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Player rating for offline Heroes 3 tournaments!

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AmberSoler;54538
Let's make one thing clear right away – no one owes anything to anyone.
That's what we kept in mind when determining these coefficients :)
AmberSoler;54538

Why, as you rightly said, create extra problems for yourself by combining incomparable parameters into one formula? Just keep a separate rating for normal difficulty and another for impossible difficulty, and that's it?
Not only do we need to keep a separate rating for each version, but also for each difficulty level? Wow, that's a lot of work :) And what if next time they split the tournament into 5 difficulty levels? Introducing such coefficients is precisely intended to encourage people to participate in the impossible difficulty. Previously, it was discussed that not only weak players who find it difficult to play on impossible difficulty can sign up for normal, but also strong players. In the future, if such players do pay attention to their rating, they will not participate in tournaments with easier difficulty levels, thereby leaving weaker players alone :) And if only weak players remain there, why should they be against such coefficients? They will learn and gradually improve their rating by moving on to tournaments with more difficult levels.
AmberSoler;54538

Do you think those who play on normal difficulty pay attention to the rating? I won't make a definitive statement, of course, but nevertheless...
I don't even want to think about that. I'll calculate the rating based on the system that has been approved on an experimental basis, and if there are no changes to the coefficients, I'll calculate it for normal difficulty as well. If they don't pay attention to the rating, then they don't care. If there are dissatisfied players who demand that their results be removed from the rating table, I think VDV will grant their request. And then we'll see.
AmberSoler;54538

With a very high probability, I think they don't really care about their rating... If you want to participate in the rating, play on impossible difficulty and compete.
That's exactly what I mean. And for the first time, this rating might be enough for them, just to get started. After all, it seems better than nothing. And besides, I don't know if they will be ready with dolls and artwork by the new year, but at least the rating will start to be calculated. And as I have repeatedly emphasized, it will not affect the grail count or the dolls, and it will not obligate anyone to do anything. Perhaps in the end, it will only be calculated for about 10 people who are interested in competing in speed and comparing their results with other players who are doing the same, for whom grail count is secondary.
AmberSoler;54538

Honestly, take any analogy from sports. That's why there is a division into leagues, ranks, etc. For now, these are all experiments. But it seems to me that it has been going on for too long with this unclear "trend"... You can't grasp the ungraspable. Let's see what percentage of tournament participants will submit a save from normal difficulty, and we will draw conclusions based on this...
Yes, I know the analogy with sports. But who will calculate the rating for all our leagues and clans? Especially if we also introduce a division by difficulty level. I personally took on the task of calculating the rating only for the top three, only in VDV tournaments, and if the tournaments are at different difficulty levels, then I introduced the corresponding coefficients, even if they may not be entirely correct.
If there are dissatisfied players from normal difficulty, we will remove them from the rating table – that's all, let them play on impossible difficulty if they want in the next tournaments. If everyone from normal difficulty removes their results, then we will remove the coefficients and calculate only for impossible difficulty. But the main thing is that the rating will be calculated for at least someone. And many people need and are interested in it. Let them figure out how many grails they will pay for normal and impossible difficulty – is it the same? I don't really care about that.
However, I won't give up on my share :) Maybe the normal difficulty players won't give up on their share of the rating either, even if it's small.
AmberSoler;54538

And right now, the main thing is to work out the mechanism. In my opinion, it is better to spend efforts on teaching all those who want to play the game, so that they can easily start on impossible difficulty, than to try to adapt the tournament work to several levels of players.
I already said that, at the first request of players from normal difficulty, their results will be removed from the rating table, and they will do it themselves. Let them accumulate grails and learn :)

Added 10 minutes ago
AmberSoler;54538
Why, as you rightly said, create extra problems for yourself by combining incomparable parameters into one formula?
By the way, I didn't say that, and that's not what I meant. The extra problems were created by splitting the tournament into difficulty levels, and you were one of the first to support holding the tournament at one difficulty level.
So that next time no one has to be explained anything about the difficulty levels, I introduced slightly increased coefficients. These coefficients automatically explain at what difficulty level you need to try to play :) And in the text about the rating, it is explained that we will also calculate for normal difficulty so as not to leave beginners without their initial rating, so we will introduce such coefficients, especially since the calculation has the status of an experiment, and moreover, no one prevents these players from improving their rating in the future. And if without these coefficients, then I will get tired of explaining what I wrote in the previous post. And you say that no one owes anything to anyone – well, that's what I'm answering you, explaining how and why, even though no one has been assigned a rating yet :) Suppose you don't need it, but there are other people who need it. What to do about that? To derive these damn formulas until the end of life and still not calculate anything. If you know, VDV has already calculated the rating and is calculating it, but many people don't like it because it is constantly increasing and, accordingly, cannot, by definition, remove one-day ghost players. The proposed system has many things connected. There is a rating aging, the rating can increase or decrease depending on the player's result, taking into account the days. The rating for each player is determined relative to the result of the leader for the days. It is higher the closer your result is to the result of the leader for the days. Of course, the system is not perfect, but it is at least something. And besides, VDV put forward one of the requirements for the system – simplicity. Therefore, I believe that even in this form, the rating system will be better than the one that VDV used before. Now I have explained everything more clearly, or what?