- Farming of new recruits has been prevented by restricting difficult maps and settings to them until they gain more experience.
- It is still possible to farm unskilled players on difficult maps and settings so the farming and subsequent points inflation of the higher ranked continues as well.
- I advocate taking a closer look at the win rate of low ranked teams against extremely high ranked on various maps/settings, in order to more fully understand the scope of harvesting techniques.
- Once additional harvesting techniques have been identified, we can extend the appropriate point loss restrictions to certain lower ranks in order to further reduce the farming and points inflation problem that plagues ConquerClub.
- I've collected a very small amount of data that should indicate that harvesting of the low ranked is indeed a risk-free endeavor.
- I suggest allowing anybody to play on restricted maps as long as no points will be exchanged.
Specifics:
- I wanted to collect stats on low ranked teams playing high ranked ones on difficult map settings. I found it expedient to search on lt.pie's quads Waterloo games. This is not an attack on lt.pie, I just found it easier to restrict my data collection in this manner.
I counted that out of 60 games where he played against teams containing at least one cook and no opponent below lieutenant, he won all 60. This indicates that higher ranked players, if they are able to target teams like this, will be able to gain risk-free points.
(This is not an allegation that he targeted/targets teams like this.)
If the high ranked team gains 5 points in each game and stands to lose 80, they would need to win 16 for every loss in order to break even. This data shows that the low ranked teams cannot even win one in 60. This shows the viability of the harvesting technique of targeting teams with cooks and no one Lieutenant or above in quads games on Waterloo.
I don't have the time to count every game by hand including people of x, y and z rank, but I think you would find that many maps currently restricted to new recruits would produce similar results.
I hope this sample data spurs further analysis using automated tools across larger data sets (across all games and difficult maps) to determine the viability of various harvesting techniques.
Games:
- Game 1702044
Game 1744738
Game 1744740
Game 1744742
Game 1744745
Game 1744747
Game 1821625
Game 1821627
Game 1821628
Game 1821629
Game 1821630
Game 1867505
Game 1867507
Game 1867508
Game 1960735
Game 2022065
Game 2061627
Game 2061637
Game 2227454
Game 2299076
Game 2415773
Game 2456447
Game 2642625
Game 2642626
Game 2780868
Game 2780874
Game 2827073
Game 2833196
Game 2915327
Game 2940805
Game 2948512
Game 3066048
Game 3066049
Game 3112863
Game 3112868
Game 3149011
Game 3225566
Game 3328711
Game 3328713
Game 3328715
Game 3410539
Game 3410543
Game 3477284
Game 3477290
Game 3477285
Game 3477291
Game 3477292
Game 3513813
Game 3601873
Game 3601874
Game 3601908
Game 3750136
Game 3750139
Game 3750141
Game 3822180
Game 3883872
Game 3911505
Game 3911516
Game 3927517
Game 3996839
This will improve the following aspects of the site:
- Restrict farming even further
- Reduce point inflation
- Make CC more competitive by encouraging high ranks to play each other instead of farm