emtbraincase
Falconpunch Hatesurfers
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Posted - 2013.06.17 08:57:00 -
[1] - Quote
I like the Tiers (for lack of a better word) as an option. Here's my idea (probably mentioned by someone else, but haven't seen it).
First, the match selection screen (Not counting Corp matches) would have 1 extra column that lets you know what tier you are qualified for. The tier you are open for is based on several factors which I think should be doable as a real-time stat. This value would change based on the "quality" of those who are joining your squad.
Here is how the value would be obtained: Take all/most of the metrics mentioned in this thread that contribute to uneven matchmaking. This should definitely include at least the fillowing basic values. 1. Total obtained SP as a % of top SP earner at the start of the daily reset or a max value whereby crossing it puts you in this sections top bracket. 2. % max of all weapon/suit/vehicle available in any 1 branch. This means that if you have any proto weapon unlocked you are in the weapon top group and the same on suits and vehicles, and in true Dust fashion all it would take is a single proto item to kick you to top tier in this category. 3.The actual time playing the game as well. It may be difficult, but it could be easily taken as a % based off whatever timeframe you wish (expected learning curve, the longest any account has been playing, or something similar). This is a value of time actually in combat, not how old the character is (that's what SP is for. This keeps a relative Dust-noob with 3 mil SP, like myself, from being thrown to the wolves with no idea what to do. (This happens when playing the early release beta and not touching it again until a week and a half ago, and I know I'm not the only one.)
When in a group, the average of all squad members would yield yet another value. This squad value would then dictate the competition in the match. These 3 values could easily keep most noobs and protos away from each other, with very few exceptions. The only one I could imagine to cause this (which means I'm not thinking hard enough), would be a proto, long-term player squadding up with 5 hopeless noobs to bring down this value. Even in the mid-tiers, I would expect this to keep 1 side from being mostly full of proto while the other is barely out of the academy.
Again, this is likely to get torn apart since I'm not a dev or have anything to do with the game, I just think it takes most of the ideas and puts them into a single metric to keep people progressing. I also realize this ignores several factors, but for simplicity's sake I did just that. |