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Post by Dredd77 on May 22, 2017 10:58:05 GMT -5
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Post by Dredd77 on May 22, 2017 11:00:25 GMT -5
For those unable to access at work.
Next War Robots ranked season starts on June 1st. We've prepared some changes for it, including some things that many of you asked for. Next War Robots ranked season starts on June 1st. We’ve prepared some changes for it, including some things that many of you asked for.
Please note that this is still not our final stop. Leagues and matchmaking keep being subject to further improvements, so as usual, let us know what you think!
New rating point distribution Short version: you can go up in rating even if you lose! Long version: the best way to describe our reasoning for this change is just to paraphrase what we said in our community meeting round-up:
We’re coming back to the previous post-match league point distribution, where top 2 players from losing team get points instead of losing them. Why? With new distribution we tried to enforce “be a good team player to go higher” idea before introducing proper communication tools to foster teamwork — and it didn’t quite work out. Most people basically stopped moving between divisions, being stuck in one place. Previous distribution did much better job in splitting differently tiered pilots between their respective leagues.
Amount of ranking points depends on battle results and your position in post-battle rankings. Pilots from winning team will always be on the plus side. However not just them, but also two players with highest performance in a losing team will go up in rating.
Starting from June 1st post-combat distribution of rating points will look like this (exact numbers might change):
Win Lose
+13 +7
+10 +3
+7 -5
+4 -11
+3 -17
+2 -22
More points for beacon control
Short version: capture beacons to get slightly more rating points! Long version: there will be extra rating points for 3 happy pilots (+3, +2 and +1, respectively) who captured most beacons among all the 12 players from both teams.
Pilots with equal amount of beacons will be sorted by amount of damage they dealt. Say, you and your teammate captured three beacons each, but you inflicted more pain to the enemy than your companion did. That means, you’ll get your 3 bonus points and he’ll get 2.
If you play in a squad, rating points will still be distributed evenly among all teammates, and that includes beacon bonuses. Points are always rounded upwards: average 5.5 will always turn into 6 for everyone.
Tanking protection improvements Short version: no more newbies in tanker queue, actual tankers receive less good stuff! Long version: yes. People in leaver queue will start receiving less XP, silver and gold. Much less — up until there will be no benefit in intentional match tanking. People marked as tankers will also stop receiving and losing league points up until they properly finish certain amount of matches and get out of their special territory.
We’re also excluding people who have not yet reached level 15 out of the tanker queue. Such players usually turned into easy prey for seasoned leavers, so it makes a lot of sense to give newbies some penalty-free time to adapt.
Improved matchmaking algorithm for Champions Short version: faster matchmaking for people in Champion league. That’s it Long version: that’s really it. But here’s how it’ll work in case if you’re wondering.
The key problem of Champion league is a huge rating disparity between players. In the same league different players could have 5000, 8000 or even 13000 rating points. And matchmaking works the same way there as in other leagues: taking, say, our 13000 point player and slowly increasing the range in which it finds his teammates and opponents. First, 12990 to 13010. Then, second later, 12980 to 13020. And so on.
It is obvious that with such approach matchmaking can take forever sometimes. To address this we change how matchmaking system perceives all the points above 5000. Basically, we’re shrinking them tenfold. Say, 13000 turns into 5000 + (13000 – 5000)/10 = 5800 in the eyes of the algorithm, and 8000 makes 5000 + (8000-5000)/10 = 5300.
Numbers are not necessarily precise, but that’ll do to illustrate the principle. This way players in the Champion league will find each other much faster, without changes to the actual rating system. We also expect to see more Champions appearing after the change to rating points distribution, so there will naturally be more people to play with.
