit that definition. Well, at least as long as the DCI Rating was in use - the only "theories of probability" with regard to Planeswalker Points relate to trying to make educated guesses on how many rounds others T.O.'s will run in their events and whether you can convince your T.O. and local players in your area to run even more than that.
#2 - The decisions of Tournament Organizers are virtually irrelevant with regard to the old DCI Rating system. They simply hold tournaments, people attend them, and those are successfuly enough receive byes and invites from the DCI.
Tournament organizers are important for the ranking system because they need to know the number of people attending their events, especially at the level of the Pro Tour. You can only create certainty for the tournament organizers (on how many people are coming) or for the players (on what the cutoff point will be). You cannot create both. Wizards has clearly been shown to prefer certainty for the tournament organizer.
I already answered that in a subsequent point - the last statement in #4. The number of invites to Nationals and the Pro Tour are fixed values, they are not and never have been based on reaching a specific Rating. Those are assigned by ranking by rating. Those events are going to have the same number of people in attendance regardless of whether they're chosen by fixed-date DCI Rating, the system I propose, the Planeswalker Points method, or (in theory) a random drawing of all active players.
#3 - The law of statistics does NOT suggest that a particular player will hit a "hot streak" sufficient to get them over a particular threshold. That's the old "monkeys with typewriters" fallacy. Some people will, some won't, and even of those that do, there's no guarantee that it'll happen at a time that their rating is high enough for the duration of that winning streak to get them over the threshold.
There's no fallacy in monkeys with typewriters. Beyond that, I did not even go into monkeys with typewriters. To apply the concept of monkeys with typewriters to the idea of a cutoff point would be to say that every single competitive player in the world would make the cutoff point, because given infinite chances, every single player manages to get over the cutoff point at some point in time. At no point was the concept of infinity introduced into my argument. Rather, it is a simple fact that playing more often will make it more likely for a player to put together a string of results that will put him over the cutoff point, not unlike the way people can grind Qualifiers.
It's a matter of perspective regarding your original statement. I took the tone of your words to indicate that it was a certainty, not a likelihood:
Because one only needs to get above a specific threshold once, this encourages players to just play and play, because the laws of statistics (and here they actually do come into play) state that if they play enough matches, at some point they'll randomly get on a hot streak and cross the threshold. It doesn't matter that he reverses to the mean afterwards, as he only had to cross the line once.
Granted, it does hinge on the presumption that this theoretical player you're referencing will play "enough" matches to hit that hot streak. The difference with Planeswalker Points is that it removes the need to hit a hot streak. All you need is the ability to get to enough tournaments running enough rounds and put up enough wins at them. Not sure there's all that much validity to using either a measure of player ability. However, out of the two, I'd respectfully suggest that it takes a higher level of ability to win consistently enough to get a DCI Rating to a point where it matters compared to piling up Planeswalker Points. However, as it's something I'm addressing later I'll leave it for now.
Also, I addressed the issue of how to maintain the volume of byes awarded under a system where the top rating over a period is used with my next point. To wit:
#4 - The requirements for byes would, by necessity, be increased to take into account the stastical near-certainty that more people are going to be over 1850/1950/2050 at some point over a qualifying period than on a specific cut-off date. Solution is pretty straightforward on Wizards' part: figure out how many Ratings-based byes have been available at each level up to now, take a look at past periods on where the threshold would have had to be placed to match up with those numbers, then adjust upwards slightly to take into account the fact that people will be encouraged to play more in an attempt to reach those thresholds at some point over the period. As for the number of invites to Nationals or Pro Tour events, those are already fixed values so using a players' top rating over the qualifying period won't make any difference in that regard from using the rating as of a specific date.
This can be done under any system, and as soon as we get some data on the Planeswalker Points system people will start doing it on their own as well (given the amount of statistics that random people already keep, I fully expect to see an analysis of invite/bye cutoff points at some point in the futue).
There are two divergent problems with that. Either the people will see those numbers, realize they can't attain them, and give up OR they'll push for even more rounds from their T.O.'s, escalating the situation from one week to the next or one season to the next. Do we really have to get to the point where T.O.'s have to start FNMs earlier and earlier, run 40-minute rounds, and play until Wizards Event Reporter simply cannot perform any more pairings, just to keep up with what other T.O.'s and their players have been pushed to do by the PWP system?
