ME Player Rating System

We're ready to open the debate on this again now. Comments and feedback
welcome. I've seen the results and I must they look fun - and some
interesting surprises. (GM team 16th out of 24!) :slight_smile: We've taken the
feedback from your questionnaire that most of you replied to and combined
that with the ratings we have for you and they are ready to send out and put
on the website.

Long email follows - please cut out anything not pertinent if you want to
reply.

Clint

From before (note some of this will be hard to change now but maybe possible
if a cool idea comes forward): Player and Team Rating Tables

There has been a lot of discussion on the mepbmlist concerning ratings for
players. We've taken a look at this and also the emails sent to us on the
subject. Here then are some ideas.

Please discuss and give feedback on what we can do to change it (what
changes you would make and what you would keep the same), what you think of
it (good or bad), what is unclear and needs improvement and anything other
feedback you think useful. We have in mind 6 ratings: Valar, Maia, Istari,
Ainur, Council of the Wise and Nazgul. Note you don't need to do anything
to get these ratings, we'll do all the work.!

Valar - this is based on similar ratings found in other games such as chess.
The quality of both teams is taken into account, as is the split of the
neutrals. If this rating became popular, it would have a very profound
balancing effect on the neutrals, it would be rare to get games where one
side is too strong and the game ends too quickly.

Maia - designed to be like experience points. This will show how much
experience you have at playing Middle-earth. It gives more points for
winning than for losing, it also gives more points if you play with other
more experienced players.

Istari - individual success, based on ability to score well for a particular
nation relative to how that nation is normally scored at the end of the
game. In addition we'll have an overall rating.

Ainur - a rating for Grudge teams. This rewards Grudge teams who win without
losing too many nations along the way.

Council of the Wise - a player voting system. At the end of the game
players vote for their team-mates.

Nazgul - a rating of experience combined with Winning percentage.

Each of these ratings will be updated at the end of a game. For scoring
purposes the last player that ran that particular nation will be counted.
(This means that a player who runs a nation, then stops AND another player
takes over, will not be counted for any of these ratings) .

This also means that if you are in more than one game your rating could well
be different by the end of the game. In these cases it is always your newest
rating that will be used. So if you start one game with 1,500 points and
then lose 50 from another game when the game ends you will have to use 1,450
as your 'original rating'.

Any games which start with less than 20 positions will count for less and so
only earn 1/2 points. Each rating will also alter as time goes on to show a
true status of active players. The updated ratings will be sent out to
players and added to the website each month. As time passes, players who
have not played recently will find their scores dropping, whilst active
players will remain at the top of the tables.

After each month your scores will be modified as follows 2% drop per month

FAQ: My first question is exactly what are these ratings to be used for?

*** For fun, and also to get a rough feeling for the various strengths of
individual players and teams. I think it will also add to the excitement of
the game.

Just as a refresher, what would be the as of date of these ratings, meaning
do they just start with new games, do they attempt to pick up old games, or
games in progress?

*** We're not even sure that we want to implement this yet. Feedback has
been mixed - with a small vocal minority wondering about the system at all.
I think that overall players are not a major fan of the Istari system though
as it has a strong relation to the Victory Points but some players enjoy
this aspect of the game and I would like to support them. I have yet to
make a decision about this as I would lots more feedback before coming to a
decision about what changes to make and what to add or remove from the
overall concept (if we use it all). We have records for the last couple of
years that are accurate. Before that reports and information is harder to
come by so we'd probably aim at having just the information from this period
(including current games).

What is the Istari system?

*** Istari - individual success, based on ability to place well at the end
of the game. This follows GSI's Victory Points system, rewarding those who
are not only on the winning team, but who have achieved their four goals (on
the 1st page).

Does this involve VCs, or just gold/armies/PCs/etc?

*** This would include VCs as well (but only for the Istari). We could aim
to have the original 4 only, without VCs, but they are not what normally
defines who wins the game. Although there are negative aspects to having
this we don't really have the right to change it and its how the game is
sometimes played.

I think this should be counted, possibly by counting drops (as someone else
suggested). Players should be punished for bailing on their team when a
nation still has life. Players should also be rewarded for picking up
difficult positions.

*** What do others think about this? We could come up with a system that
works with this.

Any games which start with less than 20 positions will count for less and

so

only earn 1/2 points. Each rating will also alter as time goes on to show

a
Does that include games with 2 nations/player?

*** Not at present. Note nothing is written in stone (ie unchangeable) at
present - all up for discussion. Other players have offered other systems
of scoring. (Mostly simpler to work out more like the Football where you
get 3 points for a win and 1 point for a draw, 0 for a loss). [Note I use
the World wide name for Football meaning Soccer as it's more internationally
known]. I would like feedback on that if possible.

