The idea of this thread is to suggest a reform as a whole in the competitive MMO, in order to make it more attractive. We are currently in the biggest crisis of competitive MMO, because except for Randoms, all tiers have the number of matches severely reduced. It's so much so that sometimes I couldn't find a match to play, and detail: I play the Over Used tier. If one of most popular tiers are on this situation, things are even harder on lower tiers.
The idea is reform some crucial points to attract people to play.
1. Weaker Rewards.
The rewards of PvP actually are very weak and not attractive. Basically anything that you farm on PvP, you can get more easily farming. We have some few exceptions, but this apply to vast majority of rewards. All items to use on Move Tutors, you'll get a lot with Frisk/thief farming. Nerfing the farm before not solve the situation, so why not put attractive itens that will get only via PvP farming? I have a idea:
- Put on PvP reward Path, a Blank Disk on the path to be get with around 1040 Matchmaking Points(A bit before Pokémon Reward). When you go on tutors, they no longer teach the moves with you having the items. Instead, you will need of items, + a Blank Disk, to get the TM of said move, and then you can teach it. Why is the point: No disk = No way to get the move, unless buying him on GTL. And disk can only be get on PvP. So, people will want the disk and will play PvP for that because don't exist other way to get that. To balance a little, the TMs can be put on GTL, so people can still have the TMs without farm PvP, but will still get attractive even with that because the demand for that moves, people will interess on farming the disks to get the moves and sell it for good prices.
- Include on Seasonal Reward Path items like Prismatic Pearls(1x or 2x), a 3x31/4x31 with HA, and going more far, a Master Ball. PvE players will still want Masterball, due to Alphas getting extreme hard to catch, and people that hunt shinys that could do a self-ko. This itens can be Untradeable or Account-linked.
2. Community-Hosted Tours very restrictive
Having the community hosted tours looks big but we need to follow a big amount of rules. First of all, we can only include 1 item/1 pokemon. This limit harm a lot. Imagine if we could put for example, a Shiny and a 30-Day donation ticket for winner but a 5x31 + 15-Day ticket for Runner-Up? We could bring easier 192 to 256 players to play, if tour was OU. Even from UT tours, if the prize is attractive enough players will go to play it. LCPL is the big proof of that, even part of LC subtiers get very very VERY rarely played, some payers go play it only for fight for the prize that are big. So idea is remove that limit and allow us to put very customizable and flexible prizes. Also, if we include a fee, we need to use 100% of it on prize pool and this, according to some admins, harm economy because system needs to create money of nothing(As if the Gym farm didn't do that already, right? 500/k for each farmer generated of nothing just because he during 2 hours are destroying each gym with a team planned for finish gym on 3 to 5 turns.). We can do something more flexible. Not force people to use 100% of fees on prize pool, but a minimum of 50% required is just enough. The rest can be kept with Admins or give a small part to players, like 15%, if have something left.
3. No balancing on Ladder
This problem is very evident on OU. Simply novice players facing like 3 650+ players in a row. I've passed several times on that situation before Season 9/10(Now i'm on the other side of Rope XD), but vast majority could easily give up if happen this with him. The purpose is simple: When you're on queue, system will check your elo and try to pick opponent with most closest elo on queue, so you get a more balanced opponent. To get a lot more balanced, the formula to rewards can be:
BP: (Match Ranking(Medium of elo beetween both players, round down)/2) * (Ranking Additive(1,5 * (Your Ranking, 2 for veteran, 1,5 for professional, 0,5 for novice, 1 otherwise(Top rank will be based on Elo. A 590 Elo with Top Rank will be considered Professional while a 680 Elo Top Rank will be considered veteran))) + (Win-streak, minimum of 1)/2).
Matchmaking Points: [Match Ranking(Medium of elo beetween both players, round down)/20] * [Ranking Additive(Your Ranking, 2 for veteran, 1,5 for professional, 0,5 for novice, 1 otherwise) + (Win-streak, minimum of 1)/4]
Both results will be rounded down.
Example:
I'm on a match on OU. Current Elo: 650, 3x win streak
My opponent have 640 Elo.
BP reward for me if i win: (645/2) * [(1,5 * 2) + (3/2)] = 322,5 * 4,5 = 1,451.25 , rounded to 1451.
MM Points: 645/20 * (2 + 0,75) = 32,25 * 2,75 = 88,6875 , rounded to 88.
4. Usage System Modifying
I'm offering something to reformulate usage system. On first months the chaos would be unavoidable due to several things falling by usage, but after some time we will found the stability and don't have things like OU Cut-off Salamence or UU Cut-off Roserade unless something like Moxie Gyarados or Mold Breaker Excadrill gets released and broke the tier that it is.
Here is the idea:
First of all, we need to discard bad usage(usage that only create chaos on Usage table and only keeps bad mons on the tier, not letting it fall to a appropriate tier) from the usage table. Here's my idea to do that:
450 or lower Elo matches will not have their usage counted at all.
450 - 550 Elo matches will have their usage counted normally.
550 - 650 Elo matches will have their usage counted with height 2.
650+ Elo matches will have their usage counted with height 3.
Players will not have their usage counted with less than 30 games played, and after that the usage will be counted following the rules above.
After That, cutoffs must change. Here's how it can do:
Hard Cutoff - Rise: 4,86% Usage - Rise no mattering what.
Soft Cutoff - Rise: 4,36%-4,86% - Rise with winrate 52%+, otherwise it will not rise.
Soft Cutoff - Drop: 3,86%-4,36% - Drop with winrate 48%-, otherwise it will not drop.
Hard Cutoff - Drop: 3,86% - Drop, except if are BL from lower tier.
