Quote Originally Posted by Riot View Post
I think we have something here with the bracket idea. If the members do not mind, I would like to put what is in my thoughts down on this posting. If you do not agree, that is ok, this is just my thought so here goes.

1. Allow players of all levels to look forward to a opportunity to win something. Right now there is no chance for a new player starting out to even hope of winning anything except tickets for prizes.
Agreed +1

Quote Originally Posted by Riot View Post

2. Since in order to achieve a certain power, one must have certain level of gear as well as runes. Power rating may be a good indicator to which bracket one would fall into (based on in game maximum power - seem through the ranking system).
Strongly disagree with this idea and do not thing it is true in anyway shape or form. I know people with over 100m power that dont have even 1 lb set yet

Quote Originally Posted by Riot View Post
3. Rewards can also be commensurate to the levels of the bracket
Agreed +1
[QUOTE=Riot;47864]

Quote Originally Posted by Cuddles_1461020 View Post
I agree with Riot.

The programming actually isn't difficult to avoid manipulation, and giving tier'ed/scaled rewards (according to bracket) creates excitement at almost all levels of players.
The best way to avoid manipulation is to create an algorithm of multiple factors.
Player Level is the most common cut-off (in other games) but this is too easily manipulated. Same with power.
If one can make an algorithm of a combination of...
-- Level
-- Power
-- Royal Challenges defeated
-- HR bosses defeated
(and I'm sure there's more that I'm missing), and factor all these into a value number.
Then take this number and compare them to the...
-- Median player algorithm values (such as first quartile, third quartile, etc)
........ then it would be impossible for this to be manipulated.

For a simplistic example (if there were only 4 brackets):
-- First quartile get sectioned off as "Ultimate" (which receive a higher sign-up reward than the lower brackets, or a sign-up bonus when placed in bracket)
-- Second quartile (25-50%) into Bracket3 ("Kings") ... bigger sign-up reward than lesser brackets
-- Third quartile (50-75%) into Bracket2 ("Knights") ... bigger sign-up reward than lowest
-- Fourth quartile (75%-lowest) into Bracket1 ("Squire")
And I think there should definitely be rewards for top1, top2, top4, and maybe even top8 of each bracket.

I guess the bigger question is:
if we did brackets, how many brackets would Tynon want? Currently the CW rewards one gets are based on every 10 player levels.
(40-49, 50-59, 60-69, 70-79, 80-89, 90-99, 100-109, 110-119).
Anyway they make the decisions, we just come up with ideas and feedback on ideas
Ok

1. I am not picking on the devs but they have proven that they have issues with figuring out how we can and will manipulate things to our favor. How many glitches and explout shave been used by how many people in this game. Anything can and will be manipulated. No program is ever perfect. I believe in the KISS model of solving things

2. this algorithm you suggest is actually something that would fit in to the "its more fun to figure it out yourself" motto. SO they could make it as complicated as they want to determine your bracket and noone would ever be able to figure it out. which will lead to complaining like - "Why am I in this bracket and not that one"


I personally dont like the idea of the game ASSIGNING brackets for people to play in. There are too many factors to consider some of which can not be put into an algorithm
And using HR or RA at this point in the game to determine brackets is not fair to many. Because if they say everyone who beat pompey forward is in the same bracket that puts people at 70m power in with the highest power players and those players may have chosen not to progress in RA just to stay in a lower bracket for a while longer and get more rewards. Which once again brings on the manipulation factor again

the more you talk about bracket sthe more complex it can get

Simple solution
1 Set it up to be 5 divisions of CWF 1 for each time zone - now you have 5 pools of winners instead of 3

2. increase the ticket payout - winner gets double the amount posted and loser gets double the amount x % of damage inflicted on opponent

3. Starting at knockout rounds each win gives the player a chest to open - by a win I do not mean the entire round I mean each point per round. so knockout roind 1 can give a player a max of 3 chests
the chest contain the prizes and you get 1 random item out of the chest like a guild chest
here is a basic example
KO1 chests contain:
level 4 chip
casino token
5 gems
5 blue medals
1 purple medal
10m coins
5m credits
YOU GET 1 of those randomly per chest
KO2 chest could be
level 5 chip
2 casino tokens
10 gems
10 blue medals
5 purple medals
15m coins
8m credits

and then continue it up from there through finals
winner of finals not only gets all the chests for the wins but 1 bonus chest.

Also you can make chests for prelim rounds that contain much much smaller prizes such as level 3 chips 1m coins 500k credits and apply this cincept in prelims as well

Now you have people worried about making it to KO rounds and above and how many actual wins they can accumulate. This discourages throwing fights and gives more people a chance to win something

I think these 3 relatively simple changes makes CWF a much more interesting event for alot more people. Even if you make it to the finals against blayd, you are trying your best to do as much damage per match to increase your ticket payout.