Post by stonecoldload on Oct 3, 2014 19:13:59 GMT
SEVEN EASY FIXES,.... to improve CoD Clan Wars!
Trey from BeacHHead deciding to go ahead with these ideas. Felix is visibly upset!!!
FIX 1 – Organizational fix.
Add a component to the CW console & phone app, that allows a clan leader to ‘deactivate’ clan players not playing a Clan War. The deactivated player would still 1) be in the clan on the console, 2) allowed to see his clan friends, & 3) have his clan tag. But would not be on the roster for the Clan War. This would go a long way to avoid alienating friends, as well as save clan leaders much time.\
FIX 2 – Replace current Diamond leaderboards with an ‘Average Score per CW”.
This seems rather irrelevant, but will pay huge dividends on motivating clans and helping participation. Premise? Rather than seeing the top ranked clan with say 810pts, a total each week....they would see a new number. An 'Average Score per CW', such as 109 pts per CW. Why do this?
1. It’s easier to measure where your clan stands in relation to how other top clans are doing.
2. Clans that come in late, will still have an adjusted score. Rather than being hundreds of points behind, their Average Score per CW would be lower. If they miss the first four CW’s, and then score 120, 120 and 120 pts in their wars…their ASpCW would be 60.0 (360/6 clan wars – see the next fix, Fix #3)
There is another reason for this fix..….
FIX 3 – You can then incorporate a ‘bye’ weekend with CW’s. Why does this work? Clan Wars is time intensive. It’s hard getting a large group of people together for multiple nights, especially weekend evenings. But worse yet, sometimes there are just clan war weekends that just don’t work out, with members being gone.
Solution? Give clans a bye weekend. The NFL does it. Why not CoD Clan Wars? If you incorporate leaderboards with an 'Average Score per CW”, it would fit in seamlessly. If you have twelve Clan Wars in a season, only the best eleven scores would count. So take one off. But also with that, it would help clans getting in a CW late to stay competitive. You could miss the first one. Plus, a clan could view the bye like a mulligan.
But most of all. A clan could feel pressure-free to go attack an opponent clan in another bucket. Knowing full well that potential ‘bad result’ could count as their bye score. This is a win/win, as it might help motivate clans to go after each other.
There are still other fixes that might help promote competition…..
FIX 4 – Get rid of Objective bonuses that mostly only matter during blowouts.
Points awarded for “hold nodes at end of round”, “cap four nodes”, “first cap”, etc…) These bonuses just make no sense. At all. All they do is force clans seek out bad competition, as only bad competition allows you to get these bonuses completed. That makes no sense!!! How is that a measure of a clan’s skill? It’s not. It's only measuring a clan's skill in beating down absentee clans. So be gone. Not needed.
Fixes 3 & 4 might inspire clans to compete more, but the next one solution will help force it
FIX 5 – Reduce buckets.
There is no needed for 23 buckets. When you take that by three time zones, it creates 69 divisions to play. That’s a bit ridiculous, especially considering the move to split systems soon that would double that to 138. 138 is far too many divisions. I would suggest the following, considering that over 70% of the clans, their ‘competition size’, is under 12.
5 & under, 6-9, 10-12, 13-16, 17-20, 21-26, 27-33, 34-45, & 46-70
BeachHead could still give out small clan size bonuses for each Clan War, for running larger clans: +2 bonus for ’13-20’ buckets, +4 for 21-45 buckets, and +8 for 46-70 bucket. As can be seen, there would be no 71-100 class. That class obviously doesn’t work. There were fewer than 15 clans competing there in CoD Ghosts, so what’s the point? Dump it. The above would follow the same principles as before, and there would only be NINE buckets, not twenty three. The new totals would be 27 buckets in the XBOX division, and 27 buckets in the PS division (West Coast, East Coast & Euro time) 54 < 138. This will force more competition.
NOTE - The above fix is minor in terms of solutions For example, if needed, another one or two classes could be made like splitting the 46-70. The point here is to reduce the potential of 138 brackets under the old way, and get it lower. Whether it's my fix of 54, or 60, or 66...just get it lower!
But what if the above fixes actually force to much competition? Where’s the reward for battling tough clans?
FIX 6 - Create incentives for playing tougher brackets. This is part 1 (part two is Fix 7)
This is the big fix to the Clan War system, that makes this new system work. This one is a bit complicated. It would be very easy to implement though. How? BeachHead would create a pool of bonus points (to be handed out post war), that would be based on the average scores of the clans in the bracket. Just add 'em up. A bracket with all top clans would have a larger bonus pool to distribute, than a weak bracket. With this bonus, we would also re-adjust the points for placing. And with prior fixes creating more competition, we could give the the 4th place clan Diamond Leader points
90pts for 1st place, 80pts for 2nd, 65pts for 3rd & 50pts for 4th
Example One - The SOW clan gets a bucket that has the following seven clans, their average score per CW of all seven clans are as follows.... (103, 101, 90, 75, 45, 45, & 36). Add ‘em up, the total pool of points is 450. The bonus point pool would be as follows. If Clan SOW wins the bracket, they get 8% of the 450 bonus pool pts. The 2nd place clan would get 6.0%, an extra 27pts. pts. The 3rd place clan would get 4.0%, an extra 18pts. 4th place would get a bonus of 9pts
1st place = 8.0%, 2nd place = 6.0%, 3rd place = 4.0% & 4th place = 2.0%.
SOW would get 36 bonus points.
Example Two - Clan BOOM gets a CW bucket that isn’t even filled. It’s just a BAD bracket. Their bracket looks like the following (Clan BOOM with an ave.of 105, the others: 70, 35, 30, 0, 0, 0 ). Bonus pool here is 240.
Clan BOOM would get 19.2 pts for winning.
So now compare the two clans. Clan SOW won their CW and got 126 pts. Clan BOOM won their CW and got 109.2. Play better competition, you get more points. There's a novel idea. But even more so, as can be seen, the 2nd place clan in example one (clan that finished behind Clan SOW) they would have ended up with 107pts post Clan War. Playing in a tough bracket, and getting 2nd, still allows them to almost keep pace with Clan BOOM, who had easy competition. You play tough clans, all is not lost. Is it perfect? No. But it’s better.
End result? What does the above fix? It puts the onus on clans to find competition, rather than sitting in empty buckets where there is none, waiting for competition to show up. Want to ride an empty pool? You may fall behind.
But is there a reward for an upset?
FIX 7 – This would be the last bonus point handed out in the scoring. Clan Wars giving a reward for beating a higher ranked clan. This would be done by this calculation. For each clan you beat that has an Average Score per Clan War higher than your clan, you get a bonus of 10pts.
Take the earlier example of Clan SOW’s bracket, example one. Clan WOE is the clan that has a score of 75 pts per clan war. Clan WOE wins the war! Since they had three clans above them, they would get an additional bonus of 30pts. Their ‘winnings’ would be 156 pts! (90 for the win, 36 for the bonus pool, and 30 for the upset points)
This fix helps correct many things. No longer does BeachHead now have to do silly 5% point reductions, to help bridge the gap. If you are clan that starts late, doesn’t play well early, you have a TON of potential to score a lot of points later in the wars, by pulling off upsets, and climbing right back into the thick of things. There’s now every incentive to seek out good clans, in tough buckets. A clan can be back in the race with one big upset victory!