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Sharing eco based on player elo

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This post has been downvoted below -5 and collapsed, click here to expand
I was thinking that we could really possibility lessen the effect nub stacks and bad people/trolls have by breaking up the team base eco based on the elo of people.

A good player has to carry his team in most cases (Klon)(godde)(burp) for example. Should they not get a larger income from the team economy?

Think about it. Bad players don't get that much eco. They have to learn to get better and not waste what they have. They have to learn to reclaim metal. Win the metal and that way by getting better, they can get more eco and have a greater imapct on the game then they did before.

Here are some ways I thought we could implement something this.

it based on low to high so highest elo player gets most base income and lowest elo gets the least this includes (smurfs,new players,baddies) which means they have less of a impact ruining the game for the rest of thier team.

The next way is to maybe have a elo range. So new players get the least. 1400-1500 get 25% more maybe and 1600 elo above get 25% more then 1500 elo players.

The last way possibilty is to just set it so that people below 1400 elo get 50% less or something.
+0 / -6
the amount of ressources you have at your disposal has a major impact on your chances of winning. what this change would do is to just cement current standings, as people who alreay have a lot of elons would have higher chance of winning due to more ressources.
+4 / -0
In addition to Klon's points:

Part of having high elo is dealing with your team's low-elo players wasting metal on silly things. Soft skills like providing helpful tips and taking a leadership role can help mitigate the waste of new players. Also, truly terrible players probably don't grok eco anyway, so they'll excess metal into the community pool and leave reclaim lying around which you can collect.

There's no need to nerf newbies.

EDIT: oh, this is a troll thread.
+4 / -0

9 years ago
Basing eco on Elo is wrong because it changes Elo weight (what DErankKlon said).

It is also attempting to solve a social issue with gameplay mechanics. This is somewhat akin to RoI but at least RoI is based on dynamic ingame things (generators) and not static metagame ones (Elo).

Guess what the real solution is.
[Spoiler]
+1 / -0
Why should the higher elons not have a higher chance to win!

Games are pretty much decided by higher elos anyway. Why not have it so that the baddies have less a impact.

they do no good to the team. Heck I would burn them all. stake them on a cross. burn them all.
+0 / -1
Please educate yourself on how Elo rating works first before posting bullshit.
+3 / -0

9 years ago
Get rid of elo. Let just have numbers and the one who wins with a higher number gets more eco.

We must protect this community from nubs.
+0 / -2

9 years ago
quote:

Why should the higher elons not have a higher chance to win!


+8 / -0
9 years ago
High elo players will not get a higher chance to win, since the other team will also have the advantage of having more resources for the higher elo players.
I think his would just put more pressure on high elo players, less incentive for playing well for lower elo players and I especially think it would nerf cooperation.
+4 / -0

9 years ago
I agree with flip.
+0 / -0


9 years ago
Higher elo players do in general get more metal than others, because they reclaim more.
+3 / -0
BErankFlipstip
High Elo players would gain Elo and win more while climbing gaining that Elo due to having higher impact on the game.

Imagine a 2v2 with 2 1700 Elo players against a 1300 Elo player and a 2000 Elo player. The performance of team 1 wouldn't really be affected much while team 2 would get significantly stronger with the highest Elo player having more resources to work with.

Really though, this proposal doesn't make sense. Among some other negative effects it would let players like Firepluk troll around with a larger share of the team's economy.
+2 / -0


9 years ago
The solution in the OP is convoluted and deceptive. A better approach is to kick everyone but the top players on each team and let them fight it out with all the comms and the income.
+10 / -0
9 years ago
quote:
Imagine a 2v2 with 2 1700 Elo players against a 1300 Elo player and a 2000 Elo player. The performance of team 1 wouldn't really be affected much while team 2 would get significantly stronger with the highest Elo player having more resources to work with.


Would this more balance if this was only enabled in 6vs6 or bigger games?

Long time i do not play, bit i remember that in bigger games the team with a average elo normally does better that the one with super elo player and lot of low elo players.

But
quote:
less incentive for playing well for lower elo players and I especially think it would nerf cooperation.

I agree with this, so not sure if a good idea anyway.
+0 / -0


9 years ago
Also, why would we ever want to directly incentivize Elo farming/hoarding?
+0 / -0

9 years ago
PS:
Wanna join my clan, you would get more income. \o/
+0 / -0
9 years ago
High elo players are already likely to get more resources:
1. The highest elo player gets an extra com when there are uneven teams.
2. The highest elo player gets their allied units and stored resources when they go afk or leave the game.
3. People are more likely to assist construction of your units or share units to you as they know that you are likely to perform well with those units.
+5 / -0

9 years ago
this idea:

+6 / -0
If income is distributed by elo, and distributed to the proportion that a player can use it best, Godde would get 100% of eco every game.

Even with the extra 'attention' and micro other players contribute, Godde is so much better than you that he can still use all your metal better.

Add to that the fact that Godde can now rush a Sumo or Scallop drop or 10 Ravens or a huge scorcher killsquad or make Vindi's and drop most of his teams comms right on top of the enemy and how much more powerful that is than everyone making 4 raiders and a constructor, and Godde gets 100% of the eco every game.

There is almost no game in which I would ever want to give eco to a player with 200 less elo than me if I had a choice. Ever.

Finally, players who get little eco have no incentive to make mexes. Now they're even a worse drag on everyone else.

So yeah. What AUrankAdminGoogleFrog said. Because I hate team games. :|

He isn't even joking though. I've had some wonderfully memorable team games against him which swing back and forth to favour whoever has the least allies wasting his teams metal. Usually we'd porc it out and try and lag our allies into dropping so we could get to the actual fighting part. Then half my team drops all at once and I'm like "I win! My team had the crappier PC's and worse attention span!"

BTW ths is why sfireman makes singus but manages to maintain such high elo. If he finishes his singu he gets most of his teams overdrive and can actually get enough impact over the outcome of the game to win it.
+1 / -0
9 years ago
players already get 100% of reclaimed metal. good players reclaim.
+0 / -0
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