I can't promise the change, but we're certainly aware of this suggestion. It's a tricky thing to manage, but the matchmaking is something constantly being looked at. Wish I had more on the topic, but I'll do my best to keep everyone up to date with any balancing or changes to this.Originally Posted by Viruletic Go to original post
Ok:Originally Posted by Gray360UK Go to original post
Originally Posted by rudomm23 Go to original post
lolOriginally Posted by Vingrask Go to original post
Sorry what?
You found one guy?
Is that evidence of something?
So if I quote myself that's all the counter evidence I need, right?
Honestly, you aren't too good at looking at the bigger picture and your standard of proof seems to be a sample size of one. So forgive me if I don't waste the rest of the evening trying to have a reasonable 'discussion' with you. Stay in your bubble![]()
First off I'd like to say thank you to the moderator (community dev?) For replying, I see you reply pretty often but I guess there's some disconnect between you guys listening and ubisoft paying attention. I appreciate the effort on your part though lol.
That being said, this game only has ELEMENTS of a MOBA, and even that's putting it strictly. The only real similarities are control zones and minions. Lanes are basically nonexistent.
All of the characters are flexible enough to fill all roles, yes an assassin is faster, but a heavy just takes a few more seconds to reach the destination and has staying power with HP. Any character can gank, every character can push a "lane".
Class based play is in name and style only, and doesn't have much in the way of an overall effect to the game. Sure having a Lawbringer to pancake flip an enemy into a shugoki to snap their limp body in half is fun, but it's hardly a core element of the game and there's not enough synergy present in the game to justify that as a counter argument.
Match making should be the easiest thing you guys can do. Most competitive games base it off of a win/loss ratio, and THAT alone is not enough to consider. W/L ratio should be enough if you have a premade (4 friends in a party or 3 friends in a party). However, for those 2 person groups or 4 singles who decide to do competitive you should have an all-encompassing approach to rating.Originally Posted by FredEx919 Go to original post
1) Total Point score matters. I have lost games in dominion where I have 700+ points and maintaining a 4-6 to 1 kill ratio. Great play should not be penalized because you cant carry 3 other people and you should not be expected to do so. So if I perform the best out of 8 people but still lose, should I lose rank because I randomly was assigned bad players? No. If I group up with 3 other friends and do go competitive then my performance should not matter it should be win or loss only.
2) To do competitive, you absolutely MUST have a method to prefer a player or block one. To prefer one is pretty simple to implement. To block one, well that is much trickier as people WOULD abuse that to not play against great players. The solution to this, is if you block a player it ONLY affects those players being assigned to your team.
3) 100% mandatory mic option. If you dont have a working mic you cant do competitive. If I am random queue with 2 others and we are chatting but random person has screaming baby in the background and wont mic up that is THEIR problem. Not ours, force a mic where it cant be muted if they lose mic they are AUTOMATICALLY KICKED in 45 seconds.
4) If we have someone who rage quits or loses connection. The short group auto has a level 3 bot of whatever hero was there.
5) DO NOT, I REPEAT DO NOT ALLOW A 3RD PARTY WEBSITE TO PUBLISH WIN/LOSS STATISTICS. THAT IS JUST USED TO TROLL PEOPLE AND ENTICE ANIMOSITY (JUST LOOK AT THE FORUMS)
6) Have season rewards that are worthwhile. New weapon skins, custom emblems that you can send in.
7) NO GEAR STATS FOR COMPETITIVE
I know developers are working hard.Originally Posted by FredEx919 Go to original post
i don't disagree with the OP idea.I think a lot of player end with the same conclusion.But i fear it will restrain some options out of game concept.As for now the general behavior is to quit and hit rematch at every end of matchs so it could work.
But i don't think this game was intended to work this way ( people quit and hit rematch).Imagine people always stay in lobby and don't quit.What if there is a hero on the other side wich is a one man army .A guy i know i can't beat with my main hero , on the next match there is a chance i will use another hero against this specific guys , for many reason.
This is just an exemple there is probably other situations where being lock with only one hero would completely restrain gameplay.