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Rating systems. Closed Topic
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tokha;54637
by the way, we could come up with something about one-on-one duels... two players choose one map and complete it as quickly as possible within a certain time, and of course, one loses and one wins. This could be used to create knockout tournaments... i.e., a draw is held, and then the competition proceeds according to a semi-final/final system... well, this is for the future, just some ideas.

Let's start by keeping track of the rankings for general tournaments.
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IronAxe;54640
Okay, tell me later how you defeated the Sorcerers at the Fortress or the Phoenixes at the portal on the second week. By the way, considering that it is desirable to do this with minimal losses, the time frame is simply excellent. Or what was meant by the word "difference"?
I was only pointing out the fundamental difference in the initial development between the Impossible and Normal difficulty levels. Regarding the current tournament, the timeframes I mentioned have no relevance whatsoever...

On a standard map (where there are no specific time constraints, and where all the necessary resources can be found at the starting location), it will be impossible to find more than a week's advantage for Normal over Impossible for the reasons already stated... Of course, this is if Johnson and Johnson are playing... :)

Added after 11 minutes
IronAxe;54636

So, first you suggest calculating separate rankings for tournaments with different difficulty levels, and now you suggest adding a parameter to the formula that also takes into account the size of the map?
I am only suggesting not to overcomplicate things and not to engage in "airy-fairy" projects... :) But as I said before, I fully support the idea of experiments within the framework of the current tournament. It's just that some points are already obvious and need to be taken into account...
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AmberSoler;54649
On a standard map (where there are no specific time constraints, and where all the necessary resources can be found at the starting location), it will be impossible to find an advantage over the Impossible difficulty for more than a week due to the reasons already mentioned... Of course, if Johnson is playing on Normal, and someone else is playing on Impossible. And if Johnson surpasses Non-Johnson in the ranking? What's the point of arguing? But in the future, everyone will know about the coefficients and that they are inflated. Accordingly, everyone will know in advance what they are getting into. And in any case, no one will be to blame, even if a player from Normal surpasses someone from Impossible in the ranking, then sorry, we can't increase these coefficients even more - it's already too high :) But ultimately, I think we will all come to tournaments on the same difficulty level. And it doesn't necessarily have to be Impossible. I personally don't see a difference in which difficulty level you play, as long as all participants in a specific tournament play on the same difficulty level.
AmberSoler;54649

But as I said before, I fully support the idea of experiments within the current tournament.
Thank God :) So, we're playing hockey - we're counting the ranking :)
AmberSoler;54649

Some things are already obvious and need to be taken into account...
What exactly? The problem with the coefficients is only that the rating calculation system was announced after the start of the tournament. Well, they didn't come up with it earlier, so what now. I repeat, the coefficients are inflated specifically for the future, I explained why above. For the current tournament, those who played on Normal have the right to reset their ratings and temporarily be removed from the ranking table. And then we'll see. Are there any more questions? :)

Added after 8 hours 26 minutes
VDV_forever;54276

Exceptions: In order not to age the rating of players who missed the tournament for a valid reason, it was decided that it is possible to miss ONE tournament from VDV_forever in Heroes 3 without consequences, i.e., the aging of the rating will start the second time and will work from that moment until the player reappears, or his rating is reset and completely removed from the current ranking table.
A valid reason must be indicated in writing and sent to the email address VDV_forever@BK.ru, but no later than 10 days from the end of the tournament in which the participant did not participate.
...
I and the respected Prorock only tried to make some corrections to its writing.

Dear VDV and Prorock, it seems to me that this is unnecessary - it will only take up your precious time, which you already don't have enough of for everything. Tell me, for God's sake, why do you need to know the valid reason for missing the tournament? If they want, they will come up with something, and you will be crying, regretting the person :) Wouldn't it be better to allow missing ONE time for any reason? That is, a player can play every other time in your tournaments without the consequences of their rating aging. Why not?
After I calculate the rating for the first time, I will track this myself in my database. And then no one needs to be informed.
Okay?
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IronAxe;54660
What exactly?
It’s obvious that in the end, a system will be adopted where everyone starts with a single save file. And the difficulty level will be impossible. We can even make a bet if you want :) How little self-respect does one need to have in order to fight the computer on a lower difficulty level?

