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Post by ΜØØSE on Mar 17, 2017 12:38:14 GMT -5
So Pix is admitting that beacons are the main factor when it comes to the results of a match. I think we all knew this, but it's good to see them do the same. However, I don't see how the second statement is true here. There are still no rewards for actually capturing beacons. You get rewards for winning, and get more of them for being higher in the damage numbers. Beacons still don't really matter when it comes to league points. If a player caps 5 beacons in a match (for example), but does mediocre damage, he gets less points than the guy who sits back and snipes to top the damage numbers while not touching a single beacon. Did you capture the majority of beacons for your team? Makes no difference on how you rank for the match (and thus the points you get). Even worse, did you fight to cap a bunch of beacons and end up on the losing side. You'll likely lose more points than some of your teammates who didn't give a crap about playing as a team at all. I'm not saying these changes are worse than how things have been. But they're not really better, and – more importantly – they completely sidestep the main issue. You're right. But the way I see it, there are two different reward systems. There are league rewards (cups, bonuses for climbing leagues) and match rewards (gold, silver, exp). Both are affected by winning, but because they have different rewards, they incentivize players in different ways. 1. If a player wants gold, he will be interested in cups, climbing leagues, winning matches and capping beacons. 2. If a player wants silver, he will want to damage reds. 3. If a player wants both gold and silver, he will want all the above - damage reds, win cups, climb leagues and cap beacons. 4. If a player wants exp, he's either narcissistic because he thinks that level number by his name means something, or he is below level 20 and needs full access to weapons, bots and clans. The change in the rewards you are talking about only effects #1 and 3. #2 and #4 are unaffected, and persons who are only looking for silver are going to keep thrashing and only pursue beacons when convenient. Is that a problem? I don't think so. it's part of the game. The heavies can soften the beacon defenses of the other team so the cappers can do their thing. I'm happy for the beacons chasers, though. They have more rewards, so light bots should be running more. And it will be fun to aim my heavy weapons at more gnats.
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phoenix232
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Post by phoenix232 on Mar 17, 2017 12:50:21 GMT -5
You know what's funny, a new trend I'm seeing emerging already in my games today? People seeing the reds have a very high advantage, and then they just leave. I've had more 3v6 games 2 mins in the match in the last hour than I have the last week.
Great job Pix. You literally just incentivised leaving by making it a maximum of -4 point difference regardless of where the loser places. Why stick out a losing match when you can ditch and go find a good one?
I swear, they really don't have a clue what they're doing with MM.
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[AurN] perfectlyGoodInk
Aurora Clan Moderator
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Post by [AurN] perfectlyGoodInk on Mar 17, 2017 12:58:41 GMT -5
1. If a player wants gold, he will be interested in cups, climbing leagues, winning matches and capping beacons. Well, until they make per-match rewards worth more in higher Leagues... some players will be interested in dropping leagues, and then winning matches and capping beacons.
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Grimsunder
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Post by Grimsunder on Mar 17, 2017 13:07:24 GMT -5
I'm confused as to why people feel the need to blame Pixonic for people being scumbags and leaving a game? It's not like Pixonic is standing over their shoulder saying "drop this game now or else". The low life's will continue to drop games no matter what Pixonic does because that's what low life's do.
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Rumblebub
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Post by Rumblebub on Mar 17, 2017 13:26:42 GMT -5
I'm confused as to why people feel the need to blame Pixonic for people being scumbags and leaving a game? It's not like Pixonic is standing over their shoulder saying "drop this game now or else". The low life's will continue to drop games no matter what Pixonic does because that's what low life's do. Because Pix is removing incentive to stay in the match. Sure 'low-lifes' are going to exist in any community. But with the removal of positive rewards for top players on the losing team, now there's no incentive for even non-'low-lifes' to remain in a match that looks like a loss.
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Post by hyderier on Mar 17, 2017 13:32:57 GMT -5
You know what's funny, a new trend I'm seeing emerging already in my games today? People seeing the reds have a very high advantage, and then they just leave. I've had more 3v6 games 2 mins in the match in the last hour than I have the last week. Great job Pix. You literally just incentivised leaving by making it a maximum of -4 point difference regardless of where the loser places. Why stick out a losing match when you can ditch and go find a good one? I swear, they really don't have a clue what they're doing with MM. The game tends towards 50% win ratio, does it not? So with current scoring, placing high in losing matches is just exactly as important as placing high on winning matches. You want to be losing less on losing matches, than what you win on winning matches. Unless ditching on bad matches is helping them getting better win ratio (I doubt that!), then you should thank them for voluntarily taking the worst spots on losing side. Also, when it seems inevitable you are losing by being overwhelmed, adjust you playing accordingly. Don't go to reds, let them come to you, at locations where you can exchange damage 1 on 1, to maximize your damage and therefore net silver.