Dr Deep checking in with the ratings question. I am not in favor of ratings
as too much depends on the
team you inherit when you enlist yourself to a new game. You may not be able
to perform to your best
ability due to a multitude of reasons not related to the game. So, in all, I
think a ratings system is not
realistic to me. But I am sure there are those who will like the idea. Just
my two cents worth.

*** Certainly true. One of the motivating factors for creating this system
is that I am able to better balance games at game start. At present I just
have to guesstimate teams when I create a game. This should help.

I don't really understand why your rating would degrade 2%. Chess ratings
don't degrade.

*** We want to do this to show an active status of players. You might run
up a high total and then leave the game for 4 years, but still be in the top
slot. This will also reduce those embarassing losses that happen to all of
us from time to time.

It's not and GWC's sucked. One game back then I was the Corsairs in a Grudge
Game. I declared for Dark, destroyed SG and then sailed up to the Noldo and
was attacking them. The DS team thought I had too many Victory Points and
would get a GWC. So they convinced Harad to attack me to knock my point
total down. The game itself was pretty much over, the FP were beaten. From
that point on, I NEVER played a neutral again in a Grudge game. I told GSI
NEVER AGAIN. Now you want to bring all this crap back to the game?

*** You are able to opt out of the scoring if you want. We're trying to
offer this as a service for players (ie an additional piece of fun in the
game) and to try and add some excitement to the game. No doubt this won't
suit everyone but for those that it does then they should have more fun, and
for the others I can see if having minimal or no impact on the way you play
the game. Only the Istari rating (of the 4/5 suggested ratings) has a value
which is related to VPs. Note players still play for the Victory
Conditions in the game as technically it is still a part of the game.

I've heard lots of this type of story, but always in reference to "the
past". The non-North American players claim that, because they never had
GWC's, they play more of a team oriented game. I've never seen anything even
remotely similar in my various games as a neutral

** We've not heard a lot of this but it has happened that some players
attack others to gain the VC or reduce their VPs. Game 71 it recently
happened so my opinion is that players will do it regardless of the game.
Note Grudge games are to be defined as no-Neutrals - or at least that is the
what I propose to put to player opinion and debate.

I just wanted to let you know that I am in agreement with starting up the
players rating system. Even if it isn't perfect to start with it should get
better over time and it would add a bit of extra fun (not something to be
taken too seriously, some of the comments on the MEPBM board suggest some
people are taking it far too seriously already - we play the game because we
enjoy it and I don't think this will change that dramatically).

*** That's the intention and overall I agree with this sentiment. No doubt
to get a working system will need tweaking as time goes on.

If Richard's eyes "glazed over" when he read the mathematics of the proposed
player ratings system, mine positively popped.

*** You don't need to do the maths. If you win you get points (45 + around
20ish for the Valar rating and similar quantities for the others) and if you
lose you lose a similar amount of points. I use the present Ratings of
players partially to equalise teams at game start, and to use as a factor in
the determination of points allocated. (If you beat a better team/more
players - ie more highly rated than yours - you deserve more points being
the simple policy behind it).

We currently have the old VC points inherent to the software, which are
almost universally disliked.

*** Yes my around 75%+ but I would estimate that the other 25%- like it or
are tolerant of it.

The Valar and Maia ratings actually do reward team players a LOT more than
the old VC point system. In fact, it seems that the only people who should
be overly worried about the new ratings systems would be players like those
you mentioned.

*** Yes that's one of the points we want to address and encourage as we
think it makes a better (ie more enjoyable) game. Emphasising other aspects
of the game over the negative of others is what we hope to achieve here.

We should keep the "World Chamionships" (or "Team Championships" - or, even
better, BOTH), no matter what. The results "to date" should be included. A
"challenge system" (or "ladder system" as seen in lower-level tennis
competition) would allow for past results to be included on a basis that
would not be unfair to those yet to "enter the fray." A new national team
would know in advance that they have to start at the "bottom" of the ladder.

*** We'd like to revitalise the flagging World Championships either in the
same format or in another format. Lots of debate on this one to organise
yet - especially with those actually playing in the WCs. I have been
thinking of using the Ainur rating as the new Team Championships. Basically
Ben's team has effectively won the game - their only challenge left is the
Aussies.

Any ratings system has got to weight nations somehow - obviously someone who
does well as the Woodmen deserves more points than a player who wins with
the Noldo on turn 16. Comparing Woodmen against Noldo or Dark Lts players is
rather unfair - nations need to be compared with performances of other
players running the same nation.

*** This is an interesting idea. Rating them on VPs is one method -
relative to how others have played that particular nation. More complex
solutions to this are possible - with ratings on various aspects of their
play as that nation but I don't see how we can easily do this without a lot
of player support.

The only ratings that I would truely be interested in, would be a private
rating communicated at end of game that measured your performance vs the
average of your position before you. So, I would be interested to know that
as NG I eliminated 25000HI and 4 MTs, when the average was 20000 and the
best was 35000, for example. This just as a gentle way of helping me gauge
my performance....