But how many pointless rounds we'll go through discussing a question that probably doesn't require as much attention as it gets depends only on the participants in this conversation...

By the way, our portal really likes polls on all sorts of "serious" topics... But there haven't been any polls so far about organizational matters being discussed in this and similar threads... Maybe we should fill this gap?

1. Do you participate in our portal's tournaments?
/topic/1581/

2. If not, why not?
/topic/1583/
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AmberSoler;54965
It’s clear that in the end, a system will be adopted where everyone starts with a single save file, and the difficulty level will be impossible. We can even bet on it if you want :) How little self-respect does one need to have to fight the computer on a lower difficulty level?
That's why these coefficients were created – so that things would work out this way. As for the difficulty level, I personally don't care. The only thing is that it should be the same for all participants of the tournament. And regarding self-respect: we are not fighting against a dumb computer offline, but against smart people, therefore, I repeat once again, the difficulty level doesn't matter in this case. But playing on "impossible" is a bit more interesting, especially when planning your initial development.
AmberSoler;54965

And how many times will we go around in circles discussing an issue that probably doesn't require as much attention as it gets – depends only on the participants in this conversation...
We'll calculate the rating from this tournament, and the complexity accounting coefficients will show where efforts should be focused. What will VDV say about awarding grails and points for the doll at that and this difficulty level? If he awards the same amount for the same places there and here, is that fair or not? I think it’s time to incorporate AlexPanka's idea that the awarded grails should depend on the number of players who submit save files for that and this difficulty level of the tournament.
:)
If there were only one difficulty level, there would be less headache.

Added after 4 minutes
AmberSoler;54965

1. Do you participate in our portal's tournaments?
/topic/1581/
2. If not, why?
/topic/1583/
Discrimination against those who participate! :) We urgently need to add a question:
3. And if you do participate, why specifically here?
I think that would be right.
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IronAxe;55017

:) If there was only one difficulty level, there would be less of a headache.
Just implement this rule, and that's it! That's what everyone is saying...
IronAxe;55017
Discrimination against those who participate! :) We urgently need to add the question:
3. And if you participate, why here specifically?
I think that would be right.
And what answer options would you suggest?

- Because it's cool here!

or
- Because I was kicked out everywhere else!
- Because I don't know how to play...:D :D
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Why can’t this rating be applied to tournaments for other versions of the game? I believe we should go all the way. In the “Van Cunningham” tournament, if it actually takes place, I think we can use this parameter as well. We can use this rating for individual versions as well as for the entire tournament (but in this case, we need to remove the aging factor, as not everyone will participate in all versions). And, in parallel, use a system with grail points. We will get two different parameters, one of which will reflect exclusively the skill of playing for speed, and the other will reflect the overall level based on different parameters.
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AmberSoler;55037
Just implement this rule and be done with it! That's exactly what we're all saying...
Yes, I remember, I remember, a voice crying in the wilderness :) We barely managed to get Best of Best to run on at least two difficulty levels, though we wanted it on five. Then someone always comes along and says, "But I love playing on Normal. This rule is bad :)" Newcomers will appear, and suddenly it's too hard for them to play on Impossible right away. And then they get hit with such a rule. They might not like that. That's why the organizers will almost certainly reserve the right to maneuver with difficulty levels. But the rating will be calculated as written, and the players can figure out for themselves that they need to learn faster and move to Impossible, where the coefficient is prettier :D Otherwise, no one is going to rack their brains over balance just to bring the rating of lower league players to a common denominator with those trying to play in the higher league. Instead, there is freedom of choice :D

Added after 57 minutes
AlexeyPank;55049
And why can't this rating be applied to tournaments for other versions of the game?
Why can't it? You have to reach an agreement with the organizers. And find a volunteer who will do the counting by tracking ALL tournaments on the resource.
AlexeyPank;55049