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Grimsunder
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Post by Grimsunder on Mar 17, 2017 13:33:27 GMT -5
I'm confused as to why people feel the need to blame Pixonic for people being scumbags and leaving a game? It's not like Pixonic is standing over their shoulder saying "drop this game now or else". The low life's will continue to drop games no matter what Pixonic does because that's what low life's do. Because Pix is removing incentive to stay in the match. Sure 'low-lifes' are going to exist in any community. But with the removal of positive rewards for top players on the losing team, now there's no incentive for even non-'low-lifes' to remain in a match that looks like a loss. Maybe I'm being to harsh but this idea that losers should be rewarded is ludicrous to me. I've lost and been top player many of times, it is what it is and I move on to the next match. Rewarding the top damage dealer/s on the losing team created a system where people would camp out in the Fury loaded with Trebs or Tridents and just lob rounds all match aiming for top damage with no real regard to actually trying to win the game. This system is infinitely better as maybe now those clowns will attempt to win instead of setting up camp.
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Deleted
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Post by Deleted on Mar 17, 2017 13:41:45 GMT -5
I'm confused as to why people feel the need to blame Pixonic for people being scumbags and leaving a game? It's not like Pixonic is standing over their shoulder saying "drop this game now or else". The low life's will continue to drop games no matter what Pixonic does because that's what low life's do. Because they create the environment that encourages this behavior. It's more than just the league points, even the text box that pops up when you leave a game in progress sends the wrong message. To their credit, Pix is trying to fix some stuff... but there's a lot of undesirable learned behavior that isn't going to be easy to shift at this point.
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Post by ΜØØSE on Mar 17, 2017 14:35:12 GMT -5
I'm confused as to why people feel the need to blame Pixonic for people being scumbags and leaving a game? It's not like Pixonic is standing over their shoulder saying "drop this game now or else". The low life's will continue to drop games no matter what Pixonic does because that's what low life's do. Because Pix is removing incentive to stay in the match. Sure 'low-lifes' are going to exist in any community. But with the removal of positive rewards for top players on the losing team, now there's no incentive for even non-'low-lifes' to remain in a match that looks like a loss. Not exactly. Dropping out early will will make it so the person loses even more cups, because they do even less damage. But cups are worthless anyway, so you're not wrong. There still is no real incentive.
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Post by ΜØØSE on Mar 17, 2017 14:39:57 GMT -5
Because Pix is removing incentive to stay in the match. Sure 'low-lifes' are going to exist in any community. But with the removal of positive rewards for top players on the losing team, now there's no incentive for even non-'low-lifes' to remain in a match that looks like a loss. Maybe I'm being to harsh but this idea that losers should be rewarded is ludicrous to me. I've lost and been top player many of times, it is what it is and I move on to the next match. Rewarding the top damage dealer/s on the losing team created a system where people would camp out in the Fury loaded with Trebs or Tridents and just lob rounds all match aiming for top damage with no real regard to actually trying to win the game. This system is infinitely better as maybe now those clowns will attempt to win instead of setting up camp. The system is better for beacon-cappers. But damage-seekers are indifferent because for them, only silver matters. Cups/league standing is not worth chasing.
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b4you
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Post by b4you on Mar 17, 2017 15:53:42 GMT -5
You know what's funny, a new trend I'm seeing emerging already in my games today? People seeing the reds have a very high advantage, and then they just leave. I've had more 3v6 games 2 mins in the match in the last hour than I have the last week. Great job Pix. You literally just incentivised leaving by making it a maximum of -4 point difference regardless of where the loser places. Why stick out a losing match when you can ditch and go find a good one? I swear, they really don't have a clue what they're doing with MM. Exactly. The points at the top end for the losing team and the wide range from 1st to 6th encouraged players to at least bot out. Climbing out of a current tier is going to be much harder, at least for solo players.
