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Post by ChillyTempurrrrr on Mar 3, 2017 5:19:03 GMT -5
Welcome to the official League Discussion Thread
Chat about anything league related and enjoy your stay
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Post by ChillyTempurrrrr on Mar 3, 2017 5:21:35 GMT -5
Currently versing gold people in silver 1. Is this how the new matchmaking works or is it bugged cause I want to verse people in my own league so that I have a fair time amounting trophies
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Post by marvolus1 on Mar 3, 2017 6:23:42 GMT -5
I cant answer your question but i also am in silver and have been matched against gold league players since they started the new format. It also seems like my bots are slower. The whole gameplay seems different. Also get penalized for not playing every day. Sucks
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Post by ou812gr8m8 on Mar 3, 2017 6:55:17 GMT -5
Interesting data on this topic from Dredd77 in a blog post.He saw a lot more people from the league down (31%) than the league above (2%). (his own league was 36%)
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Post by ou812gr8m8 on Mar 3, 2017 6:56:54 GMT -5
As a guess, if you just got promoted, which I think you said was the case, maybe you're being tested for "going up again".
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Post by Demosthenes on Mar 3, 2017 7:17:03 GMT -5
I see players plus and minus two leagues from my own (Diamond II)
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Post by sochilli (Saltesers) on Mar 3, 2017 7:20:17 GMT -5
Just a bit of inspiration for fellow cappers. See how low that damage is? I grab my trophies by scraping wins out of beacons. Don't follow the pack that just goes for damage. Beacons win games. Won games win trophies. So win games. Cap beacons. Rock on y'all ??.
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Deleted
Deleted Member
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Post by Deleted on Mar 3, 2017 7:32:13 GMT -5
I don't like the teams MM pairs me up with.. Yesterday, I have to fight 3 1v5/6s and 4 2v6s.
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Post by blognio on Mar 3, 2017 7:49:00 GMT -5
wait is there a league page for the wiki?
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Post by SATmaster728 on Mar 3, 2017 11:58:18 GMT -5
Currently versing gold people in silver 1. Is this how the new matchmaking works or is it bugged cause I want to verse people in my own league so that I have a fair time amounting trophies i am in silver II with a 6/8 mostly gold hanger and a DB griffin. The top tier must be all trident furys or something.
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Deleted
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Post by Deleted on Mar 3, 2017 13:42:03 GMT -5
Interesting data on this topic from Dredd77 in a blog post.He saw a lot more people from the league down (31%) than the league above (2%). (his own league was 36%) I think this mainly reflects a difference in the player pool between the two platforms. iOS seems a lot "softer" environment. On Android, I am regularly seeing higher opponents up to two full leagues above (e.g. when I was in silver, pretty much every match included gold and/or diamond players) while lower opponents, when present, are usually from the top of the league below (e.g. high bronze when I was in silver).
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ionflow
Destrier
Posts: 79
Karma: 47
Platform: Android
League: Silver
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Post by ionflow on Mar 3, 2017 18:04:31 GMT -5
I don't understand the challenge to get promoted. Do I have to win 5 Straight? Win 3 of 5? Stay above the minimum Cups? No idea how it works.
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Post by nocluevok on Mar 4, 2017 0:11:51 GMT -5
Currently versing gold people in silver 1. Is this how the new matchmaking works or is it bugged cause I want to verse people in my own league so that I have a fair time amounting trophies I hit 68% win rate in Silver II and ran the next several matches against Expert level hangers. My average damage dropped 50k and I lost, 100 cups. All because the team's I fought with won our matches. The MM acts like I did it all by myself.
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Post by boomsplat on Mar 4, 2017 0:30:21 GMT -5
I don't understand the challenge to get promoted. Do I have to win 5 Straight? Win 3 of 5? Stay above the minimum Cups? No idea how it works. Stay above the min cups for 5 matches.
