Hi this has been said before, but here are some more reasons to implement it.
Players need to be divided into ranks, much like Overwatch and other competitors do.
Heres why:
Hierarchy: Players need to know who is actually giving advice from experience, and has the rank to prove it.
Balance: It is impossible to balance a game where there is such a wide gap amongst player skill levels. A bronze player being placed with more bronzes and one gold can make any weapon seem OP.
Equality: Players being able to recognize or engage with players within there same rank will make the learning curve easier.
This does not mean only bronzes can play with bronzes,etc. quickplay should prioritize putting players of the same rank together, but if there are not enough it should pull from lower/higher ranks.
If anything a system like this is beneficial to games where it is implemented, it gives players a more balanced experience, and provides with tiers for players to work there way up. It also reduces the amount of “nerf” “balance” posts by a significant amount.
While the base idea isn’t bad, I think this would make things unfun for a lot of the not so great players. The good players would be all grouped together and stomp the endgame content just like premades currently do, leading to more dissatisfied high skill players.
Middling players would struggle but make it.
Bronze players who unironically rely on getting carried every other game would no longer have a shot at winning at all. And this is also where some challenge for the better players comes from, because you have no reason to clutch when you have no newbies who get downed by Poxwalkers.
This is true. I love the idea behind a rank but if you just add a rank and change nothing about matchmaking then all is good. I only have fun when i get to play with “bronze” players and currently you can kinda make your own ranking system based on how many wounds the player has. Wood tier for 3 wounds. Bronze for 2 wounds, silver for 1 and gold for 0. Its a pretty accurate way to judge how good someone is right away and its very accurate. I love seeing wood tier players in my game cus i know they are going down at some point.
Slight correction: You always have at least 1 Wound as backup. But otherwise you are right. You can identify most casual players by coming with +3 wounds and more to Heresy / Damnation.
overwatch isn’t in the same genre? they are by no means competitors, unless you count any game that has a marginal overlap in mechanics.
news flash people barely talk to each other in game, also you don’t elaborate how you actually get placed in any of the three, tons of games use “Elo” systems, but they all have the same problem people who play more get ranked higher even if they are only marginally better or often also worse players than others who don’t find the time.
the largest part of any playerbase rarely ever has deeper knowledge of mechanics, as it requires search outside of the actual gameplay, and is beyond what you can teach yourself by playing or getting taught by the game.
speedrunners, E-sport players,leaderboards top’s , are all different kind of breeds with entirely different skillsets required. yet all would have valid and vast knowledge of the game
no it really wouldn’t, if anything games that feature a highly competitive scene that sorts players by skill, are the games that have the highest quantities of balance requests,
there’s little reason to think that it would reduce any of that.
i also fail to see how balance changes are supposed to be a bad thing? while many players think balance changes should strife for are equality in the arsenal,
some of the best managed games have taught me that balance changes are an amazing tool to keep the meta fresh and rotate builds in the limelight, keeping the game fresh even after 10years heck some are 30yrs old games i fell in love with never succumbing to ludicrous power creep or staleness.
This seems extremely unnecessary and, frankly, quite elitist.
What I wouldnt mind seeing, though, is the old “Prestige” levels where you could continue leveling past the cap. Its a nice flex, and would tell you how experienced a person might be.
It is kinda elitist, but i can undertand where OP is coming from.
For example, i like to play the high intensity + shocktroop gauntlet modifier on damnation.
When one of these missions is available and i just want to have a few runs, i often have to waste about an hour until i have a party that is potentially good enough.
It is the hardest difficulty available in the game, yet it seems like 90%+ of the people that queue for it, have not even learned the basics of the game and would not be able to clear diff 4 normal mode with a full party that plays on the same niveau.
These people are wasting everyone’s time. Having a somewhat skill based matchmaking for at least the top difficulties, could help a lot.
How would ranks change this in anyway unless we also stop people playing content based on how high their rank is?
If anything it makes it more likely that high ranked players get matched with those who are lower to “balance” out those teams.
Yeah, and how many people we had playing this game again exactly on prime times?
You have better luck asking on some random discord for players than hoping fatshark would ever create matchmaking system that matches those same ranked players in reasonable timeframes.
How is this relevant at all?
It is not, when the matchmaking is based on prioritization (as was suggested).
It would be a problem if it was based on exclusive matching within a certain rank range.
It is relevant because you seem to believe that you would get better quality games with this system. OP has still not defined how these ranks would be handed out, so this is me just guessing at this point, but If 90% of the players suddenly get gold rank then it really won’t matter won’t it?
Like how would you exactly rate darktide players? K/D? Mission success?
And you are still not giving any counter examples to disprove any of my points?
Again can you tell me how would you rank players so that you get quality games more?
Again what is the criteria here? You think some monkey cant farm stuff like k/d?
Again, same thing you did before.
You purposely make up a way to rank players, to make the ranking be meaningless.
It is not my job to create such criteria. I do not have any idea what kind of data FS even have access to.
It is also not my job to create university exams. Yet i am pretty sure, even you can not deny, that studens with similar grades are more likely to have a similar level of understanding of the topic.
So in short, you are rooting for something that you think would improve matchmaking experience, yet have no ideas even how you would even make this type of ranking a reality where you would get more quality players instead of those who just farm up themselves to those high ranks.
Yeah i was honestly hoping for discussion because I believed you had at least some clue at what metrics you would want in your quality high gauntlet games.
I certainly can’t see what metric you would base these ranks on without them being absolutely abused hence I don’t see the point.