Need to Force Myself into a Lower Tier

Need to Force Myself into a Lower Tier

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Posted by: bhagwad.4281

bhagwad.4281

As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.

Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?

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Posted by: Phantaram.1265

Phantaram.1265

Play elementalist.

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Posted by: Vuh.1328

Vuh.1328

Play elementalist.

Or he could have do like me, lose once(as ele) vs first time pvpers and drop to 94%

Take your time to learn proper keybinding, it’s worth the struggle

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Posted by: Phaeton.9582

Phaeton.9582

Play elementalist.

And make a thread on the forums about how OP pistol whip thief is.

Maybe with a guide for new players too.


Phaatonn, London UK

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Posted by: Dahkeus.8243

Dahkeus.8243

As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.

Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?

1) If you want rewards, go PvE. Rewards in PvP are pretty weak.

2) What’s the point in PvP if you’re not going to be competitive? The best PvP games are where you fight challenging opponents, learn, and improve. If you just want to stomp people, run hot joins.

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Posted by: Lord Hammer Hand.4815

Lord Hammer Hand.4815

being competitive in this pvp is meh let me give u reason why. rank means time spent not skills. leaderboard means getting lucky with winning streak, those players with only 20 games in thier record are in top 100. crappy reward, even with the recent reward changes they give pvp players the ability to get high tier gear which pve players have already for months lol. oh your hardcore pvp player what you wearing oh tier3 human wow well i have all tier3 gear on all races + emeperor title what u got? 0_0 i have the phoenix finisher you will say. well sir i have AC finisher which is cooler my oppinion. and yeah this game is only almost 2years any casual pvp player will reach rank 80 before this game dies in its lifespan. players who take losing and winning in pvp so seriously are the most player with bad attitude that gives this community a bad reputation.

Pacific Islander Legion [NoyP]
Black Gate
Ruthless Legend

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Posted by: bhagwad.4281

bhagwad.4281

As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.

Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?

1) If you want rewards, go PvE. Rewards in PvP are pretty weak.

2) What’s the point in PvP if you’re not going to be competitive? The best PvP games are where you fight challenging opponents, learn, and improve. If you just want to stomp people, run hot joins.

We play for different reasons. I want to play only for rewards such as they are. I like the PvP rewards and that’s just the way it is. I don’t mind fighting more difficult opponents, but it’s not unreasonable for me to demand that I get better rewards for doing so as well.

It’s just common sense isn’kitten

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Posted by: Amplifier.1704

Amplifier.1704

As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.

Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?

To drop your MMR you have to lose, which means you won’t get the win rewards for a quite while. After you have reached your desired MMR you start playing normally and your MMR should start going up again, because you are matched up with less “skillful” players and you have higher chance of carry your team. Eventually you are at the same MMR and your win rate will be 50% again. That’s how it will eventually go.

TLDR; No way around it. To get the most rank points, simply be the best player and carry your team!

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Posted by: bhagwad.4281

bhagwad.4281

As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.

Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?

To drop your MMR you have to lose, which means you won’t get the win rewards for a quite while. After you have reached your desired MMR you start playing normally and your MMR should start going up again, because you are matched up with less “skillful” players and you have higher chance of carry your team. Eventually you are at the same MMR and your win rate will be 50% again. That’s how it will eventually go.

TLDR; No way around it. To get the most rank points, simply be the best player and carry your team!

But being the best player simply means I get bunched with even higher opponents next time once again keeping my win rate at 50%

There’s no benefit…no rewards…to being more skilled as far as I can tell.

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Posted by: Amplifier.1704

Amplifier.1704

But being the best player simply means I get bunched with even higher opponents next time once again keeping my win rate at 50%

There’s no benefit…no rewards…to being more skilled as far as I can tell.

You have to be THE best player, not just the best player of your team, best player of the game.

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Posted by: Heezdedjim.8902

Heezdedjim.8902

Aren’t they making some big change to how rank works soon anyway?

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Posted by: bhagwad.4281

bhagwad.4281

But being the best player simply means I get bunched with even higher opponents next time once again keeping my win rate at 50%

There’s no benefit…no rewards…to being more skilled as far as I can tell.

You have to be THE best player, not just the best player of your team, best player of the game.

That advice is a bit…extreme isn’kitten I mean by definition there can be just one best player. So the game is made just for one person?

