The HR dota games are hardly ever used. I feel this is because players want elo gains through easy/"guaranteed" games, hence the reason we so so much stacking and pubstomps.
Perhaps if players of the HR games were offered incentives, it would attract more players to join the HR games and make for better quality, higher stakes games.
[spoiler=Incentive Example]Incentive Example:
Double elo gains for winning side (+30 instead of +15 in the case of a dead even sided HR game)[/spoiler]
I'd like to hear your (Realistic) thoughts on how to attract players into the HR games. Or (realistic) ideas to make better quality dota games.
High Rank Dota (HR) Game Incentive
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- getstomped
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High Rank Dota (HR) Game Incentive
FFS:
Your = Belonging (ex. Your hat, your hero)
You're = You are (ex. You're banned)
There = Location (ex. Get there fast)
Their = Belonging (ex. Their hero, their item)
They're = They are (ex. They're not helping, They're banned)
Your = Belonging (ex. Your hat, your hero)
You're = You are (ex. You're banned)
There = Location (ex. Get there fast)
Their = Belonging (ex. Their hero, their item)
They're = They are (ex. They're not helping, They're banned)
- nabo.
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Re: High Rank Dota (HR) Game Incentive
HR will not work. It is not that it was "hardly ever used", but it was NEVER used. Our high rank player base is low. HR did not work in the past when there were more people around, what makes you think it will work now?
I would rather see people join non-em games more often. You win = you get elo. Dont need bonus extra elo gains as an incentive.
Quality dota games? More non-em activity(remove -em); less game ruiners; and increase the overall skill lvl of players.
I would rather see people join non-em games more often. You win = you get elo. Dont need bonus extra elo gains as an incentive.
Quality dota games? More non-em activity(remove -em); less game ruiners; and increase the overall skill lvl of players.
- getstomped
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Re: High Rank Dota (HR) Game Incentive
Removing -em is unrealistic. There are too many low-mid level players who don't want long games. Increasing the overall skill lvl of players isn't something we (royal we) have control over. Providing an incentive to get high skill players into HR games may be a way to increase the number of quality/competitive dota games.
I agree with you they are never used. They are never used because it's easier to go to an em pubstomp than to play a competitive high rank game. An incentive here is whats needed.
I agree with you they are never used. They are never used because it's easier to go to an em pubstomp than to play a competitive high rank game. An incentive here is whats needed.
FFS:
Your = Belonging (ex. Your hat, your hero)
You're = You are (ex. You're banned)
There = Location (ex. Get there fast)
Their = Belonging (ex. Their hero, their item)
They're = They are (ex. They're not helping, They're banned)
Your = Belonging (ex. Your hat, your hero)
You're = You are (ex. You're banned)
There = Location (ex. Get there fast)
Their = Belonging (ex. Their hero, their item)
They're = They are (ex. They're not helping, They're banned)
- nabo.
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Re: High Rank Dota (HR) Game Incentive
Lets assume elo is the measure you will use as your skill representative.
Tell me, what is the range of elos you think will make this HR suggestion work?
You say incentive, but if you want higher lvl games, shouldnt one's competitiveness, passion, or/and willingness to challenge be the sources of drive that will make people join these games?
"Elo" is the basis of your incentive, but it is actually easier to just stomp easy games and get the same amount of elo you are thinking of offering as an incentive. Elo is not the way to go and other alternatives which I mentioned, as you have said, are difficult or "unrealistic".
Tell me, what is the range of elos you think will make this HR suggestion work?
You say incentive, but if you want higher lvl games, shouldnt one's competitiveness, passion, or/and willingness to challenge be the sources of drive that will make people join these games?
"Elo" is the basis of your incentive, but it is actually easier to just stomp easy games and get the same amount of elo you are thinking of offering as an incentive. Elo is not the way to go and other alternatives which I mentioned, as you have said, are difficult or "unrealistic".
- getstomped
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Re: High Rank Dota (HR) Game Incentive
nabo. wrote:
"Elo" is the basis of your incentive, but it is actually easier to just stomp easy games and get the same amount of elo you are thinking of offering as an incentive. Elo is not the way to go and other alternatives which I mentioned, as you have said, are difficult or "unrealistic".
it is nowhere near easier to do this. For players with High Elos (again, i'm not saying this correlates to skill, i'm just stating it's the current measure used), the score spread in normal pub games is often below a 5 elo gain. In a HR game with incentives players would be in a more competitive match because of the HR cutoff, and they wouldn't be in a situation where a single win only grants 5.
As for what the HR cutoff should be, i'd say somewhere 1250+ with 30+ games played.
FFS:
Your = Belonging (ex. Your hat, your hero)
You're = You are (ex. You're banned)
There = Location (ex. Get there fast)
Their = Belonging (ex. Their hero, their item)
They're = They are (ex. They're not helping, They're banned)
Your = Belonging (ex. Your hat, your hero)
You're = You are (ex. You're banned)
There = Location (ex. Get there fast)
Their = Belonging (ex. Their hero, their item)
They're = They are (ex. They're not helping, They're banned)
- nabo.
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Re: High Rank Dota (HR) Game Incentive
getstomped wrote:nabo. wrote:
"Elo" is the basis of your incentive, but it is actually easier to just stomp easy games and get the same amount of elo you are thinking of offering as an incentive. Elo is not the way to go and other alternatives which I mentioned, as you have said, are difficult or "unrealistic".
it is nowhere near easier to do this. For players with High Elos (again, i'm not saying this correlates to skill, i'm just stating it's the current measure used), the score spread in normal pub games is often below a 5 elo gain. In a HR game with incentives players would be in a more competitive match because of the HR cutoff, and they wouldn't be in a situation where a single win only grants 5.
As for what the HR cutoff should be, i'd say somewhere 1250+ with 30+ games played.
I can often find 10-20 elo games while being 1k-1.8k elo.
Anyway, the restrctions you are suggesting failed miserably in the past. Pub games are pub games. Best way to play a bit more competitive-like game is to gather decent ppl and pivare host an inhouse game.
Or better yet, suggest to make a dota inhouse league at ENT. But, it will probably be difficult to start one considering the current player base.
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