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Is mastery system fair?

mastery ace system fair

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Poll: Is mastery system fair? (52 members have cast votes)

You have to complete 250 battles in order to participate this poll.

Is mastery system fair or should be changed?

  1. Yes, its ok as it is. (46 votes [88.46%])

    Percentage of vote: 88.46%

  2. No, it should be reworked (2 votes [3.85%])

    Percentage of vote: 3.85%

  3. No, damage made should count more (4 votes [7.69%])

    Percentage of vote: 7.69%

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superschnitzelkoenig #41 Posted 14 June 2018 - 11:53 AM

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It says players but it means games. Plus I feel like WG sets some of those values for new tanks and usually these values are quite low, as it is often very easy to get a Mastery on tanks on the first day they are sold.

 

Stop Complaining...           ...Carry Harder!


Player_3538429276 #42 Posted 14 June 2018 - 12:02 PM

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View Postsuperschnitzelkoenig, on 14 June 2018 - 11:53 AM, said:

It says players but it means games. Plus I feel like WG sets some of those values for new tanks and usually these values are quite low, as it is often very easy to get a Mastery on tanks on the first day they are sold.

 

It is also often very easy to get a Mastery on tanks in your first 5-10 games with them, even if those tanks have been in the game forever.

BorgR3mc0 #43 Posted 14 June 2018 - 12:33 PM

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View Postjylpah, on 14 June 2018 - 09:43 AM, said:

 

With less than 100 players it should not be possible to be better than 99% of the players.

 

Then you just have to scale the data using the average and standard deviation. 

It is a percentage...not a value. 


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petes85 #44 Posted 14 June 2018 - 04:03 PM

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Why can't % Be a value ?

Jusben #45 Posted 15 June 2018 - 06:19 AM

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View Postpetes85, on 14 June 2018 - 04:03 PM, said:

Why can't % Be a value ?

 

Well, with all the stats available now it probably is quite a stable value for most of the tanks. But meta changes and so does gameplay and tanks. Precent is much much better way. I would definitely call it a miss to change it to values.
Now this is perfect in my point of view. With that golden M on screen you know that you had game better than 99 other games played with the tank.

With stable value masterys might become ractically impossible or too easy becouse of the changes in game.

petes85 #46 Posted 15 June 2018 - 06:24 AM

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This answer nothing

sixty_three #47 Posted 15 June 2018 - 07:27 AM

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View Postpetes85, on 14 June 2018 - 04:03 PM, said:

Why can't % Be a value ?

 

Only WG know for certain.  However my guess is that it's both more fair, and also easier to manage from WG's perspective.

 

Assume it was a fixed value.  It's possible then that for some tanks the value would be set too low, while for others, set too high.  A mastery in one tank could then be very easy to achieve, whilst a mastery in another might be practically impossible.  WG would have more work on their hands to ensure this didn't happen.

 

To be sure, even this isn't perfect.  Vehicles that are shunned by the best players will always be easier to ace than those favoured by the more skillful.  I'm not sure how you'd fix that problem.

 


Edited by sixty_three, 15 June 2018 - 07:27 AM.

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LoadAimFireRun #48 Posted 15 June 2018 - 07:29 AM

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Mhe, I can post a 6 kill game with 2998 dmg and 1098 free xp in a Black Prince being bottom tier ... first class .. just needed 2 more free xp. Game was done on a Sunday afternoon, sucks but such is the algorithm.

stubbo66 #49 Posted 15 June 2018 - 09:56 AM

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It would be really nice though to see somewhere what the current thresholds are for tanks.

 

Been running my AMX 30 1er out for the first time yesterday. 44 battles, 84% WR and only a 2nd class out of that lot. That must have an amazingly high ceiling as I had some 4.5K combined damage games in there.



eliasdepelias #50 Posted 15 June 2018 - 10:06 AM

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So nobody really knows how it works. It is a %, an absolut value set at 99% of battles, something else.... Is it continously reset/revaluated, once a day, once a week,... 

I just know that masteries games almost always are very good games, the ones where you we're in the action start to finish. Sometimes you have a game where the reds just kept popping up for your gun, and you just have to shoot, and still get that golden M (but thats almost always the case for tanks that are easier to master).

 

For me the ones that are difficult to master are the high tier, nearly OP, platoon heavy type tanks: think IS5, IS3D, Type 59, drac, Helsing, Type 62. The "older" a tank, the easier. The more a tank is considered a hard grind, difficult to drive (think brit TD and heavy,...) the easier. 

 

The once was a list on the NA forum, where they had averages (everybody passed on mastery scores and the list was updated weekly). 