*** Very hard to arrange but possible if players wanted it. We're presently
working on aspects of the program at our end and might consider being able
to take out lots of the information from this. (Bit of a pipe-dream at
present but we've managed to pull off a lot more of those so far than
expected). The other way would be for players to tally this up. PCs
(captured/created), armies (destroyed/created), characters
kill/kidnaps/challenges), money gifted/received, what other factors for
actual game mechanics? Playerwise there would be other factors to involve,
team-manship, hard work on collating information, diplomacy, helping out
with turns that sort of thing might be factors to involve as well.

So in closing there is lot of debat on the subject which is what I was
hoping for. We're happy for this to continue until I can get a feel for
what is the correct course of action to take (even if that is no-action).

Thanks for all the hard work you have put in so far.

Clint

路路路

************************************
聽聽聽聽聽聽聽聽聽聽聽ME Games Ltd
Mailto: me@middleearthgames.com
Website: www.middleearthgames.com

UK: 340 North Road, Cardiff CF14 3BP UK
US: EpicMail, PO Box 801, Wexford PA 15090-0801

Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
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(Dial 011 44 29 2091 3359 if in the US)
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US Phone: 412)302-2505 EST Weekdays
US alternate Fax: 801 650 8073 Fax 24hrs

It was a rotten idea that hasn't gotten any better
with age.

Valar - this is based on similar ratings found in
other games such as chess.

AND, those other games are single player where winners
and losers are a direct result of personal skill.
They simply do not apply to a team game where any one
person is 1/10th or less of the team win or loss.

Maia - designed to be like experience points. This
will show how much
experience you have at playing Middle-earth.

So, the people that spend the most, get the highest
rating. Great.

Istari - individual success, based on ability to
score well for a particular
nation

And, when I send 20,000 gold to an ally to replace
characters killed by enemy assassins, how does that
get scored? When I name commanders to burn enemy pops
instead of emissaries to create and improve pops, how
does that get scored?

I'm a good player if I keep my head down and don't
attract enemy assassins, but a bad player if I'm
leading the attack and my characters get killed?

VPs are an ANTI-indicator of good play.

Council of the Wise - a player voting system. At
the end of the game
players vote for their team-mates.

Well, my firends should quit playing with me, because
I'll never send in a vote for anyone.

the last player that ran that particular
nation will be counted.
(This means that a player who runs a nation, then
stops AND another player
takes over, will not be counted for any of these
ratings) .

So, if a game is going badly, dump it on someone that
doesn't care about ratings.

Look. This was a HORRID idea a year ago when you
tried to enforce it on an undesiring player base. It
hasn't gotten any better smelling in the year it has
been on the shelf.

People should play each and every game for the fun of
playing each and every game. Each and every action
should be based on what is best for the nation and the
team, not on how it will effect rankings. You should
take nations that seem fun to play, not noes that will
help you score high.

There should not be a sucky, artificial rating system
added on top of the game that encourages people to
only play games where they are likely to win, or
encourages them into selfish play, or encourages them
to drop, or calls "bad players" good while calling
"good players" that don't take advantage of loopholes
in the rating system "not as good".

SCRAP THE WHOLE IDEA once and for all.

Darrell Shimel

路路路

__________________________________
Do you Yahoo!?
Yahoo! Finance: Get your refund fast by filing online.
http://taxes.yahoo.com/filing.html

ME Games Ltd wrote:

We're ready to open the debate on this again now. Comments and feedback
welcome. I've seen the results and I must they look fun - and some
interesting surprises. (GM team 16th out of 24!) :slight_smile: We've taken the

Since Mr Shimel has struck already, I guess the bearers of the banner should stand up as well.

A PRS gives ME a crucial third dimension to play - one that lasts between games. Some people see that as a threat - people will play for ratings. With so many different types of ratings, though, it's difficult to maximize them all without being a team player. People who attempts to maximize personal ratings will have the numbers to prove their selfishness to everyone else, thus rendering them harmless.

I'll be the first to admit I never played for GWC's, so I never had anyone stab me in the back for one. I can't imagine that'd be fun. Regardless, the parallel is meaningless. There's no monitary value attached to ratings, so no incentive to hose your team for it.

Further, I don't understand why anyone would play a team game where you don't trust the motives of your teammates. If a few numbers on a webpage are going to turn your teammates into raving egomaniacs, what can you possibly think of them today!

Frankly, I trust most of the people I play with to play for the team (and team rating) first, and themselves second, and I have no reason to believe that some numbers will change that. Results may prove me wrong, but I think the reward far outweighs the risk.

聽聽聽聽聽聽聽聽jason

路路路

--
Jason Bennett, jasonab@acm.org
E pur si muove!

