Races and PvP should take a page from Magic the Gathering: Online

Part One: For those who aren't familiar with Magic: the Gathering Online (MtGO)
MtGO is essentially an online version of the Magic: the Gathering (MtG) trading card game (TCG). The online version of the game has the exact same rules as the real-life, cardboard version, and it's very pay-to-play: the publisher, Wizards of the Coast (WoTC), sets the price for a booster pack of virtual cards to be exactly the same as the suggested retail price of the physical cardboard kind.

And yes, pay-to-play isn't what GGG is going for.

However, MtGO has some very good ideas and implementation when it comes to running online events... to such an extent that many people feel that the digital card store deserves their money more than a physical ones.

First off, every tournament in MtGO has both entry fees and prize support. In this case, the house does not hold onto a significant take. For example, one event works like this:
  • Always exactly eight players.
  • The entry fee is 2 event tickets (virtual dollars that literally cost $1 to buy) and 3 unopened booster packs ($4 per pack). Total in, not counting the packs: $2 per player, $16 total.
  • The event involves opening all the packs, and the players keep the opened cards. Hard to put a price on a wrapper (even more so when it's a virtual wrapper), but let's just assume that if it weren't for events like this, the wrapper would exist only to be ripped open, so no cost loss here (that's why we didn't count the packs earlier).
  • The prize payout is 8 packs to first place and 4 packs to second; that's 12 packs total, $48 total payout.
In this particular example, you could argue that the house is actually donating every time this tournament is run, on a three-to-one ratio. Why would WoTC possibly do this?
  • It creates a demand for virtual pack wrappers. Think about that one for a second.
  • It functions as the stimulus for the in-game economy. Regular participants want to trade opened cards for tickets and packs; winners may also want to trade packs for tickets. Of course, some players are not regular participants and trade with these folks to pursue entirely different motives.

But that's not the only type of tournament they run. When you click on the main Play menu, you might see something like this:
  • Premier Events are the main draw for competitive play. For example, Pro Tour Qualifiers on MtGO may qualify the player for a Pro Tour event, a real-life tournament ran about once every 3 months with total prize support of $250,000 per event (and extensive online coverage); qualification includes paid airfare. That is not a small prize.
  • Daily Events aren't quite as competitive, and follow a set schedule. A huge variety of events are offered; this schedule represents just 10 hours of a day:
MtGO weekly schedule
  • The 8-man selections each take you to a page of queues of constantly running tournaments. Each page lists the differences between events (similar to PoE events being plain or having "Ancetral" or having "Turbo") as well as the number of players currently in each queue, and looks something like this:
8-Man Draft Queue Screen

It's worth noting that MtGO's two overarching format types -- Draft and Constructed -- mirror the two main formats for competitive events in PoE.
  • Draft is the one from the first example: players are prohibited from using cards they already own, instead building their decks out of cards they find; in this sense, it's equivalent to PoE's races, which start at level 1.
  • Constructed is the more traditional TCG event where you amass a collection prior to registering and use that collection to build your deck, and is equivalent to PvP.

In addition to all this, MtGO has a Player Rewards Program. If you participate in 1 tournament (8-man queues count) per month, you receive an alternate-art promotional card you can't get anywhere else. If you participate in 5 tournaments, you also receive the "foil" version (shinier and sparklier). The alternate-art offering changes each month; previously-used arts are never reissued. Essentially, this is essentially MtGO's version of PoE's Race Rewards: play in our actual events instead of the casual stuff, and we'll give you cool alternate-art stuff.
Part Two: Application to Path of Exile