I believe we should go all the way. In the "Van Cunningham" tournament, if it actually takes place, I think this parameter can be used as well. This rating can be used both for individual versions and for the tournament as a whole (but in this case, aging should be removed, as not everyone will participate in all versions).
Aging cannot be removed. We've already discussed that one tournament can be skipped without consequences. And that is effectively a month at minimum.
I simply don't have time to delve into the system of running other tournaments or figure out all the tournaments. I still need to learn how to play myself.
Therefore, you can take these formulas and calculate the rating for the Van Cunningham tournament there—by the way, who is that? But it will not be linked in any way to the ratings of tournaments from VDV_forever. Or is he the one running this tournament?
Here's the thing: if all the organizers on this resource agree to calculate ratings using one system, let's say for the third version, then it could be agreed not to age a player's rating when calculating it in other tournaments for the third version, provided they participate at least once a month with at least one of the organizers of third-version tournaments on this resource. Furthermore, we could expand this: if they participate in at least one tournament of any version of Heroes on this resource, the rating doesn't age in the other tournaments.
But this requires very good communication, organization, and synchronization of tournaments, as well as a complete database of who played where and when. Otherwise, I think you'll get confused about who played where, who is playing, or who isn't, and the ratings will be a total mess :) And who will track and manage all of this?
Let's start slowly with VDV. Then, if it works out, we'll gradually connect other tournaments, but only after agreements and discussions between the other tournament organizer and VDV.
AlexeyPank;55049

And in parallel, use the system with grails. We will get two different parameters, one of which will reflect exclusively the skill of speed-playing, and the second—the general level across various parameters.
Speed-playing skill for which version? No one will have time to play all of them.
Even playing every other one is a pain. Then rating aging will kick in. Either someone has to track that the player played somewhere. A general coordinator and strict accounting are needed—who will take this on? In other words, after every tournament, organizers must provide all information to the coordinator in a timely manner in the form of a participant list with their rating for that tournament and the start and end date of the tournament. And the coordinator will have to process all this information and provide the current player ratings list on time. So that a player entering another tournament already has an updated current rating. And this list must be available to all tournament organizers at any moment with the freshest information.

That's roughly how the organization should be. And it's not simple. Especially getting everyone to agree.
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IronAxe;55071
...the rating is named after Van Kanigem, by the way, who is that? But this has nothing to do with the tournament rating from VDV_forever. Or is he organizing this tournament?
Well, that's pretty much how it is... :D Actually, if it weren't for him, I doubt VDV_forever would have been able to organize the Best of the Best tournament... John helped us all a lot, and we are very grateful to him! :D
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Van Cunningham is the creator of the Heroes universe and the founder of 3DO. We should all be grateful to him.
The tournament will be organized by all the tournament organizers on the portal, as I hope, for all versions. This is where you can try to come to an agreement, because the tournament will include all versions, and all organizers will have to work together.
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AmberSoler;55074
Well, that's pretty much how it is... :D Actually, if it weren't for him, I doubt VDV-forewer would have been able to hold the Best of the Best tournament... John helped us all a lot, and we have a lot of respect for him! :D
:( And I didn't know that :D

Added 1 minute ago
AlexeyPank;55098
The tournament will be organized by all the tournament organizers on the portal, for all versions. This is where they can try to come to an agreement, because the tournament will include all versions, and all organizers will have to work together.
Well, let them agree first, and then we'll keep thinking and scratching our heads :)
The main thing here is the desire of the organizers for the rating in their tournaments to be calculated according to a single system, in particular, according to the system I proposed.
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AmberSoler;54284

1. Has this calculation mechanism already been approved, or are changes possible?

Changes are possible, minimal ones!;)
AmberSoler;54284
2. How seriously do you personally take the point mentioned below?

I agree, it's less of a headache for me. Therefore, we exclude this point!:)
AmberSoler;54284
3. How justified is the use of a 1.5 coefficient for SUCH a tournament? Rough estimates show that you are adding a full two months of "penalty" gameplay time to participants who chose a Normal save in exchange for a small amount of resources... Imbalance. And for the future, this can be disputed — resources provide an advantage exclusively in the first days of a Walkthrough. After a week, they no longer matter... The computer's strength for Normal difficulty is the same as it is for Impossible.

A small amount of resources... How should I put this... To me, on the contrary, it's quite a lot. Normal is by definition easier, which is why the coefficient is lower! Everything is very well balanced! As for the future, less experienced players can eventually move to a harder level with a higher coefficient.