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Deleted
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Post by Deleted on Mar 17, 2017 16:16:31 GMT -5
Exactly. The points at the top end for the losing team and the wide range from 1st to 6th encouraged players to at least bot out. Climbing out of a current tier is going to be much harder, at least for solo players. I don't know what Pix is even thinking here. The ability of one player to really influence the outcome of a battle under the new MM is very limited (putting extreme tanking aside). It's almost like they implemented one approach to "place" players, now have switched gears to "maintain". Anyway, given the brutal lack of success today, I'm going to put all this to the test and see what happens.
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Post by HEATHEN HERETIC on Mar 17, 2017 18:32:28 GMT -5
^ Question remains, what's the incentive to stay with the big bois? Good point. The new point distribution is good and all, but I think Pixonic is completely missing the fact that I have no reason whatsoever to give a flying ?firetruck? about what league I'm in. The incentive is miniscule. And because of that, I don't give a ?poo-poo? about cups or points. I want silver to upgrade my weapons. So I am still going to not give a ?poo-poo? about beacons and just blow up robots. Even with the 50% win bonus, it's more productive to destroy reds than chase beacons. You do know the #1 objective in the match is to own the beacons, right? And that it's because your team doesn't own them, at least long enough, that your teams lose? F*** but I hate playing with 「bum-bum」hats who ignore beacons while I'm doing all I can to aquire them. Pixonic should do away with the endurance feature and purify the beacon owning so that owning the most wins instead of for how long. Bugs the cr*p out of me to have my team own more beacons but lose because the other team held them longer. I'd bet real money all the 「bum-bum」hats wouldn't ignore those beacons then and there would be more incentive to work tactically instead of just brute forcing it. @ anyone complaining about the new point distribution system IRL losers don't win anything but participation trophies that mean absolutely nothing. IRL in war losers can die and/or have their stuff taken away from them. Now if you lose in the game you lose points. Awesome. Welcome to reality, snowflakes. Get used to it.
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phoenix232
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Post by phoenix232 on Mar 17, 2017 20:09:42 GMT -5
You know what's funny, a new trend I'm seeing emerging already in my games today? People seeing the reds have a very high advantage, and then they just leave. I've had more 3v6 games 2 mins in the match in the last hour than I have the last week. Great job Pix. You literally just incentivised leaving by making it a maximum of -4 point difference regardless of where the loser places. Why stick out a losing match when you can ditch and go find a good one? I swear, they really don't have a clue what they're doing with MM. The game tends towards 50% win ratio, does it not? So with current scoring, placing high in losing matches is just exactly as important as placing high on winning matches. You want to be losing less on losing matches, than what you win on winning matches. Unless ditching on bad matches is helping them getting better win ratio (I doubt that!), then you should thank them for voluntarily taking the worst spots on losing side. Also, when it seems inevitable you are losing by being overwhelmed, adjust you playing accordingly. Don't go to reds, let them come to you, at locations where you can exchange damage 1 on 1, to maximize your damage and therefore net silver. There's a 4 point difference between Top Loser and Bottom Loser. There's literally no point in staying in a lost match, and unfortunately too many people are taking that to extremes right now, calling matches lost WAY before it's fair to say, and ditching. This screws everyone else on the team over. Sorry, but it enrages me that I'm taking a massive loss hit because some Silver (or anyone for that matter) decided one bot in to the match "I got one shot, waaah I don't want to play anymore", and quits. Also, I run a primarily 'knife' hangar. I don't do long range. I can't exactly wait for the reds to "come to me" when we're down beacons, can I?
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b4you
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Post by b4you on Mar 17, 2017 20:47:29 GMT -5
The new league scoring is garbage!
The old system where points were awarded for damage to the top two players on the losing team acheived several things:
1) Encouraged players to play to the last bot. 2) Rewarded the top contributors on the losing team. 3) Mitigated the feeling of "losing" for the top 2 players on the losing team. 4) Identified and reasonably "dinged" the bottom two players on the losing team.
For most players, winning or losing is a 50/50 proposition. The old system with its weighted point system actually made it a 67/33 endeavor with 8 players getting league points. Pix actually had a very good plan for designing a system that accounts for how a player feels about losing. 2/3 of the players felt like achivied something beyond Ag/Au.
When you combine this new league system with Pix matchmaker, I predict you will see lots of negative reviews and very little league movement for anyone solo queueing.
