Ranked Divisions


(dnbradio) #1

Well topic says it pretty much … The idea is after the 10 placement matches to be placed in a division. There will be a few divisions which you can climb: Low|Mid|High … Your stats will be based on how you work towards obj, your XP, your revives and basic support and ofc K/D ratio. So the guys that end up on the top of the scoreboards in the 10placement matches will be placed in the Mid division from where they can climb up to the top division. Everyone will still have their ranks with their trinkets. But each rank will be for the Division they are in.

New players will be placed obviously in low division with other new players which will balance the game and the rest can have also balanced games and not like it is right now: Elite’s getting unranked and so on.

Trinkets will be with the same names and stuff but diffеrent looks.

And also if someone leaves the game should get penalty of -10k credits or smth like that because there are many leavers and it’s annoying. AND if someone leaves and new player should take his place imo


(Runeforce) #2

Is this not sort of how ranked already works, with different tier ranks (bronze, silver etc.,) just with different labels? Except you suggest ranks to be more influenced by individual XP and KDR pr. match, contra w/l and your skillrating compared against the skillrating of your opponents.

All I see your suggestion doing, is removing some of that finer granularity that were introduced in skill range in the last patch, which will lead to f. ex. you would ‘suddenly’ be bumped an entire division, which will lead to more unbalanced matches, because of the non-variable extra endcaps that would artificially be inserted into the model.

But I might just not get it.


(dnbradio) #3

Ehm… after u reach elite in 1st division u will go up to next division is what I meant


(Runeforce) #4

I am pretty sure the matchmaking algorithm already works in a similar fashion internally. It starts out searching for opponents in a small range, then to gradually expand to a finite max search range, but all ‘max range’ means is the algorithm will not expand further, and therefore not pair you up with/against players outside of it, (with the exception of ‘unranked.’)


(dnbradio) #5

It doesn’t work like that … if u win you rank up, if u lose you rank down… thats about it


(ZGToRRent) #6

Community is too small to split it even more OR I just don’t understand correctly your idea.


(Amerika) #7

The rank system is already a lot like this but it’s presented in a more granular fashion. The current rank system is typically favored simply because you know exactly where you stand due to all the different ranks. And people like achieving rank-ups more often. Quite a few game devs (not SD that I’m aware of) have spoken about that topic.

However, I do agree entirely that your placement should include your performance in many different categories as opposed to a simple win or a loss. Right now the system only cares about wins and losses I believe.

And yeah, penalties for leaving should be harsher. But I’d wager SD is fairly worried about stability as there are a lot of disconnect scenarios (and inability to reconnect) that has nothing to do with the player. And punishing those would be hard to justify and a community nightmare that might be worse than people leaving.