THE COEFFICIENTS AS WELL AS THE FORMULA PROPOSED BY IRONAXE ARE NOT SUBJECT TO REVISION!:cool:
AmberSoler;54284
Do you think those who play on normal pay attention to the rating? I won't be categorical, of course, but nevertheless — with a very high probability, I think they don't particularly care about their rating... I don't want to offend anyone, but my understanding is this — if you want to participate in the rating, take impossible and fight. That will be the most worthy and respected choice.

That's exactly it: that is your opinion and understanding, but users are all different and everyone has different opinions. Some play strongly, some weakly!
If we follow your logic, then users who play on normal should not even be perceived as players! Do I understand you correctly?
:confused:
I assure you that many people play on normal, including in the offline Heroes 3 tournament currently taking place, and there will be no such discrimination on our resource as exists on other internet resources dedicated to Heroes.

What difficulty level did you yourself start playing Heroes on? I'm 90% sure it was NORMAL! So why should beginners play on the hardest immediately? Where is the logic?:confused:

P.S. I don't know of any other same-game internet resource where players are given the opportunity to play on several difficulty levels.
AmberSoler;54284

Let's see what percentage of tournament participants send a save from normal, and we will draw conclusions based on that...

Even if there is only 1 (and there are already more than one), I will be happy — happy that beginners also enjoyed the game and learned something, and took part in the tournament. I will be happy knowing that new and new players are coming to Heroes, who perhaps in the near future can show us veterans how it's done!;)

AmberSoler;54284
In my view, it is better to spend effort on teaching game mastery to all those interested so that they can comfortably start on impossible, rather than trying to fit tournament work under several player ranks. And there will be one save for everyone and no arguments or explanations... And it's better to do this as quickly as possible while there are still people willing to create something...

So who is stopping you from teaching? Teach, but you must not hinder those who want to start gradually! After all, one must understand that many play only for pleasure! Why should we deny them this? And if a beginner starts immediately on impossible, they might lose the desire to play Heroes AT ALL! Have you thought about that? Honestly?
IronAxe;55107

Let me first figure out how many grails will be paid on normal and on impossible — is it the same?

It's simple: on normal, all accruals remain exactly the same as on impossible, except for the RATING (GRAIL) which will be reduced by half. i.e.

For first place 25 Grails, for second 23 (rounded), for third 20, etc. Skills, resources, description REMAIN UNCHANGED!
IronAxe;55107

So that next time no one has to explain anything about difficulty levels, slightly inflated coefficients were introduced. These coefficients automatically clarify at what difficulty level one should strive to play. And the text about the rating explains that we will also count normal so as not to leave beginners without their starting rating, therefore we introduce such coef., especially since the accrual has experimental status and furthermore nothing prevents these players from increasing their rating in the future. If it were without these coefficients, I'd get tired of explaining what I wrote in the previous post. And regarding your point that no one should have to explain anything to anyone — well, here I am answering you how and why, even though no rating has been assigned to anyone yet. Suppose you don't need it, but there are other people who do. How to handle this? Deriving these damn formulas for the rest of my life and still not calculating anything. If you are aware, VDV already calculated a rating and is calculating one, but many didn't quite like that it constantly increased and therefore by definition cannot remove same-day ghost players. In the proposed system now, much is linked. There is rating aging; the rating can increase or decrease depending on the player's result taking days into account. Each person's rating is determined relative to the leader's result per day. The closer your result is to the leader's result per day, the higher it is. Obviously, the system isn't perfect, but it's something. Moreover, VDV put forward simplicity as one of the requirements for the system. Therefore, I believe that a rating system even in this form will be better than the one VDV used before. Have I explained everything more clearly now or what?
I absolutely agree with everything, esteemed IronAxe, but I'll make one correction. I use and will continue to use that system, but exclusively for Grail accrual. The system you proposed suits me completely, and I think it will suit everyone else over time. Because after analyzing all its pros and cons, it is obvious that the cons simply do not exist. In the proposed rating, everything is SIMPLE, CONVENIENT, and CLEAR! Although of course in any work one can find something that will be unacceptable to another. That's life!

My system is also not perfect, but it is more or less acceptable for adequate Grail accrual. If there is a better one, we will definitely use it!
AmberSoler;54284
So, why am I saying all this? Because dividing by difficulty levels according to a fixed system leads to absolutely different results depending on the map. On large and complex maps, the advantage of normal is minimal. On small ones — undeniable. And how should this be accounted for in the rating? Is it really justified to apply a 1.5 coefficient in both cases?