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Posted by: brannigan.9831

brannigan.9831

This is one of the things the new system is supposed to address I believe. People will be tiered and you will get better rewards for being in a higher tier.

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Posted by: Heezdedjim.8902

Heezdedjim.8902

You’re basically complaining that the system is working exactly the way it is supposed to work. The “bonus” or “reward” for having higher skill is . . . beating higher skilled opponents, and therefore being better at the game.

Rising to your level of competence is the entire point of any ranking or rating system. In any perfectly even match up, the expected win/loss rate should be 50/50 for all sides, and the rewards will be balanced around that expected or typical rate. Winning more often than 50/50 means you’re underrated, and the outsize rewards only persist for the short period that it takes to get you up to the proper level.

The idea of the system is that everyone should arrive fairly quickly at a level where they achieve the expected win 50/50 win rate when they are matched against opponents of roughly equal skill (give or take a bit since match ups are never absolutely even, mistakes are made, and sometimes RNG or lousy teamplay tilts things for or against you).

And as pointed out above, laying down so you can lose in order to drop in rating will just mean that you give up as much in foregone rewards as you will gain on the way back up the ladder.

In any working ladder system, there is no steady state where you can consistently maintain a win rate > 50/50, nor should there be one (except maybe for the one guy in the world at the very top of the ladder who can beat everyone hands down, if he exists).

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Posted by: gesho.9468

gesho.9468

As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.

Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?

not really. if you drop points, you are meant to win. if you win, you improve mmr. so… if matchmaking is working, 50/50 should be inevitable.

the only way to surpass 50/50 is in fact to hit the top end of matchmaking. if you are at the top and you are still winning, there is no higher to bump. there are highWin/lowLoss ratios on the top of soloQ board.

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Posted by: bhagwad.4281

bhagwad.4281

You’re basically complaining that the system is working exactly the way it is supposed to work. The “bonus” or “reward” for having higher skill is . . . beating higher skilled opponents, and therefore being better at the game.

Rising to your level of competence is the entire point of any ranking or rating system. In any perfectly even match up, the expected win/loss rate should be 50/50 for all sides, and the rewards will be balanced around that expected or typical rate. Winning more often than 50/50 means you’re underrated, and the outsize rewards only persist for the short period that it takes to get you up to the proper level.

The idea of the system is that everyone should arrive fairly quickly at a level where they achieve the expected win 50/50 win rate when they are matched against opponents of roughly equal skill (give or take a bit since match ups are never absolutely even, mistakes are made, and sometimes RNG or lousy teamplay tilts things for or against you).

And as pointed out above, laying down so you can lose in order to drop in rating will just mean that you give up as much in foregone rewards as you will gain on the way back up the ladder.

In any working ladder system, there is no steady state where you can consistently maintain a win rate > 50/50, nor should there be one (except maybe for the one guy in the world at the very top of the ladder who can beat everyone hands down, if he exists).

Oh, I agree. And my complaint is that the higher I go, the more rank points I should get. That way I still have 50/50 win ratio, but with more rewards as my skill improves.

I’m afraid I don’t agree with the statement “The ‘bonus’ or ‘reward’ for having higher skill is . . . beating higher skilled opponents, and therefore being better at the game.” No MMO works like this. Higher fractals give higher loot. More difficult bosses give better rewards. More difficult content rewards you more.

Tell a fractal player that the reward for their time and investment in working through higher fractals and dungeons is “just for the pleasure of beating hard content” and see what the response is. MMO developers spend a lot of time figuring out fair ways to reward people for getting better at the game.

Why should PvP be different? You can play for skill all you like – no one is stopping you. But this is a game and it’s perfectly reasonable to demand better stuff for being better. According to you, we need not even have any armor differentiation…just let everyone have whatever armor they want! Because hey – rewards are meaningless right?

People play for different reasons. You can play for fun, and I wish you all the best. But it doesn’t cut it for me. I need rewards. And I find it crazy that some people are telling others what they should be playing for.

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Posted by: Heezdedjim.8902

Heezdedjim.8902

I’m afraid I don’t agree with the statement “The ‘bonus’ or ‘reward’ for having higher skill is . . . beating higher skilled opponents, and therefore being better at the game.”

Thirty+ million MOBA players would like a word with you.

