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Old 09-19-2019, 10:36 PM   #71
devonin
Very Grave Indeed
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Join Date: Apr 2004
Location: Ontario, Canada
Age: 40
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Default Re: New FFR Features ?

I've put a lot of thought and effort and consultation with people who are better with the math, to try and find a way to accurately track the difficulty of improvement but it's a lot more complicated than it seems.

Improving from 10 to 20 is a totally different thing than improving from 60 to 70 or 90 to 100, and coming up with a prize schema that rewards overall improvement that gives players going from 100 to 100.3 prizing that actually represents the difficulty of that increase without the prizing for the person who went from 20 to 30 being basically zero, or the reverse being true, is not exactly simple to construct.

What is wanted by me anyway, if you remove divisions entirely, is having structures and tiers of competition where prizes are compelling enough for players to participate without being compelling enough for players to spike it.

You want a tournament to attract the best players by giving them prizes worth the effort of coming out and playing, and having winning be a substantial accomplishment. That's easy to do. Give amazing prizes, and the top players who have a chance to actually win will want to come compete for those prizes.

The problem is when you make a tournament that is designed to attract non-professional-tier players. The way you do that is by offering prizes good enough for more casual players to say "That's worth coming out to try" without being good enough that it's worthwhile for somebody in D7/D8 to come and just auto-win. You can hold a local Overwatch tournament where the first prize is 500 bucks, and chances are good that the pro-tier teams are too busy earning their 100,000 dollar OWL salaries, and preparing for the World Cup to come enter.

We don't really have a way to have an equivalent to 500 dollar local scene tournament, and also a 10 million dollar The International.

Last edited by devonin; 09-19-2019 at 10:46 PM..
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