Send out the info.!

b

ME Games Ltd wrote:

We're ready to open the debate on this again now. Comments and feedback
welcome. I've seen the results and I must they look fun - and some
interesting surprises. (GM team 16th out of 24!) :slight_smile: We've taken the
feedback from your questionnaire that most of you replied to and combined
that with the ratings we have for you and they are ready to send out and put
on the website.

Long email follows - please cut out anything not pertinent if you want to
reply.

Clint

From before (note some of this will be hard to change now but maybe possible

if a cool idea comes forward): Player and Team Rating Tables

There has been a lot of discussion on the mepbmlist concerning ratings for
players. We've taken a look at this and also the emails sent to us on the
subject. Here then are some ideas.

Please discuss and give feedback on what we can do to change it (what
changes you would make and what you would keep the same), what you think of
it (good or bad), what is unclear and needs improvement and anything other
feedback you think useful. We have in mind 6 ratings: Valar, Maia, Istari,
Ainur, Council of the Wise and Nazgul. Note you don't need to do anything
to get these ratings, we'll do all the work.!

Valar - this is based on similar ratings found in other games such as chess.
The quality of both teams is taken into account, as is the split of the
neutrals. If this rating became popular, it would have a very profound
balancing effect on the neutrals, it would be rare to get games where one
side is too strong and the game ends too quickly.

Maia - designed to be like experience points. This will show how much
experience you have at playing Middle-earth. It gives more points for
winning than for losing, it also gives more points if you play with other
more experienced players.

Istari - individual success, based on ability to score well for a particular
nation relative to how that nation is normally scored at the end of the
game. In addition we'll have an overall rating.

Ainur - a rating for Grudge teams. This rewards Grudge teams who win without
losing too many nations along the way.

Council of the Wise - a player voting system. At the end of the game
players vote for their team-mates.

Nazgul - a rating of experience combined with Winning percentage.

Each of these ratings will be updated at the end of a game. For scoring
purposes the last player that ran that particular nation will be counted.
(This means that a player who runs a nation, then stops AND another player
takes over, will not be counted for any of these ratings) .

This also means that if you are in more than one game your rating could well
be different by the end of the game. In these cases it is always your newest
rating that will be used. So if you start one game with 1,500 points and
then lose 50 from another game when the game ends you will have to use 1,450
as your 'original rating'.

Any games which start with less than 20 positions will count for less and so
only earn 1/2 points. Each rating will also alter as time goes on to show a
true status of active players. The updated ratings will be sent out to
players and added to the website each month. As time passes, players who
have not played recently will find their scores dropping, whilst active
players will remain at the top of the tables.

After each month your scores will be modified as follows 2% drop per month

FAQ: My first question is exactly what are these ratings to be used for?

*** For fun, and also to get a rough feeling for the various strengths of
individual players and teams. I think it will also add to the excitement of
the game.

Just as a refresher, what would be the as of date of these ratings, meaning
do they just start with new games, do they attempt to pick up old games, or
games in progress?

*** We're not even sure that we want to implement this yet. Feedback has
been mixed - with a small vocal minority wondering about the system at all.
I think that overall players are not a major fan of the Istari system though
as it has a strong relation to the Victory Points but some players enjoy
this aspect of the game and I would like to support them. I have yet to
make a decision about this as I would lots more feedback before coming to a
decision about what changes to make and what to add or remove from the
overall concept (if we use it all). We have records for the last couple of
years that are accurate. Before that reports and information is harder to
come by so we'd probably aim at having just the information from this period
(including current games).

What is the Istari system?

*** Istari - individual success, based on ability to place well at the end
of the game. This follows GSI's Victory Points system, rewarding those who
are not only on the winning team, but who have achieved their four goals (on
the 1st page).

Does this involve VCs, or just gold/armies/PCs/etc?

*** This would include VCs as well (but only for the Istari). We could aim
to have the original 4 only, without VCs, but they are not what normally
defines who wins the game. Although there are negative aspects to having
this we don't really have the right to change it and its how the game is
sometimes played.

I think this should be counted, possibly by counting drops (as someone else
suggested). Players should be punished for bailing on their team when a
nation still has life. Players should also be rewarded for picking up
difficult positions.

*** What do others think about this? We could come up with a system that
works with this.

Any games which start with less than 20 positions will count for less and
聽聽聽

so

only earn 1/2 points. Each rating will also alter as time goes on to show
聽聽聽

a
Does that include games with 2 nations/player?

*** Not at present. Note nothing is written in stone (ie unchangeable) at
present - all up for discussion. Other players have offered other systems
of scoring. (Mostly simpler to work out more like the Football where you
get 3 points for a win and 1 point for a draw, 0 for a loss). [Note I use
the World wide name for Football meaning Soccer as it's more internationally
known]. I would like feedback on that if possible.

Dr Deep checking in with the ratings question. I am not in favor of ratings
as too much depends on the
team you inherit when you enlist yourself to a new game. You may not be able
to perform to your best
ability due to a multitude of reasons not related to the game. So, in all, I
think a ratings system is not
realistic to me. But I am sure there are those who will like the idea. Just
my two cents worth.