And the PvE side of all MMOs works exactly this way. The marginal increase in power for each tier of advancement becomes smaller and smaller the higher you go, and the time needed to complete each tier becomes longer and longer, to the point where cresting the last 10% of the power curve takes more time than doing all the other 90% up to that point. This game is even more extreme in this respect than most games, when it comes to the extreme speed of early progress and the glacial pace of later tiers.

You seem to be comparing match rewards in PvP to raid or farm chests in PvE and just thinking that it’s unfair that you get “more” or “better” drops and currency from doing higher level raids or farming higher level mobs in PvE, but you get the same number of rank points per match regardless of your rating in PvP. But what you’re leaving out is the exponentially increasing cost of actual progression (getting something of any value to you with those rewards).

You can get to level 80 in a couple weeks, and then head straight to the TP and buy a full set of exotic gear for a pittance. So you can get in just days or weeks 90% of the total power (or 90% of the “best” gear) you are ever going to have in the game, no matter how long you play it. But grinding out a legendary (or two) and getting ascended gear will take you more time by an order of magnitude than everything else you do up to that point, and the increase in stats is negligible at best. The only substantial reward of doing those grinds is the rep you get from having done them, and the shiny things you get to wear that shows everyone that you did.

WvW also has a a wildly exponential grind to get to higher ranks and abilities, which takes absolute ages to “max out” on either titles or power level. In fact a huge segment of the upper level titles and achievements in WvW are so absurdly grindtastic that it is mathematically impossible for anyone in the game to have obtained them at this point (some on them, e.g., the “Yakslapper” title, are not even obtainable within the reasonably foreseeable entire future lifetime of the game).

The diminishing returns in PvE are at least as severe as anything in PvP, and on both sides the ultimate reward of doing these grinds is really nothing more than than access to more shiny things or fancy finishers, which are just more little goodies that let you show off your rep and prove to others that you did the grinds.

So by your standards the PvE side of the games is at least as punishing or “pointless” at increasing skill levels compared with PvP (and this is assuming that grinding higher level PvE content represents a higher level of “skill,” which is a debatable premise at best).

(edited by Heezdedjim.8902)

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Posted by: bhagwad.4281

bhagwad.4281

I’m afraid I don’t agree with the statement “The ‘bonus’ or ‘reward’ for having higher skill is . . . beating higher skilled opponents, and therefore being better at the game.”

Thirty+ million MOBA players would like a word with you.

And the PvE side of all MMOs works exactly this way. The marginal increase in power for each tier of advancement becomes smaller and smaller the higher you go, and the time needed to complete each tier becomes longer and longer, to the point where cresting the last 10% of the power curve takes more time than doing all the other 90% up to that point. This game is even more extreme in this respect than most games, when it comes to the extreme speed of early progress and the glacial pace of later tiers.

You seem to be comparing match rewards in PvP to raid or farm chests in PvE and just thinking that it’s unfair that you get “more” or “better” drops and currency from doing higher level raids or farming higher level mobs in PvE, but you get the same number of rank points per match regardless of your rating in PvP. But what you’re leaving out is the exponentially increasing cost of actual progression (getting something of any value to you with those rewards).

You can get to level 80 in a couple weeks, and then head straight to the TP and buy a full set of exotic gear for a pittance. So you can get in just days or weeks 90% of the total power (or 90% of the “best” gear) you are ever going to have in the game, no matter how long you play it. But grinding out a legendary (or two) and getting ascended gear will take you more time by an order of magnitude than everything else you do up to that point, and the increase in stats is negligible at best. The only substantial reward of doing those grinds is the rep you get from having done them, and the shiny things you get to wear that shows everyone that you did.

WvW also has a a wildly exponential grind to get to higher ranks and to max out abilities, which takes absolute ages to “max out” on either titles or abilities. In fact a huge segment of the upper level titles and achievements in WvW are so absurdly grindtastic that it is mathematically impossible for anyone in the game to have obtained them at this point (some on them, e.g., the “Yakslapper” title, are not even obtainable within the reasonably foreseeable entire future lifetime of the game).

The diminishing returns in PvE are at least as severe as anything in PvP, and on both sides the ultimate reward of doing these grinds is really nothing more than than access to more shiny things or fancy finishers, which are just more little goodies that let you show off your rep and prove to others that you did the grinds.

