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

Since the debate is “open” and I seem to have trouble posting on the List, where it is being discussed, I guess I will comment here.

Frankly I don’t care if this Rating System runs or not, or what form it takes. However, I have economic objections to it

The players, all of us, are/will pay for this frill. It consumes company manhours, computer time and other resources. When taxes go up, inflation goes up, the business cycle hits the gaming industry, or there is a dip in membership what happens? Looking in my crystal ball I forsee price increases while this “Rating System” rocks merrily along.

If Clint says he will FIRST make efficiencies by eliminating self-inflicted administrative burdens such as a “Rating System”, then my economic objection is withdrawn. Also, if the people who opt out of this System receive a cost reduction, then my economic objection is withdrawn.

My perception of a player rating system is that it would be relatively meaningless. The success of any particular nation depends not only upon what that player does, but what his opponents and allies do.

As the Ice King, am I any less of a good player if I get flattened by the Gondors because they decide to forgo an attack on the Fire King? Are they better players if they cripple me (and take more population centers) but the population centers are relatively unimportant?

A lot of very good tactical moves cannot be captured by sany system, such as the move by Arthedain in game 13 at 1704 this past turn. Nor are bad tactical moves (or more subtle strategic ones) penalized.

What if someone decides to try something different with a nation? If the experiment goes awry, why should the rating suffer? And what of neutral diplomacy, sending gold to support allies, handing off artifacts to allies, etc.?

It’s impossible to create a “fair” rating system, so I percieve the current software-driven one as no better and no worse than any other system. If I play the Eothraim and come in 13th, I know what my contributions were even if the rating system doesn’t. And if I’m brand new, my learning curve shouldn’t be penalized either. These sorts of intangibles cannot be captured by any rating system unless the rating system become subjective (who helped the team most) and that creates new problems. The best objective system you can do is a “how well did your nation do relative to that position in general” type system, but assembling that sort of data is difficult at best and creates its own flaws (gee, I did terrible because all my neighbors attacked to the exclusion of everything else). You can’t capture the heart of the Middle Earth game, which is a confederation of nations on a team, working toward a greater good.

I tolerate tte the current rating system simply because it becomes increasingly fair the longer the game runs. Northern Gondor, Harad, the Corsairs… they all get watered down over time, and weaker nations like the Dragon Lord and Woodmen can certainly build up to “compete” if you’re worried about your rating. Run a game 50 turns and all nations are equal, and the tilt of neutrals matters far less than you might think.

Games seem to be surprisingly short; I find it odd to have one side throw in the towel at the first setback where the game is tilted towards the other side. Having played in one game that lasted three years (long ago) and another two years, I can safely say that the balance of power can tilt back and forth quite easily over time. Stubborness matters for as much as skill. If you have the will of Churchill, getting bombed every day for a year isn’t going to prevent you from laying the groundwork for your eventual success. ANY nation, however crippled, can be rebuilt within 20 turns, at least with some minimal support from allies.

Dragons - annoying, but not invincible
Dark Servant agents - a temporary advantage. The free can match this.

Free Military strength - a temporary advantage. Over time, the Dark Servants can match this, especially if a few neutrals join their side.

It’s only when one side quits on turn 12 or 8 or 16 that the early disparities between nations matter. Heck, the Woodmen player in game 85 was fantastic, he burned 2803, 2305, and 1804 across the first 13 or 14 turns. No matter how his nation “does”, he knows that he made a huge difference, and that is what matters. If I see him again in another game, I’ll think, ah, there’s someone I want on my side…

I have no particular objection to changing the rating system, but I doubt that a new system will be any better than the current one. In the end, what matters is your reputation and whether you’re having a good time.

Bradford Fisher

Heck, the Woodmen player in game 85 was fantastic, he burned 2803, 2305, and 1804 across the first 13 or 14 turns. No matter how his nation “does”, he knows that he made a huge difference, and that is what matters. If I see him again in another game, I’ll think, ah, there’s someone I want on my side…

That’s what the Council of the Wise is for - Vote for players who did well despite the handicap/strengths of their nations. Also players who play well will score highly on the Maia and Valar ratings - reasoning being that their score will reflect in the team’s success.

Nazgul is a direct win/loss ratio.