*** Certainly true. One of the motivating factors for creating this system
is that I am able to better balance games at game start. At present I just
have to guesstimate teams when I create a game. This should help.

I don't really understand why your rating would degrade 2%. Chess ratings
don't degrade.

*** We want to do this to show an active status of players. You might run
up a high total and then leave the game for 4 years, but still be in the top
slot. This will also reduce those embarassing losses that happen to all of
us from time to time.

It's not and GWC's sucked. One game back then I was the Corsairs in a Grudge
Game. I declared for Dark, destroyed SG and then sailed up to the Noldo and
was attacking them. The DS team thought I had too many Victory Points and
would get a GWC. So they convinced Harad to attack me to knock my point
total down. The game itself was pretty much over, the FP were beaten. From
that point on, I NEVER played a neutral again in a Grudge game. I told GSI
NEVER AGAIN. Now you want to bring all this crap back to the game?

*** You are able to opt out of the scoring if you want. We're trying to
offer this as a service for players (ie an additional piece of fun in the
game) and to try and add some excitement to the game. No doubt this won't
suit everyone but for those that it does then they should have more fun, and
for the others I can see if having minimal or no impact on the way you play
the game. Only the Istari rating (of the 4/5 suggested ratings) has a value
which is related to VPs. Note players still play for the Victory
Conditions in the game as technically it is still a part of the game.

I've heard lots of this type of story, but always in reference to "the
past". The non-North American players claim that, because they never had
GWC's, they play more of a team oriented game. I've never seen anything even
remotely similar in my various games as a neutral

** We've not heard a lot of this but it has happened that some players
attack others to gain the VC or reduce their VPs. Game 71 it recently
happened so my opinion is that players will do it regardless of the game.
Note Grudge games are to be defined as no-Neutrals - or at least that is the
what I propose to put to player opinion and debate.

I just wanted to let you know that I am in agreement with starting up the
players rating system. Even if it isn't perfect to start with it should get
better over time and it would add a bit of extra fun (not something to be
taken too seriously, some of the comments on the MEPBM board suggest some
people are taking it far too seriously already - we play the game because we
enjoy it and I don't think this will change that dramatically).

*** That's the intention and overall I agree with this sentiment. No doubt
to get a working system will need tweaking as time goes on.

If Richard's eyes "glazed over" when he read the mathematics of the proposed
player ratings system, mine positively popped.

*** You don't need to do the maths. If you win you get points (45 + around
20ish for the Valar rating and similar quantities for the others) and if you
lose you lose a similar amount of points. I use the present Ratings of
players partially to equalise teams at game start, and to use as a factor in
the determination of points allocated. (If you beat a better team/more
players - ie more highly rated than yours - you deserve more points being
the simple policy behind it).

We currently have the old VC points inherent to the software, which are
almost universally disliked.

*** Yes my around 75%+ but I would estimate that the other 25%- like it or
are tolerant of it.

The Valar and Maia ratings actually do reward team players a LOT more than
the old VC point system. In fact, it seems that the only people who should
be overly worried about the new ratings systems would be players like those
you mentioned.

*** Yes that's one of the points we want to address and encourage as we
think it makes a better (ie more enjoyable) game. Emphasising other aspects
of the game over the negative of others is what we hope to achieve here.

We should keep the "World Chamionships" (or "Team Championships" - or, even
better, BOTH), no matter what. The results "to date" should be included. A
"challenge system" (or "ladder system" as seen in lower-level tennis
competition) would allow for past results to be included on a basis that
would not be unfair to those yet to "enter the fray." A new national team
would know in advance that they have to start at the "bottom" of the ladder.

*** We'd like to revitalise the flagging World Championships either in the
same format or in another format. Lots of debate on this one to organise
yet - especially with those actually playing in the WCs. I have been
thinking of using the Ainur rating as the new Team Championships. Basically
Ben's team has effectively won the game - their only challenge left is the
Aussies.

Any ratings system has got to weight nations somehow - obviously someone who
does well as the Woodmen deserves more points than a player who wins with
the Noldo on turn 16. Comparing Woodmen against Noldo or Dark Lts players is
rather unfair - nations need to be compared with performances of other
players running the same nation.

*** This is an interesting idea. Rating them on VPs is one method -
relative to how others have played that particular nation. More complex
solutions to this are possible - with ratings on various aspects of their
play as that nation but I don't see how we can easily do this without a lot
of player support.

The only ratings that I would truely be interested in, would be a private
rating communicated at end of game that measured your performance vs the
average of your position before you. So, I would be interested to know that
as NG I eliminated 25000HI and 4 MTs, when the average was 20000 and the
best was 35000, for example. This just as a gentle way of helping me gauge
my performance....

