aceofscarabs
Inkling Fleet Admiral
Personally I feel that the US Splatfests are determined by the skilled minority, since the greater majority of the playerbase is less-skilled in comparison.
Here's the argument, the 6x multiplier acts as a catalyst in inducing the self fulfilling prophecy that is minority team always has the higher win score. Most serious players or the people that are in any way serious about attaining Sea Snails will always pick the team with less people. Team Future was bad because most of the good players chose Past for no other reason cause they are the minority and therefore are creating their self fulfilling prophecy.Okay let's be honest here... TEAM FUTURE HAD REAAAAALLY BAD TEAMS. LIKE DON'T EVEN LIE ABOUT THE "oh the whole x6 is BS"
HAHAHAHAH LISTEN... YOUR TEAM WAS REALLY BAD. GOING ON A WIN STREAK UP TO KING/QUEEN PAST WITH BARELY ANY PROBLEMS!
Like what... less than 10 losses through the entire Splatfest even when at King/Queen and continue to play?!
I wasn't surprised that Team Past because ALMOST EVERY MATCH WE HAD TEAM FUTURE CORNED TO THE POINT THEY CAN'T EVEN LEAVE AND HAVE ONLY 10.6-7.2%.
Future didn't had a chance... it's just that with all those bad teammates and you all going against each other as I think Past didn't have to fight each other. Barely did. I know I didn't fight any. ;D
So... I know people are salty over the results BUT I'M SURE EVEN WITH A x4 we still would've won.
¯\_(ツ)_/¯
Individual experiences in the Splatfest are unreliable for determining how both teams performed, and you're making a faulty generalized claim about Team Future's performance based on your anecdote. I'm sure that there is someone on Team Future who won almost all of their matches, which would contradict your claims. Explain to me how a 55%/45% win percentage difference showed that "Team Future was cornered."Okay let's be honest here... TEAM FUTURE HAD REAAAAALLY BAD TEAMS. LIKE DON'T EVEN LIE ABOUT THE "oh the whole x6 is BS"
HAHAHAHAH LISTEN... YOUR TEAM WAS REALLY BAD. GOING ON A WIN STREAK UP TO KING/QUEEN PAST WITH BARELY ANY PROBLEMS!
Like what... less than 10 losses through the entire Splatfest even when at King/Queen and continue to play?!
I wasn't surprised that Team Past because ALMOST EVERY MATCH WE HAD TEAM FUTURE CORNED TO THE POINT THEY CAN'T EVEN LEAVE AND HAVE ONLY 10.6-7.2%.
Future didn't had a chance... it's just that with all those bad teammates and you all going against each other as I think Past didn't have to fight each other. Barely did. I know I didn't fight any. ;D
So... I know people are salty over the results BUT I'M SURE EVEN WITH A x4 we still would've won.
¯\_(ツ)_/¯
No, he didn't get anything mixed up. The post he was replying to only said this:You're conflating the Splatfests in which the most popular team also had more wins with the Splatfests in which the team that won had less wins. The latter occurred only once in Europe and twice in Japan. Those two Splatfests in Japan had the same win percentage differences and nearly the same popularity differences.
That's it. There was no mention of any of the additional distinctions you're trying to throw in there. And as it turns out, that claim about the less popular team winning the entire Splatfest is indeed exclusive to NA, since in other regions, the more popular team has often enjoyed an advantage in wins as well.Lol, why am I not surprised Callie won again? You ought to know by now the less popular team will win.
The post that he made was this:No, he didn't get anything mixed up. The post he was replying to only said this:
That's it. There was no mention of any of the additional distinctions you're trying to throw in there. And as it turns out, that claim about the less popular team winning the entire Splatfest is indeed exclusive to NA, since in other regions, the more popular team has often enjoyed an advantage in wins as well.
As for WHY it keeps happening here in NA, there's a very simple reason for that. The driving force behind the success of the less popular teams is that the skilled players generally try to band together and pick the same team in order to raise its skill concentration. It is easier to accomplish this goal by joining the smaller team. (Quick analogy: Adding a sugar cube to your cup of coffee may noticeably sweeten it, but adding that sugar cube to the full coffee pot will have less of an effect on the flavor.) Thus, there's more incentive for the skilled players to keep this trend going if they want to keep getting easy Splatfest wins.
As I said before, he conflated those two types of Splatfest results. The multiplier practically has no effect on the Splatfests in which the most popular team had more wins because they would certainly win, so those shouldn't even be regarded.5 out of 9 european splatfests were won by the popular team and 7 out of 9 japanese splatfests were won by the popular team. Like i said, this is only a north american splatfest problem.
People are arguing that whenever the more popular team has less wins, then they tend to lose, but I think that you knew that already. Also, if you shift your viewpoint from "the more popular team that also won more" to "the team that won more that also had more popularity", then you could come to a different conclusion. I'll point out that if Japan had the 6x multiplier for those two Splatfests that I mentioned, then the less popular teams would have won.@LimitCrown
The point is that popularity does win Splatfests overseas in spite of the 6x multiplier. That some of them were won in spite of having less wins doesn't really matter. What does is that North America is the only place where that's the exception rather than the norm.
