Posted 04 November 2010 - 00:35
More changes have been made. All changes up to this point are in RED.
Judging by the sound of everyone's comments and feedback, I believe most, if not all, would agree that the higher levels have a big advantage over the lower levels on the ladder. Also, it seems as though a lot of people here would agree that dividing the PvP Ladder into separate brackets would be the best route. Looking at the current system, 230 PvP Ladder Tokens are rewarded each and every time the ladder resets.
If HCS were to break the PvP Ladder into separate brackets, it would have to be divided in such a way that everyone throughout the bracket had a legitimate chance of beating someone else in their bracket, regardless of level. In order to maintain the amount of Ladder Tokens coming into the game, and to keep the economy intact, HCS would also have to find a way to even out the token distribution throughout the separate brackets.
~~~Suggestion~~~
Separate Brackets Consisting of a "Top 5" instead of a "Top 50."
Brackets Divided by Level for each subsequent "Range," consisting of 4 brackets.
Instead of 230 tokens coming into the game at a time, decrease or increase the number to allocate the different brackets. Since I'm using the bracket model above, I would decrease the number from 230, to 200.
200 Tokens into the game per reset, divided into 4 different brackets would mean 50 tokens coming into the game per bracket.
~~Top 5~~
Each person finishing in the top of their brackets get's tokens following the model:
1 = 18
2 = 14
3 = 10
4 = 6
5 = 2
6-10 = 1
~~Obtaining PvP Rating~~
From the Bounty Board: If HCS were to take the route of dividing the PvP Ladder into brackets, instead of removing rating transfer completely from the board, make it so you can ONLY obtain rating from those players within your bracket. A player may still complete any other bounty from another bracket for the bounty reward, but the only losses would be gold and experience. For bounty hits, 1 PvP Rating point transfer per attack would be sufficient, yielding a 10 point overall transfer by the end of the bounty.
Note: PvP Rating should ONLY be transferred after the bounty is completed.
Note 2: Clearing bounties with 100 stamina attacks would yield a 10 point per hit transfer, ultimately adding up to a net total of 100 rating if a person clears with all 100 stamina hits.
Note 3: These numbers do NOT take into account the effects of Gloat, nor Honor.
Note 4 (Taken from leos3000): Taking bounties out of your bracket will NOT result in a transfer, but rather a "sink" of rating from the bountied person. In essence, a level 600 CAN take a bounty on a level 100. The 600 will gain NO rating from the bounty, but the 100 WILL lose rating regardless.
Regular Attacks: 10 Stamina attacks would yield a 5 Rating per hit transfer, while a 100 Stamina attack would yield a 50 Rating per hit transfer. Any stamina attack between would be set up using a Step Function rule, would round DOWN, instead of up. For example: 10 Stamina=5 Rating Transfer; 20 Stamina=10 Rating Transfer; 30 Stamina=15 Rating Transfer; and so on, while 17 Stamina=8 Rating Transfer; 64 Stamina=32 Rating Transfer, and so on.
Note: These numbers do NOT take into account the effects of Gloat, nor Honor.
~~Dominance Medal~~
As suggested by many people, each person at the top of their respected brackets would obtain a percentage towards their completion of the Dominance Medal.
~~Brackets~~
20-100; 101-300; 301-600; 601+
~~Mediation~~
Since the extremist levelers don't want an increase in PvP Range, but the extremist PvPers do want an increase in the PvP Range, all PvP Ranges will stay the same for the time being.
Another thing that has been up for debate is the allotted time in which a person can be attacked for rating. Some people scream that 24 hours is too long, and propose a 6-8 hour limit. Those who enjoy the 24 hour limit scream that the 6-8 hour limit would be too short. In essence, you can't satisfy everybody, so cut the 24 in half and have a 12 hour interval for attacking.