First of all, player rewards. Both MtGO and PoE have competitive events that are meant to separate the best of the best from the regular herd; and both MtGO and PoE have player rewards programs that give players alternate-art goodies for participating in said competitive events. However, MtGO has the sense to make the rewards participation-only, and not tied whatsoever to any system that estimates player skill. We need to separate player rewards entirely from the current race point system. I propose two separate point systems:
  • Race Participation Points are given every time the player gains a level in a race event; making it to Lioneye's Watch would (probably) be enough to get your first point, and even players who are not very good should expect to get nearly as many Participation Points as pros on a per-race basis. Rewards would start early: I'm thinking 5 points for the first alternate-art (that's level 6 in a single race). The only reason I'm not going on a pure "1 point per race" basis is that players could just spawn at Twilight Strand to get the point, then log out, and I'm trying to counter such exploitation.
  • Race Ladder Points would be an estimation of player skill. You wouldn't be able to get these points merely by reaching a certain level; the only method of acquisition would be dominance over other players by being at the top of the event rankings. Furthermore, not every race would even give Ladder Points; many races would be casual affairs, just for fun. This would free up the schedule for competitive racers by allowing them not to compete in every single event, while still offering races for players to participate in to try them out.

That last point is important enough to get its own section: competitive racers should not be forced to compete in every event to have a shot at a solid end-of-season ladder ranking. Some events should be "Premier Events" -- races that matter from a competitive standpoint. Other races should be null from that perspective, with other options that make them attractive -- perhaps prize support, perhaps fun new race rules, perhaps just an opportunity to rack up some Participation Points. In other words, they'd be more like "Daily Events" or perhaps even queues...

Path of Exile should offer a queue system for players to start events on-demand -- simply get the required number of players to indicate they want to play, and the event starts. Once you dispel the "all races must give Race Ladder Points" belief, there's no reason why someone who wants to play in a One Hour Solo should have to check a schedule to find an opportunity. With queues in place, time-zone complaints would be quelled and, due to the pseudo-random nature of opponent selection in small queues, solid racers who don't stand a chance against pros might even eek out some first-place finishes, giving them the reinforcement they crave.

There's no reason why these concepts can't apply to PvP too. Compared to racing, GGG has given PvP the short end of the stick; this should change. Institute a PvP season ladder. Give out both PvP Participation Points (with rewards you can't get from racing) and PvP Ladder Points. Create both Premier and Daily PvP events. Institute new rules to make some PvP events different from others -- actually, Turbo and Lethal would both work just fine. Make PvP queues to allow players access to PvP tournaments on demand.

It's also very important that all events have concrete prizes handed out to the top spots. Right now, the only rewards for winning a race are glory and ladder points, both of which are far too unsubstantial. Events should have a small currency entry fee that varies from events to event -- some events should take Alterations, some Fusings, and a few rare events should take Exalteds. And I'm not suggesting that GGG keep 15% like Blizzard did with the Diablo 3 auction house... the point of the entry fee is player-funded prize support, with currency in roughly equal to currency out. Quick example: 16-man event, prizes to top 4, entry fee is 1 GCP each, 1st gets 8 GCPs, 2nd gets 4 GCPs, 3rd and 4th get 2 GCPs each. Race and PvP queues would accomodate both a range of game types and a range of currencies.
(Excessively Detailed) Sample Queue Structure
Four continually supported race queues (EFs = entry fees):
  • One-hour cutthroat: 12 players per event, no class-specific prizes. 1st 6 EFs, 2nd 4 EFs, 3rd 2 EFs.
  • Two-hour solo: 24 players per event, 2/1 EFs to 1st/2nd in each class, also 4/2 EFs to overall 1st/2nd.
  • Three-hour party: 48 players per event, 3/2/1 EFs to 1st/2nd/3rd in each class, also 6/4/2 EFs to overall 1st/2nd/3rd.
  • Flavor of the Day

Three continually supported entry fee levels (stakes):
  • Low stakes: 20x Orb of Alteration, 20x Chromatic Orb, 12x Jeweler's Orb, or 8x Orb of Chance. Currency selection rotates every 15 minutes.
  • Medium stakes: 6x Cartographer's Chisel, 5x Orb of Fusing, 7x Orb of Alchemy, or 4x Blessed Orb. Currency selection rotates every 15 minutes.
  • High stakes: 4x Orb of Scouring, 3x Chaos Orb, 3x Orb of Regret, 2x Regal Orb, or 1x Gemcutter's Prism. Currency selection rotates every 12 minutes.
Higher stakes (Divine and Exalted) are reserved for scheduled events.

