Guild Wars, Point-Scoring for Battles, and You!

i actually think this is exactly the case where its actually an “obvious bug” that needs a fix “on the go” instead of weekly tweaking
ofc providing if this actually calculates the dividing by 0 as a worse result then the dividing by 1 ( since we have no actual proof )

if devs wanted to treat winning in one turn as a special “totally punished case” they would have stated it in the summary of new scoring system

Seriously. A few of you need to take a deep breath. It’s going to be ok.

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Yes, we should stop care at all… :roll_eyes:

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Because there are only extremes and no middle ground.

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I’ve seen quite a lot of middle ground in this thread. Oh sorry, I shouldn’t whine about this!

The formula has been corrected it’s now min. So you cannot exceed 4.

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So then if the opponent’s value is zero and it defaults to 4, and 4 is the max value, how does that explain the huge point discrepancy when he allowed the opponent a turn? Something is definitely fishy.

Yeah, when you can score 12k for a single day when the average is 7-8k then there is definiely something fishy. The discreet scoring looked like an invitation to mess from the get go and now the mess is here.

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if its “min” then it can be 0 if i never allowed the turn for enemy, thanks for letting me know it was changed

min(4, if wrong divided by zero equals to 0) = 0

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Division by 0 is impossible and should provoke a crash. So devs should have put some check to avoid this situation like Sirrian said:

The full formula should be: “if EnemyTotalMana==0 then 4 else Min(4, MyTotalMana/EnemyTotalMana)) * C%”
Not very clear for someone with no knowledge in programation… so that’s why Sirrian should have omit the “if then else”.

For the strange behavior, I guess that it’s a bug that devs will ninja-fix and one of this reason why devs didn’t share full details about the new rules…
So no reason to compare one day to another as bugs could be ninja-fixed one day to another :wink: .

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Depends on the programming language. I wouldn’t be surprised if the one being used is treating the result of a division by zero as NaN, causing it to get ignored when adding the bonus components together.

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i would just do, before the gw points calculation, somethign like this:

if enemy mana == nil or enemy mana == 0 then enemy mana = 0,5

etc

fixes all dividing issues and rewards the “win in first turn” thing :wink:
whatever the solution devs choose, taking the “default worst” number (4? 0?) as a result (or no result at all) is wrong here, thats all i am saying…

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sounds like true damage would kill troop before doing too much damage but would get the match over quicker so you get bonus there!

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yeah it depends on the A% B% C% D% things we wont know :confused:

so nobody can tell which tactic is better, i have no idea how it suppose to reward a “good player” to begin with -_-

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Now that we are in day 2, do we see the same sorts of scores as yesterday? Mine went from 1500 average (2000 high) to 1400 average (1500 high). Could be a different team, different guild, etc. Or it could be that the modifiers were adjusted earlier today, Aussie time.

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Yes, that might be a thing but since we don’t know the weighting to different factors we don’t know if that is a fair trade off. And with the loop abuse seems like there are flaws in the system which is secret so that is an invitation to players outrage.

I still do not understand why they decided to make the scoring rules a mystery.

i lost some troops today (not yesterday), all it made me loose like 50-150 points per fight compared to yesterday
im unimpressed, thought loosing unit would weight more xD
seems like its better to win fast or with mana/damage then keeping the units

but yeah again the A B C D % thing…

generally its starting to give me an impression of “whatever, just win” thing, completely opposite of encouraging/rewarding a “professional” play

  • we reward good players but we wont tell you who is a good player or how to become a better player, we wont tell you how to play to make a game we consider “good”, we will tell you “how good” you played in gw but we wont tell you which parts of the fight you played “good” and which not

thank you very much

isnt this like buying lottery scraps? xD

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i dont understand why they made this scoring at all
they already had experience that unclear rules in a competitive mode are unwanted

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For these 2 days … I have tried various things. Some random battles yesterday to realize resummoning a troop no longer is of importance and some random things.
… A battle that took forever because of Psion, that I won just barely eventually rewarded 1700 points.

Today, I built a whole team around winning ASAP. Gorgotha Ketras risk/reward. And I was lucky. I won the game in 12 actions. 1450 points rewarded. (numbers are rounded, of course). Obvious advantage in damage and mana gained (enemy hit 2 skulls and matched a Green cascade of 4).

And then I tried to just cycle mana through Gorgotha, Ragnagord, Alchemist … Won with 4 troops. Gained like 20times the amount of mana my enemy did while also receiving only 96 damage… 1360 points.
… So I went for a normal battle where I stopped fooling around, got unlucky and enemy almost killed my 1st troop (Gorgotha 4HP left) and others stayed at around 30… Which means I received around 300 damage. I most probably lost on mana… The game took longer… And I was rewarded with 1380 points.

And with that knowledge - I give up. The worst part about it is: If anyone figures out the magic feature - he’ll abuse it and keep it to himself. I would have done the same, to be frank. How is this not clear to the developers?

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All this chatter and they still remain silent. maybe it was done intentionally, watching us all go bonkers .:man_shrugging:

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