@FatsharkStrawHat
First off, thanks for going through feedback and making some changes. I really do appreciate the effort in going through a sea of criticism and trying to make things better. The effort you take in communicating with us is truly admirable.
However, these changes still largely only affect the fringes of Havoc - we can help lower ranked people now and those who finally climb the mountain can finally relax. These help, but that said, climbing the mountain is still an experience brimming with toxicity. The core of the Havoc experience still breeds gatekeeping, distrust, and a general disrespect of player’s time.
“We want to ensure we keep the stakes and tension of climbing the ranks in Havoc, meaning all other aspects of ranking and deranking will remain.”
This kind of “stakes and tension” only puts players at each other throats when things go wrong - i.e. toxicity. This is a team game, one person’s effort cannot carry high-level Havocs in all but the most rare situations. Currently, a failed mission creates “tension” in that everyone starts pointing fingers at each other; “Why aren’t you running this in your build!”, “Your damage is too low!”, “You were focusing on the wrong threat!”. Teams disband even if it was a good attempt because sliding down the mountain means time wasted re-doing what a player has already accomplished.
The sheer difficulty of Havoc is all the tension needed to drive players forward. I promise you that it is a good enough reason to climb the mountain for the majority of players who wish to engage with Havoc. The stakes of about an hour of a players life per high Havoc is plenty motivation for most to put in the best effort to succeed. Time is the most precious resource we have - we choose to spend it on this game and I personally don’t appreciate it being wasted in the name of well-documented toxic retention methods.
The actual difficulty, which is what most Havoc players are here for, is unaffected by deranking. H40 is still an incredibly tough experience only the hardiest players can endure. I just want to engage in the hardest difficulties without being punished for taking a chance on other people. Let people just prove they can handle the next difficulty (i.e. go up a Havoc rank after completing the previous difficulty), and then let them keep trying without having external pressures that make people distrust their fellow players.
It doesn’t need to be more complicated than that. People who are here for high Havocs will continue to engage with the system because the game flow is fun - you don’t need a stick when playing the game is the carrot itself. It’s mind-blowing how much you guys are trying to bog down the system that players are really here for, a game that is staggeringly fun to play with other people. Gatekeeping other players from playing with each other, be it through collective punishment or otherwise, is a sure-fire way to hinder that fun.
Look, I’m just tired in a way I’ve never experienced before in this game. It can easily take 30+ minutes to find a decent group; I no longer feel a drive to get back into a game after a loss, I only feel dread as my rank decreases. I’m tired of feeling disgruntled at my companions when they go down early in a level. I’m tired of players accusing me of not having the exact abilities they wanted despite having proven my build at the highest levels (and I still generally run builds that support others). I used to enjoy playing the game with random people, but now I can only dread that they won’t be good enough (or even that I slip up) and my successes become overturned.
I can get to the top of the mountain and this won’t be a problem anymore (something I’m not currently too far from)…until the next season resets me again. You made it better once the mountain is scaled, but climbing the mountain, itself, still sucks and divides your players. That and you intend to make players climb the mountain over and over again leaves me incredibly concerned for the future direction of this game.
I took a small break away just to get away from the toxic environment, and I was extremely surprised at how much better I felt. This is my most played game at 1,000+ hours, this game was my go-to to have a good time while having a challenging experience. Now, if this is the path for your most challenging content, I’m seriously wondering if its worth the mental fatigue.