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Posted - 2013.10.18 14:59:00 -
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calvin b wrote:I agree meta level. You add up your gear by meta level and you get a sum. Off that sum you are placed in a match. If you want to run a Duvolle on a scout suit well, lets say you are going to probably be facing other protos. Now if you run base AR with a solid suit you are going to fair better than the scout in most case's.
That seems like a good basic system, but it 's not necessarily that simple. For instance:
- People generally have a large variety of fittings, with varying total meta levels. Most players wouldn't want to choose one fitting and stick with only that for the rest of the match. Ie. you'd have to choose a meta level bracket, as in "up to 30 total meta" and then be placed in a match based on that, not choose a particular fitting.
- This would demand that CCP make a system that disables any fitting with higher than your chosen meta level bracket for the current match.
- Passive skills are still not taken into account. With a handful of those upgraded, an experienced player is still likely to stomp newer players, even if they have the exact same fittings. As an example, I have my SMG proficiency upgraded to level 2 and a bit of sharpshooter thrown in. My humble Toxin SMG blueprint is quite a lot more effective now than before I skilled into SMG operation beyond level 1. In the same vein; biotics, armor, shield and scanning skills all give pretty significant bonuses that are very noticeable on lower level fittings.
- As has been mentioned before, the player base is too small ATM to support any finely meshed match making. It would probably have to start out with just two groups: up to X total meta level, and limitless meta level. And even then it would probably be a challenge to match people up quickly enough. The number of players in those two groups would probably fluctuate throughout the day and week, not necessarily in sync. I guess a possible preliminary solution to this could be to name the two groups "Limited total meta level" and "Unlimited total meta level", and have the exact crossover value fluctuate depending on how many players were trying to find a match in either group during the last Y seconds.
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Posted - 2013.10.18 15:05:00 -
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BTW: Someone suggested in a different thread - I forget who and where - that WP given for kills varied according to who you killed and in what gear you did it. Ie: if you kill someone in mostly militia gear while going full proto, you get a low amount of WP. If the other way around, you get significantly more. This would at least reward newer players when they do manage to kill a proto stompers, and make it less worthwhile for protos to go pubstomping. This seems like a good idea, I think, but would probably work a lot better once FW is reworked to provide better rewards and something meaningful to do for proto vets. |