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Post by zeus on May 22, 2017 12:04:31 GMT -5
Damn it, where's the fix for soft tanking and extremely wide match making at iOS e3? Fix it so iOS e3 don't have to fight masters and champions. I don't mind fighting 10/10s but fighting 11/12s is bull「dookie」. A 9/9 can easily get into e3 where he has to 「fluffernutter」ing fight with and against 12/12s consistently. So not much gold rewards since he won't be able to outdamage 12/12s unless he wants to go for beacon duty in which case silver earnings drop. So basically bottom fodder in games where he will always end up in middle place to dead last, and when you get games where you're one of the few experts among diamonds? 「fluffernutter」ing 12/12 soft tankers in diamonds and e3.
Also, is Medal of Capture still random even though they came up with damage as the defining factor for equal captures?
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Post by miatahead on May 22, 2017 12:10:20 GMT -5
This will be the dumbest update ever.
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Post by shivaswrath on May 22, 2017 12:16:29 GMT -5
i hope Gekko and Orkan update comes too! LOL.
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Post by Scuzzbopper on May 22, 2017 12:24:44 GMT -5
Sorta still wish there was some sort of notification when someone gets put in the LQ. I feel that newbies still will wonder 「whiskey tango foxtrot」 happened when they end up there.
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Deleted
Deleted Member
Posts: 0
Karma:
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Post by Deleted on May 22, 2017 12:49:17 GMT -5
We don't care about what happened in Champion League. The vast majority of us are in not in it anyway. What we do care is the bull「dookie」 of Diamond and Expert fighting Champion matches.
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Post by sharpmango on May 22, 2017 12:49:27 GMT -5
Looks good. Though I don't really think beacon cappers want extra league points, they want Gold!
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Post by jckidd on May 22, 2017 12:55:53 GMT -5
Sounds like an interesting update. Waiting on hello buff to drop as well. Pix may not always get it right but at least they take an active interest and constantly look for improvements
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Old Boy
Destrier
Posts: 13
Karma: 11
Pilot name: Pilot Atheos
Platform: iOS
Clan: Clanless
League: Expert
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Post by Old Boy on May 22, 2017 21:48:06 GMT -5
Either the people at pix are stupid or they are simply lazy. It didn't work the first time and they are thinking it will work now? They should at least make changes to the points awarded.
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Post by peterw35 on May 22, 2017 21:57:27 GMT -5
so, people won't be able to tank down the league points in the LQ. This will have two effects: 1. People who know how LQ works will tank in the normal queue. Abit more tricky but quite easy to do. Resulting the battles containing many more 4v6, 3v5 matches. we will feel the same way we felt before LQ was implemented. 2. People who do now know how LQ works will probably get in there by accident (skipping springfield and yamantau? somehow). And will scream here hating pix.
They solve the problem of discouraging people from jumping into LQ on purpose. But they did not solve the problem of tanking.
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Post by Alanbit on May 23, 2017 3:53:13 GMT -5
Pixonic is shooting in the right direction, but totaly blindfold. People reclaimed more prominence to beacon capturing.... and instead of silver or gold, they give them league points!! Jajajajajajajajajajajaja What really worries me is the new league point distribution. I mean, now I'm winning a bunch of games --> my rank gets up --> lose a bunch of games (thanks MM) --> my rank gets down. With this new system I'm afraid I'm going to go higher that I should, because they are giving league points away for everything! Level 15 or lower LQ exemption is too poor. When you start to play this game, try some robots, try some weapons and, bum, you're at level 25, you reach this level and you just begin to have an idea of what's it about, so level 15 seems pretty low IMO. I loved when Developers at the round table said "most of our players are silver league, the average of robots/weapons is level 8" .... So we tweak MM in Champions.....
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Post by arakos on May 23, 2017 7:30:26 GMT -5
They better inform clearly in game about how you enter LQ, what your status is and how you get out. Otherwise they'll see lots of reclamations when rewards diminish.
Pro tankers are already mostly in NQ, btw.
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Post by Domino on May 23, 2017 9:08:46 GMT -5
The only good out of this update is the LQ rewards. This will have a small impact on tanking however the major are now spending more time fading and with the new League Points, guess what? It's going to get them to lower leagues even faster.