Giving us ten total options:
1h cutthroat low stakes
1h cutthroat medium stakes
1h cutthroat high stakes
2h solo low stakes
2h solo medium stakes
2h solo high stakes
3h party low stakes
3h party medium stakes
3h party high stakes
Flavor of the day (has its own special stakes)

With each stake tier, the various currencies would be both uniquely offered and time-staggered. To explain what I mean, here's an example: let's say at 12:00 1H low is taking Alterations, 2H low is taking Chromatics, and 3H low is taking Jeweler's. At 12:05, 1H low changes to Chance. At 12:10, 2H low changes to Alterations. At 12:15, 3H low changes to Chromatics. Thus there is a change every 5 minutes across the lows and mediums, and every 4 minutes across the highs. This means that if all you care about is spending a particular currency, your wait time will always be under 8 minutes.

Immediately after a stakes rotation, queues with players in them would persist until either the queue is filled, all players leave, or another 5 minutes (or 4 for high-stakes queues) passes.

Lastly: create an end-of-season championship event for the players at the top of the ladder rankings at the end of the regular season; essentially, the season playoffs. Extensive online coverage, including official GGG live streaming of the event, and rewards in cash. This type of event would draw a huge new audience of professional gamers (and wanna-bes) to PoE, as well as giving it lots of interesting press. Naturally, the prize support for this event would be a donation unless microtransaction entry fees were implemented for the smaller events, and thus likely outside of GGG's budget if they elected not to do so.

Previous version: Microtransaction Point idea -- now retracted
This section was replaced with the current section on currency-based prize support.

Now for my two controversial opinions. My first is: Give events a small microtransaction entry fee. Yes, I know GGG is against pay-to-play, and I think that the permanent leagues and causal should remain as they are so that anyone who downloads the app can play the main game for free. Nor am I suggesting that GGG intend to "make a profit" from running events; actually, the MtGO model proves that GGG can run events that give away more than they take in, and still win in the long run because events would provide an economic stimulus. However, when players are able to enter tournaments for free, this model falls apart by becoming exploitable.

I'm thinking more like: 8-man queues would have an entry fee of 1 microtransaction credit (cheap!), and a payout of 4 credits to first, 2 credits to second, and 1 credit each to 3rd and 4th. The house take? Zero. Essentially, this would be player-funded prize support, using a currency that actually matters and has more solid value. The values are low, but you'd still find players hoping to earn their credits this way by "going infinite" through a string of consecutive wins. (Although the currency system is very interesting from an ARPG design standpoint, its variety of forms makes it too difficult to implement here, hence microtrans credits instead.) Some Daily events would likely have an increased entry fee; events that count towards the Season Ladder even more so.

The second controversial idea was the end-of-season championship.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB on May 5, 2013, 8:14:20 PM
That is one hell of a good suggestion.
I support this.
S L O W E R
I like the whole concept. I do however dislike the addition of micro transactions onto all events, no matter how small or large.


It would mean that I'd have to pay for

-cosmetic effects
-Increased Stash functionality (almost a necessity)
-Pay to play races


I'd rather pay a upfront sum (the cost of a normal game) and be done with it. Unlock all cosmetic effects, a fairly comprehensive stash and the ability to play any race at any time. Adding a cost to races just seems to cross the line for me, especially being that it is a major portion of PoE's appeal and re-playability.


"I'm thinking more like: 8-man queues would have an entry fee of 1 micro-transaction credit (cheap!), and a payout of 4 credits to first, 2 credits to second, and 1 credit each to 3rd and 4th."

- So essentially it would be gambling, will i be queued with 7 other noobs, or hardcore racers - will my odds of coming first and gaining 4x my investment be high, or shal i not even bother attempting to race at all?
- If i wanted to gamble, I'd go to a casino or do race betting online.



