I’ve thought about this for a long time and I think I finally figured out a way to fix Weaves to where it wouldn’t be near impossible to find open games or to upset the Fatshark devs who worked so hard in hand crafting these maps.
1.) The 40 hand crafted maps and the 8 different wind modifiers can stay but having them scaled up to 160 will need to be completely removed. The way the difficulty and damage scales appears to not be fun for anyone and end game content is supposed to be fun.
2.) Ranked Weaves will be renamed to Random Weaves. So, instead of a long list of Predetermined map/wind combinations, you will get any one of the 40 maps with a random wind modifier. This would make matchmaking 100% easier as it would work similar to QuickPlay. Of course, if the host wants to keep their lobby private for solo, duo, or trio Weaves then they should still have that option especially if they are trying to get on those leaderboards.
By making Ranked Weaves completely random, it would hopefully deter certain players from cheating or “cheesing” the high end Weaves to get placed on the Leaderboards. Remember the issue from Season 1 where one person could essentially skip all the Weaves and just join a friend at Weave 160? Wouldn’t be a problem in this scenario.
3.) Quickplay Weaves would be renamed to Custom Weave Map and it would be a non-ranked Weave game mode where players can choose the map and the wind and essentially practice. Sort of like a training mode. Could also add an individual scoreboard for the player so they can see their own improvement in Weaves. This scoreboard would only show your own score and not the scores of your teammates.
4.) Difficulty - End game content in most other games means challenging and having massive replayability. There would only be 2 difficulties: Legend and Cataclysm. By only having 2 difficulties and a small map pool with randomized wind modifiers, it would hopefully increase the chances of people finding groups. It would also remove the horrendous damage scaling in higher end Weaves where everything one shots you and are then forced to cheese the game to win.
5.) In order for all of this to work, enemy spawns need to have some randomization. Fixed enemy/boss triggers can still be placed on the maps but in order for the game mode to be more enjoyable and replayable, there needs to be some degree of randomness.
6.) Place new mechanics in the game like flipping a lever to release a random Lord boss to fight for extra essence and points for scoring. These would be optional objectives that are not required but will give a boost to you and your teammate’s overall score.
7.) Since these Weaves would be completely randomized in Ranked, there will not be a set number you need to complete. Each Random Weave would give you a score and you can continue to complete more Random Weaves to add to your score. Replayability.
8.) Leaderboards - reset instead of frozen due to scores being additive
9.) Seasons - 6 week long intervals. Since Random Weaves would be completely randomized, there is no need for shuffling them every season. Since there is no outrageous damage scaling due to increase Weave numbers, no need for constant rebalancing. All Fatshark would have to do is stop the leaderboards to give out rewards then reset and restart for the next Season.
10.) Rewards - End of Weave rewards are as follows:
Legend: 5 red dust / 1 random legend vault
Cataclysm: 10 red dust / 2 random legend vaults
There should be leaderboard rewards but since I don’t care about leaderboards, please comment with what you would like to see as rewards.
I just want this game mode to come alive with people who want to play it. As of right now, the majority of players do not want to play Weaves and the people who do play Weaves do not replay them after they get “finished” with them.
What good is end game content if people don’t play or replay it?