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Thread: Easy fix for manipulating division and cup seedings

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  1. #1
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    Quote Originally Posted by khris View Post
    so maybe a mathematical formula... knowing that each level difference is of 5 points..... and 80% always is the visual value given for the 5*... add a min value for the cup draws... the value assigned for the 5th star and then, "check out, the value, of the level" in the cse that a team overcomes the 80%, lets say the 100%..... ¿? so,,,, the min avQ in cup considered always would be 80%....

    Then considering this, you put in order all teams of the server, and if theres a draw in the AvQ assigned for the 80% sum the value of the level...

    EX:

    level 2 try to manipulate. 5* at level 2 is 25AvQ and then we have a level 3 trying the same.... level 3 have the 5* at 30 AvQ points, but both teams decrease the AvQ till 15%... so, the one at level 2, with 15 avq have a full of 4*.... 15avq at level 3 is 2*.... buuut...

    lets apply the formula, lets give the L2 team, a min' value for the cup draw, not of 15avq, but of 25, which is the average real level of the market of his level, so,,, is his potential..... and the level 3 have assigned a value, or 30 that is the 5* at level 3.... despite the avQ decrease there's no way to trick.


    Then.... I have a team 5*... 250avQ points... lets say that a team 3 levels lower, where 5* is 235 have a 8*.... then the system should consider all the star rank.. that goes from 250-254 and see the levels of the teams, the ones with + level would go first in the list ....
    ...or lower level teams will be count with the "star starting value" in this case a exact 250avQ meanwhile the 8* team is growing till the 9* (255avQ).... hmmmm....

    as the system needs go in order from the 1st better team of the server, then doing cup groups till level 1....

    ¿?

    ohh ye, magnific.
    That seems overly complicated, mate. I spit balled some ideas with my coworkers that also play the game and we think that the easiest fix is simply to add the statistic: Average Best Possbile Eleven Quality (AvSEQ) Over Time - AvBPEQOT * 1,02 per competition won that season. So, a team with 175 AvBPEQOT that wins the triplet, effectively would be ranked as 185 AvBPEQOT.

    Basically, the game only needs to start recording the quality of your Best Possible Eleven, Sum it and divided it by 11 and recording that average (1 goalie, 3 or 4 defenders, 3 or 5 mids, 1 or 4 attackers, this comprises all possible legal formations, the game already has implemented the system to know ilegal formations from legal ones).

    If you complete a season with 175 AvBPEQOT (including cup and champions league), you would need to tank under 50% for 2 full seasons to make it worth manipulating the seedings. Which seems a price too high to pay for the benefit, considering if you bring the team back to 175 AvBPEQOT, next season the lowest level opponents would be around 115% (125% if you won a few titles). Not a walk in the park anymore. And this is based on calculating just on the first 4 seasons of this system. After some 20 seasons it gets incredibly more complicated, you need to tank a lot more seasons to get the same effect, since you might have more competitions won.

    Bottom line, if the game tracks what You Would Normally be Doing, instead of What You Do, it makes it a lot more even field for all.
    Last edited by mcdoomer; 04-08-2018 at 11:16 AM.
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  2. #2
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by mcdoomer View Post
    That seems overly complicated, mate. I spit balled some ideas with my coworkers that also play the game and we think that the easiest fix is simply to add the statistic: Average Best Possbile Eleven Quality (AvSEQ) Over Time - AvBPEQOT * 1,02 per competition won that season. So, a team with 175 AvBPEQOT that wins the triplet, effectively would be ranked as 185 AvBPEQOT.

    Basically, the game only needs to start recording the quality of your Best Possible Eleven, Sum it and divided it by 11 and recording that average (1 goalie, 3 or 4 defenders, 3 or 5 mids, 1 or 4 attackers, this comprises all possible legal formations, the game already has implemented the system to know ilegal formations from legal ones).

    If you complete a season with 175 AvBPEQOT (including cup and champions league), you would need to tank under 50% for 2 full seasons to make it worth manipulating the seedings. Which seems a price too high to pay for the benefit, considering if you bring the team back to 175 AvBPEQOT, next season the lowest level opponents would be around 115% (125% if you won a few titles). Not a walk in the park anymore. And this is based on calculating just on the first 4 seasons of this system. After some 20 seasons it gets incredibly more complicated, you need to tank a lot more seasons to get the same effect, since you might have more competitions won.

    Bottom line, if the game tracks what You Would Normally be Doing, instead of What You Do, it makes it a lot more even field for all.
    "Basically, the game only needs to start recording the quality of your Best Possible Eleven,"

    The problem is that this is the problem, knowing the game lol can't record this amount of data.

    Thats why I suggested something that, is not more complicated really, simply give to the team a min value for his level related with the market source of players.

    Then the servers, as always, do the list of teams of the server, starting for the best level, grouping the teams in 64 using the criteria to do the draws that now would be use this value.

    Really, what you suggest is unimplementable as would need a big data recording...