Issues with prior plateau league structure:
1. Too many leagues (such that all non-WL leagues had multiple CPU teams).
2. 4 Natty Pro into 1 WL structure was a large skill jump so teams often dominated Natty Pro then got wiped into WL. Agents don't enjoy this environment and have no real time or chance to learn and improve.
3. No one wants to play CPU's, so why do so many CPU teams have to exist in human leagues, making everyone unhappy?
4.The prior league structure was STATIC, so aside from it being manually changed every 40 seasons, it was incapable of perfectly fitting the teams that exist.
5. All playoff teams had no advantage (since homefield and bye weeks don't exist) so with a crazy 67% of teams making the playoffs, the difference between the #1 seed and the #8 seed did not matter. This meant less regular season tryhards for a lot of teams, since there was no advantage, making the game less engaging besides the playoffs.
===========HOW WE CAN SOLVE THIS============
1. Label all teams as Human or if having less than 40 human dots, CPU/INC. The CPU/INC teams are sorted to the bottom tiers on a 2nd d44 sort. We can also throw out adjusted stats and make only team and player stats vs human teams count/be recorded anywhere. Suggestion Link to the CPU/INC thing specifically for stats: https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5330237&page=1#50105926
2. Only have the # of plateau leagues needed + up to 11 total CPU/INC plateau teams to fill out the leagues. Holding teams with zero human dots get demoted to rookie on the d44 sort.
3. Make 1 single-file league ladder which will support up to 9 tiers, so 9*12 = 108 teams. If we ever have 109+ teams (seems unlikely) that same ladder can become 2-wide (so 2 leagues in each of 5 tiers, supporting up to 120 teams, and expanding from there)
4. Make regular season and playoff results MATTER by having many outcomes based on your performance.
Visualized promotion/demotion structure https://docs.google.com/spreadsheets/d/1eg_ar5WTsOwGxS3OeLW60LdPDtlfekKwd1K3xFyg4bU/edit?usp=sharing
-If only 6 teams make the playoffs, the top 2 seeds can get a bye week which is a huge advantage people will want
With the exception of WL where 6/12 teams stay:
-If you finish 1st or 2nd in a lower league, you can promote 2 tiers (T4 to T2).
-If you finish 3rd or 4th you promote 1 tier (T4 to T3)
-If you finish 5th to 8th you stay in your current league (top 2 non-playoff teams and bottom 2 playoff teams).
-If you finish 9th or 10th you demote 1 tier (T4 to T5)
-If you finish 11th or 12th you demote 2 tiers (T4 to T6)
==========
The above would successfully:
1. Weed out cpu/incomplete human teams to the bottom tier so at most 1 league has to play them.
2. Would make regular season finishes matter for EVERYONE.
3. Would populate top competitive leagues based on MERIT/SUCCESS.
4. Would allow top teams to advance the long ladder faster with double-jumps.
5. Generally avoid huge skill jumps between seasons when teams are advancing tiers
6. A structure able to expand and contract as needed with the userbase, instead of a structure only correct for 1 moment in time.
===========
What still needs ironing out...
1. Exactly how to integrate the new plateau teams to the tier ladder each season (would need a sorting algorithm based on merit, but ideally new teams get placed close to the middle tiers, NOT at the bottom). Though it'd be nice if a non-plateau team's success/failure can influence where a team gets sorted to in their first plateau season.
2. What to name the tiers: Tier 1 can be "Moon League (T1)" or "World League (T1)" or something, but not sure how to properly structure names for up to 9 tiers.
3. Do we need an incentive for 1st place in lower tiers compared to 2nd place, or is bragging rights for gold enough? If so, what is a good advantage that makes sense? Perhaps a team cash bonus, or a reward point bonus to the Owner/Coordinators?
4. We really need a longer than 5 season plateau for a ladder journey system to be viable. Really need 7 season or 8 season plateau imho. Otherwise with 5 season plateau you spend maybe 3-4 seasons journey'ing up and can only spend 1-2 seasons in WL max, which would be a huge dis-advantage to non-farm teams and would give network farm teams (who can re-load a top team without promoting) an insurmountable advantage.
==============================
Thoughts welcome. Thank you for joining my TEDx Talk!
=============================
tl;dr: fix GLB plateau by murdering CPU's, making a single file ladder, making 6/12 teams make playoffs, get rid of "adjusted stats", making team finish spot (#1 to #12) matter.
1. Too many leagues (such that all non-WL leagues had multiple CPU teams).
2. 4 Natty Pro into 1 WL structure was a large skill jump so teams often dominated Natty Pro then got wiped into WL. Agents don't enjoy this environment and have no real time or chance to learn and improve.