 

 



Cancracker #51 Posted 15 June 2018 - 05:31 PM

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View PostLoadAimFireRun, on 15 June 2018 - 07:29 AM, said:

Mhe, I can post a 6 kill game with 2998 dmg and 1098 free xp in a Black Prince being bottom tier ... first class .. just needed 2 more free xp. Game was done on a Sunday afternoon, sucks but such is the algorithm.

 

How do you know you needed 2 more XP? Cause that bar shifts all the time as players rack up games. As I understand it the margin is gliding so this means it's not linear.


"X 5 weekend, 10 games 9 losses ...
Some seals will be getting sooooo clubbed in the next couple of weeks."
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szkaraj #52 Posted 15 June 2018 - 06:41 PM

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So this is I'm talking about. Just had this game. 2 leo, I made load of damage (1728), got 458 assist damage and I got only 3. class. Other leo did 813 dmg, and collected my kills, got 5 kills, and got 2. class. So is it fair? I was in very front, he was behind me, and after I empty my clip into reds, he finished them till I was reloading. Ok I didnt killed any reds, but I think I did most part of the game.

 

 


Edited by szkaraj, 15 June 2018 - 06:42 PM.

The easy day was yesterday.


soulinthemachine #53 Posted 15 June 2018 - 07:29 PM

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That's because he won the killstealer challenge. :) He must have got a reaper medal too.

BorgR3mc0 #54 Posted 15 June 2018 - 07:34 PM

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View Postsoulinthemachine, on 15 June 2018 - 07:29 PM, said:

That's because he won the killstealer challenge. :) He must have got a reaper medal too.

 

Yep, finishing the job gets you extra XP. 


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Cancracker #55 Posted 15 June 2018 - 08:14 PM

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He got the radley, more assistance damage and 2 spots. That seems to be worth more than damage.

"X 5 weekend, 10 games 9 losses ...
Some seals will be getting sooooo clubbed in the next couple of weeks."
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RealEndlessAgony #56 Posted 15 June 2018 - 10:18 PM

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Wew, badzors demanding mastery badges for sub 1100 XP games at tier six. What next, Mastery Participation badge for just joining the match?

 

Mastery badges are supposed to be hard to obtain. That's the whole point. You are supposed to get one for masterful play. Not for being crap. Not even for farming some damage. For playing well, both on individual and team level. The moment you make them easy to get, their whole purpose is gone, same if you make them damage based - and besides, there is also a token for that already, High Caliber...



Chairman_merpug #57 Posted 16 June 2018 - 11:32 AM

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View PostRealEndlessAgony, on 15 June 2018 - 10:18 PM, said:

Wew, badzors demanding mastery badges for sub 1100 XP games at tier six. What next, Mastery Participation badge for just joining the match?

 

Mastery badges are supposed to be hard to obtain. That's the whole point. You are supposed to get one for masterful play. Not for being crap. Not even for farming some damage. For playing well, both on individual and team level. The moment you make them easy to get, their whole purpose is gone, same if you make them damage based - and besides, there is also a token for that already, High Caliber...

I think the point szkaraj is trying to make is that killstealing shouldn't rank higher for XP than raw damage. If the game (whatever the tier, no need to be snarky just because the example is V) is set up to encourage players to hold shots to steal kills, then it's going to have a negative impact on team play. Kills as a raw number isn't necessarily a good metric - taking someone down for a full health ammorack is a lot more useful to the team than hanging about waiting for someone to be reduced to 5HP by your team mates, to use extreme examples.


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BorgR3mc0 #58 Posted 16 June 2018 - 11:59 AM

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Kills are just a factor for xp, like damage, spotting etc.

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szkaraj #59 Posted 16 June 2018 - 07:38 PM

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View Postmrpgilbert, on 16 June 2018 - 11:32 AM, said:

I think the point szkaraj is trying to make is that killstealing shouldn't rank higher for XP than raw damage. If the game (whatever the tier, no need to be snarky just because the example is V) is set up to encourage players to hold shots to steal kills, then it's going to have a negative impact on team play. Kills as a raw number isn't necessarily a good metric - taking someone down for a full health ammorack is a lot more useful to the team than hanging about waiting for someone to be reduced to 5HP by your team mates, to use extreme examples.

 

Thx mrpgilbert. Just exactly I wanted to say. Maybe kill should be given to that who bring down red tank's hp to near death. If the player who did most damage on red tank dies, then kill would go to that who finally gets it. Or is it a wild idea? :)

The easy day was yesterday.


scaramax #60 Posted 19 June 2018 - 10:25 AM

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nvm


Edited by scaramax, 19 June 2018 - 10:26 AM.

 






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