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Post by ChillyTempurrrrr on Mar 7, 2017 20:51:29 GMT -5
Just a bit of inspiration for fellow cappers. See how low that damage is? I grab my trophies by scraping wins out of beacons. Don't follow the pack that just goes for damage. Beacons win games. Won games win trophies. So win games. Cap beacons. Rock on y'all ??. You have lower stats in everything even maxed damage and wins yet you got placed 5 leagues above me thats bull. and also i think pixonic needs to change the matchmaking around cause its kinda distorted
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Deleted
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Post by Deleted on Mar 7, 2017 20:55:49 GMT -5
ChillyTempurrrrr, this comes up a lot. iOS and Android are different servers. You cannot compare yourself across platforms. iOS diamond league is roughly equal to Android silver league.
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Post by SATmaster728 on Mar 8, 2017 9:01:51 GMT -5
ChillyTempurrrrr , this comes up a lot. iOS and Android are different servers. You cannot compare yourself across platforms. iOS diamond league is roughly equal to Android silver league. well maybe i should have gotten an ios device instead then, cause im in silver II with a 6/8 hanger
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Post by RightOn on Mar 8, 2017 14:42:42 GMT -5
I started in D2 and migrated to D1. I was facing just diamonds now I see masters
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Post by GreenFace on Mar 8, 2017 22:25:29 GMT -5
Just a bit of inspiration for fellow cappers. See how low that damage is? I grab my trophies by scraping wins out of beacons. Don't follow the pack that just goes for damage. Beacons win games. Won games win trophies. So win games. Cap beacons. Rock on y'all ??. Until the damage pack brings up their equation "High damage = destroyed opponents = win = trophies What a world
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beaconboy
Destrier
If you have no warning level then you are not really trying. ;)
Posts: 46
Karma: 15
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Post by beaconboy on Mar 9, 2017 20:05:48 GMT -5
LEAGUES AN EPIC FAIL
What is an EPIC FAIL? It’s when an attempt to fix something fails catastrophically and ends up either making the problem worse or causing unintended consequences and/or collateral damage. This is what has happened with the new Leagues update to the game. What was the intention of the Leagues update anyway? Without being involved in the developers’ strategy meetings, it is difficult to tell. It appears they were trying to create a ladder-type structure for player rankings. This is to make game matchmaking more equitable, give players structure to improve themselves and encourage play. The result, in my opinion has been the exact opposite. Here is first a RANT outlining the failures and why and then the FIX represented by some suggestions. Feel free to present your own observations, experiences and fixes as you see fit.
I have put in dozens ( maybe 100’s?) of matches since the game update and struggled to move a single level from Silver 2 to Silver 1. I notice that matchmaking has gotten far worse than ever since the update and the advancement path is stacked against success. Here is why:
1. The points are awarded for damage caused on a tiered basis – +13, +10, +7, +4, +3, +3. However, the penalties for losses are -20, -15, -10, -4, +3, +7. On the win side, the awards are too modest; on the loss side, they are too heavy handed. 2. This is because there are too many situations that arise that are not in the gamer’s ability to control such as drops, game instability, server lag, mismatched teams, etc. 3. In addition, certain maps have variable drops with strategic significance. There are certain matches that I immediately exit once I see the spawns because I know the odds for a win are stacked against my team. You all know them. Only Dead City, Yamantau and Shenzhan have the same spawns every match. Shenzhan has a slight advantage for the southeast spawn, in my experience. Due to the loss penalties, experienced players will also do this to avoid hits to their league points. 4. The game awards league points for damage only. This is a major fault. Gold is awarded for damage and beacon caps. Not so with league points. Since about 99.9% of the games are won by beacon caps, versus, eliminating an opposing team, caps are critical. 5. The above failure has the effect of discouraging caps since the priority is on damage points. Also, if a player opts for a hangar full of beacon grabbers, but the team loses, the penalty could be massive. A losing player can be awarded league points by leading his team in damage, but the high capper on a losing team will likely get hammered. 6. Since the leagues update, the number of matches I am in with mismatched players has increased substantially. Most of the time, I am in with Gold, Diamond and Expert players (I am Silver) and there are many players with level 12 bots and weapons. This means that the probability of a win is based on the number of stacked players on my team, something I do not control). Worse, a win will likely award me minimal league points and a loss will cost me much more. 7. You will spend a great deal of time earning points for the League Challenge. You have 5-matches to maintain a minimal amount of points; dropping below the threshold knocks you out of the Challenge. The degree of difficulty in Challenge matches seems to be much higher than prior to entering the Challenge. I found all of my challenge matches had substantially higher level players in them. I was merely along for the ride. After 4 attempts, I got lucky enough to advance, but not without major frustration. 8. I am seeing far too many exploits by more experienced players. In general, higher level players have artificially lowered their ratings by decreasing their wins. They also stack their hangars with low level bots. Sometimes these bots have high level weapons. Sometimes they are unequipped. All of this seems to “game” the matchmaking handicap system. BTW, I have seen this previously during the Special Events, because event points are issued for damage and ignore caps.