The are missing the point to give incentive to staying in higher leagues.
Also since there are very few people in TT leagues, why not give people more Au/Ag to the day to day grind so that more people end up in TT?
I'm stalled in G2-G1 right now because it takes a life time to upgrade anything past level 9 (both time and Ag) plus the only gold weapons/bots I have with 1000 victories is a Galahad, 2 Orkans and 5th hanger (I never blew my Gold on anything else), at this rate TT will take me 2 more years. Progress needs to come quicker
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LordHolley
Recruit
Posts: 7
Karma: 3
Pilot name: Lord Holley
Platform: Android
Clan: Death Row
League: Champion
Favorite robot: The one I kill you with
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Post by LordHolley on May 23, 2017 9:39:36 GMT -5
I think this is a step in the right direction. Anything that can minimize the benefit of tanking is a good thing and it will improve the overall game play for everyone IMO. Looking forward to its implementation.
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Post by Poopface on May 23, 2017 9:49:03 GMT -5
We don't care about what happened in Champion League. The vast majority of us are in not in it anyway. What we do care is the ?Cow Chips? of Diamond and Expert fighting Champion matches. QFT.
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Post by hi5 on May 23, 2017 17:08:54 GMT -5
Damn it, where's the fix for soft tanking and extremely wide match making at iOS e3? Fix it so iOS e3 don't have to fight masters and champions. I don't mind fighting 10/10s but fighting 11/12s is bull?poo-poo?. A 9/9 can easily get into e3 where he has to ?firetruck?ing fight with and against 12/12s consistently. So not much gold rewards since he won't be able to outdamage 12/12s unless he wants to go for beacon duty in which case silver earnings drop. So basically bottom fodder in games where he will always end up in middle place to dead last, and when you get games where you're one of the few experts among diamonds? ?firetruck?ing 12/12 soft tankers in diamonds and e3. Also, is Medal of Capture still random even though they came up with damage as the defining factor for equal captures? THIS. You're singing my song, same exact situation and same OS. I've hung in at the bottom of E3 for a while but have decided to play more with some of the new gear from the event (let's see what you can do Doc) - which has subsequently dropped me back into D3. Maybe this will be my new strategy. No fading or half hearted playing, but closer to what the old MM was. Field a hangar I like & play my brains out, while building my Expert hangar in the background so I'm ready to not embarrass myself in a few weeks. Without any real incentive to climb leagues I don't see why to prioritize running my best bots every time vs playing what I like and prepping for the next step.
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Post by bagofsoup on May 23, 2017 21:37:13 GMT -5
I don't know what will happen when the league point changes go through, but at least here's what WONT happen when the changes hit:
1.Because damage will become more important than wins or beacons, then light and medium bots and beacon runners WONT disappear, leaving us without more variety in the game and now with only a few classes of heavy bots as everyone goes for big damage instead.
2. Because placing top two in damage, win or lose, is the only safe bet for league points, players WONT get selfish and not help their team win, and WONT refuse to play with their clan mates or platoon with Facebook friends so they can go solo and have a better chance of winning, because now all league points will be averaged together for platooning groups so any platooning group that loses a battle automatically loses league points no matter what, and if you go solo, you have a much better chance of placing top two and getting positive points.
3. Because beacon running now will give a huge +1-2-3 league point bonus, players WILL gladly use their light and medium bots to forgo getting damage so they can try to help cap beacons and help their team win, because it's quite natural to risk losing up to -15 to -22 league points for a 5-6th damage place loss while going for the +1-2-3 beacon bonus... that they also have to share with their platooning team or clan mates if they get it.
4. Because damage is now king, not wins or beacons, players WONT decide to just play it safe and sit back in their mid to long range fury-Natasha-griffin-Leo-carnage-Butch snipers and go for mid to long range damage, so that no one wants to or can run knife fighters anymore.