It's in most games like these and someone said it best here, but it's a cultural difference. It reminds me of FFXIV for it's raiding scene. In Japan, the connections are a lot closer, concentrated, and easier to build up upon. And in MMOs like FFXIV, they worked together to get better. So if you think with that like Splatoon, it's easier to get better with each other and connections rarely drops or at all in Splatfests. Europe tends to generally have adults and teens playing it more due to their slightly, stricter audience rating for games. So they tend to have it somewhat better than NA for quality players and connections. North America...is@MrL1193, your logic makes sense, but why doesn't it happen in Europe/Oceania and Japan? Shouldn't it be the same for them?
EDIT: @LimitCrown
The point is that popularity does win Splatfests overseas in spite of the 6x multiplier. That some of them were won in spite of having less wins doesn't really matter. What does is that North America is the only place where that's the exception rather than the norm.
Maybe, but if those armies only meet in skirmishes of individual units, the superior squads will win the skirmishes, regardless of the number of units in reserve. It doesn't matter if the 10,000 reserve troops are clones of Gohmer Pyle and only 4 are part of the operation at a time. ;)Imagine two armies facing each other in war. In this scenario, the players would like a soldier in one of armies. Alone, a soldier can't win a war by himself. In general, a superior army with better soldiers will win end up winning the war, but there are exceptions.
If the difference in skill between the two armies is small, then the army with more soldiers will win. And even an army's soldiers are better equipped and trained, there's little that army can do if they're completely out numbered. Say, a 1:10 ratio in the number soldiers.
Not reporting the statistic wouldn't solve anything.I'm still confused about all the "the darn x6 multipler" issue. Team Nice would have been defeated even with an x1.5 multipler. I'm not sure why anyone thinks popularity should count in a TOURNAMENT. Why is there even a popularity score? Delete it. Bring it out only for tie breakers. If they did not show you who was more popular and ONLY showed the battle results - no popularity, no multiplier, just Team Mushroom won 52% of battles, this argument would not even be going on.
Removing the popularity score would just make it easier for people to game the system. It would also destroy the point of Splatfests because they're partially ballots.I'm still confused about all the "the darn x6 multipler" issue. Team Nice would have been defeated even with an x1.5 multipler. I'm not sure why anyone thinks popularity should count in a TOURNAMENT. Why is there even a popularity score? Delete it. Bring it out only for tie breakers. If they did not show you who was more popular and ONLY showed the battle results - no popularity, no multiplier, just Team Mushroom won 52% of battles, this argument would not even be going on.
People would "game the system" regardless. You're not going to stop the community from exploiting whatever system they get. They drop it to x4, everyone just goes for the popular team to guarantee the win rate is high and Popularity pushes them over, it's x6 everyone chooses the least popular team so wins guarantees it, x2 Popularity wins, so people choose the more popular team.Removing the popularity score would just make it easier for people to game the system. It would also destroy the point of Splatfests because they're partially ballots.
It's almost like NA (well maybe just U.S., not sure about Canada) lives up to the stereotype of being lazy and just want easy wins.People would "game the system" regardless. You're not going to stop the community from exploiting whatever system they get. They drop it to x4, everyone just goes for the popular team to guarantee the win rate is high and Popularity pushes them over, it's x6 everyone chooses the least popular team so wins guarantees it, x2 Popularity wins, so people choose the more popular team.
You're fighting a losing battle, just stop. It's about as good as it ever will be. There will always be a way to exploit these Splatfests, sorry.
If the problem can't be fully resolved and there is a way to make gaming the system much more difficult (lowering the multiplier), then there isn't any valid reason to do nothing. Tell me how the 2x multiplier actually made Splatfests determined solely by popularity. There weren't as many Splatfests as there are now and some people were angry about Team Cats losing because they reportedly "deserved" to win because they had a marginally higher 51% win rate.People would "game the system" regardless. You're not going to stop the community from exploiting whatever system they get. They drop it to x4, everyone just goes for the popular team to guarantee the win rate is high and Popularity pushes them over, it's x6 everyone chooses the least popular team so wins guarantees it, x2 Popularity wins, so people choose the more popular team.
You're fighting a losing battle, just stop. It's about as good as it ever will be. There will always be a way to exploit these Splatfests, sorry.
But why should popularity factor in? The game never suggests that the popularity of a team is part of the winning. I was shocked with the first time I saw popularity totals go into the final score. It never made sense that it would be based on anything but what team won the battles. You're not the only person that's said it's also a ballot/popularity contest but I'm not sure where that line of thinking came from since the game never said so. The game is very clear that you're signing up for what team you want to support (what cause/flavor/activity you want to champion - by fighting and winning for that side.)If the problem can't be fully resolved and there is a way to make gaming the system much more difficult (lowering the multiplier), then there isn't any valid reason to do nothing. Tell me how the 2x multiplier actually made Splatfests determined solely by popularity. There weren't as many Splatfests as there are now and some people were angry about Team Cats losing because they reportedly "deserved" to win because they had a marginally higher 51% win rate.
