How to quickly help the Ranks system?


(Glot) #1

The player count for MM is very low. It takes up to 20 minutes to find a match. We need more players to play MM. We have incorrect ranks almost all of us. I as gold2 am better than some cobalts and not better than some silvers. And ranks do not change as fast as they should have to get to the correct spot.
This is a vicious circle. In order to get system to correct place, you need more players, but in order to get more players you need a correct system!

SO my suggestions are:
an alternative to the MM thingy, a good old PUG system.

  1. You press “Play Competitive Pick-up game”
  2. you go the the PUG creation page, where you see hunderds of other PUG-searches with their current ELO.
  3. you have buttons
    -quick join unfinished PUG lobby
    -create PUG (all ranks or a restricted ranks check boxes - lower and/or higher than xx are not allowed) you can name a pug for easy search.
    -pug browser (unfinished lobbies only)
  4. within a PUG lobby you have 2 captains (2 players, who were captains for most times OR (if non of them was) - 2 most ELO players) and a button vote for different captain.
  5. then you play a pug (copy taste the DBN system ?)

why this is any better?
-it is a freakin PUG these games are usually far more balanced than any automatic MM
-it is ranked, so the ranks will become more correct.

OR

Ranked servers with 5v5 rule and Rank-based shuffle. and no MM-waiting.
Several Spec slots will be also hugely helpful.

this is much more easy way to make ppl play ranked matches. and there will be no 5premades vs solos ever (bacause of ranked shuffle every match)


(wolvie) #2

The sole problem with MMing nowadays is just the player base. Wait till the player base grows and ranks will soon start to appear more accurate along with more balanced matches. If you really feel you wanna care about your rank with the system can’t work then lobby with a clan or 5-man.


(Glot) #3

imho this is not that simple. The player base for ranked games will not grow by itself, because very little ppl will be willing to wait for 20 minutes. myself included.
i think that even 10 minutes to wait for a single match is already too much to ask from a player.


(cordovanJive) #4

I haven’t seen any game use a competive server browser before. He is right, the reason competitive is down is because of the player base just not being there. This game doesn’t work the best as a competitive game due to a few things, RNG, the f2p model, etc.


(Szakalot) #5

none of that; reasons why competitive doesn’t work is cause of premade stomps, cheaters (a lot better now but scared people away at the beginning) and crashes/bugs


(Glot) #6

yes, the number of player is the key element. but the MatchMaking system is not self-congruent enough to grow to normal track by itself. exactly because of low player numbers.
that is why i suggest to help the system.

both suggestions will help it, and both are meaning ful features. Ranked 5v5 servers are a good alternative for Stopwatch pub. and PUG system is a proved tool to get as balanced matches as possible.


(cordovanJive) #7

null
Preset queues happen in every game, and I think you’re overestimating how many players queue together. Besides, you can still easily win against a preset team. A preset team doesn’t make them instantly win, it might make their communication a bit better, but that’s the fault of the players. Use your headset. There are preset teams in CSGO, and it’s never been the end of the world there either.

Like I’d said, the problem is nobody wants to play competitive in this game.


(Glot) #8

[quote=“cordovanJive;103974”]null
Preset queues happen in every game, and I think you’re overestimating how many players queue together. Besides, you can still easily win against a preset team. A preset team doesn’t make them instantly win, it might make their communication a bit better, but that’s the fault of the players. Use your headset. There are preset teams in CSGO, and it’s never been the end of the world there either.

Like I’d said, the problem is nobody wants to play competitive in this game.[/quote]

not legit to compare low ttk CS and high ttk DB, where the crossfire matters to much higher extent. Premade is not only comunication, it is mostly pre-discussed and pre-played for several times tactics.


(cordovanJive) #9

It doesn’t matter if CS is a low ttk game or not, that just means you should have even more leeway in this game, especially considering you can respawn.

I just don’t see premade strats working too much in DB, DB is too much of a dynamic game it feels. Especially on modes like pushing the EV. The only advantage I’d see in prequeues other than general comms is being able to have rhe perfect class setups. So that everyone has all the right mercs for their duties. Which is just an issue with the games free to play model making the game harder to balance for.

Edit: I would use the quote system, but it keeps coming up as a “null” sorry for that heh.


(3N1GM4) #10

[quote=“cordovanJive;104020”]It doesn’t matter if CS is a low ttk game or not, that just means you should have even more leeway in this game, especially considering you can respawn.

I just don’t see premade strats working too much in DB, DB is too much of a dynamic game it feels. Especially on modes like pushing the EV. The only advantage I’d see in prequeues other than general comms is being able to have rhe perfect class setups. So that everyone has all the right mercs for their duties. Which is just an issue with the games free to play model making the game harder to balance for.

Edit: I would use the quote system, but it keeps coming up as a “null” sorry for that heh.[/quote]

A low ttk basically negates crossfire situations. There is no strategic advantage to crossfire when it only takes 2 bullets to kill someone. But when it takes 10-20 that crossfire plays a massive role.

If you think premade strategy doesn’t work, then you’ve never faced premade strategies.

You start with a medic and a fire support. Even with people having all the mercs, these two are arguably the most valuable to your team. With free rotations there is enough to fill every roll you need.

The biggest problem with comp mode is soloing. Rarely do people join on and want to play as a team. I used to solo A LOT and had a win percentage of around 56% (104/81) because people would just go do their own thing. Solo bomb plants will always get defused, solo players rarely get revived, and solo players usually run into two enemies which guarantee death.

After getting some good team players on the friends list, that win percentage is around 87% (34/5) since friday night.


(cordovanJive) #11

Can you explain what you mean by crossfire? Do you mean when two people watch one position? Because that’s actually a large bit in the CS games, whenever you both know the area the enemy will *most likely come from.

Though I do suppose in most situations youd be watching a different position so nobody can sneak behind. I don’t think you can realistically say crossfires wouldnt give an advantage, as it would mean two targets for one person, where for the most part they’ll get a kill then die right after.

But for example in B site Inferno, two players always hold up a crossfire onto the entrance into site (as there’s only one entrance, unless T’s can manage to get mid control, go arch, and come behind onto B site through CT spawn.)

Trading on entries is a big part of T side. The entry frag is hoped to get that kill, but in the event that he dies the support behind will take the trade. A trade being seen as a positive when on T side as it means you now have some access onto a site plus even player numbers.

Sorry for the rant on tactics in a game were not even talking about, haha. But I play that a lot so it’s a bit close to me. I’ll keep on topic now if I can :stuck_out_tongue_winking_eye: