When Over Committing Paid Off


(N8o) #1

Aside from these sad players, I have a serious discussion to pose:

What do we do with the higher level players? Regular servers are easily dominated by experienced players, and queues in competitive can take upwards of 3 hours, which nobody wants to wait for.

Now, your counter argument can be made that we can place them in lvl 20+ servers, but this will divide the small player base too thin. This can be evident by the lack of people playing in Lvl 10 Min servers (for the most part, though they are currently active on 11/11/15), and I only see players that are 20 or above at a rate of about 1 in 40-50 players.

Currently, I see no good system other than searching out scrims on the DBNation.gg forum/website. This requires a decent amount of effort and even those aren’t active 100% of the time.

What is everyones’ thoughts? How can this problem be solved so newer players aren’t crushed and have a chance to learn the game beyond the depressing low-effort level of ‘5’. This isn’t helped by throwing players into execution headfirst as they start, even if you are attempting to show off your new game mode.


(HunterAssassin5) #2

server browser shows twice as many servers for execution compared to objective and stopwatch combined. its fun, i agree. fast, intense, the works, but i have to collect and extra 1k credits from playing obj and stopwatch, yanno?

anyways, i dont know what can be done. i think the easiest way is to restrict players under lvl 5 from playing on any server besides max lvl 5 servers, but the jump from max 5 to no lvl restrictions/min 10 might be a bit of a stretch. just watch how lvl 5s play for a single round of execution and you can see they learn the ropes pretty slow. i got a lvl 5 proxy staring at the bomb as a lvl 3 skyhammer defuses one time.

imagine my fear when i once saw a 51 enter the server. everyone else in the server was like lvl 5, lvl 13, lvl 24…and then there’s just a 51 sticking out like a sore thumb.


(SiegeFace) #3

I see high levels all the time, sometimes traveling solo, sometimes pub stomping with other high level players, I would call them bullies tbh xD

Stricter and enforced autobalance (even with parties when and if that ever gets added) would be a step in the right direction, and also killzone areas so like in the video you cannot get that far ahead in the map or enter the enemy spawns, again not a complete solution but would certainly be the 2nd step on the pilgrimage to balanced games.

Also what @TheRyderShotgun said, restrict level 5’s from joining free-level servers (or at least when not partied with friends, as that could be a pain. Maybe have a 2nd tier of leveled servers also?

  • Max Level 5 Servers (All solo players must play in these servers until they reach level 6, maybe give a credit bonus or something for reaching level 6 if there isn’t one already)
  • Max Level 10 Servers (again solo players lvl6-10 must play in these and add some bonus for reaching level 11)
  • Free level servers (Level 10+ or mixed level parties only)
  • Min Level 15 Servers
  • Maybe some solo servers, for those without parties also? Think shudder Mercenary mode from cod.

Just a ramble really, feel free to nitpick at the ideas.


(OmaGretel) #4

I also think max level 10 servers would be a good idea. Judging from my experience most players are struggling with the game basics until they reach at least level 7 or 8. Even players with good aiming (or even good movement) do those newbie-mistakes before that level, like standing in airstrikes all the time or trying to knife a nader etc.
So I say give them a better noob-protection with max level 10 servers so they can learn the basics without getting stomped. After level 10 levels don’t really matter anymore imo.


(HunterAssassin5) #5

yeah, by lvl 10, most players know the basics of wall-jumping, running with knife, abilities of most if not every merc(they definitely looked the merc lineup over thinking which merc to buy next several times) and maybe a little longer on how to toss ammo bags XD


(Csquared) #6

PUGs are always a viable option for those people

As far as actually built into the game goes, them adding leagues or a ladder system would be delusionally optimistic but they could easily just fix comp by simply making it more appealing to play. Hour long queues are a complete joke but the old system wasn’t exactly great either. The pool the matchfinder draws from is simply too low, there needs to be more people playing the mode but that’s not going to happen without serious changes.