So by your standards the PvE side of the games is at least as punishing or “pointless” at increasing skill levels compared with PvP (and this is assuming that grinding higher level PvE content represents a higher level of “skill,” which is a debatable premise at best).

Oh no – the more difficult it is to crest that 10%, the greater the prestige. The idea however is that the better you are, the faster you can finish that “10%”. The goal of PvE for many people (including myself) is to show off. It took me ages to get my legendary. Shinies are the sole motivation for playing. Fun is (at best) a secondary motivation. I get fun from getting shinies. All skill, all builds are geared towards getting shinies more quickly.

Moral: Never underestimate the motivational impact of the shiny.

Same with PvP. I want to reach my rank finisher so I can boost my ego. My problem is that low skilled players get rank points with the same speed as high ranked players. Skill counts for nothing. Unlike other modes of the game. I see no reason for this curious split to exist. PvP needn’t be placed on some hallowed pedestal.

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Posted by: Mike.4830

Mike.4830

Hello my name is backpack so far this year I’ve gone 83-2 in team leaderboards, not with a team but simple super pugs… the rewards are immense and we practically never lose… at one point in this game I lost ALOT, losing more than half of my games, but through practice and playing better players, I met up with better players and got better myself… I encourage you to fight these better teams/pugs to increase your skill…. …if you really just want rewards go to hj

Backpack God
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Posted by: Heezdedjim.8902

Heezdedjim.8902

Same with PvP. I want to reach my rank finisher so I can boost my ego. My problem is that low skilled players get rank points with the same speed as high ranked players. Skill counts for nothing. Unlike other modes of the game. I see no reason for this curious split to exist. PvP needn’t be placed on some hallowed pedestal.

You’re saying you want PvP to be like PvE. But it takes everyone on the PvE side the same number of hours, give or take, regardless of their “skill” to do any of the serious grinds. Why should it not take the same number of hours for any two PvP players to complete their grinds? That is, in fact, the entire design goal of all game systems in all games; to reward you more for spending more time playing, and to reward equal amounts of time invested equally.

The only real difference in any part of the game is not between “high skill” and “low skill” players, but between “high time” and “low time.” The former will spend more hours per week in game, and therefore will get their rewards in a shorter number of calendar days than other players. Other than that, all rewards are scaled to the expected number of hours needed to receive them, regardless of what you are doing.

You can be a little more efficient or fail a little less often in the PvE game if you’re more “skilled,” but on the whole it’s going to take just as many hours to get world completion, or run a raid instance, or kill a world boss, or do whatever else you want to do as everyone else who does it. The game is designed to ensure that is the case, in order to keep as many people as possible playing it for as long as possible. In PvE the time-gating is even more explicit; e.g., with raid lockouts, daily gating of laurels and dungeon path rewards, daily gates on top tier crafting, etc.

The only distinction is that in PvE everyone plays at the same relatively low skill level, because they all have to cross the same relatively low bar to win, and if you cross that bar — beating a fight, or finishing an achievement — then you get the same rewards as everyone else who passes that same bar.

In PvP, because you’re fighting other players, the bar for success is not fixed and isn’t low enough for everyone to pass in every possible match up. So they “fix” the problem of varying opponent difficulty by sorting players into tiers based on relative ability. The rating tiers, by design, are just there to ensure that everyone has to put forth the same amount of effort and spend the same amount of time playing in order to get the same rewards (same number of matches played = same average number of wins = same overall rewards, for everyone).

There is a small difference in that, in PvP, you can achieve a higher than typical win rate if you are one of the handful of players at the very top of the rating ladder; and for those few people progress will be a little bit faster because they can win more often than anyone else can consistently.

In that sense PvP actually does reward (extremely) high skill in a way that the PvE game in GW2 does not, and likely never will (at least, not as long as it lacks things like torture-mode feats of strength and “world firsts,” that other games use to reward higher “skill” and unique or “first” achievements in PvE).

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Posted by: bhagwad.4281

bhagwad.4281

Same with PvP. I want to reach my rank finisher so I can boost my ego. My problem is that low skilled players get rank points with the same speed as high ranked players. Skill counts for nothing. Unlike other modes of the game. I see no reason for this curious split to exist. PvP needn’t be placed on some hallowed pedestal.