"Lastly: create an end-of-season championship event. This would be invite-only and based on top ladder rankings at the end of the regular season"

- Excellent, idolize a very very small minority and leave the majority out in the cold. NO THANKS
Last edited by Amoondrae on May 5, 2013, 2:37:16 AM
"
"Lastly: create an end-of-season championship event. This would be invite-only and based on top ladder rankings at the end of the regular season"

- Excellent, idolize a very very small minority and leave the majority out in the cold. NO THANKS
The events that would get you to the top of the ladder rankings would naturally be open... invitations would be entirely performance-based. I'll reword that line for clear that up.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Incredible, this might actually get me interested in racing again.

BUT, I think you are off with the microtransaction stuff and missed an easy one. Rather than having a buy in with points, meaning people will have to pay to play, regardless of how much it costs and also the idea of giving out cash is meh, have the buy in with orbs.

This way you can gage what level the races are. Have the buy ins range from 1 alch to 10 exalts, payouts based on how many people enter. If you need an idea of how payout structure should work check out how the online poker sites use to do it.

1 alch is not at all going to hurt someone's stash but if you sneak out a win you'll be rolling in alchs because everyone enters the cheap tournaments. Someone who isn't confident in their ability (or rich enough to throw the currency away) won't be putting up 10 exalts and the winner has (probably) gone against the toughest competition the server can offer.

I also like the "race when you want" idea, only catch is I would suggest a time frame, like you have from Monday 1200 to Wednesday 1200 to complete the event or you are disqualified, Wednesday at 1201 the results are released so the only way people know how everyone did is if they tell people or stream it. This way someone doesn't wait until the last minute knowing exactly what they have to do to win. Also make it so the buy in must be completed before the event starts so if someone has a stellar race early on people don't just bail knowing they can't win.

Jesus, some great ideas though.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Not a big fan of the queue or cash/microtransaction ideas. Other than that, good stuff.
IGN : asdfman
Figured I'd dig up the tournament payout thing to make it easy

http://www.fulltiltpoker.com/poker/tournaments/payouts

It's amazing how much of my poker knowledge I've used in feedback for this game in 1 week.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
You seem to miss my point;

Having a end-of-season championship is a moot point for a vast majority, as a minority of HC racers will consistently cover the top portion of the ladder. That's not to say that it's impossible for some new/other players to rank in the top - it just isn't likely to happen.


I understand why you would like such a implementation, but it needs to be tweaked. I feel that all players should at least have the ability to be involved in all events in some form or another (i do not included spectating as being involved) and not be excluded simply because they weren't good enough/didn't play efficiently.




- A compromise is to have several championships;


Championship A/1 - top 10 players ; will be the only championship to include media coverage
Championship B/2 - Players ranked 11 - 50
Championship C/3 - Players ranked 51 - 200
Championship D/OPEN - Players Ranked 201+

Note: numbers provided are just for sample and would be adjusted according to GGG's desire

This will

+allows the average Joe to still be involved,
+provide a greater incentive to achieve a higher rank next season
+doesn't discourage players from trying



Also Moosifer;

Love your idea, would like to expand:

Have a similar system to online poker (different buy-in levels):

premium race - 10 exalts
Race A - Exalt orb
Race B - GCP
Race c - Regal
Race D - Chaos
Race E - Alchemy
Race F - 5x transmute, 5 x alterations, 5 x augmentation (numbers to be adjusted)

- I understand that this is what you meant, but the buy-in still needs to be low enough so as not to discourage casuals from getting their feet wet.

You all have great ideas, but you need to tweak them so that its accessible for the MAJORITY and not a minority. Moreover, having a large choice of orbs to choose from, one could in theory, play select races in order to gather orbs that they are in short supply of.

NOTE# I bet at least 50% of HC players would not risk a exalt orb for a race , its likely that they dont even have one.







Last edited by Amoondrae on May 5, 2013, 3:41:00 AM
Interesting, very solid ideas presented here.
I must say the main reasons I don't race (competitiveness, reward, times) are mostly covered off here.
IGN: Kulde

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