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e_i_pi wrote:lt.pie wrote:Deduct 50% of everyone's points at a certain time every year.
Or just take the simple average with 1000. So 5000 becomes 3000, 500 becomes 750, etc
FabledIntegral wrote:Would this not hurt 1v1 players more than it would hurt 8-man players? Or do you propose that if you win an 8-man you'd win 7 less points than usual? Forgive me if this was addressed, but it's at 4 pages now.
FabledIntegral wrote:Would this not hurt 1v1 players more than it would hurt 8-man players? Or do you propose that if you win an 8-man you'd win 7 less points than usual? Forgive me if this was addressed, but it's at 4 pages now.
FarangDemon wrote:If this were implemented I would shut my demonic trap for a long time. After a few months I would assess the impact of course.
Jeff Hardy wrote:FabledIntegral wrote:Would this not hurt 1v1 players more than it would hurt 8-man players? Or do you propose that if you win an 8-man you'd win 7 less points than usual? Forgive me if this was addressed, but it's at 4 pages now.
1 from each opponent, sorry for not making it clear
farangdemon, this is to stop inflation and has nothing to do with farming
ctgottapee wrote:besides my how about a one time reset based on all past performances? rather than an arbitrary deduction from future games, we could use past game data to develop a tax for all current players to pay one time. of course devising the tax will be interesting if not difficult, but it will be based on some solid numbers at least
ctgottapee wrote:i still think some of my prior excellent ideas if i do say so myselfcould work as they have some economic basis
Living Minimum Wage: the starting point value for newbs increases [this obviously adds some to inflation issues too]
Progressive Tax Brackets: point taxes are taken and higher ranks pay more, lower ranks may even get a small rebate. taxes would be based on the amount of new points (newbs entering the system)
Point Fees: small point fees to enter games, earn rewards, etc
Charity: ability to give a small percentage of points away annually
Jeff Hardy wrote:max is gr8 wrote:the average score is still around 1000.
so why is private(fc) considered a low rank?
Jeff Hardy wrote:FabledIntegral wrote:Would this not hurt 1v1 players more than it would hurt 8-man players? Or do you propose that if you win an 8-man you'd win 7 less points than usual? Forgive me if this was addressed, but it's at 4 pages now.
1 from each opponent, sorry for not making it clear
Jeff Hardy wrote:the reason is (obviously) new recruits starting/joining gamea and then leaving the site
the obvious (and perfect) solution would be that new recruits dont lose points but for some reason that suggestion was disliked (especially by maxatstuy, i wonder why...)
this is just a different solution which should work too
e_i_pi wrote:No doubt someone will shoot holes through this. I've barely started thinking about this sort of thing, because I don't see it getting implemented any time soon if at all. But that's the general path you'd have to take. Basically measure how many 'defunct' points have entered the system in the past month, using a (say) 3 month measuring stick for inactivity.
gundiesalvo wrote:Out of the 20165 players in the scoreboard, there's about 8620 that have less than 1000 points (that's almost half the players), so that means they have only given points to the pool, and this also contributes inflation. The more people with low scores, and the lower their scores also means the people with high scores are considerably higher. Every new player that comes in and even while active falls into cadet or cook is adding to inflation.
sully800 wrote:The only problem I see is that new recruits look at the scoreboard and see the top scores as something insurmountable. That may drive some new players away because they feel like they can never reach the top. (Compare to when we had 1000 members, the high score was in the 1500's, and nearly everyone felt like they had a shot!)
sully800 wrote:The only other problem I see is a very minor one: People are used to points being worth a certain amount, but the actually "worth" of points decreases over time. Once upon a time 2000 was the highest score. Then 2500. Then 3000, etc. If you have 2500 now you aren't doing nearly as well as you were in June of 2006. But does that really matter? It's not like we are able to purchase goods with these points...it doesn't really matter if your points are worth less due to inflation.
sully800 wrote:I agree that before a change is implemented it needs to be determined if point inflation is really a problem.
cicero wrote:An interesting discussion to be had here for sure ...
The members of the Scoring Ad Hoc focus group spent quite some time discussing this problem. And, for that matter, 'discussing' whether there even is such a problem.
Just to avoid that argument (sorry 'discussion') starting again here I'm going to emphasise that to be on topic for this thread you must discuss the solution to the inflation problem. If you wish to discuss whether such a problem even exists please start a thread in General Discussion to that end.
OK, mod hat off ...
sully800 wrote:The only problem I see is that new recruits look at the scoreboard and see the top scores as something insurmountable. That may drive some new players away because they feel like they can never reach the top. (Compare to when we had 1000 members, the high score was in the 1500's, and nearly everyone felt like they had a shot!)
Mr_Adams wrote:ok, first, no points for beating a new recruit? that's bull crap. why shouldn't they lose points? that's part of the whole system.
Mr_Adams wrote:ok, first, no points for beating a new recruit? that's bull crap. why shouldn't they lose points? that's part of the whole system.
Mr_Adams wrote:then you would have to stop giving points for all deadbeats or people would raise hell over the change. it simply won't work.
Mr_Adams wrote:...and to the little brat who *implied* that I'm a farmer, a quick search will show the very opposite. I very rarely have recruits in my games. however, you occasionaly get a newbie who joins, and the high ranks avoid the game because a possible deadbeat changes the whole pace of the game. so, yes I have 6 player games w/ 4 newbies occasionaly, but not intentionaly.
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