Region Multipliers
When ranking players in competitive events, it’s essential to consider region multipliers to accurately reflect the competitive hierarchy among regions. Regions in esports can vary widely in terms of player pool, event difficulty, and general performance standards. By applying multipliers based on region, we can better weigh achievements and ensure fair comparisons across different levels of play.
Importance of Region Hierarchy in Rankings
Not all regions are equal in terms of competitiveness and difficulty. For example, achievements in a highly competitive region like Europe or NA East are often seen as more challenging due to the larger player pool and higher standard of competition. This isn't to undermine the achievements in smaller or emerging regions but rather to establish a hierarchy that considers the relative difficulty players face in their respective regions.
Without region multipliers, rankings might over-represent players from regions with fewer high-level competitors, leading to a skewed view of global rankings. Thus, region multipliers provide a standardized way to account for these variations, allowing the ranking system to maintain its accuracy and relevance.
Dangers of Excluding Regional Multipliers
Excluding regional multipliers from a ranking system can lead to inflationary results, especially in less competitive regions. Take NA West as an example. In past seasons, winning a major event like FNCS in this region has resulted in disproportionate rankings when compared to wins in more competitive regions like Europe or NA East.
To illustrate this, consider the Chapter 2 Season 7 FNCS winners. Based on our calculations and extrapolating across regions, we found that to achieve the same Greatness Score from a win in Europe, a the trio in NA West would need to win five times. This discrepancy leads to inflated rankings for players like Yumi, who, with just a single FNCS win in NA West, might appear to be on par with or surpass players from regions with far more competitive depth.
This can lead to skewed rankings where players from regions with fewer top-tier competitors are unfairly ranked higher, simply due to the lack of a balancing mechanism such as region multipliers.
Event Weighting by Region and Stage
The stage of the event and the region where it's held both impact the multiplier assigned to a player’s performance. For instance, a grand final event in a top-tier region will likely carry a higher multiplier than a similar stage in a smaller region. This weighting system ensures that players are rewarded appropriately for succeeding in more competitive settings.
Examples of Event Weighting:
- Global Events (like the World Cup or FNCS Invitational) generally have the highest multipliers, as they feature players from all regions and represent the pinnacle of competition.
- Regional Grand Finals in top-tier regions are also weighted heavily, though slightly lower than global events, as they demonstrate significant achievements within highly competitive player bases.
- Third Party S-Tier Events (like DreamHack) generally are weighted relative to the prizepool they offer, if prizepool is not big enough, we skip the multipliers and allow achievements to reflect in the earnings.
Using the Chapter 5 Season 1 Grand Finals, here are the multipliers that are added to a players placement based on what region they played the grand finals from.
Region | Multiplier |
---|---|
Europe | 137.34 |
NA Central | 101.78 |
Asia | 5.51 |
Brazil | 4.96 |
Middle East | 4.96 |
Oceania | 2.54 |
Conclusion
Incorporating region multipliers and event weightings based on stage and region ensures that the ranking system remains balanced, rewarding players fairly based on the challenges they face. Excluding these factors can result in significant inflation of rankings for players from regions with fewer top competitors, distorting the true landscape of global competition. This methodology promotes a comprehensive view of global competitiveness, making it possible to assess players’ greatness accurately across all regions and event levels.