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Improve Matcmaking System
Matcmaking Balance
27 members have voted
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1. Better Balance our opponents or not?
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Yes, that will be fair to all, but a balance on rewards, to make him better to High Ranks match will be considered.14
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No, I'm a Top Rank and i still want to earn my free Elo, free MM points and BPs.13
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2. Do you want a Seasonal Reward Path?
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Yes11
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No1
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Question
caioxlive13
Some suggestions, that in my opinion , make MM better to play.
1° - Better Reward System
The MM Rewards system is currently quite strange (to say the least) and very meaningless. In the play below, I fell against Top Rank 40. I forfeited, as soon as I realized his strategy, since my chances were low(Clearly he will stall me with Blissey + Cofa + Rotom, and in this team i don't have a taunter, unlike now that my Hydreigon have taunt.). One of the problems I report is that the game seems to favor High Ladder players, who frequently stall/semi-stall, and there's no point in denying it, however this don't be the point of this suggest. The point I want to reach is: Look at the time of the match, and look at the number of turns. The match last 5 turns and 02 minutes. Why this match was eligible for rewards, and my matches against weaker elos that last much longer than this match, are they not eligible for Rewards? My suggestion here is implement a better reward system, that give rewards only if match reach above 10 turns and 06:00 minutes match.(How i know that match are ellegible for rewards? This match, i receive 150BP consolation prize. If i receive rewards, then my opponent receive too)
2° - Balancing Opponents
Now, a polemic point here, is the fact of game didn't have a system to balance our opponents. Some players will talk: "The game lets beginners pit themselves against experienced ones so they learn something about competitive." The beginner simply taking those 6-0 in a row to Top Ranks will help him a lot.(IRONY)
The match above is another example that MM not balance opponents. I enter in matchmaking, running against the time to obtain the Tyranitar Gift reward. I had a 4-Win streak(All against low elo players) and the game put me against a 650+ elo. Ok. Then, next match, i, without any win streak, fall against this top rank 40.
My suggestion here is balance players, according with their elo. Example: Some people have 475 Elo. Then , MM will place him to face the player with the most closest elo possible, that are in waiting. And Not use Win streak with a critery to determine your opponent, because game cannot track the elo of players that you faced to earn all of those wins.
- Balancing Features:
Your rewards after match will depend of medium elo beetween you and your opponent.
Example:
X is 250 BP
If you don't have any win streak and win a match:
Less than 450,00 Elo = Receive X rewards
450,01 to 550,00 Elo = Receive 1,5x Rewards
550,01 to 650,00 Elo = Receive 2x Rewards
More than 650,01 Elo = Receive 2.5x Rewards
Duel Beetween 2 top Ranks = Receive 3x Rewards
A win streak will apply a increase in your rewards, that depend of how many wins you get.
x is your number of wins, z is your rewards.
x < 2 = +0,2z
1 < x < 4 = +0,4z
3 < x < 6 = +0,8z
5 < x < 8 = +1,6z
7 < x = +2x
This will prevent Top Ranks from losing consecutive matchs only for reach on 450- elo anf get free wins.
Note: This will not apply to Randoms, since this tier depend of RNG to get good teams and Skill to use him.
3° - Matchmaking Seasonal Rewards Path
The suggestion is to add a Rewards Path, similar to the rewards that are changed every 14 days, but these would be for the Season.
How Would It Work?
It would be like the conventional way: People would have to collect Matchmaking Points to get the rewards. Rewards would be much better (Example Rewards: Pokemons with 3 or 4 selectable IVs, vitamin packs and even Master Ball, in addition to the exclusive hat), but to balance, you would need to collect each reward, at least 4x more Matchmaking Points than in Conventional path.
One thing that could be put to encourage the use of pokemons that so badly (In terms of usage) in Season, is that to get Matchmaking Points through missions, which mainly involve these pokemons. Example: Lucario is the Pokémon "OU"(UU's Ban List, cannot be Downgraded to UU.) of worst usage, so a mission would be: Deal 10000 damage in matches(Season Quest) using Lucario. Completing mission, make you get rewards. The rewards would have some items/Battle Points, in addition to a certain amount of Matchmaking Points to help complete the Rewards path (With this, the rewards path would be much more difficult to complete just by playing matches, and would have to complete some missions to be able to complete it. However, the rewards for completing it would be very good. ).
Edited by caioxlive13To help to complete this reward , will have 3 types of missions:
Daily Missions: Easy Missions, will reset each day, will not give too much Matchmaking Points, and more worse items
Week Missions: Medium Missions, will reset each week, gives a little more Matchmaking Points, and items a little better
Seasonal Missions: Hard Missions, will reset each season, gives a lot of Matchmaking Points and some good Items.
The think that can be made to incetivate players to play other tiers, is setup a rotation schedule of PvP Weekly rewards based on Tiers in order to motivate people to play tiers outside their "confort" zone and less played tiers...who knows?! They might like it!
January Week 1 OU Weekly Quest - Win 10 OU Ladder Matches of over 6 mins (so people don't just forfeit)
January Week 2 UU Weekly Quest - Win 10 UU Ladder Matches of over 6 mins
January Week 3 NU Weekly Quest - Win 10 NU Ladder Matches of over 6 mins
January Week 4 Dubs Weekly Quest - Win 10 Dubs Ladder Matches of over 6 mins
And some fixed quests to do during seasons:
- OU Seasonal - Deal 10000 damage using Lucario.
Rewards: - 1x Lucario (Gift, Your choice of nature, Gender, 2 Egg Moves and 3x0-31 3x25) + 1250 Matchmaking Points
- UU Seasonal - Use Roserade and win 5 matches
Rewards - 1x Vitamins Pack + 350 Matchmaking Points
You could scale these... Win 10 Matches get X Win 20 Matches get Y Win 30 Matches get Z
This would incentivize people to push further each week depending on their available time/taste for the specific format.
This method could also be used for Daily Quests albeit in a more toned down version and not scaled.
These would be fixed Daily Quests with fixed rewards. Bracers/Ability Pills/Vitamins/Everstones/PvP Items...things PvPers need on a regular basis. Make these untradable so as not to inflate/flood the market. This would help newer players get going and reduce the entry barrier.
Win 2 OU Matches
Win 2 UU Matches
Win 2 NU Matches
Win 2 Dubs Matches
But, a suggest is: Doesn't implement this reward path in Randoms, at least for now. This will help to revive some desert tiers(UU, NU and Doubles). The intent of this suggest is save that tiers. After some seasons of test, can be implemented in randoms(However with probablly:
- Daily missions only give Matchmaking Points
- Weekly missions give the rewards that are in daily missions for other tiers.
- Seasonal Missions cannot give a 3x31 mon, when in other tiers, can even give a 4x31.
This reduce of quality on Randoms Seasonal Path is just to what happen now(Randoms implemented, all tiers except OU becomes less likely to found matchs because less players play him) don't repeat again.)
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