The number of mismatches has dramatically increased, not decreased as intended. Advancement is difficult. League awards are skewed and losses have an unfair impact. The focus of game strategy has changed because everyone is chasing damage points, even over wins by beacon caps. The result has been to discourage players and take away some of the fun we used to have. A discouraged player is not going to want to buy gold for advancement, equipment, bots, etc. It seems pointless.
Here are some easy changes to reform the league update.
A. Change the loss penalty to a single value for all players on the losing side. B. Award league points for beacon caps on both the winning and losing teams. C. Adjust the matchmaking algorithm to discourage the exploits in Item 8 above. In theory, you’d want a player to advance weapons and bots at the same pace, or within a margin, and you want them to play like adversaries. If you put a person with equipment no higher than level 8, then no player with level 11 or 12 equipment can be matched under any circumstances. Likewise, no player with less than level 6 equipment could be matched (2 up, 2 down). This would be regardless of player rank, win rate, awards, etc. According to the video, you are part-way there in that a player’s hanger purportedly is rated according to the highest bot level in it. (Frankly, I do not believe this is affecting matchmaking) Nevertheless, now do this with weapons. D. Account for the number of bots in a team’s combined hanger. I find too many 3-bot hangers playing against 5-bot hangers. Balance this with the equipment ranking. It doesn’t make sense to compare 6 players of 3 level 12 bots with 6 having 5 level 10 bots. E. In the Challenge rounds, allow a player to fall below the points threshold during the series without starting the series over. F. Do whatever it takes to stop matching substantially different experience and equipment levels, especially now with the penalty point hits to losing teams. END
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Post by lockslywr on Mar 10, 2017 1:44:36 GMT -5
LEAGUES AN EPIC FAIL
What is an EPIC FAIL? It’s when an attempt to fix something fails catastrophically and ends up either making the problem worse or causing unintended consequences and/or collateral damage. This is what has happened with the new Leagues update to the game. What was the intention of the Leagues update anyway? Without being involved in the developers’ strategy meetings, it is difficult to tell. It appears they were trying to create a ladder-type structure for player rankings. This is to make game matchmaking more equitable, give players structure to improve themselves and encourage play. The result, in my opinion has been the exact opposite. Here is first a RANT outlining the failures and why and then the FIX represented by some suggestions. Feel free to present your own observations, experiences and fixes as you see fit.
I have put in dozens ( maybe 100’s?) of matches since the game update and struggled to move a single level from Silver 2 to Silver 1. I notice that matchmaking has gotten far worse than ever since the update and the advancement path is stacked against success. Here is why:
1. The points are awarded for damage caused on a tiered basis – +13, +10, +7, +4, +3, +3. However, the penalties for losses are -20, -15, -10, -4, +3, +7. On the win side, the awards are too modest; on the loss side, they are too heavy handed. 2. This is because there are too many situations that arise that are not in the gamer’s ability to control such as drops, game instability, server lag, mismatched teams, etc. 3. In addition, certain maps have variable drops with strategic significance. There are certain matches that I immediately exit once I see the spawns because I know the odds for a win are stacked against my team. You all know them. Only Dead City, Yamantau and Shenzhan have the same spawns every match. Shenzhan has a slight advantage for the southeast spawn, in my experience. Due to the loss penalties, experienced players will also do this to avoid hits to their league points. 4. The game awards league points for damage only. This is a major fault. Gold is awarded for damage and beacon caps. Not so with league points. Since about 99.9% of the games are won by beacon caps, versus, eliminating an opposing team, caps are critical. 5. The above failure has the effect of discouraging caps since the priority is on damage points. Also, if a player opts for a hangar full of beacon grabbers, but the team loses, the penalty could be massive. A losing player can be awarded league points by leading his team in damage, but the high capper on a losing team will likely get hammered. 6. Since the leagues update, the number of matches I am in with mismatched players has increased substantially. Most of the time, I am in with Gold, Diamond and Expert players (I am Silver) and there are many players with level 12 bots and weapons. This means that the probability of a win is based on the number of stacked players on my team, something I do not control). Worse, a win will likely award me minimal league points and a loss will cost me much more. 7. You will spend a great deal of time earning points for the League Challenge. You have 5-matches to maintain a minimal amount of points; dropping below the threshold knocks you out of the Challenge. The degree of difficulty in Challenge matches seems to be much higher than prior to entering the Challenge. I found all of my challenge matches had substantially higher level players in them. I was merely along for the ride. After 4 attempts, I got lucky enough to advance, but not without major frustration. 8. I am seeing far too many exploits by more experienced players. In general, higher level players have artificially lowered their ratings by decreasing their wins. They also stack their hangars with low level bots. Sometimes these bots have high level weapons. Sometimes they are unequipped. All of this seems to “game” the matchmaking handicap system. BTW, I have seen this previously during the Special Events, because event points are issued for damage and ignore caps.