It is absolutely justified, because you can never make identical maps. And these coefficients reflect the difficulty level, nothing more.
AmberSoler;54284
Hence the conclusion — one save, equal conditions, and therefore — an objective rating. In the case of several difficulty levels, there is no point in calculating a rating, because over time distortions will only accumulate... There is no other way.

I can say one thing for sure: normal is normal, impossible is impossible, and this coefficient clearly reflects this essence, since the rating of a player on impossible will be higher than the rating of a player on normal given equal placements! And distortions have absolutely nothing to do with it!
IronAxe;55107
Esteemed VDV and Prorock, it seems to me this is excessive — it will only take up your precious time, which you already lack for everything. Tell me for God's sake, why do you need to know a valid reason for skipping ??? If they want to, they'll make up so many reasons you'll be crying out of pity for the person. Wouldn't it be better to allow skipping ONCE for any reason? That is, a player can play every other time in your tournaments without consequences for their rating aging. Why not ?
After I calculate the rating for the first time, I will track this point myself from my database. And then no one needs to report anything.
Ok ?

Yes, that's how we'll do it.
AmberSoler;54284
It is visible to the naked eye that eventually a system of playing from a single starting save for everyone will be approved. And the level will be impossible. We can even bet, if you want. To what extent must one not respect oneself to fight the computer on a lower difficulty level?

What are we betting on? I'm in! :D

WHAT DOES RESPECT HAVE TO DO WITH THIS? I UNDERSTAND THAT YOU ARE A GOOD PLAYER, BUT THAT BY NO MEANS MEANS EVERYONE IS! I already said that there are players who play only on normal and only for PLEASURE. And at the same time, I know players who are ready to beat their heads against a wall just to see themselves in the top 10. So why should some play while others look at them from the sidelines? I don't understand you, AmberSoler?

I WILL REPEAT ONCE MORE THAT THERE WILL BE NO TOURNAMENT DISCRIMINATION ON OUR GAME RESOURCE!!!
IronAxe;55107
We calculate the rating from this tournament and the difficulty coefficients will show where one should strive to play. But what VDV says about Grail accrual and points for the doll on this and that difficulty level — if he assigns them equally for equal places here and there, is that justified or not? I think it's time to implement AlexPanka's idea that accrued grails should depend on the number of players who sent saves for this and that difficulty level of a given tournament.

I will try to comment on the Grail calculation system proposed by the esteemed AlexeyPanko.

So, having analyzed the proposed system, I have come to several conclusions:

1. The idea with the number of participants is very interesting and requires attention, but only in CLAN wars with fixed tournament participants!

2. The system is relatively unstable according to the proposed scheme; let me explain with an example:

Esteemed AlexeyPank did a calculation for 10 participants of 1 tournament using the formula. Let's consider 2 tournaments.

Let's assume that 50 people played in 1 tournament (TOUR1)! In another tournament (TOUR 2), 4 people played.

We get that the winner of TOUR1 will receive ((50-1)*2*50)+1=4901 Grails!
And the winner of TOUR 2 will receive ((4-1)*2*4)+1)= 24 Grails!

Accordingly, the first 47!!! participants of TOUR1 will collect more grails than the winner of TOUR2! This is simply unacceptable in my understanding.

But that's not all! Let's continue:
The winner of TOUR1 with their 4901 Grails can purchase a completely full set of artifacts for their hero! While the winner of TOUR 2 will have to settle for a centaur's axe or a similar artifact at that price!

This will cause misunderstanding among participants and confusion for organizers.

Therefore, in connection with the above, I consider it my duty to leave the current system unchanged, at least for now!

3. The only addition to the Grail accrual system could be some difficulty coefficient, but who will determine it, and is it necessary? I think we shouldn't complicate our own lives. Especially since there is an experimental PLAYER RATING for this, which takes into account both the number of participants and the difficulty coefficient.
4. First and foremost, it is necessary to adhere to one ideology; otherwise, we will again mix flies with cutlets...