I run a 6/8.2 lineup in Diamond 2. At 45% win rate I usually see 7/8-9/10, at 50% - 8/9-10/11, and at 55% - 10/10-12/12 and pull players from 1-2 tiers above. I have steadily climbed until today. I predict I will fall until I reach bots of a similar level. Given the system is designed to push 50% win rates and the new balanced scoring, there will be little leauge movement for most solo players once they are facing consistently higher bots. You will no longer, over a large enough period time, be able to fight above your weight. The margins for points between 1st and 6th are too small to reward players for performing better than their team mates. This is how more skilled players with lesser hangers could climb. This is also how you could solo queue and be stuck with a poor team or fight 5v6 and still feel the match was worthwhile.
Pix is moving in the wrong direction.
The #1 question should be: How do players feel when they play the game? Pix had the solution to maximizing positive feelings even when a player loses and moved away from it.
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Post by notyetnotsosoon on Mar 17, 2017 21:21:48 GMT -5
Because Pix is removing incentive to stay in the match. Sure 'low-lifes' are going to exist in any community. But with the removal of positive rewards for top players on the losing team, now there's no incentive for even non-'low-lifes' to remain in a match that looks like a loss. Maybe I'm being to harsh but this idea that losers should be rewarded is ludicrous to me. I've lost and been top player many of times, it is what it is and I move on to the next match. Rewarding the top damage dealer/s on the losing team created a system where people would camp out in the Fury loaded with Trebs or Tridents and just lob rounds all match aiming for top damage with no real regard to actually trying to win the game. This system is infinitely better as maybe now those clowns will attempt to win instead of setting up camp. Watch out guys, we got a 「deteriorated bum-bum」 *boiling frog* here.
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b4you
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Post by b4you on Mar 17, 2017 22:33:17 GMT -5
Solving the beacon issue:
If Pix wants to value beacons, then just automatically place the top beacon earner in no lower than 3rd for league points, win or lose. If they take top 3 in damage, then they place normally. If they place 4-6, they move up the 3rd. This will also lead to greater diversity of bots. Combined with the old league points system, capping means no worse than -4 points for a loss and no less than 7 points for a win. Au and Ag payout would not change.
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Post by hyderier on Mar 17, 2017 23:17:01 GMT -5
The game tends towards 50% win ratio, does it not? So with current scoring, placing high in losing matches is just exactly as important as placing high on winning matches. You want to be losing less on losing matches, than what you win on winning matches. Unless ditching on bad matches is helping them getting better win ratio (I doubt that!), then you should thank them for voluntarily taking the worst spots on losing side. Also, when it seems inevitable you are losing by being overwhelmed, adjust you playing accordingly. Don't go to reds, let them come to you, at locations where you can exchange damage 1 on 1, to maximize your damage and therefore net silver. There's a 4 point difference between Top Loser and Bottom Loser. There's literally no point in staying in a lost match, and unfortunately too many people are taking that to extremes right now, calling matches lost WAY before it's fair to say, and ditching. This screws everyone else on the team over. Sorry, but it enrages me that I'm taking a massive loss hit because some Silver (or anyone for that matter) decided one bot in to the match "I got one shot, waaah I don't want to play anymore", and quits. Also, I run a primarily 'knife' hangar. I don't do long range. I can't exactly wait for the reds to "come to me" when we're down beacons, can I? It's a 6 point difference, 18 vs 12. And yes, that's what you have to work with, that's what determines wether you go up or down, assuming 50% win ratio. Though I have a feeling that if you're below your "proper" league level, achieving higher win ratio is now quite easy, and with current league point scoring, win ratio above 50% means almost automatically, that you're gaining league points. No more "win 5 to gain total 20 league points, lose 1 due to a disconnect and lose them all. With the new scoring, that 6 game series will net you at least 42 league points. I repeat, now if you want to go up, you want either high win ratio, or you want to be top 3 in damage with 50% win ratio. Both will take you inevitably up. If you deem the match lost (say, 3v6 situation with beacon disadvantage), then why would you care about beacons (other than if they allow you to get more damage in before match ends)? Though I've seen some pretty amazing reversals so I wouldn't ever recommend just giving up, but there are hopeless situations where it's wise to think about minimizing losses and/or just maximizing silver. My 15ish matches (5 with one squadmate) were all good yesterday, everybody seemed to fight 'till the bitter or glorious end. I wonder if today (weekend, so probably different players playing at different times) will be good too.