You’re saying you want PvP to be like PvE. But it takes everyone on the PvE side the same number of hours, give or take, regardless of their “skill” to do any of the serious grinds. Why should it not take the same number of hours for any two PvP players to complete their grinds? That is, in fact, the entire design goal of all game systems in all games; to reward you more for spending more time playing, and to reward equal amounts of time invested equally.

The only real difference in any part of the game is not between “high skill” and “low skill” players, but between “high time” and “low time.” The former will spend more hours per week in game, and therefore will get their rewards in a shorter number of calendar days than other players. Other than that, all rewards are scaled to the expected number of hours needed to receive them, regardless of what you are doing.

You can be a little more efficient or fail a little less often in the PvE game if you’re more “skilled,” but on the whole it’s going to take just as many hours to get world completion, or run a raid instance, or kill a world boss, or do whatever else you want to do as everyone else who does it. The game is designed to ensure that is the case, in order to keep as many people as possible playing it for as long as possible. In PvE the time-gating is even more explicit; e.g., with raid lockouts, daily gating of laurels and dungeon path rewards, daily gates on top tier crafting, etc.

The only distinction is that in PvE everyone plays at the same relatively low skill level, because they all have to cross the same relatively low bar to win, and if you cross that bar — beating a fight, or finishing an achievement — then you get the same rewards as everyone else who passes that same bar.

In PvP, because you’re fighting other players, the bar for success is not fixed and isn’t low enough for everyone to pass in every possible match up. So they “fix” the problem of varying opponent difficulty by sorting players into tiers based on relative ability. The rating tiers, by design, are just there to ensure that everyone has to put forth the same amount of effort and spend the same amount of time playing in order to get the same rewards (same number of matches played = same average number of wins = same overall rewards, for everyone).

There is a small difference in that, in PvP, you can achieve a higher than typical win rate if you are one of the handful of players at the very top of the rating ladder; and for those few people progress will be a little bit faster because they can win more often than anyone else can consistently.

In that sense PvP actually does reward (extremely) high skill in a way that the PvE game in GW2 does not, and likely never will (at least, not as long as it lacks things like torture-mode feats of strength and “world firsts,” that other games use to reward higher “skill” and unique or “first” achievements in PvE).

_"But it takes everyone on the PvE side the same number of hours, give or take, regardless of their “skill” to do any of the serious grinds." _

But this is clearly not true. If I’m good, I can on an average finish a dungeon much faster than someone who isn’t. The better you are, the faster you get stuff in PvE. I can guarantee you that a well played warrior in a dungeon is far superior and preferable to a bad one. It can make the difference between 20 minutes and 1.5 hours.

I got my Liadri miniature after a hell of a lot of practice and with quite a bit of skill (if I may say so myself). It’s plain wrong to say that a skilled and unskilled player will be able to get the same rewards in the same time. Both will reach it eventually sure, but the time difference is huge. I mean really huge.

I’ve already given you the example of fractals that keep increasing in difficulty. There’s no low skill bar – it keeps going on and on. As do the rewards.

The better you are, the better rewards you should get. Come on – this isn’t such an alien or out of the way concept surely!

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Posted by: Heezdedjim.8902

Heezdedjim.8902

But this is clearly not true. If I’m good, I can on an average finish a dungeon much faster than someone who isn’t. The better you are, the faster you get stuff in PvE. I can guarantee you that a well played warrior in a dungeon is far superior and preferable to a bad one. It can make the difference between 20 minutes and 1.5 hours.

And you still only get one run per day at the higher reward level for each path. You also don’t get double the tokens for finishing in 20 minutes vs. 1.5 hours.

There are some extremes where terribad players might take a lot longer just to get through the content at all (same in PvP, where awful players may just lose and lose and lose and never get close to 50/50 wins). But for everyone else who is between merely ok and really good at it, the same rewards take substantially the same number of hours to get.

All of the core reward design features like daily gates are in fact put into the game to slow higher skilled players down, so they can’t progress faster than those who are not quite as efficient. And all games do this. To the extent you can get around it a bit in PvP, at the extreme high end of the skill tiers, you at least have that advantage.

(edited by Heezdedjim.8902)

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Posted by: Heezdedjim.8902

Heezdedjim.8902

The better you are, the better rewards you should get. Come on – this isn’t such an alien or out of the way concept surely!

