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The_EURL_Guy

Thirteenth Season of Ranked Battles: the Results

29 comments in this topic

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1 minute ago, victorem said:

you can check yourselves.

well, actually, 90% of you just park the boat behind nearest island, so you can check that really....   but trust me its nonsense.

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[SV]
[SV]
Beta Tester
2 posts
14,918 battles

This was my first ranked season I stop playing. Mostly because of all bad players who do not understand the concept of team play..

Plz, add three more safe rank "safe point" in the different ranks. My feeling was that there was to the big difference of players this season. (adding more safe points will separate the worst players)

Finally, ranked games is one of my favorites and i have been playing since the beta. But this ranked season got me thinking if i should stop playing as i did with WOT.

Plz make Ranked better again. 

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Players
406 posts
6,494 battles
13 hours ago, KJSweden said:

This was my first ranked season I stop playing. Mostly because of all bad players who do not understand the concept of team play..

Plz, add three more safe rank "safe point" in the different ranks. My feeling was that there was to the big difference of players this season. (adding more safe points will separate the worst players)

Finally, ranked games is one of my favorites and i have been playing since the beta. But this ranked season got me thinking if i should stop playing as i did with WOT.

Plz make Ranked better again. 

 

Well, the concept of team play depends on the perspective.

Someone with a 46,25% winrate may not have the a proper insight about team play / tactics / mechanics, etc.

 

PS: You (people like you) are part of the problem.

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[ASEET]
[ASEET]
Alpha Tester
313 posts
19,980 battles

Problem with rankeds is:

1. Winning or losing is very team dependent, and your teams are very "random".

2. Losing a start can be very cruel. Once you get bad RNG streak with teams and lose rank or two it means that you need to grind A LOT (unless you get blessed with teams) just to regain position.

 

Combination of above two points produce the third problem:

3. Players "optimizing" for progress are not playing to win, they are playing not to lose a star.

 

This leads to horrible game play. Bad players are playing, well badly, and getting sunk stupidly instead of helping the team. Good players are playing for max exp (to not lose a star), so they are willing to sacrifice team mates to farm some more damage and kills instead of helping the team. So almost nobody plays "for the team". This is not "competitive" play.

 

 

What WG should do is stop this whole madness of losing starts. It generates most of the problems in ranked battles.

 

Instead WG should give a star for (numbers might need tweaking) 500 base exp (to keep AFK and yolo players from getting one) and then another star for every 250 base exp more. This would mean that winning is well rewarded as winning team get much more base exp. Same time good players on both sides would net stars and not get punished too badly for their random teams. This would generate situation where playing for the win is a good thing while playing personally well gets also rewarded (even if you lose by 10 exp to player who avoided contact whole battle farming damage from range while making your team lose).

 

Then WG should just adjust number of stars needed for ranks. This should be done in a way that (good) players would get to rank 1 in pretty much same number of battles as now. This way it would not make rankeds easier or harder (it would still be a grind, but less random grind). It would make rankeds much less stressful. It would guide players to good competitive team play, not to current abomination of "sacrifice team to not lose a star".

  • Cool 1

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