Tebu Gan
Dem Durrty Boyz Renegade Alliance
642
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Posted - 2014.03.07 15:04:00 -
[1] - Quote
Matchmaking This thread got me to thinking about matchmaking, so here's the idea I'm mulling around in my head. TL;DR at the bottom!
The Robot Devil wrote:Gan
I like it. Adjusting the numbers is something for a pro not me. I would like to try to stay away from a system that only allows one tier in a certain area. I would hope giving up a module to be able to fit a better weapon would be an option.
Player numbers is a problem but so is the endless stomping in proto suits. Core skills will make the higher SP player better in an area that somehow restricts fits but that is the price of greatness and I don't see anyway around it.
About the being restricted to tiers, I was thinking the same thing. Allowing for some overlap in the overall allowed meta would let a player to mix gear at different tiers. But that got me thinking about something else, why would you not want to mix tiers of gear. I know why I would, as it's beneficial to a noob in it's learning. At the same time, with core skills, a SP invested player can fit much easier than a noob.
But I have another idea that goes along with this one. (no doubt I will be making a separate post about it as well when I get time)
This is a very competitive game. At least when Proto is matched against Proto. So I would assume that matching STD to STD and ADV to ADV would make for very competitive games as well. But by doing so you split a small player base, increasing que times. Which I'm afraid is unavoidable at this point if you want an influx of new players to stick around. New players need a way to actually BE competitive, so that they will stick around.
My main idea are Leagues. I've got Starcraft 2 on the brain with this one. There will be 2 modes of play, one a "RANKED" match the other Unranked or freeplay.
Ranked matches RANKED matches are your try hard matches, where you fight for standings within a certain time period. Results would be glorified and posted on the forums for all to see.
I would also put an emphasis on squad play, where you can register a squad to compete within a given league. While you will have solo stats tracked, squad stats are tracked separately for the league. When you register a squad, you register a roster of players to compete, as well as creating a Squad name to be used on the leaderboards. A roster let's say can consist of 8 players.
You have 3 tiers to compete in, each with varying risks, but greater rewards as you risk more. In each tier you are limited in your allowed fits based on meta total (or another number assigned for this purpose).
Unranked Matches Matches where tiers are irrelevant. Just like our current "Pubs" system, no limitations or restrictions.
A few issues that come to mind, vehicles. How can they be worked into this kind of system?
But with anything competitive, you need some sort of structure, to create that competitive environment. Our current system isn't it. Currently, it glorifies the "Stomp". While core skills will make a difference within match tiers, that difference is hardly as huge as the same with core skills AND proto gear.
TL;DR Break matches into ranked and unranked. Ranked matches consist of different tiers, MLT/STD, ADV, PRO. Tournament style matches, competing for the top spot within a given time frame.
While you can go for ranked solo, going with a squad will be where the glory is at. Squads register, creating a squad name (for the leader board) and a roster of allowed squad members. Then you go and compete for the top spot!
Unranked are basically the way our system works with Pubs now.
This is a positive change, not just for noobs, but vets as well. Giving noobs somewhere to compete, and actually allowing vet's some competition(rather than the stompin).
Tanks - Balancing Turrets
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