Adding rewards and incentives for playing comp is a no-brainer that should’ve happened months ago. They could also try tweaking the system - making it more serious/tactical by enabling friendly fire, draft options, etc. I don’t think it’s a stretch to say these changes would likely bring in some of the high level crowd and give them a viable alternative to pubbing when they don’t have scrims and the like going on. Instead they’ve sat back doing nothing and will probably continue doing so honestly


(bontsa) #7

I do think too that some kind of “maxlvl10” servers would serve a good purpose. People who would catch the game’s mechanics, aiming habits and what-nots faster than your average Joe/Joanne and not feel destroyded (or have the right mindset for facing defeat) when playing against more experienced players, will most often usually deliberately search for more tougher opponents by obtaining more knowledge of how to get into playing with these tougher-to-chew foes.

They look for server browser more intensively, they search for scrimming and PUGging, matchmaking and all that kinds of stuff more eagerly if they find the game interesting and most importantly, voluntarily. Because they want to and not because they’re feeling like obligated due daily mission goofery or such.

What I think causes most frustration while learning DB are the abilities themselves, experienced for the first time. If you get introduced them when they’re used to their full potential, e.g outc1der using airstrikes, you’re bound to have extremely infuriating time. If however you’ve seen hundreds of more or less good airstrikes before that, you know how they mostly work and what killed you when getting ninja-striked. While it can be still annoying yes, it’s not like you’re left puzzled for days whattehfudge just happened there.

So basically we would still have people who stay on maxlvl10 servers until they’re level 11. By that time they’ve racked so many hours that even if they get absolutely shreked, it isn’t because e.g “whattehell was that that just killed me accross the map??” when getting their face introduced to light-speed travelling plasma projectiles, but rather by something they knew about already => hence this induces more of a “how to dodge/prevent this next time” rather than “wtf was that” thinking process, such making less frustrating experience.

We would also have people who have gotten their wtf moments earlier, or never had them because they catched the possibilities of certain abilities/mercs/maps/stuff the moment they were introduced to them. These people more probably will seek on their own for free-for-all servers earlier to face the +10 players out of curiosity and join the jolly group of minlvl10 dwellers the moment they hit the mark.

To let people have their wtf moments in less frustrating setting, quickjoin should definitely look more at player level when placing people in servers, hence putting levels 1-5 into maxlvl5 servers with only exception being if they are full. And with this possible change of having maxlvl10’s, quickjoining them into those until lvl11.

TL;DR: Yay for maxlvl10 servers. Nay for current Quick-join function.


(N8o) #8

[quote=“Csquared;108461”]PUGs are always a viable option for those people

As far as actually built into the game goes, them adding leagues or a ladder system would be delusionally optimistic but they could easily just fix comp by simply making it more appealing to play. Hour long queues are a complete joke but the old system wasn’t exactly great either. The pool the matchfinder draws from is simply too low, there needs to be more people playing the mode but that’s not going to happen without serious changes.

Adding rewards and incentives for playing comp is a no-brainer that should’ve happened months ago. They could also try tweaking the system - making it more serious/tactical by enabling friendly fire, draft options, etc. I don’t think it’s a stretch to say these changes would likely bring in some of the high level crowd and give them a viable alternative to pubbing when they don’t have scrims and the like going on. Instead they’ve sat back doing nothing and will probably continue doing so honestly[/quote]

Hey! Didn’t know you were on the forums! I have played a decent amount of games against you in comp.

I do love the idea of having rewards for comp, but nothing that puts pub players at a disadvantage or make pubs feel undervalued. Perhaps you get a case every single game and the chances for lead are greatly reduced to say… 40-50%? For the people that are serious about getting awesome cosmetics will have better trade up material in the end, and the game mode will just feel more rewarding since you’re getting a case for every game. If it’s not too much, maybe make the winning team get 2 cases to give incentive to actually try during games.