#6 - Dividing by the number of tournaments played wouldn't solve the problems inherent in this system. In fact, it would create more. If you'd taken the time to think about the ramifications of the idea, you wouldn't have suggested it. It has two critical flaws: a player will look around for one tournament and hope they can be very successful in it AND try to have it run with as many rounds as possible. If they can manage that *one* big score, they can sit on it for the season and sit back while everyone else futilely chases it. The only way others could hope to overtake someone that did that would be to push their T.O.'s for longer and longer tournaments, hoping that with the extra rounds they can pile up enough points to overcome the drag of their earlier ones on their average PWPs per event.
One can simply use a minimum required amount of tournaments that must be played to count, or use this average score as another multiplier. The options to tweak the Planeswalker Points system are endless. It's even possible to turn it into an Elo-like system.
Do I think the new system is inherently better than the Elo? Not particularly. At the very least, this system promotes grinding far too much and thus leads to very silly rankings. But it would behoove some people to also think about the flaws of the fixes presented here for the Elo. Whatever solution you propose, you're going to have bad incentives.
Here's the thing: minimum number of tournaments isn't going to make a sufficient difference, not when the amount being divided is based on the number of rounds that players successfully petition their T.O.'s to run. Also, that wouldn't eliminate the primary problem that this change to Planeswalker Points is supposed to address: encouraging the top players to show up for local events. Either they're going to build up a huge number of points by doing well at PTs, GPs, and Nationals and therefore avoid those local events because they'd lower their average OR they'll do poorly at those events and then there's no incentive to try to use the local events to try to play catch-up with those who were successful there.
That said, I agree with your final point. Problems are inherent in using EITHER rating system to provide incentives or ANY system for that matter. The other games I know which have them - chess and Scrabble - use them to determine the divisions in which people will play and how they'll be paired up over the course of the tournament. If someone could even figure out a way to artificially inflate their rating for those games, the only consequence would be to find themselves overmatched by their competition. Take away the incentives - byes and invites - and it doesn't matter whether they're using DCI Rating, Planeswalker Points, or any other system. Of course, if ratings and rankings don't matter, there's little justification to maintaining the system and, in my opinion, even less at putting a different one into place. That's especially true if the new system suggests that I'm a much better player than I know I am while the old one provided a more accurate assessment.
I'm not in a debate about statistics, given the fact that there are no statistics here.[/quote]Statistics: the science that deals with the collection, classification, analysis, and interpretation of numerical facts or data, and that, by use of mathe
The tournament results and values derived from them fit that definition. Well, at least as long as the DCI Rating was in use - the only "theories of probability" with regard to Planeswalker Points relate to trying to make educated guesses on how many rounds others T.O.'s will run in their events and whether you can convince your T.O. and local players in your area to run even more than that.
There's no data and no statistical analysis here. Practically every argument here has been based on game theory and economic maximalization.
I already answered that in a subsequent point - the last statement in #4. The number of invites to Nationals and the Pro Tour are fixed values, they are not and never have been based on reaching a specific Rating. Those are assigned by ranking by rating. Those events are going to have the same number of people in attendance regardless of whether they're chosen by fixed-date DCI Rating, the system I propose, the Planeswalker Points method, or (in theory) a random drawing of all active players.
Well, I'm glad that we agree that one of the failures of the Planeswalker Points system extends to every other system as well.
It's a matter of perspective regarding your original statement. I took the tone of your words to indicate that it was a certainty, not a likelihood:
Because one only needs to get above a specific threshold once, this encourages players to just play and play, because the laws of statistics (and here they actually do come into play) state that if they play enough matches, at some point they'll randomly get on a hot streak and cross the threshold. It doesn't matter that he reverses to the mean afterwards, as he only had to cross the line once.
Granted, it does hinge on the presumption that this theoretical player you're referencing will play "enough" matches to hit that hot streak.
Assuming infinity, it becomes a certainty. In this particular case, it's simply a matter of sub-average players getting in because they play enough.