The number of mismatches has dramatically increased, not decreased as intended. Advancement is difficult. League awards are skewed and losses have an unfair impact. The focus of game strategy has changed because everyone is chasing damage points, even over wins by beacon caps. The result has been to discourage players and take away some of the fun we used to have. A discouraged player is not going to want to buy gold for advancement, equipment, bots, etc. It seems pointless.
Here are some easy changes to reform the league update.
A. Change the loss penalty to a single value for all players on the losing side. B. Award league points for beacon caps on both the winning and losing teams. C. Adjust the matchmaking algorithm to discourage the exploits in Item 8 above. In theory, you’d want a player to advance weapons and bots at the same pace, or within a margin, and you want them to play like adversaries. If you put a person with equipment no higher than level 8, then no player with level 11 or 12 equipment can be matched under any circumstances. Likewise, no player with less than level 6 equipment could be matched (2 up, 2 down). This would be regardless of player rank, win rate, awards, etc. According to the video, you are part-way there in that a player’s hanger purportedly is rated according to the highest bot level in it. (Frankly, I do not believe this is affecting matchmaking) Nevertheless, now do this with weapons. D. Account for the number of bots in a team’s combined hanger. I find too many 3-bot hangers playing against 5-bot hangers. Balance this with the equipment ranking. It doesn’t make sense to compare 6 players of 3 level 12 bots with 6 having 5 level 10 bots. E. In the Challenge rounds, allow a player to fall below the points threshold during the series without starting the series over. F. Do whatever it takes to stop matching substantially different experience and equipment levels, especially now with the penalty point hits to losing teams. END
I think Pixonic should to offer you a job!! A well thought out rant followed by some potential solutions to the present BS that has been pushed onto their customers.
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Post by SATmaster728 on Mar 10, 2017 9:07:23 GMT -5
LEAGUES AN EPIC FAIL
What is an EPIC FAIL? It’s when an attempt to fix something fails catastrophically and ends up either making the problem worse or causing unintended consequences and/or collateral damage. This is what has happened with the new Leagues update to the game. What was the intention of the Leagues update anyway? Without being involved in the developers’ strategy meetings, it is difficult to tell. It appears they were trying to create a ladder-type structure for player rankings. This is to make game matchmaking more equitable, give players structure to improve themselves and encourage play. The result, in my opinion has been the exact opposite. Here is first a RANT outlining the failures and why and then the FIX represented by some suggestions. Feel free to present your own observations, experiences and fixes as you see fit.
