Knockout system for hourglass PvP

  • Knockout System for Hourglass PvP

    There is ongoing debate about the effectiveness of the skill-based matchmaking system in Hourglass PvP.
    Personally, I believe that if it were truly effective, streaks of 5 or more wins should be exceedingly rare. With a genuinely fair skill-based matchmaking system, your chances of winning should hover around 50%.
    The likelihood of winning 5 times in succession would be approximately 3%. For 10 consecutive wins, the odds would be 1 in 1000.
    However, this obviously doesn't align with the actual experience in the game.
    The streaks you achieve seem to be largely random and contingent on the pool of available opponents.

    So, here's another suggestion:
    Implement matchmaking in the style of a single-elimination tournament.
    New competitors without an existing streak would face off against each other.
    Streak 1 ships would compete against other streak 1 ships.
    Streak 2 ships would compete against other streak 2 ships, and so forth.
    If you manage to attain a streak and no more opponents are found within a given time frame, you would get the option to "cash out" your hourglass or wait an additional 2-5 minutes.

    This approach would assign significance to a streak of 10 or more wins.

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  • I doubt we have the playerbase to support brackets. HG was abandoned after implementation and you are often only matched with whoever else the game can find. Some of the only updates HG recieved were solely to address long que times due to lack of participation.

    What HG needs is new modes, new rewards, new ways to draw in more people, then maybe you can overhaul the matchmaking system

  • Yes we need that all but bracktes given by OP seams better than just simillar number of overall wins.

  • HG matchmaking is pretty good right now different tiers etc are just going to ruin queue times again after largely being fixed. I don’t feel like going back to that.

  • @gooru72

    I hope to see more posts like yours in these forums, with sound logic when describing odds.

    What is the significance of facing off against another player who has a streak equivalent to yours though? Is it that we throw away the ELO rating in favour of matching with anyone who has the same streak number?

    I actually kind of like the idea but at that point they should give us the option of either going into a (ranked) mode where we are immediately rewarded for winning against another player of equal skill.

    OR

    We roll the dice and do this tournament style elimination (that's unranked) to see how well we fare against others outside of our skill ranges.

  • Did they ever implement cross-stamp matchmaking?

    Suggestions for better matchmaking all face the same obstacle: available players.

    The reason I was asking about stamps is... well, how common is it to be on a streak of 9 and find another crew also on a streak of 9? And then you're going to find another crew on a 10 streak after that? On the same stamp?

    You might be waiting for much longer than 2-5 min. And if you have the option to cash out (I'm guessing most crews would, rather than wait for too long), then the system wouldn't really be that effective at matching crews based on W/L or skill, rather than just their current streaks.

  • @theblackbellamy
    They did introduce Cross-stamp months ago.
    WHAT HG needs is region though, for example Merge All NA East coast servers together instead of having a Chicago/NY stamp on EAST, then a Central and West stamp on NA. There's probably 5-7 different regions with their own stamps on it.
    There's to many regions (Not stamps) in NA that even with cross migration theres not enough crews to support it especially for Galleon Queues.

    EU should have two Server Regions with their own stamps that being EU East and West. Eastern Europe and Western Europe, that would be ideal.

    Last time I played sweaty HG high MMR months ago it was dying fast moreso because of patches nerfing PvP moreso then the gamemode.

    Peak HG was at the start and 6 months into it.
    Imho it was the most fun and most active of good crews playing since then, now you have the same 5 Galleon EU crews fighting each other that no one cares about anymore.

    It's now been exactly a year since HG came out? It's hasn't received any big updates outside of small tweaks and the big one that introduce barrels rising up from sunk ships and the stamp migration.

    HG needs to be rejuvenated. More rewards etc. Because it has become extremely stale to the point the ones that have 2k+ levels are people who are addicted and have no lifes on SoT. (Srs)

  • I would say that your idea would be great for big server regions. Maybe I'm wrong, but there's not that many players around the world to fulfill this mechanism, which leads again to the massive waiting queue...

  • @jumbie7311 sagte in Knockout system for hourglass PvP:

    @gooru72

    What is the significance of facing off against another player who has a streak equivalent to yours though? Is it that we throw away the ELO rating in favour of matching with anyone who has the same streak number?

    The knockout system is not perfect. It certainly doesn't solve the problem if too few players want to participate. The ELO matchmaking would indeed be abandoned, that's correct. The downside would be that in the lower brackets, different skill-level opponents may face off against each other, for example, if a strong player joins or re-enters after being eliminated.

    The advantage would be that it's essentially a endless tournament that self-adjusts in size.