Therefore I AM SO EXCITED for these new league point changes, you know, the ones that went over so well a few months ago that Pixonic changed them over to what we currently have now, so they could ultimately decide to go back to the same system that we know already didn't work last time. Also, anyone who disagrees with me is completely wrong. Forgot to mention that earlier.
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Chicken Adobo
Destrier
Posts: 93
Karma: 61
Pilot name: W A R L Ө C K
Platform: iOS
League: Diamond
Server Region: Asia
Favorite robot: Griffin
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Post by Chicken Adobo on May 23, 2017 23:32:16 GMT -5
Sorry for saying this, I think Pixonic didn't have a clue on how to run this game properly.
This isn't exactly are the concerns the players have expressed during their "Round Table Meeting" with Pixonic.
This update doesn't make the current MM any better.
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Post by arakos on May 24, 2017 5:25:17 GMT -5
I don't know what will happen when the league point changes go through, but at least here's what WONT happen when the changes hit: 1.Because damage will become more important than wins or beacons, then light and medium bots and beacon runners WONT disappear, leaving us without more variety in the game and now with only a few classes of heavy bots as everyone goes for big damage instead. 2. Because placing top two in damage, win or lose, is the only safe bet for league points, players WONT get selfish and not help their team win, and WONT refuse to play with their clan mates or platoon with Facebook friends so they can go solo and have a better chance of winning, because now all league points will be averaged together for platooning groups so any platooning group that loses a battle automatically loses league points no matter what, and if you go solo, you have a much better chance of placing top two and getting positive points. 3. Because beacon running now will give a huge +1-2-3 league point bonus, players WILL gladly use their light and medium bots to forgo getting damage so they can try to help cap beacons and help their team win, because it's quite natural to risk losing up to -15 to -22 league points for a 5-6th damage place loss while going for the +1-2-3 beacon bonus... that they also have to share with their platooning team or clan mates if they get it. 4. Because damage is now king, not wins or beacons, players WONT decide to just play it safe and sit back in their mid to long range fury-Natasha-griffin-Leo-carnage-Butch snipers and go for mid to long range damage, so that no one wants to or can run knife fighters anymore. Therefore I AM SO EXCITED for these new league point changes, you know, the ones that went over so well a few months ago that Pixonic changed them over to what we currently have now, so they could ultimately decide to go back to the same system that we know already didn't work last time. Also, anyone who disagrees with me is completely wrong. Forgot to mention that earlier. I don't understand this post. Is it ironic? Wish my English would be better...
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sethile
GI. Patton
Posts: 126
Karma: 54
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Post by sethile on May 24, 2017 6:50:03 GMT -5
here's what WILL happen when the changes hit: 1. light and medium bots and beacon runners WILL disappear. 2. players WILL get selfish and not help their team win, and WILL refuse to play with their clan mates or platoon with Facebook friends so they can go solo and have a better chance of winning. 3. Players WONT gladly use their light and medium bots to forgo getting damage. 4. Players WILL decide to just play it safe and sit back in their mid to long range fury-Natasha-griffin-Leo-carnage-Butch snipers and go for mid to long range damagee. Therefore I AM SO EXCITED for these new league point changes. I don't understand this post. Is it ironic? Wish my English would be better... I only speak English and I'm confused. Too many double negatives. I'll rewrite it into positive statements.
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Post by bagofsoup on May 24, 2017 8:15:37 GMT -5
Yeah, I am saying these problems happened last time when Pixonic made it where the top two red team losers got positive league points, and I quite simply hated it. The fact that we are going back to the same system again, that was so unpopular they already took it away once, is not good. They are going to add a little bonus for beacon running this time, but it's such a small bonus that it seems like an insult and shouldn't really help at all.
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Post by barbaroza on May 24, 2017 23:44:23 GMT -5
Sounds good to me
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phoenix232
GI. Patton
Posts: 132
Karma: 74
Pilot name: Phoenix-232
League: Diamond
Server Region: North America
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Post by phoenix232 on May 26, 2017 9:06:56 GMT -5
This update isint going to fix jack, and here's why: -The people tanking habitually know how to avoid LQ. It's not hard. Pixonic is being too soft on them, and LQ detection is way too lax. They need to implement stricter detection. Habitually don't use half your hangar before you quit? Enjoy a 60 second (or higher) cool down before you can match again.
