Hello everyone!
A while ago, I created a topic gathering all the requests I had received from the Ranked Weaves player community.
I encourage you to check it out here: Ranked Weaves Community Proposal
Today, Iād like to share a more personal idea of what this game mode could become in the future.
Please note that I am a big Ranked Weaves player, so my perspective is very much focused on replayability and challenging difficulty (end-game).
I will divide this topic into three distinct parts:
- Introduction of the concept
- The scoring system
- The problematic points that I canāt resolve on my own.
1. The Concept:
The idea is to evolve the current āiterativeā structure (40 levels repeated 4 times) into something more customizable ( Weave On Demand ).
Currently, a level consists of:
- The map (phase 1)
- The modifier (wind)
- The objective to complete
- The arena (phase 2)
- The difficulty
The idea would be to allow the player to choose from all these elements so they can create their own level!
Hereās a visual of what i have in mind:
So, the player can choose the map he wants, the modifier, the type of objective, and the difficulty.
This way, instead of simply replaying each of the 40 maps 4 times, the player can create his own levels at the difficulty he desires!
The progression will be based either on the number of level completed or on the weave score (more info in the next section)
2. The Scoring System:
Currently, the score is based on:
[ damage taken + time used ]
So to maximize your score, you need to be fast and take as little damage as possible.
The leaderboard, however, is only based on your best score from the highest level youāve completed.
There is a ranking board for each category ( solo / duo / trio / quad ).
This system isnāt a true reflection of a playerās investment or skill, and it would make more sense to take into account at least all of their scores to create either a total or an average score.
To connect this idea with my ācustom levelā concept, I propose that the score of each level completed by the player be multiplied by a value linked to the selected difficulty.
(The higher the difficulty, the higher the score.)
The calculation would look like this:
[ Level_Score * difficulty_value ]
( the difficulty here would be a value lower than 1 to avoid large numbers ).
- Example of the calculation with a score of 12,500 in Cata3: 12,500 x 0.001 = 12.5 score
- Same example, but in Recruit: 12,500 x 0.0003 = 3.75 score
The leaderboard would then display this total score, which I would now call the āWeaves scoreā.
This would be the sum of all the scores a player has made, with no maximum cap!
So a player who has completed x levels at maximum difficulty will have a higher score than a player who has completed the same amount of levels at an easier difficulty.
Issues to Resolve:
It would be too good to have a concept without any flaws, but as you can guess, thatās not the case!
My major concern is about the second phase of the levels: the arena.
Let me explain:
Currently, the arenas are predetermined for each of the 40 levels. They rely on 3 maps (temple, fortress & void), inherit the modifier (wind) from phase 1,
and are based on a single objective: kill all enemies to fill the essence bar within the time limit.
With my ācustom weavesā concept and the huge amount of variations this system offers, itās unthinkable to ask for every arena to be personalized.
This is where my problem arises, and I need your help to find a solution!
Here are the 3 questions I have on this matter:
- Should we allow the player to choose their arena from a selection in the map customization menu?
- Should we implement a ārandomizationā system for the arena, where the map and the enemies present are chosen semi-randomly by the game when the match starts?
- Are there other options we should consider?
To conclude this topic, I would like to add that this is, of course, very theoretical and somewhat imperfect, but I find it interesting to imagine an evolution of the Weaves that would offer more replayability!
Thank you for reading me this far, and I strongly encourage you to share your thoughts and discuss this idea!