And you don't think the Japanese players do it too? That's what all competitors look for. It's just that in Japan there's more players and a broader skill base, so different player communities end up backing the two sides as "the one that will win" so the good players from the different communities balance each other out. Here we have one great big communitiy that senses the direction of the win together because it's about 75% smaller.It's almost like NA (well maybe just U.S., not sure about Canada) lives up to the stereotype of being lazy and just want easy wins.
In response to your first question, my answer is the following: there wouldn't be any actual incentive to join the team with the subject that you truly prefer unless it is the one that gives you a greater chance of winning by it being the less popular one. In Splatfests, you're supposed to choose the team that you like the most and its popularity is factored into the final score, so it certainly was partially a ballot. The amount of wins were always given a greater weight, but not as much as it is now. As it is now for the North America Splatfests, being on the popular team puts you at a clear disadvantage.But why should popularity factor in? The game never suggests that the popularity of a team is part of the winning. I was shocked with the first time I saw popularity totals go into the final score. It never made sense that it would be based on anything but what team won the battles. You're not the only person that's said it's also a ballot/popularity contest but I'm not sure where that line of thinking came from since the game never said so. The game is very clear that you're signing up for what team you want to support (what cause/flavor/activity you want to champion - by fighting and winning for that side.)
I could understand it if popularity could affect the way the battles go, meaning more players or more battles to be played on one side, but it doesn't, it's the same number. I don't like a "predictable win" any more than anyone else, but I also don't like arbitrary scoring of a competition based on which team had more people that wanted to play for it. To use real sports examples we'll use baseball: Ii'm pretty sure there's more farm league players that want to play for the Yankees than the Mariners. They're by far more popular to want to play for. But how should that affect their wins? They didn't play more games or with more players than the Mariners, it wouldn't make sense to include the number of player prospects they have.
My question for you is this: Right now for Past/Future you have a competition in which Team Past won greater than 50% of battles against Team Future. You propose the tea that had more people that wanted to play for it should have the percentage of popularity applied to help them win. Why? Did they lose because they are more popular? no, they lost because they didn't win as many matches. So why augment their amount of wins based on how many players they had?
IMO you're trying to fix the wrong problem. The problem is not related to the popularity of the teams determining how many battles they win. I think a lot of people are stuck on how it LOOKS rather than what it IS. What it LOOKS like is that the team popularities are causing them to win what they win. The reality is that it's internet groupthink among the upper tier of players that has most of the upper tier all pick one team. It doesn't matter if it's the popular team or the unpopular team, whichever team the internet groupthink of competitive, squadding, high rank, or clan players determines is likely to win, that's the team they play for. And since there's not a huge number of players in NoA territory, those dedicated internet players tend to all associate in the same places and the same larger community, so it's a one-way vote. Even if you got the multiplier down to x1.2, that groupthink would then just shift to the popular team and thus fulfill that team always winning.
And you don't think the Japanese players do it too? That's what all competitors look for. It's just that in Japan there's more players and a broader skill base, so different player communities end up backing the two sides as "the one that will win" so the good players from the different communities balance each other out. Here we have one great big communitiy that senses the direction of the win together because it's about 75% smaller.
¯\_(ツ)_/¯Individual experiences in the Splatfest are unreliable for determining how both teams performed, and you're making a faulty generalized claim about Team Future's performance based on your anecdote. I'm sure that there is someone on Team Future who won almost all of their matches, which would contradict your claims. Explain to me how a 55%/45% win percentage difference showed that "Team Future was cornered."
Also, my opinion about the multipliers is that 2x is the best one and people who prefer 4x do so mainly because people complained about the first multiplier for reportedly putting too much emphasis on popularity even though there weren't as many Splatfests as there are now.
Right now, we have what amounts to collusion between the better players to all join one team because they know other people who are serious about winning will be on that team. That's not really fun or fair to people who join a team because they actually like that team better when one team is pretty much loaded with top-tier players that are going to beat the other. So how exactly does one fix a problem like this so that the other team wins some? You can't force people to not play for the same team two Splatfests in a row, or else you'll get the same situation with all the serious player bouncing from one team to another. The easiest way to do this is to factor in popularity, so that the odds slant in favor of the team that is expected to lose if it has the popular vote.My question for you is this: Right now for Past/Future you have a competition in which Team Past won greater than 50% of battles against Team Future. You propose the tea that had more people that wanted to play for it should have the percentage of popularity applied to help them win. Why? Did they lose because they are more popular? no, they lost because they didn't win as many matches. So why augment their amount of wins based on how many players they had?