What is the idea?
Wait 30 games before a player can contribute on usage wiill help to filter players and discard properly the Bad usage.
Hard and Soft Cutoffs will be used to avoid rise by spamming X mon on tier. Unless the mon is actually valuable and get good results, he will need of 4,86% usage or it will not rise. For drop, those cutoffs will help to drop gimmick things quickly because gimmick things will simply not get good results.
Less movements on Lower tiers will help because it will make tier stabilize and not having movements happening constantly, making teams barely changing on seasons. On MMO, because breeding teams are expensive, the less we need to change it, better will be.
Question
caioxlive13
The idea of this thread is to suggest a reform as a whole in the competitive MMO, in order to make it more attractive. We are currently in the biggest crisis of competitive MMO, because except for Randoms, all tiers have the number of matches severely reduced. It's so much so that sometimes I couldn't find a match to play, and detail: I play the Over Used tier. If one of most popular tiers are on this situation, things are even harder on lower tiers.
The idea is reform some crucial points to attract people to play.
1. Weaker Rewards.
The rewards of PvP actually are very weak and not attractive. Basically anything that you farm on PvP, you can get more easily farming. We have some few exceptions, but this apply to vast majority of rewards. All items to use on Move Tutors, you'll get a lot with Frisk/thief farming. Nerfing the farm before not solve the situation, so why not put attractive itens that will get only via PvP farming? I have a idea:
- Put on PvP reward Path, a Blank Disk on the path to be get with around 1040 Matchmaking Points(A bit before Pokémon Reward). When you go on tutors, they no longer teach the moves with you having the items. Instead, you will need of items, + a Blank Disk, to get the TM of said move, and then you can teach it. Why is the point: No disk = No way to get the move, unless buying him on GTL. And disk can only be get on PvP. So, people will want the disk and will play PvP for that because don't exist other way to get that. To balance a little, the TMs can be put on GTL, so people can still have the TMs without farm PvP, but will still get attractive even with that because the demand for that moves, people will interess on farming the disks to get the moves and sell it for good prices.
- Include on Seasonal Reward Path items like Prismatic Pearls(1x or 2x), a 3x31/4x31 with HA, and going more far, a Master Ball. PvE players will still want Masterball, due to Alphas getting extreme hard to catch, and people that hunt shinys that could do a self-ko. This itens can be Untradeable or Account-linked.
2. Community-Hosted Tours very restrictive
Having the community hosted tours looks big but we need to follow a big amount of rules. First of all, we can only include 1 item/1 pokemon. This limit harm a lot. Imagine if we could put for example, a Shiny and a 30-Day donation ticket for winner but a 5x31 + 15-Day ticket for Runner-Up? We could bring easier 192 to 256 players to play, if tour was OU. Even from UT tours, if the prize is attractive enough players will go to play it. LCPL is the big proof of that, even part of LC subtiers get very very VERY rarely played, some payers go play it only for fight for the prize that are big. So idea is remove that limit and allow us to put very customizable and flexible prizes. Also, if we include a fee, we need to use 100% of it on prize pool and this, according to some admins, harm economy because system needs to create money of nothing(As if the Gym farm didn't do that already, right? 500/k for each farmer generated of nothing just because he during 2 hours are destroying each gym with a team planned for finish gym on 3 to 5 turns.). We can do something more flexible. Not force people to use 100% of fees on prize pool, but a minimum of 50% required is just enough. The rest can be kept with Admins or give a small part to players, like 15%, if have something left.
3. No balancing on Ladder
This problem is very evident on OU. Simply novice players facing like 3 650+ players in a row. I've passed several times on that situation before Season 9/10(Now i'm on the other side of Rope XD), but vast majority could easily give up if happen this with him. The purpose is simple: When you're on queue, system will check your elo and try to pick opponent with most closest elo on queue, so you get a more balanced opponent. To get a lot more balanced, the formula to rewards can be:
BP: (Match Ranking(Medium of elo beetween both players, round down)/2) * (Ranking Additive(1,5 * (Your Ranking, 2 for veteran, 1,5 for professional, 0,5 for novice, 1 otherwise(Top rank will be based on Elo. A 590 Elo with Top Rank will be considered Professional while a 680 Elo Top Rank will be considered veteran))) + (Win-streak, minimum of 1)/2).
Matchmaking Points: [Match Ranking(Medium of elo beetween both players, round down)/20] * [Ranking Additive(Your Ranking, 2 for veteran, 1,5 for professional, 0,5 for novice, 1 otherwise) + (Win-streak, minimum of 1)/4]
Both results will be rounded down.
Example:
I'm on a match on OU. Current Elo: 650, 3x win streak
My opponent have 640 Elo.
BP reward for me if i win: (645/2) * [(1,5 * 2) + (3/2)] = 322,5 * 4,5 = 1,451.25 , rounded to 1451.
MM Points: 645/20 * (2 + 0,75) = 32,25 * 2,75 = 88,6875 , rounded to 88.
4. Usage System Modifying
I'm offering something to reformulate usage system. On first months the chaos would be unavoidable due to several things falling by usage, but after some time we will found the stability and don't have things like OU Cut-off Salamence or UU Cut-off Roserade unless something like Moxie Gyarados or Mold Breaker Excadrill gets released and broke the tier that it is.
Here is the idea:
First of all, we need to discard bad usage(usage that only create chaos on Usage table and only keeps bad mons on the tier, not letting it fall to a appropriate tier) from the usage table. Here's my idea to do that:
After That, cutoffs must change. Here's how it can do:
What is the idea?
This is it for now. Any idea? Comment
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