Cimba wrote: ↑Wed Jul 28, 2021 6:48 pm
Why does everything need to be accessible by just dumping enough time in it. Regardless of your effort/performance?
And its not like you need only top players. Currently you can face groups with vastly different skill level if you talk to the guys and girls.
I never wanted things to be accessible with time only, but since you can get pretty much everything in the game with time only, it should make sense ranked not being the exception here.
But I talked (plenty) about how to reward effort and performance, just read my previous posts about it
.
Basically you have effort done by grouping with adequate teammates (again, see the pop and amount of casuals to be sure it takes efforts when you are not in a hardcore guild), and about performance it's about how you managed the match, in summary :
- getting obliterated in the first minutes = no mmr gain, but not much gain either for the winners (no glory, few reward),
- but if you battled for the whole 10 min and managed well, be it a close loss or win with one kill on the last minutes = good match, both sides should be rewarded with mmr progress, and not penalized as if they lost badly.
Does that sound too unreasonable ? People always think we want everything now and without time/effort ?
I'm actually suggesting a middle ground here, where casuals and hardcore could have real incentives, instead of bottlenecking rewards behind hardcore play, wich only concerns about 20 people around here, and is by no way a healthy way to engage a consequent part of the community into competitive matches.
If nobody want to fight on the long run, no matches for anyone. Its as simple as that.
Another way to go could be, IF you want to keep the current 1k mmr entry barrier :
- from 0 to 1k, you could not lose mmr (ie. a severe loss could be zero mmr gain, but no penalty)
- from 1k to 3500, you now can alter your mmr, the lower limit being now 1k (or maybe a bit less, dunno).
Now you got a system that will incentivize people to continue the matches, knowing they will go to the base to start collecting insignas.
You give people enough time to strenghten themselves with proper gear and knowledge for the first X matches, then you can start to divide players by mmr rank to balance a bit.
Insignas will still require to win, so people will actually fight for, but since after some time they know their rank is assured, they have less pressure about loss, and will still queue instead of just leaving.
Its win-win for everyone, and could ensure perennity of the game mode in the long term.