Conclusion: Grails will be accrued for all tournaments conducted by me according to the system currently in effect; tournament participants can exchange these Grails for artifacts, magic, and troops that will be included in the user's profile, and specifically for their hero! This is certainly the first large-scale experiment on our portal, and due to technical implementation difficulties (users cannot buy and attach artifacts, magic, or troops themselves), all transfers will go only through me, at least for now.
For the "Van Cunninghame" tournament, I suggest not deviating from the adopted system and boldly accruing Grails according to it.

For the Best of the Best tournament on normal, all accruals remain exactly the same as on impossible, except for the RATING (GRAIL) which will be reduced by half.
i.e.
For first place 25 Grails, for second 23 (rounded), for third 20, etc. Skills, resources, description REMAIN UNCHANGED!

Respectfully, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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VDV_forever;55256

A small amount of resources… How should I put this… In my opinion, it's actually quite a lot. Normal is easier by definition, which is why the coefficient is lower! Everything is perfectly balanced! As for the future, less experienced players can transition to a harder level with a higher coefficient over time.
THE COEFFICIENTS, AS WELL AS THE FORMULA PROPOSED BY IRONAXE, ARE NOT SUBJECT TO REVISION!:cool:
AmberSoler is simply considering a situation where one of the strong players decides to play on Normal in a tournament for some reason. Accordingly, he would receive a rating that doesn't match his status, since the advantages of Normal over Hard may be minimal, while the coefficient pushes down with constant force regardless of the quantitative value of those advantages, because determining them with some other coefficient is very difficult, if possible at all. But I have a question: Why would he go there? Or rather—why would he go there if he knows about the assigned coefficients?
VDV_forever;55256

That's exactly the point—this is your opinion and understanding, but users are all different and everyone has different opinions. Some play strongly, some weakly!
If we follow your logic, then users who play on Normal should not be considered players at all! Do I understand you correctly?
:confused:
I already said that the organizers will reserve the right to maneuver with difficulty levels. I see nothing wrong with that. Freedom of choice with fixed assigned coefficients :)
I am simply confident that players will gradually migrate to Impossible on their own, provided that we continue to calculate the rating.
VDV_forever;55256

It's simple: on Normal, all rewards remain exactly the same as on Impossible, except for the RATING (GRAIL), which will be reduced by 2 times. i.e.
25 Grails for first place, 23 for second (rounded), 20 for third, and so on. Skills, resources, and descriptions remain UNCHANGED!
Accepted—that works.
VDV_forever;55256

I absolutely agree with everything, dear IronAxe, but I'll make one correction. I use and will continue to use that system, but exclusively for awarding Grails.
That's not even a correction but a clarification, because I already said that you calculated the rating using your system and continue to do so; I just didn't mention that you calculate it for awarding Grails. Because awarding Grails based on the rating from my system is not very good. Firstly, the distribution could be very non-linear. Secondly, we promised that the rating based on the system I proposed would not be linked to Grails in any way.
VDV_forever;55256

I can say one thing for sure: Normal is Normal, Impossible is Impossible, and this coefficient clearly reflects this essence, since a player's rating on Impossible will be higher than a player's rating on Normal given equal placement! And distortions have absolutely nothing to do with this!
You probably meant given equal days. Because my system is ONLY indirectly linked to the placement in the tournament, while we directly use the number of days in the calculations.
VDV_forever;55256

I will try to comment on the Grail calculation system proposed by the respected AlexeyPankom.
Your conclusions are correct. But I approved the idea of AlexPan itself, not the specific calculation methodology/formula. The formula still needs work. This may be useful in the future when Grails are awarded for your tournaments not only by you, but also by other organizers and for other versions of Heroes as well. In short, you need to resolve a situation where players, in order to earn more Grails, look for a tournament with fewer announced participants to take a higher place and consequently get more Grails. It should be the opposite—everyone should flock to large tournaments in search of Grails. In that case, AlexPan's idea is correct.
As for your example regarding Tournament 1 with 50 participants and Tournament 2 with 4 participants: if an equal number of Grails is given for 1st place in both—then where is the logic? Although the logic here might be different. The whole crowd, seeing Tournament 2, will rush there as well :) But whether they manage to send their saves in time or not is another story.
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Actually, the conversation has long since drifted off course.

