This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
Played a few games last night and would love others to confirm.
Seems wins and losses were capped at set point increments with zero performance based variability.
24 for a win, -6 for a loss.
Anyone who has gotten out of Bronze does this remain accurate?
There are cartainly concerns with this format (if the points remain the same).
Primarily, you don't even need a 51% winrate to keep advancing, you just need to win 26% of your games and eventually you can grind upwards. Only losing 1/4 points for a loss does not seem punishing enough. Again, this could change at higher ranks I expect.
But mostly (and I know this is a first iteration beta format) the idea that personal performance means nothing, is very frustrating to a ranked experience. Carrying means nothing, being carried means nothing, being rewarded for excellent play is one of the most sure fire ways to keep players coming back.
My ideal ranked format functions like this:
Wins = point gain, Loss = point reduction (the specific point ammount is calculated by the variables below).
Point /- is adjusted bases on your team's average rank (mmr) compared to the average rank of the opposing team (eg. Losing to players better than you equals less points loss, winning against a 'better' team equals more point gain).
Points should further be adjusted based on your performance vs your teammates. Average elims, downs, assists, revives, damage dealt etc. Additionally these stats should take into account utility use and effectiveness. Eg, enemies revealed, damage soaked up, grenades denied, enemies slowed etc.
That above number should be calculated in conjunction with the average stats of all rogues at your rank. Eg. Say you are playing Saint at bronze 4, while your stats should be compared to your teammates, it should also be compared to the average stats of ALL Saints at thank rank. Say the average revive count is 4, and you got 8, clearly you were playing above the average. This will help counteract ONLY judging your stats to your teammates, because some rogues will inherently do more damage, some will offer more utility etc, and we don't want to punish more support/intel driven Rogues.
The reason all this matters so much because as the current system goes (assuming roughly equal point spreads at higher levels). This isn't an actual ranked system, it's just a grind. People in diamond won't necessarily be the best of the best, they will just be the ones who played the most, and that isn't what ranked is all about. It's about determining who the top players are.
25 years in gaming, 12 years competing in esports, 5 years working in esports full time, I have to say this game has SO much potential. A great ranked will be the cornerstone for that, and hopefully with good development and iteration we can get it there!
Subreddit
Post Details
- Posted
- 4 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/RogueCompan...