-As someone previously stated in the thread, people want balanced matches BELOW champion. As diamond, I don't want to face elite, master, and champion. It's bad enough there are plenty of 11-12 hangars in diamond stomping my L9 hangar. Which, by the way, if you can't make matches between league players of the same type, you're really having a hard time convincing me the game has a decent player pool.
-There is still no incentive to climb higher. Why do I want to push to Diamond and elite when my damage will only continue to drop? Not everyone has max level hangars, and my silver income is continuing to drop the higher I go. We need *real* rewards, not 'the prestige' of higher league.
In short, another swing and a miss by the developers at Pixonic.
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Post by LITu2 on May 29, 2017 10:28:09 GMT -5
I'm still going to start a thread on Beacon Capping. If this game is a type of capture the flag game, the point allocations certainly don't reflect that. OK, so if my team wins and I've run a Beacon Capper strategy then I'm in with a good chance of 5 gold. But there's only one beacon capping reward. If my team loses and I've focussed on beacon capping my damage score is way down, so guess what, I get a -18 game score. Where's the sense in that?
I have 3 stalkers and I'm leveling them up, with my top one on Level 9. I have no problem taking on a Griff, Carnage, Rhino, in fact any heavy, as long as there's suitable cover, but given their advantage of weapon load and damage level why should the heavies have get a greater chance of points and gold reward than my little Stalker? It's good to hear that there are going to be more points for beacon capping but it would be great if they just leveled up or balanced the scores for hit points and beacon capping, or maybe increase the point allocation for light and medium bots.
The last event was great for introducing new bots on the battlefield but it takes so long to level up new bots and the light and medium bots can't really compete against heavy bots so sooner or later you're going to see them disappear into storage. Make it worthwhile for players to run medium and light bots and it might change the nature of the game.
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Post by Alanbit on May 30, 2017 3:10:20 GMT -5
I'm still going to start a thread on Beacon Capping. If this game is a type of capture the flag game, the point allocations certainly don't reflect that. OK, so if my team wins and I've run a Beacon Capper strategy then I'm in with a good chance of 5 gold. But there's only one beacon capping reward. If my team loses and I've focussed on beacon capping my damage score is way down, so guess what, I get a -18 game score. Where's the sense in that? I have 3 stalkers and I'm leveling them up, with my top one on Level 9. I have no problem taking on a Griff, Carnage, Rhino, in fact any heavy, as long as there's suitable cover, but given their advantage of weapon load and damage level why should the heavies have get a greater chance of points and gold reward than my little Stalker? It's good to hear that there are going to be more points for beacon capping but it would be great if they just leveled up or balanced the scores for hit points and beacon capping, or maybe increase the point allocation for light and medium bots. The last event was great for introducing new bots on the battlefield but it takes so long to level up new bots and the light and medium bots can't really compete against heavy bots so sooner or later you're going to see them disappear into storage. Make it worthwhile for players to run medium and light bots and it might change the nature of the game. There have already been threads in this forum about the unfair treatment given to beacon cappers by the game. Pixonic invited 15 players, representing all of us, they put on the table this problem and the urge to improve the cappers role. Pixonic said yes, they commited to give beacon cappers quite more relevance so people will have different hangars becouse capturing beacons will be worth. They kept their word... so now they give you 1 to 3 league points for beacon capping.