First of all, my entire idea from the very start of the "Best of the Best" tournament was that everyone should play from a single save. Impossible or normal—it doesn't matter... If you've forgotten, check the archives of our private correspondence or read the very beginning of the polemic in this tournament's thread. My last post regarding a single shared save simply pointed out that a single save would more likely be on impossible than on normal.

Secondly, so far I have not encountered a single reasoned comment from a player on "normal" in defense of your policy.

Nevertheless, you claim that "beginners" might be afraid to start on impossible, yet at the same time, you offer them a final battle against a thousand Black Dragons (and that's if they are very lucky, because after six game months, there will be 2,500(!) dragons). So what does this have to do with protecting beginners? A beginner will not beat this map. Because the start is the easiest part of this map. And if they do beat it, they are far from a beginner...

And thirdly, is it really harder to wipe out a legion of dragons than to build up a castle without any resources on the first day? Why is there constant talk here about the difficulty of the "impossible" level? How is it harder than "normal"? The only difference is that it takes a little longer to build dwellings and save up for troops... That's it. The problems of "beginners" lie in the fact that they find it difficult to counter the opponent's tactics (and normal and impossible have the same enemy strength), and the amount of starting resources has no effect on these tactics; it only matters if the encounter with the opponent's main army happens in the second or third week... In that case, if you haven't managed to build up and buy troops, there will be problems... But that is a specific and rather rare case on large maps.

To me, you have simply created a series of windmills and are preparing to attack them. I am trying to stop you and saying—"don't overcomplicate it, this is an illusion." Everyone who sent you a save on "normal" would have played just as well on "impossible" if there had been one save for everyone. Those who consider "impossible" an impossible starting level for themselves (specifically the start, not the game), will simply not send you their final save since they won't have one.

But politics and common sense, apparently, cannot coexist by definition. Therefore, I am distancing myself from the discussion of tournament balance. My goal was to identify and, if possible, fix "obvious bottlenecks" in the system, and in response, I receive statements like this:
VDV_forever;55256
That's exactly it, that this is your opinion and understanding, but users are all different and everyone has different opinions. Some play strong, some play weak!
Personally, everything you are proposing suits me 100%. But I made an attempt to point out the imbalance that could manifest regarding any of the discussed sides. But I will no longer speak on behalf of those who do not wish to speak for themselves.
IronAxe;55541
AmberSoler is simply considering a situation for some reason where one of the strong players decides to play on normal in the tournament. Accordingly, he will receive a rating there that does not correspond to his status, since the advantages of the normal level over the hard one may be minimal, while the coefficient brutally suppresses with constant force, regardless of the quantitative indicator of these advantages, because determining them by some other coefficient is very difficult, if possible at all. But my question is: why did he go there? Or better yet—why would he go there if he knew about the assigned coefficients?
There is undoubtedly logic in your phrase. Only I was thinking of a completely opposite point, which for some reason you stubbornly ignore:

Why did you suggest that "all willing" players participate on "normal" and then, long after the start, introduce a reducing coefficient for them for the current tournament? While you yourself agree that this coefficient cannot realistically reflect the difference between starting saves.

And if the introduction of a reducing coefficient is aimed at "pulling" players from normal to impossible, then why introduce normal in the first place? That's what I can't understand! :D Moving in circles...
VDV_forever;55256
What difficulty level did you yourself start playing Heroes on? I'm 90% sure it was NORMAL!
Actually, no! Nothing of the sort! I started playing on "knight," because the "normal" level was a bit too difficult for me... And I thought playing above "rook" was completely impossible! :D
Сначала было слово...
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AmberSoler;55550
First of all, my entire idea from the very start of the "Best of the Best" tournament was that everyone should play from the same save. Impossible or normal difficulty – it doesn't really matter... If you forgot -
I remember everything, I don't know about VDV. But later, recently, you wrote a post, the meaning of which was interpreted unambiguously – that you should only play on Impossible difficulty. Is that right? Now you agree that the difficulty doesn't really matter – as long as there is one starting save for everyone. I also share that opinion. But at the same time, I understand that, in fact, I don't really care how many difficulty levels there will be. In the end, the organizers have the right to organize tournaments as they see fit. But for calculating the rating according to the system I proposed, it would be inconvenient, and the system should be as simple as possible. Therefore, I am introducing coefficients, perhaps a little high, but the organizers accept them because, by definition, Impossible is more difficult than Normal.
We are considering exactly this phrase – Impossible is more difficult than Normal. And nothing else – because there is no need for anything else. At the same time, if you remember that discussion, many people stated that they would definitely play on Normal. And now it will be like this – if you want to get a corresponding rating, please play on Impossible, if you don't want to, you will still get it.
:)
That is, with these coefficients, I also avoided discussions about which level to play, in other words, I don't care now how many difficulty levels the tournaments will be held on.
AmberSoler;55550