I have put in dozens ( maybe 100’s?) of matches since the game update and struggled to move a single level from Silver 2 to Silver 1. I notice that matchmaking has gotten far worse than ever since the update and the advancement path is stacked against success. Here is why:
1. The points are awarded for damage caused on a tiered basis – +13, +10, +7, +4, +3, +3. However, the penalties for losses are -20, -15, -10, -4, +3, +7. On the win side, the awards are too modest; on the loss side, they are too heavy handed. 2. This is because there are too many situations that arise that are not in the gamer’s ability to control such as drops, game instability, server lag, mismatched teams, etc. 3. In addition, certain maps have variable drops with strategic significance. There are certain matches that I immediately exit once I see the spawns because I know the odds for a win are stacked against my team. You all know them. Only Dead City, Yamantau and Shenzhan have the same spawns every match. Shenzhan has a slight advantage for the southeast spawn, in my experience. Due to the loss penalties, experienced players will also do this to avoid hits to their league points. 4. The game awards league points for damage only. This is a major fault. Gold is awarded for damage and beacon caps. Not so with league points. Since about 99.9% of the games are won by beacon caps, versus, eliminating an opposing team, caps are critical. 5. The above failure has the effect of discouraging caps since the priority is on damage points. Also, if a player opts for a hangar full of beacon grabbers, but the team loses, the penalty could be massive. A losing player can be awarded league points by leading his team in damage, but the high capper on a losing team will likely get hammered. 6. Since the leagues update, the number of matches I am in with mismatched players has increased substantially. Most of the time, I am in with Gold, Diamond and Expert players (I am Silver) and there are many players with level 12 bots and weapons. This means that the probability of a win is based on the number of stacked players on my team, something I do not control). Worse, a win will likely award me minimal league points and a loss will cost me much more. 7. You will spend a great deal of time earning points for the League Challenge. You have 5-matches to maintain a minimal amount of points; dropping below the threshold knocks you out of the Challenge. The degree of difficulty in Challenge matches seems to be much higher than prior to entering the Challenge. I found all of my challenge matches had substantially higher level players in them. I was merely along for the ride. After 4 attempts, I got lucky enough to advance, but not without major frustration. 8. I am seeing far too many exploits by more experienced players. In general, higher level players have artificially lowered their ratings by decreasing their wins. They also stack their hangars with low level bots. Sometimes these bots have high level weapons. Sometimes they are unequipped. All of this seems to “game” the matchmaking handicap system. BTW, I have seen this previously during the Special Events, because event points are issued for damage and ignore caps.
The number of mismatches has dramatically increased, not decreased as intended. Advancement is difficult. League awards are skewed and losses have an unfair impact. The focus of game strategy has changed because everyone is chasing damage points, even over wins by beacon caps. The result has been to discourage players and take away some of the fun we used to have. A discouraged player is not going to want to buy gold for advancement, equipment, bots, etc. It seems pointless.
Here are some easy changes to reform the league update.
A. Change the loss penalty to a single value for all players on the losing side. B. Award league points for beacon caps on both the winning and losing teams. C. Adjust the matchmaking algorithm to discourage the exploits in Item 8 above. In theory, you’d want a player to advance weapons and bots at the same pace, or within a margin, and you want them to play like adversaries. If you put a person with equipment no higher than level 8, then no player with level 11 or 12 equipment can be matched under any circumstances. Likewise, no player with less than level 6 equipment could be matched (2 up, 2 down). This would be regardless of player rank, win rate, awards, etc. According to the video, you are part-way there in that a player’s hanger purportedly is rated according to the highest bot level in it. (Frankly, I do not believe this is affecting matchmaking) Nevertheless, now do this with weapons. D. Account for the number of bots in a team’s combined hanger. I find too many 3-bot hangers playing against 5-bot hangers. Balance this with the equipment ranking. It doesn’t make sense to compare 6 players of 3 level 12 bots with 6 having 5 level 10 bots. E. In the Challenge rounds, allow a player to fall below the points threshold during the series without starting the series over. F. Do whatever it takes to stop matching substantially different experience and equipment levels, especially now with the penalty point hits to losing teams. END
I think Pixonic should to offer you a job!! A well thought out rant followed by some potential solutions to the present BS that has been pushed onto their customers. Definitely, and it not only offered numerous solutions, but it used no bad language and sounded professional!
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Post by GreenFace on Mar 10, 2017 11:25:33 GMT -5
LEAGUES AN EPIC FAIL
What is an EPIC FAIL?
Private league? With thousands of medals and that kind of bots/weapons level? Really? And some people really believe that with league system, seal clubbing era is yesterday's reality... Lol
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Post by SATmaster728 on Mar 10, 2017 12:36:06 GMT -5
LEAGUES AN EPIC FAIL
What is an EPIC FAIL?