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Post by LITu2 on May 30, 2017 5:39:43 GMT -5
I'm still going to start a thread on Beacon Capping. If this game is a type of capture the flag game, the point allocations certainly don't reflect that. OK, so if my team wins and I've run a Beacon Capper strategy then I'm in with a good chance of 5 gold. But there's only one beacon capping reward. If my team loses and I've focussed on beacon capping my damage score is way down, so guess what, I get a -18 game score. Where's the sense in that? I have 3 stalkers and I'm leveling them up, with my top one on Level 9. I have no problem taking on a Griff, Carnage, Rhino, in fact any heavy, as long as there's suitable cover, but given their advantage of weapon load and damage level why should the heavies have get a greater chance of points and gold reward than my little Stalker? It's good to hear that there are going to be more points for beacon capping but it would be great if they just leveled up or balanced the scores for hit points and beacon capping, or maybe increase the point allocation for light and medium bots. The last event was great for introducing new bots on the battlefield but it takes so long to level up new bots and the light and medium bots can't really compete against heavy bots so sooner or later you're going to see them disappear into storage. Make it worthwhile for players to run medium and light bots and it might change the nature of the game. There have already been threads in this forum about the unfair treatment given to beacon cappers by the game. Pixonic invited 15 players, representing all of us, they put on the table this problem and the urge to improve the cappers role. Pixonic said yes, they commited to give beacon cappers quite more relevance so people will have different hangars becouse capturing beacons will be worth. They kept their word... so now they give you 1 to 3 league points for beacon capping. Its good to know that they've noted this, and I saw in Dredd's post what the new points structure will be. I thought about the situation long and hard after posting and I realized that I don't want to climb too quickly as there's still a lot of work to be done upgrading my hangar. Losing a bunch of points will help keep me in the right league. However it would be nice if the gold was split evenly for damage and beacons. So maybe 5 gold for 1st and 3 or even 2 gold for 2nd highest scores for both damage and beacons.
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Post by Alanbit on May 30, 2017 10:05:12 GMT -5
There have already been threads in this forum about the unfair treatment given to beacon cappers by the game. Pixonic invited 15 players, representing all of us, they put on the table this problem and the urge to improve the cappers role. Pixonic said yes, they commited to give beacon cappers quite more relevance so people will have different hangars becouse capturing beacons will be worth. They kept their word... so now they give you 1 to 3 league points for beacon capping. Its good to know that they've noted this, and I saw in Dredd's post what the new points structure will be. I thought about the situation long and hard after posting and I realized that I don't want to climb too quickly as there's still a lot of work to be done upgrading my hangar. Losing a bunch of points will help keep me in the right league. However it would be nice if the gold was split evenly for damage and beacons. So maybe 5 gold for 1st and 3 or even 2 gold for 2nd highest scores for both damage and beacons. Well, I tried to write an ironic post, with an ironic applause to remark it. The fact was that most of players asked Pixonic for more relevance for beacon cappers, meaning more gold or silver to make the work of capping be really worth. Pixonic said that they'd do it and just announced that they'll reward them with 6 sad and useless league points. I agree with you, I don't want to climb the leagues in a rush, I want to play enough in every stage to enjoy and deeply develope my robots/weapons, even trying odd combos. I'd tell you what Pixonic could do with this 6 league points, but moderators will ban me for a week so I won't. I'll just say that without gold and silver beacon capping is an undervalued feature of the game, and so it will be after the june update...
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Deleted
Deleted Member
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Post by Deleted on May 30, 2017 11:19:40 GMT -5
So, everyone here has said why this won't work, which is great, cause I don't have to now. What I get to say instead is what WOULD work as a solution to most of the LQ' problems:
First, I hate the LQ, I ended up there without a notification because it also takes into account network outages as leaving which is the purest, smelliest bs I have ever smelt in any game implementation. My vote is to simply kill the LQ, it's just a bad concept that will only ever work on paper, but never in real-life.