*** Very hard to arrange but possible if players wanted it. We're presently
working on aspects of the program at our end and might consider being able
to take out lots of the information from this. (Bit of a pipe-dream at
present but we've managed to pull off a lot more of those so far than
expected). The other way would be for players to tally this up. PCs
(captured/created), armies (destroyed/created), characters
kill/kidnaps/challenges), money gifted/received, what other factors for
actual game mechanics? Playerwise there would be other factors to involve,
team-manship, hard work on collating information, diplomacy, helping out
with turns that sort of thing might be factors to involve as well.

So in closing there is lot of debat on the subject which is what I was
hoping for. We're happy for this to continue until I can get a feel for
what is the correct course of action to take (even if that is no-action).

Thanks for all the hard work you have put in so far.

Clint

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[Non-text portions of this message have been removed]

A PRS gives ME a crucial third dimension to play -
one that lasts
between games.

But one that rewards poor play, selfish play,
selective play, dropping at the first sign of trouble,
and a host of other problems.

Some people see that as a threat -

Some played in the days when VPs were used to hand out
free setups. We lived through the days of selfish pay
that led to many a freindly character strike near the
end of the game.

With so many different types of ratings,
though, it's difficult
to maximize them all without being a team player.

It is impossible to maximize any except by finding
loopholes in the rules. Only joining games you know
you can win easily. Dropping at the first sign of
trouble. Playing selfishly.

Eru forbid, creating sock puppet accounts to join both
sides of the same game, ensuring your main account is
on the winning side of a quick game despite you
selfish play.

People who attempts to
maximize personal ratings will have the numbers to
prove their
selfishness to everyone else, thus rendering them
harmless.

Harmless? If I end up in a game with a high ranked
player, what am I supposed to do? Launch a character
strike against him immediatly? Give him no support?
Throw him to the enemy without aid?

I will.

Anytime I'm in a game with "good" players, I'll do
EVERYTHING I can, within the rules, to screw him over.

Yeah, that will make the game more fun. Whatever.

I'll be the first to admit I never played for GWC's,
so I never had
anyone stab me in the back for one. I can't imagine
that'd be fun.
Regardless, the parallel is meaningless. There's no
monitary value
attached to ratings, so no incentive to hose your
team for it.

Are you kidding me? Bragging rights ARE far more
valuable than a GWC that saves you $12. Honestly, if
you could be BUY the right to be called one of the
best players for $12, would you do it?

I think this rating system is FAR more incentive than
the old "free setup" GWCs.

Further, I don't understand why anyone would play a
team game where you
don't trust the motives of your teammates. If a few
numbers on a webpage
are going to turn your teammates into raving
egomaniacs, what can you
possibly think of them today!

I don't distrust the team I play grduge games with.
However, I'm currently in 1 grudge game and two open
games.

I'm the kind of player that ships products around to
help out front line teammates, that takes the 2X
ScoChar nation and builds lots of 60 scouts instead of
90 assassins. I'm the kind of player that does the
LATs instead of the cursing. I'm the kind of player
that throws away troops and commanders against enemy
pops. When a neutral, I frequently join the losing
side for balance.....

None of the ratings come close to measuring how much
anyone contributes to the win or loss. They will all
rank me as a bad player. They are all bull crap.

Frankly, I trust most of the people I play with to
play for the team
(and team rating) first, and themselves second, and
I have no reason to
believe that some numbers will change that.

Having played in the day of GWCs, I do have LOTS of
reason to know it will change. Having played other
online games (like Command and Conquer), I have plenty
of reason to know it will change.

Results
may prove me wrong,
but I think the reward far outweighs the risk.

I do not. I see NO reward except the creation of a
list of bad players that are called "the best
players". I see only risk.

Darrell Shimel

路路路

__________________________________
Do you Yahoo!?
Yahoo! Mail SpamGuard - Read only the mail you want.
http://antispam.yahoo.com/tools

I can confirm you are that type of player. That is the type of player who
will win more often than not. Selfish players want the assassins and
cursers, they hide from the game and build their little glory pdf's...and
lose more often than not. Tell me, what is your winning percentage? Not
"you" personally, your nations as per VP's and/or VC's...but your
allegiance?

Of course the ratings measure how much someone contributes to the win or
loss. If the whole team gets a boost in their ratings because of YOUR great
play, guess what will happen over time? The next game, it will happen
again...but those guys who got the boost the last time will more likely lose
without you...yours go up..and up...and up...because you're an excellent,
knowledgeable, experienced and unselfish team player. Your teams will win
more often than not, and since you are on ALL of your teams, you'll get a
greater ratings increase, total over time.

I highly suspect you are going to find yourself towards the end of the list
you claim to so despise. Do it as an experiement - you can always opt out
later if you like, but don't do so right away....