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Post by kingjah on Mar 17, 2017 23:18:51 GMT -5
What braindead fzcktard thought up this scoring system. I quit until it is solved. Even just damage reward was better. And its so easy. I said it and others too. 6/4/2 points for beacons. Old scoring and lower all points by too. Done and done. 「fluffernutter」 this 「dookie」! Im out..
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Post by kingjah on Mar 17, 2017 23:26:28 GMT -5
Won't this change just cause more people to quit mid-battle? If it's obvious that your team is going to lose, you can stick around and lost points, or you can quit and lose points. At the very least, if you stop dropping your bots, you can spare the silver repair costs and end the game more quickly. There should be an incentive to fight for solo players. The way Pixonic just had it was perfect. If I was playing solo, and my team lost, and I lost rating points, it was because I *deserved* it. If my team lost, and I earned rating points, it was because I *earned* them. Now, if I'm facing a better team, there is really zero incentive to put up a fight. Finishing first for my team -- even if I grab 8 beacons -- won't matter if my team is over-matched. Why would I then want to play another game as a solo player? This. I see things going south i just quit. Before id try everyghing to win/dmg.
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Post by hyderier on Mar 17, 2017 23:59:47 GMT -5
Won't this change just cause more people to quit mid-battle? If it's obvious that your team is going to lose, you can stick around and lost points, or you can quit and lose points. At the very least, if you stop dropping your bots, you can spare the silver repair costs and end the game more quickly. There should be an incentive to fight for solo players. The way Pixonic just had it was perfect. If I was playing solo, and my team lost, and I lost rating points, it was because I *deserved* it. If my team lost, and I earned rating points, it was because I *earned* them. Now, if I'm facing a better team, there is really zero incentive to put up a fight. Finishing first for my team -- even if I grab 8 beacons -- won't matter if my team is over-matched. Why would I then want to play another game as a solo player? This. I see things going south i just quit. Before id try everyghing to win/dmg. Then don't come here complaining you're not doing well in the leagues. You give up 5 lost matches per day and then place last, instead of average 3rd, you lose 15 league points extra per day. In a month that adds up to 450 league points, which I think is difference between Gold III and Silver III. Are you sure you want to keep ditching on "certain" losses, if you care about league points? And if you don't, then... why are you complaining about them in this thread?
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Post by spawnreaper on Mar 18, 2017 0:18:36 GMT -5
All this mm does to me is bore me more and more each week. Since playing this game I've only downloaded new games since new mm has been implemented. Each week since I find myself playing less and less. I also seem to saying bye to a lot of clanmates that have left game already. I've already stopped playing 2 accounts and pulled them from their clans. Honestly pixonic now can you be proud of this product you call the new mm and league system. Shame on you for 「dookie」ting all your now exloyal fans with this crap. Like really fix this game.
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Deleted
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Post by Deleted on Mar 18, 2017 2:27:08 GMT -5
All this mm does to me is bore me more and more each week. Since playing this game I've only downloaded new games since new mm has been implemented. Each week since I find myself playing less and less. I also seem to saying bye to a lot of clanmates that have left game already. I've already stopped playing 2 accounts and pulled them from their clans. Honestly pixonic now can you be proud of this product you call the new mm and league system. Shame on you for ?poo-poo?ting all your now exloyal fans with this crap. Like really fix this game. You're not the only one. I bought my clanmates account that has pretty much everything. Half of the clan is no longer playing, all this since the new MM. I'm still playing for the fast paced fun light bots, but Pix new MM is forcing me to tank to make them useful.
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patrick
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Post by patrick on Mar 18, 2017 3:31:33 GMT -5
A few tweaks would help balance the scoring:
Award an extra 10% damage for each beacon capture.
Award an extra 20K silver to all players that don't leave early.
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kingoflal
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lol i am goin to die
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Post by kingoflal on Mar 18, 2017 4:05:00 GMT -5
thats what is needed lol
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kingzam
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Post by kingzam on Mar 18, 2017 6:15:28 GMT -5
Two things I want to say about this point update
I feel that the negative cups for top two players on the losing team is a really bad idea, and this will definitely have adverse effects in the immediate future. Cups for those two slots should have stayed where they were.
