Page 1 of 1
Promotion / Demotion - Cutoffs and choke points
Posted: Mon Nov 22, 2010 7:13 am
by topazg
A few people have raised that, particularly with non-seeded classes, it is particularly difficult to rise up from the bottom even if you are stronger than most opponents in your class.
Currently, only Gamma has 6 players per class demoting, and 3 players per class promoting from Delta. This poll is to find out people's opinions on whether this should be 3/6 or 2/4 in each of the tier divides.
Please vote and make comments and feedback in the thread if you have any
For clarity, current settings are as followsAlpha - Beta -- 4 demote / 2 promote
Beta - Gamma -- 4 demote / 2 promote
Gamma - Delta -- 6 demote / 3 promote
Re: Promotion / Demotion - Cutoffs and choke points
Posted: Thu Nov 25, 2010 8:04 pm
by gloche
this has a lot to do with quantity of players admited in a group.
As i m new here i have no idea. And for what i know (delta>gamma) looks fine as it is
Re: Promotion / Demotion - Cutoffs and choke points
Posted: Fri Nov 26, 2010 2:04 pm
by nihils
I think 6/3 would also be better for alpha and beta because it reduces the middle, so everyone has an incentive to play at any time during the month.
To put it in a different way: I got the impression there is a point - somewhere around middle of the month - when you feel pretty much sure not to be demoted because you are for instance fifth in your class and you think: "Well these guys scoring first and second are so strong... no need for the effort to chase them." So you don't play any games till you feel the demotion zone is getting much closer. with 6/3 you might think (as fifth place) about going for promotion and at the same time bringing some further distance between you and this (always lurking) limbo called demotion zone:)
hopefully I could make myself clear.
Re: Promotion / Demotion - Cutoffs and choke points
Posted: Mon Nov 29, 2010 1:53 pm
by Hollumber
I think all tiers should have pro/dem = 3/6.
I agree with nihils: a greater fluctuation and transition among the tiers would motivate the players more and force those not strong and committed enough to step down until they can get back up. I understand that some players would go through a cycle of promotion/demotion every month because they cannot stay in a solid zone, but this would only push them to get stronger and stay at a higher level. I especially like 3/6 because with 6 people being demoted, there is a huge surge or people trying to stay in the level. 3/6 is just a stronger push/pull effect than 2/4 and would be a better motivator.
Re: Promotion / Demotion - Cutoffs and choke points
Posted: Wed Dec 01, 2010 7:58 am
by stalkor
we have decided to go with 3/6
read it
here
Re: Promotion / Demotion - Cutoffs and choke points
Posted: Thu Dec 30, 2010 12:20 pm
by stalkor
first month with 3/6 is about to end, how do you think the 3/6 is working for you so far?
Re: Promotion / Demotion - Cutoffs and choke points
Posted: Sat Jan 01, 2011 1:12 am
by lorill
There's something I don't understand. Last month, I was right behind the promote zone, and was promoted. I thought it was special due to the new classes.
But in december, I ended 4th of Gamma IV, and I was still promoted ? Is there's a bug somewhere ? Not that I'm complaining, mind you, i'll get demoted fast anyway

Re: Promotion / Demotion - Cutoffs and choke points
Posted: Sat Jan 01, 2011 5:20 am
by topazg
lorill wrote:There's something I don't understand. Last month, I was right behind the promote zone, and was promoted. I thought it was special due to the new classes.
But in december, I ended 4th of Gamma IV, and I was still promoted ? Is there's a bug somewhere ? Not that I'm complaining, mind you, i'll get demoted fast anyway

Due to people not completing their 4 games, promotions were as follows:
Beta: 3 per class
Gamma: 4 per class
Delta: 7 per class
Epsilon: 10 per class
As a result, there were loads more people getting surprise happy promotions than expected

It's unlikely that there will ever be a bug with the promotion system, as it is done completely by hand

An error maybe, but not a bug.