- In the world of how many times we roll 1s, 2s, 3s, 4s, 5s, 6s, and how many kills we have versus losses we have versus a particular player, there is still one aspect of the game that is not tracked, not monitored and it should be. And that is how many times one player has gone first versus another player, or how many times one team has gone first versus another team. Sure a game can be decided by who has more 6s and who has more 2s, but discounting that for it's part of the game, a game can be decided by who goes first. How many times have you played a game that was decided by who goes first? We have all played a game where the player going first has a decided advantage. Especially in 1v1 and team games. (Maybe not so much in multiple player standard games) I noticed a pattern when playing high quality players in Conquer Rome and let's say the rolls are even, then the team going first still has an advantage. I always feel like I'm playing catch up when I go second. My thoughts tend to drift to, "I have to deal with their bonus and pick up my own bonus". In a tournament I played, I picked up on a trend that if my team went first, the game was usually an easy victory and when my team went second, it was a fight to contend for victory. Unfortunately, and the reason for this suggestion, I counted the number of starts versus other teams and my team had a couple times where we went second in both games versus one team, which adversely affected the game results. So it is a step in the right direction to reveal the ratio, the percentages of who goes first, who goes second in 1v1 and team games.
However, this topic/suggestion is multifaceted, it doesn't deal with just one aspect of going first or second, but two distinct aspects of going first or going second. Conquer Club keeps track of our rolls and Battle Outcomes and adding a tab that keeps track of going first that lead to victory, going first that lead to loss, going second that lead to victory and going second that lead to loss, for 1v1 and team games is important information of revealing how well a player/team performs while going second in the disadvantageous position and well a player/team performs when they have the advantage of going first.
Another aspect of this topic is adjusting the scoring to reflect the advantage of going first and discount the disadvantage of going second.
Specifics/Details:
- 1. To shed light on who goes first in 1v1's and team games. To keep a record of how many times a player goes first or second in 1v1 and team games.
a) Keeps ratio of how a player takes care of business with the advantage of going first.
b) Keeps ratio of how a player battles back from the disadvantage position of going second.
2. To give more weight to victory while going second by rounding up on fractional points, and less weight to victory when going first by rounding down fractional points and conversely one gets more weight for a victory going second by rounding up fractional point and one gets less points taken away by a loss going second with rounding fractional points down.
a) If a player wins going first and the points due are 20.79, then round down to 20.
b) If a player wins going second and the points due are 20.10, then round up to 21.
c) If a player losses going first and the points due are -20.49 then round up to -21.
d) If a player losses going second and the points due are -20.70, then round down to 20.
How this will benefit the site and/or other comments:
- To have another tab for statistics for a gamer? This is a win-win, all gamers love statistics. players will want to know how they take care of business with the advantage position of going first, and players want to know how they battle back in the disadvantageous position of going second. Also, this will lead to ratios revealing how often one player gets to go first or second and will lead to tournaments that implement alternating going first to start the game in the distant future. Which will eventually lead to more fair game, which leads to a more enjoyable game, which leads to increased player retention. In summary, this portion of tracking who goes first or second will lead to more fair play in the future, but to get there, we need this tracking statistics first.
As far as handicapping fractional points for going first or second, with one game this doesn't add up to much, but with 10,000s games under a players belt or 15,000 games per day for the site, this discounting points, even though it's fractional, will mount to a great deal of points being more fairly distributed for victories that occurred in the tougher position of going second in 1v1 and team games. There are almost always fractional points rounded up or down after each game, so this will see results with each game. In addition, players that feel an unfair advantage in a tournament when they play a team twice and both times they went second, which adversely affects the game and adversely affects the enjoyment of the game, will have some sense that the handicapping of fractional points will ease the pain of losing points from going second.