#1181869 - Tue Nov 21 2017 11:59 AM
Re: Global Challenge 30
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Moderator
Registered: Thu Nov 20 2008
Posts: 1313
Loc: New York City USA
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The populating of the Immortal tier has begun! Congratulations to bubbles20... the first to make it to Immortal in the 30th Global Challenge 
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#1181870 - Tue Nov 21 2017 12:41 PM
Re: Global Challenge 30
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Explorer
Registered: Wed Nov 13 2013
Posts: 98
Loc: Cyprus
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#1181902 - Wed Nov 22 2017 12:51 AM
Re: Global Challenge 30
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Enthusiast
Registered: Thu May 10 2012
Posts: 346
Loc: Norfolk England UK
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There is a similar thing happening in “Obscurity”. At the moment the tenth person on the list for the monthly badge this month is in position 182. Even the leader for the badge this month is in 60th place.
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I am so clever that sometimes I don't understand a single word of what I am saying.
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#1181911 - Wed Nov 22 2017 02:57 AM
Re: Global Challenge 30
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Prolific
Registered: Tue Apr 30 2013
Posts: 1688
Loc: New York USA
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]I can think of a quick and dirty fix for this... kick all the immortals upstairs into the Hardcore division. Only allow previous Hardcore winners to drop back to the general level if they so desire.
Why? Why force people into playing the Global in a mode they do not want to play in? What is the point of making people unhappy in playing a game here? Why frustrate some people to the point they won't play the game at all? There are many players that wish they were not in the Champion levels in hourly and daily games. They play those games less often or not at all. Or they play some of the games with little enjoyment because they are trying to help their teams for team standings. Why make another game here one of little enjoyment for players simply because they once survived to the end?
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#1182089 - Fri Nov 24 2017 12:16 AM
Re: Global Challenge 30
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Participant
Registered: Sat Jul 01 2017
Posts: 27
Loc: New Jersey USA
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Congratulations to Radain. I believe the addition of the Top 100 requirement for receiving the Immortal badge is a good one and its effects will be self-limiting with a reasonable equilibrium achieved in several runs. The reason for this is that as the number of Immortals decreases below 30, the rate of increase in total Immortals from run to run will decrease and will be offset eventually by the natural attrition of past winners from further aggressive play in the GC. I believe that equilibrium (which may take a few years to achieve), will result in an average of 15-25 new Immortals being crowned with each subsequent GC run. I do not believe further measures are necessary and certainly disagree with the idea that past winners should be restricted to Hardcore mode or any other restrictions, for that matter. They will eventually moderate their play anyway. Of more concern to me is WesleyCrusher's correct observation that overall participation in the GC has been declining for some time now. This is not a fluke - it is a clear long term trend. If anything, we don't need to do *anything* which could discourage GC play. We may need to develop new incentives to get more people to play, particularly those who have not already won the Immortal badge. Punishing previous Immortals will not help solve this trend. As I understand it, a player is considered a GC participant if they have played even so much as a single game in a GC run. The fact that we have so many FT players who do not bother to play even one GC game and that this number steadily increase suggests to me a need for stronger incentives to encourage casual play than presently exist. I will admit that in my case, the Daily Challenges are the only reason I bother to play the GC anymore. Perhaps we should create other incentives. I agree with: 1. Not restricting past Immortal winners to Hardcore mode. That would likely reduce participation more, as others have noted. 2. Concern about decline in participation. 3. Need for more incentives or rewards. Along the lines of more incentives, perhaps: 1. Some sort of badge or badgelet for scoring a certain number of points in Impossible. Perhaps approach it in a way that's similar to the Obscurity game. 2. Some sort of badge or badgelet for finishing at the top of any double-starred or starred category. 3. Some sort of badge or badgelet for reaching other levels besides just levels 9 and 10. I don't mean give a badge for reaching all levels -- I don't know what makes sense here. Badgelets at levels 3 and 6? 4. Some sort of endurance badge given to folks who play a certain percentage of rounds throughout the challenge. For example, someone who plays 6 games plus the Brain Twist twice a day for the duration of the challenge deserves some sort of reward, in my view. And even people playing 90% of the total possible games could get an endurance badge. 5. Since this is a marathon, and this is FunTrivia, maybe a couple of badges with goofy names, like an energy bar badgelet; change of sneakers badgelet; you've been running too long and are starting to smell -- take a shower badgelet  ; I'm dying of thirst, give me some water! badgelet. Thanks for listening! 
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#1182120 - Fri Nov 24 2017 10:29 AM
Re: Global Challenge 30
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Mainstay
Registered: Sat May 25 2013
Posts: 598
Loc: Texas USA
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I specifically chose the term "incentives" because I do not believe creating new badges or badgelets is the answer. We already have too much "badge inflation" at FT, in my opinion. Personally, I would go along with a complete moratorium on all new badges that only high-level players could win. We are creating too many of those, again, in my opinion. The rich keep getting richer. Even badges that are ostensibly designed for lower level players contribute to badge inflation because the higher level players get them automatically by grandfathering. What FT really needs (again, in my opinion) are stronger incentives (not badges) for lower level players to stay engaged rather than drop out. The Daily Challenges are good at this, as they are adjusted for level, but they are not enough. More creative thinking is needed here, not just reflexive "hey, let's create a badge for XYZ." To address the specific topic at hand, without creating a badge, what could FT do to encourage lower level players who don't play the GC at all to at least play it occasionally? These types of players are not immediately going to be motivated by the prospect of going for the Immortal badge. They will see that as out of reach, and would still see it as out of reach even if we took the draconian measures some have suggested to pull out previous Immortals from the Top 100. What we need are incentives for casual GC play. Play a little now, maybe play some more later, maybe some day go for Immortal. We need more low and intermediate steps in our incentive "ladder". The GC 3 badgelet and the GC 9 badge are good, but not enough. What non-badge incentives could we come up with?