Secondly, I haven't encountered a single well-reasoned argument from a player on "Normal" in defense of your policy. And statements like
So far, I have only met one player from Impossible who, for some reason, acts as a defender of something unclear and, in your words, opposes VDV's policy. Let the players from Normal take care of it themselves.
AmberSoler;55550

All those who sent you a save on "Normal" would have played on "Impossible" just as well if there was one save for everyone. Those who consider "Impossible" to be an impossible starting level (exactly – a starting level, not a game), will not send you their final save because they don't have one.
I have always agreed with this opinion of yours. But on the other hand, there is such a thing as a psychological barrier. Even if the map is difficult, but they offer to play on an easy or normal level, some players will agree to play, while others will not even play an easy map on Impossible. My advice to you is – forget about these difficulty levels, you play on Impossible. The coefficient there is 1. Why do you need it? :) Just kidding, Kirgudu.
AmberSoler;55550

Therefore, I am distancing myself from the discussion of tournament balance.
I personally agree 100% with everything you propose. And I tried to point out the imbalance that may arise in relation to any of the parties being discussed. But now I will no longer speak on behalf of those who do not want to speak for themselves.
I removed the item about the reasons for missing the VDV tournament from the messages. I agreed that the coefficients are overstated, but we do not see the point in changing them in order not to complicate things for anyone and the rating calculation system itself.
So you have no reason to be offended that no one listened to you.
AmberSoler;55550

There is logic in your phrase, undoubtedly. Only I was thinking about a completely opposite point, which you, for some reason, are silent about:
Why did you offer "all willing" players to participate on "Normal" and then, after a long time after the start, introduced a reducing coefficient for the current tournament? While you yourself agree that this coefficient cannot realistically reflect the difference between the starting saves.
Firstly, I have already written so much here that saying that I am keeping something quiet is, to put it mildly, not quite right :) Secondly, I personally did not offer anyone where to participate. I only advised everyone to play on the same difficulty level.
For the hundredth time: the tournament started, and the rating calculation system was invented a little later. And so as not to delay, they decided to calculate the rating from this tournament. A coefficient was introduced for Normal so that no player from Normal could overtake players from Impossible in the rating – I explained above why this is so. For this tournament, we decided to calculate the rating for everyone, but Normal players have the right to withdraw from the rating table, because they were not warned in advance about the coefficients. In the future, they probably will not be able to withdraw, but it all depends on VDV, what decision he will make.
AmberSoler;55550

While you yourself agree that this coefficient cannot realistically reflect the difference between the starting saves.
Firstly, I answered you then – offer your real coefficients? Where are they? Secondly, I told you that you will have to explain to the Impossible players who will be overtaken by Normal players in this case. You said that no one should explain anything to anyone. So, I don't understand what mill you want to grind me against :)
AmberSoler;55550

And if the introduction of a reducing coefficient has the goal of "luring" players from Normal to Impossible, then why was Normal introduced? That's what I can't understand! :D A vicious circle...
The introduction of coefficients has one goal – NOT TO EXPLAIN ANYTHING TO ANYONE. Let everyone think for themselves where it is better for them to play. And why Normal was introduced – this is a question for VDV. But he seems to have already answered you. I will repeat. You remember how it all started, everything was for the first time :) Several players in the topic before the start of the tournament specifically signed up for Normal. And before that, there was a discussion, so where Normal came from is already a question NOT for VDV, and even less for me, but for those people, on behalf of whom you are trying to speak :)

But I repeat – your comments were listened to, something was changed, and something was explained why we will do things this way and not otherwise :)

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