Regards,

Brad Brunet

路路路

----- Original Message -----
From: "Darrell Shimel" <threeedgedsword35@yahoo.com>

I'm the kind of player that ships products around to
help out front line teammates, that takes the 2X
ScoChar nation and builds lots of 60 scouts instead of
90 assassins. I'm the kind of player that does the
LATs instead of the cursing. I'm the kind of player
that throws away troops and commanders against enemy
pops. When a neutral, I frequently join the losing
side for balance.....

None of the ratings come close to measuring how much
anyone contributes to the win or loss. They will all
rank me as a bad player. They are all bull crap.

Clint,

It's good that you ask us this stuff, (it shows you actually want our
input), but the PRS discussion was thrashed out, (rather violently, as I
recall), a while ago. So far, I haven't seen any new arguments here.
What's more, it seems like mainly the same few people are simply
restating the same opinions as before.

Perhaps it should just be implemented on a trial basis, (with the
express understanding that it might go away), to see what people think
about it, and THEN re-open the disucssion?

Right now, I'm not certain it is worth the effort, (due to the limited
participation for this kind of extra stuff), but since much of the
effort has already been made, a trial run would actually give us some
hard data to look at, as well as expose any problems with it. Having it
in place would also expose people to the actual system. This might fire
up some new debate, rather than just rehasing the same old conjectures
and opinions (on both sides of the argument).

Just a suggestion,

Mike Mulka

I can confirm you are that type of player.

shhh... We haven't told the DS I'm going FP yet.

That is
the type of player who
will win more often than not.

Wrong. Some of the ranking use the stupid VCs. That
is how many pops I have, how much gold I have,
character ranks, and army quality. You rank well by
hording assets, keeping your characters out of harm's
way, keeping your armies out of comnat, and keeping
you emissaries at home doing ImprPops instead of out
doing InfOthrs.

Another ranking rewards based on the number of games
you complete. Sometimes I'm in one game at a time. I
play better when only in one game at a time. However,
I'll always rank lower than people in 3-4-5 games in a
row.

When I play grudge games, we look for challenges.
We'll take neutral splits that seem challenging.
Right now, we can do that for the challenge. This
ranking system would punish players looking for a
challenge and reward those that beat up on people they
know they can win.

You think I would have played Duns had rankings been
on the line. I asked for Corsairs and Wizard. I went
ahead and kept Duns for the challenge.

And players will start making deals..... Hey, Player X
is ahead of me in the rankings.... You're in a game
with him aren't you? I'm in a game with Player Y that
is ahead of you..... You screw ofver player X, and
I'll screw over player Y, and we'll both move up.....

We're gamers. By definition, we get a kick out of
examining the rules, and working the loopholes to
maximum benifit. Right now, we maximize the rules to
kill a known enemy. With this stupid ranking system,
you'll be playing against your teammates as well as
for them.

Of course the ratings measure how much someone
contributes to the win or
loss.

Yes, but inversly. If you contribute to your
teammates, they score well, you don't.

I highly suspect you are going to find yourself
towards the end of the list
you claim to so despise. Do it as an experiement -
you can always opt out
later if you like, but don't do so right away....

I want to be able to opt out of ANY and EVERY game
that includes even one player that hasn't opted out of
ranking system.

If I can't ensure EVERYONE is out, then I will do
everything I can to screw over the highest ranking
players.

This must not happen. It will RUIN the game.

People dropping at the first sign of trouble. People
only taking games they know they can win. People only
taking positions they know they can score with.
People attacking their allies. People hording their
assets and playing it safe with their characters.

I see absolutely NOTHING positive that can come from
this.

Darrell Shimel

路路路

--- rad Brunet <bbrunec296@rogers.com> wrote:

__________________________________
Do you Yahoo!?
Yahoo! Finance: Get your refund fast by filing online.
http://taxes.yahoo.com/filing.html

Yeah, do a trial run of it. I think it will be interesting and fun.
Include some kind of "negative" vote option . . . i.e. you feel a team
member is playing selfishly just for ranks then you can "vote him down" the
list. If the person is found to be "stabbing others in the back" for
ratings, kick him out of the rating system completely. I played in the GWC
days and I never saw any of this going on. In fact, I many times saw teams
working together to make someone place who hadn't before so that they could
get the free game setup. If someone turns out to be an @hole about it, then
you learned something and you know not to trust him again.

Russ

路路路

----- Original Message -----
From: "Urzahil" <urzahil@darkfortress.us>
To: <mepbmlist@yahoogroups.com>
Sent: Wednesday, February 18, 2004 2:50 PM
Subject: RE: [mepbmlist] ME Player Rating System

Clint,

It's good that you ask us this stuff, (it shows you actually want our
input), but the PRS discussion was thrashed out, (rather violently, as I
recall), a while ago. So far, I haven't seen any new arguments here.
What's more, it seems like mainly the same few people are simply
restating the same opinions as before.

Perhaps it should just be implemented on a trial basis, (with the
express understanding that it might go away), to see what people think
about it, and THEN re-open the disucssion?