Private league? With thousands of medals and that kind of bots/weapons level? Really? And some people really believe that with league system, seal clubbing era is yesterday's reality... Lol there will always be there who find out how to game the system...the thing is if they choose to do it.
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Post by GreenFace on Mar 10, 2017 13:09:40 GMT -5
there will always be there who find out how to game the system...the thing is if they choose to do it. Yep... This is reality, and that's why I've posted a thread, asking people to accept it, so we can still keep the fun factor while playing. That's the point of playing games, isn't it?
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beaconboy
Destrier
If you have no warning level then you are not really trying. ;)
Posts: 46
Karma: 15
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Post by beaconboy on Mar 10, 2017 15:08:15 GMT -5
This is the most egregious of the exploiters I have encountered. Bronze, really, with that hanger? Look at max damage and max kills. This is why this player is doing this. I am going to call out every one of you exploiters/cheaters when I can. You are killing the fun factor and this game. At the risk of slinging mud, this is not the first time I have encountered members from that clan who do this. Have any of you noticed certain clans who engage in exploits as a routine?
Thank you for the compliments on my post. I have thought about this for a long time and self-edited my foul language. Believe me, it was in there.
Oh, and every game has exploits. It is up to the developer to dismantle them just as they level weapons, bots and equipment. Pixonic has been ignoring this aspect for far too long. Time to get on the bus, boys. The net effect will be to shrink your player base to just the most experienced and ardent fans at the expense of attracting and keeping new people. Not to mention the decreased revenue. Word will get around and this game will be obsolete.
GreenFace - brilliant catch on that player. Let's out them all!
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Post by SuperHero on Mar 11, 2017 4:18:04 GMT -5
LEAGUES AN EPIC FAIL
What is an EPIC FAIL? It’s when an attempt to fix something fails catastrophically and ends up either making the problem worse or causing unintended consequences and/or collateral damage. This is what has happened with the new Leagues update to the game. What was the intention of the Leagues update anyway? Without being involved in the developers’ strategy meetings, it is difficult to tell. It appears they were trying to create a ladder-type structure for player rankings. This is to make game matchmaking more equitable, give players structure to improve themselves and encourage play. The result, in my opinion has been the exact opposite. Here is first a RANT outlining the failures and why and then the FIX represented by some suggestions. Feel free to present your own observations, experiences and fixes as you see fit.
I have put in dozens ( maybe 100’s?) of matches since the game update and struggled to move a single level from Silver 2 to Silver 1. I notice that matchmaking has gotten far worse than ever since the update and the advancement path is stacked against success. Here is why:
1. The points are awarded for damage caused on a tiered basis – +13, +10, +7, +4, +3, +3. However, the penalties for losses are -20, -15, -10, -4, +3, +7. On the win side, the awards are too modest; on the loss side, they are too heavy handed. 2. This is because there are too many situations that arise that are not in the gamer’s ability to control such as drops, game instability, server lag, mismatched teams, etc. 3. In addition, certain maps have variable drops with strategic significance. There are certain matches that I immediately exit once I see the spawns because I know the odds for a win are stacked against my team. You all know them. Only Dead City, Yamantau and Shenzhan have the same spawns every match. Shenzhan has a slight advantage for the southeast spawn, in my experience. Due to the loss penalties, experienced players will also do this to avoid hits to their league points. 4. The game awards league points for damage only. This is a major fault. Gold is awarded for damage and beacon caps. Not so with league points. Since about 99.9% of the games are won by beacon caps, versus, eliminating an opposing team, caps are critical. 5. The above failure has the effect of discouraging caps since the priority is on damage points. Also, if a player opts for a hangar full of beacon grabbers, but the team loses, the penalty could be massive. A losing player can be awarded league points by leading his team in damage, but the high capper on a losing team will likely get hammered. 6. Since the leagues update, the number of matches I am in with mismatched players has increased substantially. Most of the time, I am in with Gold, Diamond and Expert players (I am Silver) and there are many players with level 12 bots and weapons. This means that the probability of a win is based on the number of stacked players on my team, something I do not control). Worse, a win will likely award me minimal league points and a loss will cost me much more. 7. You will spend a great deal of time earning points for the League Challenge. You have 5-matches to maintain a minimal amount of points; dropping below the threshold knocks you out of the Challenge. The degree of difficulty in Challenge matches seems to be much higher than prior to entering the Challenge. I found all of my challenge matches had substantially higher level players in them. I was merely along for the ride. After 4 attempts, I got lucky enough to advance, but not without major frustration. 8. I am seeing far too many exploits by more experienced players. In general, higher level players have artificially lowered their ratings by decreasing their wins. They also stack their hangars with low level bots. Sometimes these bots have high level weapons. Sometimes they are unequipped. All of this seems to “game” the matchmaking handicap system. BTW, I have seen this previously during the Special Events, because event points are issued for damage and ignore caps.