The difference with Planeswalker Points is that it removes the need to hit a hot streak. All you need is the ability to get to enough tournaments running enough rounds and put up enough wins at them. Not sure there's all that much validity to using either a measure of player ability. However, out of the two, I'd respectfully suggest that it takes a higher level of ability to win consistently enough to get a DCI Rating to a point where it matters compared to piling up Planeswalker Points. However, as it's something I'm addressing later I'll leave it for now.
We shall have to see how competitive these cutoffs become, but I highly doubt that we'll wind up with invites for just any old grinder. At the very least they will have to be good players as well. Like I already mentioned before (when I suggested a multiplier based on the win percentage) I think they went too far on this, but we can only wait and see what happens.
There are two divergent problems with that. Either the people will see those numbers, realize they can't attain them, and give up OR they'll push for even more rounds from their T.O.'s, escalating the situation from one week to the next or one season to the next. Do we really have to get to the point where T.O.'s have to start FNMs earlier and earlier, run 40-minute rounds, and play until Wizards Event Reporter simply cannot perform any more pairings, just to keep up with what other T.O.'s and their players have been pushed to do by the PWP system?
I cannot say what the effects of this change are going to be at an FNM level. I do not know what percentage of players who participates in FNMs takes this seriously. I see the bad possibilities there, though.
Here's the thing: minimum number of tournaments isn't going to make a sufficient difference, not when the amount being divided is based on the number of rounds that players successfully petition their T.O.'s to run. Also, that wouldn't eliminate the primary problem that this change to Planeswalker Points is supposed to address: encouraging the top players to show up for local events. Either they're going to build up a huge number of points by doing well at PTs, GPs, and Nationals and therefore avoid those local events because they'd lower their average OR they'll do poorly at those events and then there's no incentive to try to use the local events to try to play catch-up with those who were successful there.
I haven't seen any suggestion so far this thread which managed to get that incentive in there somewhere. One must admit that the PWP system is at least the best for that, even if it only does so by madly supporting grinding.
That said, I agree with your final point. Problems are inherent in using EITHER rating system to provide incentives or ANY system for that matter. The other games I know which have them - chess and Scrabble - use them to determine the divisions in which people will play and how they'll be paired up over the course of the tournament. If someone could even figure out a way to artificially inflate their rating for those games, the only consequence would be to find themselves overmatched by their competition. Take away the incentives - byes and invites - and it doesn't matter whether they're using DCI Rating, Planeswalker Points, or any other system. Of course, if ratings and rankings don't matter, there's little justification to maintaining the system and, in my opinion, even less at putting a different one into place. That's especially true if the new system suggests that I'm a much better player than I know I am while the old one provided a more accurate assessment.
The Elo system has some obvious problems in a game where the metagame match-up is just as important as the relative skill level. In a way, the PWP system solves this problem. It is probably also good for Wizards, financially speaking (though most of the gains are going to accrue to Wizards and the big stores rather than the small stores).
I should really check to see how many Planeswalker Points I got for participating in 30-odd Prereleases.
There's no data and no statistical analysis here. Practically every argument here has been based on game theory and economic maximalization.Well, I'm glad that we agree that one of the failures of the Planeswalker Points system extends to every other
Here's the thing: minimum number of tournaments isn't going to make a sufficient difference, not when the amount being divided is based on the number of rounds that players successfully petition their T.O.'s to run. Also, that wouldn't eliminate the primary problem that this change to Planeswalker Points is supposed to address: encouraging the top players to show up for local events. Either they're going to build up a huge number of points by doing well at PTs, GPs, and Nationals and therefore avoid those local events because they'd lower their average OR they'll do poorly at those events and then there's no incentive to try to use the local events to try to play catch-up with those who were successful there.
I haven't seen any suggestion so far this thread which managed to get that incentive in there somewhere. One must admit that the PWP system is at least the best for that, even if it only does so by madly supporting grinding.
There are many ways to incentivize under either system- even to target a specific player profile. Unfortunately, the new system disincentivizes indiscriminately based on player demographics.
If we separate the constituent parts which make up the the PWP system, it's easier to see that it is the addition of seasons that provides most of the incentive. Adding 4 month seasons to Magic in itself drives players to stores to increase rating or build points. Players are able to set realistic achievable goals that work with their lifestyles and are importantly heedless of the efforts/life situations of other players. Seasons would have provided most of the improvements being touted under the new program. Attendance could still have increased in importance by simply adding multipliers to rating based on seasonal attendance or requiring minimal participation for awards. Whether seasons were added under the new or old model made little difference as far as providing these benefits, however with the new structure, we get a lot of negatives that discriminate based on lifestyle choices/situation.