Right now, I'm not certain it is worth the effort, (due to the limited
participation for this kind of extra stuff), but since much of the
effort has already been made, a trial run would actually give us some
hard data to look at, as well as expose any problems with it. Having it
in place would also expose people to the actual system. This might fire
up some new debate, rather than just rehasing the same old conjectures
and opinions (on both sides of the argument).

Just a suggestion,

Mike Mulka

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

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From: Darrell Shimel [mailto:threeedgedsword35@yahoo.com]

And players will start making deals..... Hey, Player X
is ahead of me in the rankings.... You're in a game
with him aren't you? I'm in a game with Player Y that
is ahead of you..... You screw ofver player X, and
I'll screw over player Y, and we'll both move up.....

So you can see the future? Maybe I'm playing with an entirely different
set of players than you are, but I just don't see this happening.
However, this is why we need to try it. Right now these are just
opinions, based on no facts whatsoever.

We're gamers. By definition, we get a kick out of
examining the rules, and working the loopholes to
maximum benifit. Right now, we maximize the rules to
kill a known enemy. With this stupid ranking system,
you'll be playing against your teammates as well as
for them.

Once again, I find myself glad I'm not playing with the same group of
players as you are, if you truly believe this to be true. I, (and those
people I know who play the game), wouldn't screw over a teammate.
Especially not for something as peripheral to the game as a PRS.

You should give people the benefit of the doubt. Bottom line is, neither
you (nor anyone else for that matter), can say for certain how this will
affect the game until we see results.

It may be that you're correct, (though I doubt the player base is as
corrupt and evil as you seem to imagine), but if you are correct and
this disrupts the game, it can simply be eliminated or ignored.

I want to be able to opt out of ANY and EVERY game
that includes even one player that hasn't opted out of
ranking system.
If I can't ensure EVERYONE is out, then I will do
everything I can to screw over the highest ranking
players.
This must not happen. It will RUIN the game.

It seems to me that the only way a PRS could ruin Middle-earth PBM is if
someone like yourself decides to be as vindictive about it as you
indicate in the above paragraph. Maybe I'm reading this wrong, but it
seems that you're saying "If I don't get my way, I'm going to ruin the
game for everyone else!" That seems a bit petulant.

Mike Mulka

路路路

-----Original Message-----

A long time ago I tried to think of a good way to come up with some
kind of Victory Points that was equitable to whatever nation was
playing. Also I feel that ONLY members of the winning alliance
would be able to place in the top 3 regardless of how many points a
vanquished nation accumulated. However, I wouldnt mind seeing say
the top 3 from the vanquished side as well.

This is what I basically came up with but is still far from great.

1 point for every military battle your army wins against an enemy
army.
1 point for every enemy pop center your army captures.
1 point for every enemy character you assassinate.
1 point for every enemy pop center your emissaries influence away.
1 point for every artifact your mages pick up thru an
investigate/react encounter order(NOTE: only one point per
individual hex)

NOTES:
Even in this format people are always looking for the cheap way to
make points to prove their manhood that have nothing to do with the
actual battling and winning of the game. Therefore, I felt you get
nothing for 1) Threatens, 2) Kidnaps, 3) Allied pop centers you
influence away, 4) Artifacts you just have people give you. You
have to actually do something to help the war effort to earn a point.

The whole idea of a Victory Point system is to reward you for doing
things to help your side win the war.

Notice that because points start accumulating from the 2nd turn on,
the Neutrals would have to really think hard who they want to join
if they have the ego of needing to see their name in the top 3 slots.

As for the current Victory Point system.
1 Characters: If they really wanted this to reflect anything it
should reflect the character points earned after the game starts.
If your nation starts with say 200 character points you gain points
if your character points are above this and lose points if below
this. The character points difference between the best starting
character nation and the worst nation is huge. They shouldnt
benefit from this it should make them fear it. Remember if you were
to assassinate Elrond his nation has to gain alot of points to make
up for his loss. For those who like to see their names in the top 3
all the time it wouldnt change much since they are usually the ones
naming double and triple class characters who dont do much anyway
unless the game goes 50 turns, so even this wouldnt reflect anything
accurate.

2 Pop Centers: This should reflect the number of levels of pop
centers your nation has gained after the game starts. If your
nation starts with say 20 levels of pop centers you have to gain
from this to get points and if your below this you lose points.
Again some nations start out with huge differences from the best to
worst nations.

3 Army points: The current system just gives points based on whose
nation can afford to hire and maintain the largest armies with no
regards to said armies actually doing anything. There is no way to
reflect anything substantial here.

4 Wealth: Once again the game gives points to reward the misers of
the game. This has nothing to do with winning the game. Sure there
are some nations who support other nations but if you have the money
in your reserves how are you supporting them? And if you recieved
it to cover your deficit and the game ends whats that money got to
do with your nation being wealthy? It was sent to cover your deficit.

Fred