The number of mismatches has dramatically increased, not decreased as intended. Advancement is difficult. League awards are skewed and losses have an unfair impact. The focus of game strategy has changed because everyone is chasing damage points, even over wins by beacon caps. The result has been to discourage players and take away some of the fun we used to have. A discouraged player is not going to want to buy gold for advancement, equipment, bots, etc. It seems pointless.
Here are some easy changes to reform the league update.
A. Change the loss penalty to a single value for all players on the losing side. B. Award league points for beacon caps on both the winning and losing teams. C. Adjust the matchmaking algorithm to discourage the exploits in Item 8 above. In theory, you’d want a player to advance weapons and bots at the same pace, or within a margin, and you want them to play like adversaries. If you put a person with equipment no higher than level 8, then no player with level 11 or 12 equipment can be matched under any circumstances. Likewise, no player with less than level 6 equipment could be matched (2 up, 2 down). This would be regardless of player rank, win rate, awards, etc. According to the video, you are part-way there in that a player’s hanger purportedly is rated according to the highest bot level in it. (Frankly, I do not believe this is affecting matchmaking) Nevertheless, now do this with weapons. D. Account for the number of bots in a team’s combined hanger. I find too many 3-bot hangers playing against 5-bot hangers. Balance this with the equipment ranking. It doesn’t make sense to compare 6 players of 3 level 12 bots with 6 having 5 level 10 bots. E. In the Challenge rounds, allow a player to fall below the points threshold during the series without starting the series over. F. Do whatever it takes to stop matching substantially different experience and equipment levels, especially now with the penalty point hits to losing teams. END
This was well written and without angst! I have forwarded it to Pix via our channels. Thank you for contributing.
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fcrf
Recruit
Posts: 2
Karma: 0
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Post by fcrf on Mar 11, 2017 5:52:51 GMT -5
I honestly am very passionate about this game; I really think it's well developed and therefore I am surprised that game developers didn't think well enough about leagues: it's cheating the game in it's own purposes (winning should count, as for every game, and therefore points should go accordingly).
Too many times I have seen mates while loosing focusing only on hitting as hard as they coulld not even trying to recover the lost beacons, in the desperate attempt to end up in the first 2 in order to avoid loosing points. That even while the game was more than half still playable....
As a result I ended several times with 6/7 beacons captured and an average of -15/20 league points score for those games. This happens in diamond leagues (while I have noticed that from experts league upwards game logics are maintained).
I am writing this as I think developers should focus in not alternating games logics. A system for which also beacon capturing for league scoring (as per when leagues are not in place) is considered should be set up for next leagues.
I thought it could be a point for discussion, not because it's penalizing me, rather because I strongly believe it's creating a distortion in the players attitude.
This is my humble opinion.
Have fun everyone!
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drjackal
Destrier
Posts: 102
Karma: 67
Pilot name: -:Dr. Jackal:-
Platform: iOS
Clan: [GmbH]
League: Expert
Server Region: Europe
Favorite robot: Galahad
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Post by drjackal on Mar 11, 2017 5:54:55 GMT -5
I see players plus and minus two leagues from my own (Diamond II) I see the same, also in Diamond II
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Post by ChillyTempurrrrr on Mar 11, 2017 6:14:48 GMT -5
My Progress so far Started down in silver II but I have made may way up to Gold III and am planning to get into gold II within the next week and my goal by the end of the season is to be in Diamond so wish me luck
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