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#1182124 - Fri Nov 24 2017 12:35 PM
Re: Global Challenge 30
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Participant
Registered: Sat Jul 01 2017
Posts: 27
Loc: New Jersey USA
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With regard to your #3 suggestion, the division 3 badgelet already exists; it's part of the intro challenges.
Thanks! Somehow I overlooked that even though I've actually won the badge myself! The main problem with any badges is that they'll only award once, so they won't give an incentive to try again Excellent point. I specifically chose the term "incentives" because I do not believe creating new badges or badgelets is the answer. ...
To address the specific topic at hand, without creating a badge, what could FT do to encourage lower level players who don't play the GC at all to at least play it occasionally?
These types of players are not immediately going to be motivated by the prospect of going for the Immortal badge. They will see that as out of reach, and would still see it as out of reach even if we took the draconian measures some have suggested to pull out previous Immortals from the Top 100.
What we need are incentives for casual GC play. Play a little now, maybe play some more later, maybe some day go for Immortal. We need more low and intermediate steps in our incentive "ladder". The GC 3 badgelet and the GC 9 badge are good, but not enough. What non-badge incentives could we come up with? Thanks for the clarification! Being still fairly new, badges or badgelets as incentives were all I could think of. I look forward to seeing ideas that will sustain interest over the long term.
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#1182143 - Fri Nov 24 2017 04:04 PM
Re: Global Challenge 30
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Mainstay
Registered: Sat May 25 2013
Posts: 598
Loc: Texas USA
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I am less opposed to badgelets than to full badges, although I would hope for a strong case to be made even for the creation of new badgelets. As to non-badge incentives, I have already mentioned the Daily Challenges, which have the particular benefit of being recurring, as opposed to a one-off. Perhaps some tweaking there, maybe an Easy challenge for playing one game in the GC or a medium challenge for playing a full set of six games in the GC without a score minimum but targeting such Challenges for lower level players, particularly those who have not won the GC 9 badge, if possible. In addition, I think team challenges are an underutilized resource here at FT. The Halloween challenge has worked very well to build team cooperation. Maybe a different minor holiday (Valentine's Day, St. Patrick's Day, or some such) could be chosen to construct a team-based GC challenge.
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#1182201 - Fri Nov 24 2017 07:51 PM
Re: Global Challenge 30
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Mainstay
Registered: Sat May 25 2013
Posts: 598
Loc: Texas USA
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The creation of a third GC mode open to winners would relieve the pressure, but I would also consider that to be a major project. I agree that promoting occasional play would not help the Top 100 problem, at least not in the short term of a few GC runs, but it may help the long term decline in GC participation which is continuing. Observations from my own team suggest to me that many players do not even consider a serious run for the Immortal badge until they have played the game casually for many runs first and have gradually built up confidence, which helps when experienced team members offer their support to less experienced members. Also many players I have seen never bridge the big gap from the GC 3 badgelet to the GC 9 badge. It actually isn't that difficult to reach Division 9. A player that plays 85-90% of the possible games in a run, even allowing for playing the Brain Twist rarely or having a high failure rate in it, will still likely reach Division 9 even with mediocre scores, but many players cannot maintain such a high participation rate over a four month period without seeing how much progress team members can make over shorter time periods with a higher percentage of games played. It is also easier to answer questions within the team setting than in the General FT Boards or these Forums, where some players be reluctant to ask beginner-level questions. Teams are especially helpful in helping newer or less-frequent players find their ways around the vastness of FT. I think we should try to find some way to help teams get out the word about how the GC works and why it is useful to play occasionally to build up experience. People who do not play even a single GC game in an entire run are not withholding their play because they counted the 30th new Immortal slot at #93 on the Top 100 list. That is something wonks like me do. A ladder with too many missing rungs in the lower portion is eventually only going to be climbed by the most courageous and dauntless, and once such people do get to the top, they tend to want to stay there for quite awhile. We need to find some way of encouraging casual GC play for the long-term health of the game.
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#1182274 - Sat Nov 25 2017 02:05 PM
Re: Global Challenge 30
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Participant
Registered: Sat Sep 02 2017
Posts: 5
Loc: new york
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The global challenge (my first serious attempt) has been a lot of fun. I've tried to find out the scoring details and received a lot of helpful input (I cant quite understand the mathematics still but that is probably my fault). For level 10 what is the underlying logic behind the advancement being so slow...if there aren't any rewards for advancing within it, is it just a notional category -- or an opportunity to answer very hard questions?
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