More senior players likely scoff at their Planeswalker level appelation. Clearly, achieving a higher Planeswalker level is not the driving force causing players to compete for higher levels of success. After all, there is no reward to achieving a higher Planeswalker level. New players may be deceived at first into getting excited about it until they realize that they don't actually get anything out of grinding out higher levels.
Adding a variety of levels of goals to achieve during each season would be another incentive that can be utilized in either system. Restarting each season equal to our peers would lend credibility that those who receive the awards at the end of each season really deserve them- whether by effort or skill. If there is a desire to lower the bar for noobs, then some suggestions would be to include an attendance multiplier, build in ratings-relative pairings, set aside a few invites specifically to those who have never attended PTs or even include a low rating level which, if achieved, gives a significant, but random, prize (i.e. 2 random PT invites in a drawing for everyone who achieves an 1850 rating. I would suggest weighting such a system similar to the NBA lottery, where players would get one entry for each tournament attended.
On another note, I was pleased to hear that this conversion was at least bounced off a few player representatives first. Can I now ask the question why this panel selected did not mention any of these issues? Or if they did, why are the issues being allowed to remain in play? And if they were known and not mentioned, then WOTC must have known that this fallout would arise. Is it possible that those player representatives had other motivations and that they really shouldn't be considered as player representatives? No offense to Mr. star LSV- but it seems like his business interests and protecting his status atop the PT might conflict. And as for asking BDM, Puh-leeeze. His softball questions clearly show where his interests lie.
[/quote]There are many ways to incentivize under either system- even to target a specific player profile. Unfortunately, the new system disincentivizes indiscriminately based on player demographics.If we separate the constituent parts which make up
I cannot say what the effects of this change are going to be at an FNM level. I do not know what percentage of players who participates in FNMs takes this seriously. I see the bad possibilities there, though.
{emphasis mine}
That's the point I've been trying to get across all along and I plan to be an instigator of one of those "bad possibilities" if the PWP system is still around at the the beginning of next year as scheduled. I know what's needed in that regard as I've made enough other people in equivalent positions scrap rating systems or similarly ill-advised policies and structures over the years. On the plus side, even if WotC decides that what I do DOESN'T disprove the validity of their system, a lot of my fellow locals players are going to benefit from it. BIG TIME.
The Elo system has some obvious problems in a game where the metagame match-up is just as important as the relative skill level. In a way, the PWP system solves this problem. It is probably also good for Wizards, financially speaking (though most of the gains are going to accrue to Wizards and the big stores rather than the small stores).
That's an issue but it's one that is not restricted to Magic. I once saw a player whose overall skill at chess was less than that of the group of which I was a part but he'd spent a lot of time studying certain unorthodox openings. Even though he wasn't as *technically* sound as the rest of us, he was able to steer games into positions where he could gain a sufficient advantage which more than compensated for his overall ability. For awhile, he was the most successful player among us and his Elo Rating showed it. Then we studied the same openings he was using, learned how to steer clear of the disadvantages we had been walking into, and his success dissipated and rating dropped back to where it was.
As for the financial gains, I'm personally not seeing the cause-and-effect. Pushing people away from Limited due to time constraints cuts that off as a potential revenue stream. Also, there's no more $$$ going into WotC's pocket because a T.O. runs a 5-round FNM instead of a 4-rounder if the same number of people attend.
I suppose there's the potential related to trying to bring as many friends, family, and acquaintances into the game - with deck made from excess commons & uncommons most likely - to swell the ranks of your FNM and some of them might enjoy the game sufficiently to become customers themselves. However, if WotC is thinking that Planeswalker Points is capable of that, I would respectfully suggest that they check into the effectiveness of their previous similar programs such as Guru. More precisely, the volume of people who took advantage of those programs without bothering to teach/encourage people to play the game.
{emphasis mine}That's the point I've been trying to get across all along and I plan to be an instigator of one of those "bad possibilities" if the PWP system is still around at the the beginning of next year as scheduled. I know what's needed in tha