    Caution: "Math incoming"
    Let's say we have 63 participants playing.
    The system then has a stable point that looks like this:

    Streak 0 - 32 participants (16 battles)
    Streak 1 - 16 participants (8 battles)
    Streak 2 - 8 participants (4 battles)
    Streak 3 - 4 participants (2 battles)
    Streak 4 - 2 participants (1 battle)
    Streak 5 - 1 participant (cash-out and start over)

    After everyone has fought once, it becomes:
    Streak 0 - 31 losers (from all 31 battles) + 1 participant from streak 5 starting over = 32 participants
    Streak 1 - 16 winners from streak 0
    Streak 2 - 8 winners from streak 1
    Streak 3 - 4 winners from streak 2
    Streak 4 - 2 winners from streak 3
    Streak 5 - 1 winner from streak 4

    Any given start combination converges to this state (I'll spare you the math behind it). When new participants enter, the size adjusts automatically.
    Math end

    Of course, in the highest streak, the crew won't find suitable opponents anymore, but that's just how it is when you've prevailed against all opponents. This is no different in the ELO system. As "compensation" for not getting any more fights, the "forced" cash-out at the end could also be doubled and tied to a 5-level commendation. This would also motivate participants not to drop out voluntarily when the opponents get tougher.

    As I said, the knockout system doesn't solve the matchmaking problems when there are too few opponents. But it also doesn't make them worse. However, it gives things like winning streaks a real purpose.

  • While it would result in closer ranked crews facing off against each other it also would significantly increase the waiting time for matches at higher streaks

  • @ian333333 sagte in Knockout system for hourglass PvP:

    While it would result in closer ranked crews facing off against each other it also would significantly increase the waiting time for matches at higher streaks

    Yes and No.
    There is the range where the waiting times become (too) long. But this range is not "The Problem," but rather the objective of the tournament, so to speak. If you manage to reach it, you receive your prize and commendation and start the next round at the bottom (with short waiting times).

  • I reached level 1000 in both factions and I only have 7 or 8 champions sunk for both

    Finding someone with 3 or 4 streaks is VERY rare, maybe once a week or every two weeks you see a champion. Either because they sink or reset with 3 or 4 wins.

  • Actualy I dont understand how newcomers can play this mode with current matchmaking. Even having more than 2000+ hours in game exp and arena exp it can still be a struggle.
    Arena was more newby friendly as you could at least make smart delivery of chest (arena 1.0 was completely newby friendly as you could dig lots of chests)

  • @lleorb sagte in Knockout system for hourglass PvP:

    I reached level 1000 in both factions and I only have 7 or 8 champions sunk for both

    Finding someone with 3 or 4 streaks is VERY rare, maybe once a week or every two weeks you see a champion. Either because they sink or reset with 3 or 4 wins.

    This presents yet another issue within the current system.
    The reward for continuing after the second win simply doesn't justify the risk.
    After two wins, your hourglass is valued at 22,000, which you have to put on the line. The third win only yields 16,000, making another 50/50 battle not worthwhile.
    XP gains follow a similar pattern. Furthermore, it only worsens from there.

    Therefore, anyone not resetting after two or three wins is essentially forfeiting gold and XP.
    Making adjustments here would not only enhance the quality of battles but also make them more rewarding overall.

  • @scaryfawn235336 said in Knockout system for hourglass PvP:

    Actualy I dont understand how newcomers can play this mode with current matchmaking. Even having more than 2000+ hours in game exp and arena exp it can still be a struggle.
    Arena was more newby friendly as you could at least make smart delivery of chest (arena 1.0 was completely newby friendly as you could dig lots of chests)

    HG is nearly entirely mindset. Hg burned out veteran players just like it did new/casual players.

    It rewards a bit for losing which makes it a better deal than most other risk/reward in the game.

    The strategy for most players, whether new or highly experienced, should have always been moderation, efficiency, and treating it as a goal/fun/practice rather than an ego thing or treating it like it needed to be done quickly.

    Quick supping (if at all), dive, keep the fight time minimal, meaning take the easy wins, take risks to avoid hour long fights/chases, and just rinse repeat in an amount that is sustainable for a person. Rushing for cosmetics is what makes it unsustainable for a lot of people, letting ego get involved makes it worse.

    It's just time consuming with an efficient strategy, less harsh than a lot of what exists in random adventure.

    I know casual players that made huge leaps during the extra rep times.

  • @gooru72 The adjustment that I think is viable and I already said in another thread is to make the loss of a battle give you half of what you would receive if you sold the hourglass with the current streak without receiving gold... This would encourage trying more streaks since you won't lose everything if you get sunk.

    Another thing would be for each victory to add a disproportionate number of xp and gold, so taking risks would give an additional reward. the current proportionality means that it is not worth risking too much after becoming champion, as each victory does not matter whether the fifth or the thirtieth will add the same xp and gold to the hourglass

    With these changes I don't see the need for skill-based matchmaking, it would be easier to level up.

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