1) The game has a tendency to keep players at a 50% win rate, the only incentive to continue on in this game was the cups (progressing through the league system), now that you are getting such harsh negative cups on the losing team (especially the top two that worked very hard), will make players feel more than ever that they aren't "getting anywhere". This I believe will entice people to tank more than ever. 2) Most of the time, the top three guys are pulling the weight of the losing team, A lot of the times the top two guys have higher points than everyone on the blue team, I don't think it is fair that they should be so harshly treated if you are on the losing team. Getting cups even if you lose was an incentive to fight on and do your best no matter what, now that is gone. More cups for winning team and high negative cups for players 4, 5 and 6 on the losing team is good as it gives great incentive to win and do well in your scores, but when you see you are losing not much incentive there to fight on, and members on losing teams will just quit and move on to the next game.
This was a bad idea.
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Grimsunder
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Post by Grimsunder on Mar 18, 2017 7:26:13 GMT -5
Watch out guys, we got a 「deteriorated bum-bum」 *boiling frog* here. I'm not sure I follow what you're trying to say?
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Post by justsomeguy on Mar 18, 2017 7:59:59 GMT -5
There is my take on the issue. The main problem of the system is this wretched 50%-win rate rule (or rather its implementation). I understand the reasoning behind this – Winning too much? We will hit you hard. Keep winning? We will hit you harder. Still not enough? We will drop a house on you! And by the way, haven’t you heard about that fabled champion league, where there are no such restrictions (mainly because we don’t have anything stronger to hit you with)? Want to buy some gold, to get there faster?
With the previous point distribution, it was possible to climb the leagues (if the player decided this is something he wants) and at the same time keep the win rate around those 50% (MM is capable of some good matches, it’s when you hit 60%+, that the algorithm decides to go mental on you). That is much more difficult now and slower. Not impossible though, so it’s not necessarily all bad.
I’ve been thrown into this with acceptable win rate of 52%. Yes, I am 100 points up in the ranking but my win rate went 10 points up as well and I am starting to sweat…
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phoenix232
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Post by phoenix232 on Mar 18, 2017 8:53:14 GMT -5
Though I have a feeling that if you're below your "proper" league level, achieving higher win ratio is now quite easy, and with current league point scoring, win ratio above 50% means almost automatically, that you're gaining league points. No more "win 5 to gain total 20 league points, lose 1 due to a disconnect and lose them all. With the new scoring, that 6 game series will net you at least 42 league points. I repeat, now if you want to go up, you want either high win ratio, or you want to be top 3 in damage with 50% win ratio. Both will take you inevitably up. Then why have I dropped over 250 league points since the new MM came out? My damage numbers are consistent. My placement in the top 2 is consistent (for the most part). Know what changed? Lots of leavers. Lots of 5v6s, and 4v6's. Lots of horribly created games with Silvers matching with one Diamond or Elite vs a far better created team. You assume a lot. You *assume* a 50% win ratio. Mine was 70% when yesterdays update hit, but due to absolutely trash match ups and teammates (I *literally* got placed with a Bronze and RECRUIT that some Diamond dragged in via Group), I'm now at 40%. So stop assuming the game gives a damn about your win ratio - it doesn't. When they removed the incentive for people to stay in a losing match, they screwed the pooch. Sorry that doesn't "line up" with your golden dream of the game, but that's what's going on, at least in the mid levels. EDIT: MM is now placing Silver and Gold players with 6-9 level hangars against Champion/Master league Max Top Tier Hangars. Still think it's 'fair' and 'balanced'?
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Post by notyetnotsosoon on Mar 18, 2017 11:32:08 GMT -5
Watch out guys, we got a 「deteriorated bum-bum」 *boiling frog* here. I'm not sure I follow what you're trying to say? You're the frog that keeps saying "I'll adapt" to whatever circumstances that you're placed into â i.e. Dev's game direction. Eventually you'll die as the water you think you're adapting to cooks you whole â i.e. Dev's nerfing your precious bots; introducing power-creeping bots; ruining gameplay experiences to force purchases etc. The initiative (rather the lack of) to do anything about your current situation lies squarely on your shoulders â i.e. Getting out of the hot water I don't blame general players like you tho. Just look at Stew Pendous' YT account, whining about leavers/ditchers recently, when just a week ago his podcast with other YT War Robots ambassadors were saying people shouldn't complain about anything since the game is free. Lol at these fools.
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