Pub, ranked. Maybe something else?


(blisteringOwlNest) #1

So I was thinking that a lot of dirty bomb complaints are about balance. A big part of this is (in pubs) people dropping out of servers after a match. I don’t know why this is, but it is a big problem, as it is the most appealing and quickest form of play to the main stream audience.

And with ranked, solo queing doesn’t end well, and team queing is mostly boring (due to stomps) and long.

So here are some thoughts to help rectify the situation.

First, a new type of play, where a penalty is give to leaving half way through a match. Also, the rewards in comp given to it, but with no effect on your rank. Maps are also auto picked, and a shorter warm up time.

Second, change pubs to be more streamlined like above, with random, instant maps, less warmup and possibly rewards for consecutive play (e.g. 500 credits per 5 consecutive matches)

That’s all the ideas I’ve got so far, and feel free to comment on my ideas or share your own. I do believe dropping out leads to many problems, so any attempts to discourage it would be very beneficial to everyone.


(LifeupOmega) #2

Why not just fix MM, split solo/team queue, and make it worthwhile to play, instead of adding more stuff?


(blisteringOwlNest) #3

Just a suggestion, probably a silly one. I lean towards the second one, but the first one was just a fleeting thought


(watsyurdeal) #4

I really don’t see the point in doing that, the natural progression of player skill coincides with the type of environment they are looking for. For example, in order from low skill to higher skilled environments.

Training Grounds (barred off places for new people)
Community Pubs and Servers
Ranked Matchmaking
Private Matches and Pick Up Games
Tournament Matches (open)
Invite Only tournaments (LANs)

Exactly in that order, I feel like trying to brute force new or intermediate players isn’t the way to go.

People will gradually will seek challenge as they improve or take the game more seriously as they get better, it has to be a natural progression. I find that the more you force people into competitive, the less likely they are to stick to the game, it feels like they’re being robbed of the option of how much they want to invest, both in terms of time and money.