Only Istari takes into account the VPs and that’s without the extra points gained from, for example, terminating Bain II etc. You can take these to actually show players with a more self orientated approach… :slight_smile:

Don’t forget I ONLY take into account players who post with their names, Ed Mills continues to attempt to get a response but I will continue to not respond - sorry Ed, do me the courtesy of signing and I’ll reply to and take into consideration your comments.

Clint (GM)

Since you know my name what’s the big deal?

OK, ditto everything in the above posting.
Ed Mills

Thanks Ed - happy to reply,

The basic question is where is the future of Middle Earth PBM? I think the answer is in developing and improving the game without taking it away from its Tolkien flavour and extremely good strategic military/civilisation building/character wargame.

So anything that we (players and GMs) can do that adds to that. Eg this list.

PRS hardly takes any time to do in comparison to 1) answering emails such as this, 2) any of the 100 other things that I need to do running the games as normal.

As per usual your argument seems to stem from “don’t change anything”. Unfortunately GSI saw a 25% drop off rate in players before they passed the game to DGE. DGE saw a similar drop off rate in their stewardship. The Greeks and French can’t get a player base worthy of the name, Germans have only recently got back to around half theirs, Spanish went from 28 games to less than half that (estimated), and the Aussies went through 2 GMs before giving up.

ONLY we have seen any growth or development (in games and player base). That means experimenting with certain aspects of the way the game is perceived and also some changes to the game.

(Eg 12v12 Grudge games, Wotr Variant, Gunboat games with special rules, 1000 Normal games where only one nation per allegiance is allowed the +20% k/ass SNA and most games are LAS where there are much less agent activity and choices)

As to whether or not it’s a useful thing to do the PRS, well that’s upto each individual to decide if they like or enjoy it, ignore it or intensely dislike it. We’re not forcing anyone to take part or even be interested in it. Ditto reading Bree, the Front Sheet or come to a FTF game.

Showing the initial results around the office was fun - ie the guys enjoyed it. I’ll be sending out players individual results soon to see what feedback we get from that once I have had time to see what feedback I have got from the initial re-announcement. I’ve had favourable feedback from the majority of the players who have responded. For the majority it will not impact at all (in the same was as receiving a Badge for winning a game doesn’t - should we drop that “improvement”?)

Maybe I should charge per email I reply to and discount those who don’t email much? :slight_smile: But in all seriousness it doesn’t take us a lot of effort to do the PRS and I think that it’s likely to benefit the feel of the game, in the same way that Bree adds to the game and we support that, or the FTF events, answering queries promptly, or chatting here on the list.

The more input the players and the GMs put into the game the better the game will be. Hence our “motto”, have fun and help make it fun for others.

Clint (GM)

My chrystal ball gazing is usually pretty accurate. There was never any “open” discussion on this matter, your mind was already made up. I knew that also.

Yes, Clinrt, like all of us, you like praise and stroking. In another situation I will do that. I’m also waiting for the price increase and the changes to the source codes.

Overall I support the idea of this. Competition is always a source of motivation as you can see in the ladder systems invented for all the Blizzard Online Games. A very important point though would be the weighting of nations. This can be done very easily, there is enough material about the initial economic, military and character strength of all nations. From this data, one could easily deduct a rating modifier in which nations like Noldo, Corsairs and Harad come out last and Woodmen and Ice King are on top.
This would discourage “vp-hunters” to always play strong nations and vice versa. All the experienced players I know don’t give a damn on VP as long as they have a good game, so I think the whole system is to be seen as “nice to have” but not to be overestimated.

All,

I am new to the world of MEPBM, and an enjoying it greatly. Thanks to Clint and everyone else who has been helping me out!

First let me reply to a few comments.

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.

This is a MUST. People cannot be allowed to escape their bad play if a system like this is used.

*** 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.

I agree with this reply. Why would scores degrade if you are using them to balance teams? If you are using them to balance teams, scored should reflect a players current ability, which is sure not to degrade by 2% a month. Maybe scores which will not be used in the team balancing could degrade, but the others left. Or maybe each score should have a degrading version and a non degrading version.


Now on with my own thoughts…

Basically I support the rating system, and think it will provide a different sort of competitiveness which is currently lacking. The game(s) are team based, maybe with the exception of GB to some extent, and as such the feeling of self achievement is lessened.