I get that this is how you, as a player, feel about it. And it’s not an unjustified feeling.

But from the game designer’s point of view, the more time you spend playing = the more reward you get, because the entire goal is to keep you playing for as long as possible. There is no way you can reasonably expect that they are ever going to design a game that runs counter to that fundamental, economic motive that they have for building the game in the first place.

The bottom line is that you’re not asking for “better” rewards at all; you’re asking to get the same rewards faster. That’s not going to happen.

ANet has carefully and deliberately scaled the number of hours and days they expect you to spend to get every single reward they put into the game (allowing for some variance, and always keeping in sight a minimum time investment required from all players, no matter how good they are at speeding up).

Making it so you get those rewards quicker than they intended means you will run out of rewards to get quicker, and that means you stop playing and no longer are their customer sooner than they planned. Losing customers faster is not exactly what most game developers consider a “good” design objective for a game.

(edited by Heezdedjim.8902)

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Posted by: silvermember.8941

silvermember.8941

Aren’t they making some big change to how rank works soon anyway?

No. Supposedly they are just gonna keep it since ppl are attacted to ranks and go with ladder or something. But there is not ETA so expect it between now and infinity.

As u know im pro. ~Tomonobu Itagaki

This is an mmo forum, if someone isn’t whining chances are the game is dead.

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Posted by: bhagwad.4281

bhagwad.4281

Aren’t they making some big change to how rank works soon anyway?

No. Supposedly they are just gonna keep it since ppl are attacted to ranks and go with ladder or something. But there is not ETA so expect it between now and infinity.

I’m pretty sure they said they’re going to remove rank progression. Those who have reached a certain rank at that time will keep it along with the rank finishers they’ve earned. But you won’t be able to go further anymore.

Which is one of the reasons why I’m so eager to reach my rank goals before this change is made.

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Posted by: Heezdedjim.8902

Heezdedjim.8902

I’m pretty sure they said they’re going to remove rank progression. Those who have reached a certain rank at that time will keep it along with the rank finishers they’ve earned. But you won’t be able to go further anymore.

I wouldn’t feel too bad about it if you don’t get to whatever level you want before any change that does happen eventually comes around. For one thing, it likely will take them ages to actually do it, since they haven’t yet talked about any specifics at all.

Also, if it is true that the old ranks are going away, they’re not going to be replaced with nothing, or with something worse. What it most likely means is they want to remove the rank grind and tie whatever new “rank” system replaces it directly to the competitive ladder instead.

As it is now, getting a certain rank just means you’ve played X number of matches, assuming the typical win rate of 50/50.

The alternative (and the way most competitive players prefer) is running “seasons” and granting “ranks” based on your competitive ladder position at the end of each. The top three spots will give unique titles and finishers, and everyone else who completed some sort of 10-part meta achievement during the season will get a common “I was there” title and finisher that are unique to that season. There also probably will be tiered titles and rewards, so like gold, silver, and bronze tier rewards for everyone who falls into the respective ranking bands.

Then, when the next season starts, a new set of unique rewards come in, and you start over again churning to the top and competing to get the better and globally unique rewards.

The ranks and finishers we have now, at that point, will just mean that you played back in the day, like the old living story achievements that you can only have if you were there when those episodes were running.

It doesn’t mean the stuff in the future will be worse. In fact, if they do wind up making a new rank system that actually is tied to your true rank on the ladder, the new titles and rewards will be a whole lot more meaningful, because they will be a reflection of your individual and team skill, and something that only competitors of equal skill will ever have, not just the inevitable outcome of a boring grind that everyone can wind up getting sooner or later.

It just means that the old stuff will become unique and acquire collector or “veteran” value, and it will be your token to show that you were there, which people who come along later will not be able to get.

(edited by Heezdedjim.8902)

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Posted by: Dwaynas Avatar.1562

Dwaynas Avatar.1562

Hello my name is backpack so far this year I’ve gone 83-2 in team leaderboards, not with a team but simple super pugs… the rewards are immense and we practically never lose… at one point in this game I lost ALOT, losing more than half of my games, but through practice and playing better players, I met up with better players and got better myself… I encourage you to fight these better teams/pugs to increase your skill…. …if you really just want rewards go to hj

Or simply change to warrior

all is vain – #BelieveInKarl – #EvanForPresident