Second, for the love of [insert favorite deity in here, mine is Sheogorath] put everyone into TIERS based on their hangar levels. That IS something that did work with the old MM system, is you would never face anyone outside the level requirements. So, as a simplified version of the old MM, just use the max level of anything in your hangar (either bot or weapon, whichever is higher). Instead of having the complex equation to calculate hangar level, like we did previously (which is why the old MM sucked, because clubbing got real bad with the weapon/bot discrepancies in the MM calculation), JUST use a hard cap, ```gather all levels of equipment in hangar, find highest value in that array, if highest_value_in_hangar > Tier 1 requirement, bump to Tier 2, check again, until you found your Tier``` would be the best implementation, since it will be less likely anything here will break.
You can have multiple kinds of tiers if you wanted, but because of drastic level discrepancies in bot/weapon performance at higher levels, I now recommend this version of Tiers:
Tier 1: levels 1 - 2 Tier 2: levels 3 -4 Tier 3: levels 5 - 6 Tier 4: levels 7 - 8 Tier 5: levels 9 - 10 Tier 6: levels 11 - 12
Here's what Tiers directly solves:
Clubbing with higher level bots. Directly affects this by saying, "hey, low level bots can never be your opponents with those high levels in your hangar." 'nuff said.
As both zeus and hi5 have posted, there is a huge discrepancy in bot performance at higher levels. By making it so level 9s only ever face level 10s, BOOM, discrepancy gone!
With the way the current MM works, it bases everything off the league points players earn. By adding in this Tier system to the mix to help find more reasonably leveled players, you now have the liberty of using the points more liberally, as Pix is currently trying to do, without completely throwing off the MM system (as Alanbit posted, "I'm afraid I'm going to go higher that I should, because they are giving league points away for everything!"). Now you don't have to worry about your levels of bots in specific leagues.
The best way to think of this last point is like this: there needs to be two ranking systems in this game to more accurately identify good players. One ranking system, the current MM using leagues, best identifies the quality of the player, but takes ZERO input from the darned hangar! Tiers, however, ranks the hangar, which takes that variable into account for us. This means that a Champion level player using a level 8 hangar will be more accurately rated in his games because all the outlier wins/losses that come DIRECTLY from either fighting level 11s or fighting level 5s (an exaggerated example to show the lopsidedness of a person's hangar, which we all know has happened in-game many times before) are removed from that statistic. Many less outliers existing in the league points will better place players in their respective leagues.
TL;DR: Tiers fixes most of the current MM problems.
Now, as an afterthought, let's talk about a glaringly obvious drawback to the use of tiers: the number of players that can be found matching those exact criteria may be lower than is generally wanted, and finding matches using this system could be complicated. For that, I leave it up to the forums to discuss.
Also please give critiques, I want to know what people think of this concept.
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Post by LITu2 on May 31, 2017 10:40:21 GMT -5
Its good to know that they've noted this, and I saw in Dredd's post what the new points structure will be. I thought about the situation long and hard after posting and I realized that I don't want to climb too quickly as there's still a lot of work to be done upgrading my hangar. Losing a bunch of points will help keep me in the right league. However it would be nice if the gold was split evenly for damage and beacons. So maybe 5 gold for 1st and 3 or even 2 gold for 2nd highest scores for both damage and beacons. Well, I tried to write an ironic post, with an ironic applause to remark it. The fact was that most of players asked Pixonic for more relevance for beacon cappers, meaning more gold or silver to make the work of capping be really worth. Pixonic said that they'd do it and just announced that they'll reward them with 6 sad and useless league points. I agree with you, I don't want to climb the leagues in a rush, I want to play enough in every stage to enjoy and deeply develope my robots/weapons, even trying odd combos. I'd tell you what Pixonic could do with this 6 league points, but moderators will ban me for a week so I won't. I'll just say that without gold and silver beacon capping is an undervalued feature of the game, and so it will be after the june update... I sort of missed the irony in your post but had a chuckle when you explained. We're together on this! Well if Santa won't give me extra silver or gold at the very least he should show my capping average. On the hangar page you get the damage points average, win average and number of bots killed average but no capping average. So if run 2 or 3 stalkers I'm always at the bottom of the game score page and my squad or clan mates have to think I tanked or something. Its crazy!!!!!!!!!
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