Posted 07 December 2010 - 02:13
Some clarification on issues brought up while I was at work:
1. Rating loss was prevented if the other player was below the floor at which another player could gain rating to prevent upward shots.
Essentially, if Player A has 1400 rating and Player B has 1000 rating, and Player A is offline and unbuffed, the only person that can benefit from that combat is Player B. If Player A somehow, miraculously, manages to win, no rating will be gained.
If both parties can't benefit, neither one should be able to. I would potentially be open to a system where Player A risks losing rating if they initiate the combat against Player B, but that just makes trading possible.
However, if enough people don't agree with this particular aspect, other systems have been proposed.
Leos' similarity index (having players with like rating gain the most on a per hit basis) would be an acceptable alternative.
2. Having only 25 people on the ladder after a certain level is meant to prevent having extremely low amounts of rating from appearing and having access to bracket ranges; again, this is negotiable. While I realize having more players on the ladder is more desirable for those players who have fewer targets and want the wide range to hit them, that's not necessarily an issue when the maximum rating in a given bracket isn't very high. As populations in given brackets expand, as hor noted, the cows can increase. For now, it's a good starting point.
3. Resets were good at a week +. I'm actually wishing they'd go back to that. Keeps value high, makes people work for the spots.
4. Hor, I realize you like the range. So do I and every other pvper. However, it's blatantly unfair to all the levelers, and even I can see that. +/- 10 is pretty darn big, considering that's four times the range we used to be able to take exp from.
5. I'd be open to the rating range being increased to 300 or even 400.