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Suggestion 8 Months Without the Win Trading Rule: Analysis and Suggestions

McWetPaper

Member
Prologue
Before reading this post, I know it's a text wall and has some length, but I have had a lot of thoughts and conversations with various players on this subject and felt like sharing my ideas and thoughts to all in the post below.

If you do take the time to read this, let it be known that my opinion is solely mine, everyone will have different thoughts and that is okay, having open discussion is important and I hope that any comments made will be complementary to the subject



Win Trading

Win Trading is the concept or practice in competitive games or environments where teams/players will purposefully lose matches for the gain of another entity. This is with the benefit of a team gaining positions on either a leaderboard or ELO based system in order to boost their stats and placement. In the sense of Loka, win trading is used to boost other Alliances to a victory that they hence would not have gotten or to ease a victory.

To take a deep dive into this from a player perspective (mine), I would like to start from the beginning.

8 Months Ago, a change in the rules were made that allowed for win trading to be permitted, and that no fights would be moderated for it. What does this mean you may ask? Well essentially there was no expense to a team helping another team win a month by purposefully losing or placing on them, making months a lot more about how many people side with you vs skill in alliance v alliance combat. We have had 8 conquest cycles since this change, and I for one can confidently say that this rule change has not accomplished anything, and for a matter of fact makes the system for winning a lot less enjoyable, as the win matters SIGNIFICANTLY less.

The original message is attached below of the initial removal of the Win Trading Rule. (Original Update Thread)


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Analysis of the Current State of Win Trading

Today, win trading is still a significant problem, happening nearly every month and often of the time resulting in a team winning that would have had a lot harder time doing so without it. What is commonly not understood is that there's many factors to win trading besides strength that can result in issues. One that I personally experienced was the concept of creating tile cooldowns. How this is performed is an alliance, typically with an opposite vuln to yours will get a 3rd party alliance or town to place on your tiles, not only feeding you strength but also putting a tile cooldown on the territories. What this does is create essentially an extension to their vuln on the tiles, forcing players to essentially place deep into their vuln and preventing the use of the full vulnerability window. This is a problem as it is far worse than the strength gained by the top alliance as it creates a problem that only can really be solved by placing outside of your vuln window, which can be done but an alliance should not be punished as a result of another ally utilizing cheeky methods in order to win.

Below I have a few quoted messages that I will go over, some of these opinions from these messages may have changed but they represent initial thoughts to the need for this rule to be reversed and of course there will always be downsides to both outcomes.

The key change to March is the removal of the Win Trading Rule (for Conquest, not ranked arenas). Despite it being a rule, and plenty of people being banned for it, too many players still do it it the valuable time of our admins. Too many constant, circular accusations (and bad faith interpretations of) the win trading rule has shown that it needed to be reevaluated. Further, we on Loka make a fine point of trying to reduce the amount of personal judgement calls that admins have to make. If the features of Conquest and Loka drive enforce how everything works - as opposed to a lengthy rulebook that everybody just "must magically know and abide by" - then admins can stay out of everyone's business, and we all go home happier.

But we cannot just remove the rule and call it a day. As a result, the following small changes are being implemented to help make Win Trading a less viable option in the first place. It should also be mentioned that internally we did not even like it being named Win Trading (feeding strength is more appropriate) as we pretty uniquely only enforced it when it involved placing an attack with no intent to win. Every other "angle" of WT was not considered as such. At any rate, let's get into it.

  • Vuln windows (center hour) can no longer be chosen betweenthe hours 12-8am server time.
    • The reality of these windows is that 90% of the time they were chosen only to prevent being attacked and were commonly part and parcel of attempted win trading.
    • The only legitimate use case for these would be a fully APAC (Asia Pacific) alliance. However, as Loka remains a US East Coast Server, we cannot prioritize geographically supporting the furthest and fewest players we have over a far more abusable feature.
    • This does not mean the edges of your vuln window cannot include those hours, you just can't select that as a center hour.
    • In the case of an upset (low strength beats a high strength collective), the strength gain is higher.
    • In the case of an expected win (high strength beats a low strength collective), the strength gain is lower.
    • In other words, it is less viable as a low-strength town to potentially try to feed strength to a top collective or vice versa (top collective tries to farm a small town).
To reiterate, we want a system with clear functions that everybody understands, and one that no staff member has to judge the outcome of. Even making the right call still pisses everyone off - it's a no-win situation. Because we terminated a fight at the end of the February cycle, it invariably chose a winner. In this case we elected to have no capital of Ascalon because of rampant win trading on that continent, but the fact that our judgement of Win Trading decided winners and losers felt bad and virtually all the Guardians and above felt equally annoyed/bad about it.

- Cryptite (February 22 - Update Thread)

The reason the rule was removed is that we felt that we could prevent win trading with the system of conquest itself. Effectively, we think we can make it impossible to win trade with the way strength calculation works. The recent changes to the strength formula aimed to do just that.

It's still early days, so we haven't observed every possible scenario just yet. As others said, it is also very difficult to define. We hated enforcing it because of this. More adjustments are always subject to come.

It's also the first week of the month, so perhaps focus on riding things out over time rather than immediately complaining. Winning conquest months is not meant to be a cake walk that occurs in the first week!

- FoxyBearGames (May 4 - In response to an "Add back the win trading rule" suggestion)

I understand the staff point of view in the sense that it is very hard to judge and define a ruleset behind win trading, and at the end of the day its player nature to find ways around the rules to get advantages where they can. However, this does not mean that the solution should be to allow it long-term. As stated in the first paragraph of the Cryptite message, the removal was a result of too many players abusing a underdefined ruleset and taking up too much time in the process of banning or punishing offenders. Of course, there are likely other reasons, but this realistically should not be a reason to not maintain the rule.

Conquest itself is the main competitive aspect of Loka, and what point is there to compete and encourage others to play a server where people can just abuse a system for their own gain. In most games and even in general win trading is always banned, and of course you will have bad apples that do it regardless but that does not mean the companies remove the rule because it's "easier" to manage. The competitive sense is lost, and the reversal and reintroduction of the rule may be a proper first step to make it valuable and important again.

And to focus on the second quote, it is a very good idea to implement a system that prevents it and makes the rule far less used cause it would discourage players to do so. This of course did not pan out how the message said and to this day players still win trade and still produce effective methods of boosting allies to victory. If a proper system can't be found within 8 months of its change I don't see how confident players should be that it will be found later on.

Suggestions and Closure

My goal with this post is not immediate change, but more of a reopening of a discussion that should still be ongoing. Win trading cannot simply be allowed long term if the server is to have active Conquest cycles and encourage players to compete. As I stated previously, everyone has a difference insight into this system. Whether you're a pvper, leader, staff member, third party, or even a fisherman, everyone has an opinion to give. I hope that with this post some suggestions can be attributed to maybe make alterations with the goal of solving this problem.

My overall suggestion, if not clear, is to review the last cycles for the problem and analyze if it's fixable. If not I do recommend reintroducing the Win Trading rule, even if it causes more time from staff to be taken up, it creates a more competitive and fun environment for all who partake in Loka's territorial pvp.

I appreciate all who read my analysis and to those who partake in bringing attention to this problem! 🙌


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7 voters
+1 made a lot of sense to me, it also is pretty silly that it is allowed in the first place. Just ban the people if they were actually cheating by win trading before instead of allowing the rule. Work around it if it's not ban worthy. Remove cores, increase tile costs for a temporary time, etc. There's a lot of ways to go about it that guardians could do.
 
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