The rating system, if done correctly, will add the dimension of self achievement while emphasising team play. Obviously any incentive for you to self achieve will in certain situations reduce team play, but isn’t this one of the dimensions the game is meant to have. VCs try to make players view the world selfishly, but from my understanding these are pretty much ignored.

That’s all I have for the moment. :slight_smile:

another way to do this would be to just supplement the current victory conditions with points allocated from players ie…say each player can award 50 30 and 20 points to those on their side and to their enemies…that would be easy since everything but the player allocated victory points would already be in place and would help take into account difficult positions and team play…I don’t think this idea was already presented but if it was I’ll go with that one :slight_smile:

"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. "

Players who drop a nation are counted as a loss to their nation.

Clint (GM)

So when and where are we going to see all these nice statistics?

Claus

Soon as I get a feel for the initial response and we finish off the website. Probably sometimes next week.

Clint (GM)

well, the proof is in the pudding as they say.
I agree with comments from several postings that you should NOT reduce ratings for periods of inactivity. We all have personal lives that sometimes throw us curve balls. Will the rating matter so much to someone that they quit playing after getting the #1 position? nah. no way. If they’re that good, then they play a lot and do so because they like the gameplay. The ratings system (if it works) will be sprinkles on the icing on the cake. It’s not even the icing. Otherwise, i think it will be interesting to see what you do with it.

Question: how far back will you go? Some of us have been playing for over 10 years. Back in the early days, we didn’t know what the best nation-by-nation opening strategy was. we were experimenting (something I hope that the rating system doesn’t further squash). Anyway, do you have access to DGE & GSI’s records of players, positions, & results for all the games they ran?

Finally, Clint, I like the fact that you are experimenting with making the game better. Keep it up. You’re 100% on target in saying that this freshening up of the game scenarios is what is making your go at MEPBM a success where other’s more static approach has yielded revenue erosion. Keep it up! Experimentation is a great thing. Some will fail. some will succeed. This rating thing is just another example of an experiment.

Dave

Hey,
I’m able to read the rules !

This must be enough !-

I’ve seen something similar with Adventurer Kings some time ago.
They’ve done this player-ranking.

The result,
hmm ME is a team-game not a single-player-game like AK, so I won’t tell you much about the results.

I’m curious how you’ll manage to involve the team-factor in this rating !

Bye, Gixxxer

Question: how far back will you go? Some of us have been playing for over 10 years. Back in the early days, we didn’t know what the best nation-by-nation opening strategy was. we were experimenting (something I hope that the rating system doesn’t further squash). Anyway, do you have access to DGE & GSI’s records of players, positions, & results for all the games they ran

Nope - we sent out a questionnaire to approximate that information. Number of years played, number of games won, number of Grudge games won. The other information is collated only from when we had both DGE’s players and ours. We don’t have access to the other information. We then combined both sources and gave an approximate rating. Over time that should get closer to reality.

Team factor: Well we have Grudge ratings and if you as a member of your team wins then your combined team rating is compared against that of the other team and a score given to your position (and everyone elses). I’ll be putting the exact maths up on the webpage for players to check out.

Clint (GM)

I don’t understand all the posts we have seen on the list. Why should something that is being proposed for an extra bit of fun change everyone’s character! I can’t think of anyone I’ve played with in the last 10 years who would start considering tactics to improve their own stats. I actually find it offensive that certain people can even consider that the PRS will effect the way myself and my friends will play. The only reason can be is that this is the sort of person who plays in a non team way already and I’ve come up against only a very few of these, usually from people who played with GSI and I can’t ever imagine Harley treating their customers in the same way. Anything that increase the enjoyment of the game should be applauded. Clint has already said that this is meant as an enhancement to the fun. Anybody that takes the GAME so seriously as to allow PRS to change the way they play should just leave and find some other way to spend their time

Hey, I didn’t say that, My objections were economic.

I would also support the rating system. By introducing another competitive dimension I think it could increase game duration and improve game play.

For example some players who drop at the first sign of trouble may reconsider if they are penalised each time, teams may dig in their heels and try reverse a bad run of turns, rather than quitting etc. And as Clint indicated it will give some basis for team balance where it is currently arbitrary.

Paul

I am worried that my ‘Istari’ rating could be too high, purely coincidental if it is :wink:

I personally hate games ruined by mass quittings…it wastes my money along with theirs…I think if you quit more then one game before the 20th turn you should get the rating quitter…is that rating in the current rating system? lol