3. No one wants to play CPU's, so why do so many CPU teams have to exist in human leagues, making everyone unhappy?
4.The prior league structure was STATIC, so aside from it being manually changed every 40 seasons, it was incapable of perfectly fitting the teams that exist.
5. All playoff teams had no advantage (since homefield and bye weeks don't exist) so with a crazy 67% of teams making the playoffs, the difference between the #1 seed and the #8 seed did not matter. This meant less regular season tryhards for a lot of teams, since there was no advantage, making the game less engaging besides the playoffs.
===========HOW WE CAN SOLVE THIS============
1. Label all teams as Human or if having less than 40 human dots, CPU/INC. The CPU/INC teams are sorted to the bottom tiers on a 2nd d44 sort. We can also throw out adjusted stats and make only team and player stats vs human teams count/be recorded anywhere. Suggestion Link to the CPU/INC thing specifically for stats: https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5330237&page=1#50105926
2. Only have the # of plateau leagues needed + up to 11 total CPU/INC plateau teams to fill out the leagues. Holding teams with zero human dots get demoted to rookie on the d44 sort.
3. Make 1 single-file league ladder which will support up to 9 tiers, so 9*12 = 108 teams. If we ever have 109+ teams (seems unlikely) that same ladder can become 2-wide (so 2 leagues in each of 5 tiers, supporting up to 120 teams, and expanding from there)
4. Make regular season and playoff results MATTER by having many outcomes based on your performance.
Visualized promotion/demotion structure https://docs.google.com/spreadsheets/d/1eg_ar5WTsOwGxS3OeLW60LdPDtlfekKwd1K3xFyg4bU/edit?usp=sharing
-If only 6 teams make the playoffs, the top 2 seeds can get a bye week which is a huge advantage people will want
With the exception of WL where 6/12 teams stay:
-If you finish 1st or 2nd in a lower league, you can promote 2 tiers (T4 to T2).
-If you finish 3rd or 4th you promote 1 tier (T4 to T3)
-If you finish 5th to 8th you stay in your current league (top 2 non-playoff teams and bottom 2 playoff teams).
-If you finish 9th or 10th you demote 1 tier (T4 to T5)
-If you finish 11th or 12th you demote 2 tiers (T4 to T6)
==========
The above would successfully:
1. Weed out cpu/incomplete human teams to the bottom tier so at most 1 league has to play them.
2. Would make regular season finishes matter for EVERYONE.
3. Would populate top competitive leagues based on MERIT/SUCCESS.
4. Would allow top teams to advance the long ladder faster with double-jumps.
5. Generally avoid huge skill jumps between seasons when teams are advancing tiers
6. A structure able to expand and contract as needed with the userbase, instead of a structure only correct for 1 moment in time.
===========
What still needs ironing out...
1. Exactly how to integrate the new plateau teams to the tier ladder each season (would need a sorting algorithm based on merit, but ideally new teams get placed close to the middle tiers, NOT at the bottom). Though it'd be nice if a non-plateau team's success/failure can influence where a team gets sorted to in their first plateau season.
2. What to name the tiers: Tier 1 can be "Moon League (T1)" or "World League (T1)" or something, but not sure how to properly structure names for up to 9 tiers.
3. Do we need an incentive for 1st place in lower tiers compared to 2nd place, or is bragging rights for gold enough? If so, what is a good advantage that makes sense? Perhaps a team cash bonus, or a reward point bonus to the Owner/Coordinators?
4. We really need a longer than 5 season plateau for a ladder journey system to be viable. Really need 7 season or 8 season plateau imho. Otherwise with 5 season plateau you spend maybe 3-4 seasons journey'ing up and can only spend 1-2 seasons in WL max, which would be a huge dis-advantage to non-farm teams and would give network farm teams (who can re-load a top team without promoting) an insurmountable advantage.
==============================
Thoughts welcome. Thank you for joining my TEDx Talk!
=============================
tl;dr: fix GLB plateau by murdering CPU's, making a single file ladder, making 6/12 teams make playoffs, get rid of "adjusted stats", making team finish spot (#1 to #12) matter.
Edited by WiSeIVIaN on Jul 25, 2023 13:49:07
Edited by WiSeIVIaN on Jul 25, 2023 13:04:18
Edited by WiSeIVIaN on Jul 25, 2023 13:03:35
Edited by WiSeIVIaN on Jul 25, 2023 13:03:10
Edited by WiSeIVIaN on Jul 25, 2023 13:02:00