In January I began working to adjust the ratings of the hunt levels in PlatinumQuest. The scale of this project, combined with heightened real-life responsibilities, quickly overwhelmed me and I set this aside. Months have gone by with no work done, and no updates from me. I'm returning to this now with a better understanding of the scope of the task I face, and a clearer sense of how to approach it.
I understand this is an undertaking that should not be taken lightly, and that this is not going to happen without confusion, disagreement, and strong reactions. My goal with this post is to reduce the confusion and build trust around these proposed rating changes by explaining why I believe that these adjustments are necessary, what principles I plan to use, and where I would like input from the community. This should hopefully lead to us coming up with a plan on how to adjust the ratings in a way that is fair to the game and the skilled players who have taken these levels farther than anyone originally imagined possible. The goal is not to rebalance the entire rating system of PlatinumQuest, but to adjust a handful of levels that give far more rating than they were originally calibrated to give.
To explain what I mean by originally calibrated: most of the rating curves were set by the original developers. Each level was designed to grant a broadly comparable rating to the other levels in their respective difficulty, with higher difficulties granting more rating. But as it currently stands many hunt levels give noticeably more rating than the other levels in their respective difficulties. For example, the world record for Hunting Around, a Tutorial level, gives enough rating that it would not be out of place, rating-wise, in the Expert levels. The original developers did their best to set curves that would grant fair ratings. But they had no idea just how skilled players would become and the heights to which these levels would one day be taken.
I want to carefully balance my approach between two extremes. On the one hand, I want to avoid over-nerfing hunt levels, making these levels not worth the effort to play and devaluing the hard work many players put into pushing their limits. And on the other hand, I want to avoid doing nothing, and allowing these ratings to continue drifting further from the normal range of their difficulties. The question I asked when starting this project is, how do I best approach adjusting these levels without becoming too extreme in the changes I make?
This is how I approached this task back in January. I needed to find a way to judge the rating that a level gave, without relying too heavily on intuition, while minimizing personal frustrations and biases. As we marblers are known to do, I made a spreadsheet, and ran some calculations to see what came of it. I will give a more detailed explanation of my data analysis at a later date, but the TL;DR version is this: The spreadsheet does not give us all the answers, but what I found supports the claim that many hunt levels give far more rating than their respective difficulties normally suggest. It does not tell us what the new curves should be, but it does show which levels are the most inflated and how severe the problem is.
For now I want to lay out the principles I seek to use in adjusting these rating curves. Since the spreadsheet can only diagnose the problem and not solve it, I need principles for adjusting them fairly. This list is generally what I'm looking for:
- Hunt levels should still be worth playing.
- Top scores should be meaningfully rewarded.
- Innovation matters; the curves should not be flattened so much that improvement feels pointless.
- Rating should not far exceed the normal range of a level's difficulty.
- New rating curves should account for modern scores, not just old expectations.
- Nerfs should be proportional to how inflated each level is.
- There should not be a flat nerf applied to every hunt level.
- Community feedback will be most helpful when it engages with the data, the methods, the principles, and the practical feel of the proposed curves.
The goal is a limited adjustment, not a complete rework of the entire rating system. I want to bring certain hunt levels back into the expected range of their difficulties while still valuing the high level of skill and dedication put into achieving their scores. At this stage I would like feedback on these principles and this framework for approaching this project before I share my data and we start working on proposed adjustments for specific rating curves. If you feel anything is missing or needs adjusting, please respond to this post. I don't expect to do this all on my own as I once planned.