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ghettoglamour said:
KylieDog said:


Doesn't work because rarity has nothing to do with how hard a platinum is.  When we used to have average plat difficulty ratings in this thread I was in the upper bunch of people with harder averages, yet after this change my score has fallen a lot more compared to others who had a lower average difficulty score (the easy plat farmers). Even going by rarity alone I'm at 23% and those at 33%+ have now caught up much closer to me with the change, so the change has had the opposite of the intended effect since I should in fact be further away in points.

Games like Devil May Cry 3 which is very hard to plat falls into the second lowest tier of 10-30%.  Because it a low selling game with dedicated fanbase, which makes platinum less rare as players more dedicated to it. GTAV which has a very easy platinum but the game sells a billion copies has a 2.3% rarity.

A better method would be to find the average rarity across all platinum trophies (for the actual platinums, not players), or at least for the games people in the league have played, then breakdown the scores based on that.  If the overall average plat rarity was 25 points for example, then any plat with a 25% rarity would get 25 points, for each % point lower it would get an additional point, so a 15% plat rarity would score 35 points, for every % point higher it would lose 1 point, so a 35% rarity plat would score 15 points, with 1 point being the minimum.

It would still mean GTAV is worth more than DMC3, but typically even small selling/dedicated fanbase games have a threshold and the average plat difficulty would still make those games rewarding, using the 25% example DMC3 would be worth ~40 points compared to GTAV's 48, a 20% difference in score compared to the current systems 100% difference. 

I understand your point as we already did when we started using my app instead of Arc's manual work.

But please also understand that with this rarity system you can save a lot of time and while not perfect, it's still a decent way to calculate the leaderboard imo.

I think your issue with popular games being more rare than niche ones is not solved at all with your method, but the side effect is even worse imo, since the difference between a 30% and a say 2% plat would be much less than now.

If something, my goal would be to reward rare plats even more compare to "whored" ones, so that a 1% plat would be worth 50 My Name is Mayo's

I wonder just how much money the dev of that game made off us poor weak minded fools who just wanted the easy plat.

 

Makes me wonder why I haven't made a Mayo-like game yet myself!