Weaves On Demand Concept (season 5?)

Hello everyone! :innocent:

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, Iā€™d 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 :1st_place_medal:
  • The scoring system :2nd_place_medal:
  • The problematic points that I canā€™t resolve on my own. :3rd_place_medal:


1. :bulb: The Concept:

The idea is to evolve the current ā€œiterativeā€ 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!

Hereā€™s 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. :100: 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 youā€™ve completed.
There is a ranking board for each category ( solo / duo / trio / quad ).

This system isnā€™t a true reflection of a playerā€™s 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 ā€œcustom 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 ā€œWeaves 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.



  1. :interrobang: Issues to Resolve:

It would be too good to have a concept without any flaws, but as you can guess, thatā€™s 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 ā€œcustom weavesā€ concept and the huge amount of variations this system offers, itā€™s 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 ā€œrandomizationā€ 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! :exploding_head:

6 Likes

This guy knows his stuff! Listen to him Obese Fish! :sunglasses:

1 Like

So your main idea is to go full modular. Perhaps the arena can be based on the choosen settings (e.g. the map defines the type of arena and the type of enemies, while the difficulty defines the number of monsters and specials). There should be no random factor at all to make the rankings as fair as possible.

However, iā€™m not sure if this modular concept can be done easily (from a development perspective). Depending on the current implementation there might be huge parts code that must be refactored to make that happen.

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Yep It would requires quite some work, adding all objectives / winds for each maps first and balancing this can be a pain as some combinaisons can be WAY harder than others, just want to explore the concept a bit it can bring other ideas that could be used in some ways!

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True. I thought about it some more - there are 10(level)x8(wind)x5(objective)=400 combinations, which have to be implemented (because each level must be developed/adjusted by hand for each wind and objective). I really doubt that this is gonna happenā€¦ I really like new ideas and concepts to improve things, but sadly this seems a bit unrealistic.

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Great proposal. I love the idea of customizable levels and the scoring tweak would really boost replayability. For the arena issue, a semi-randomized system sounds like a solid fix. But honestly Iā€™d prefer if they focus on making the earlier seasons playable again

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Good Ideas Bobely, FatShark should listen.

Makes perfect sense to me. Chaos Wastes kind of operate like that and that mode has a loyal playerbase. So why not?

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