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  1. #71
    Player
    rofland's Avatar
    Join Date
    Sep 2020
    Posts
    41
    Character
    Roland Montpensier
    World
    Mateus
    Main Class
    Miner Lv 100
    Quote Originally Posted by PotatoTree View Post
    Crystal ranked players past a certain point threshold should no longer get Diamond players in their matches.

    Sure crystal players can be good enough to carry lower ranked teammates, but it is neither fun or rewarding. Instead of matches of even teams where a loss feels "close", you get teams of people trying to win paired with teammates who haven't even read a rulebook and are stuck at Diamond 5. These losses no longer feel close but "unfair" and more like a cointoss.

    This is neither fun or rewarding. It is just frustrating, and it only breeds animosity among players that do not perform.
    Also anyone with sub 500 crystal rating after a certain number of games should be sent back into the d3 and under queue. Really frustrating seeing the same ugly highlander warrior grief over and over. Not even Feast was this bad about it.
    (1)

  2. #72
    Player
    Shpy's Avatar
    Join Date
    Jul 2019
    Posts
    44
    Character
    Inugami San
    World
    Mateus
    Main Class
    Bard Lv 90
    games are awesome qup I can win all day with the funny "humans" in queue haha
    (0)

  3. #73
    Player
    senjinkira13's Avatar
    Join Date
    May 2022
    Posts
    2
    Character
    Y'umi Ryu
    World
    Behemoth
    Main Class
    Thaumaturge Lv 90
    They should actually just have an MMR system like chess. and have ranks be based on the MMR.

    Like everyone starts at 1000. 0-1500 is bronze, 1500-2000 is silver, 2000-2500 is gold 2500-3000 is platinum, 3000-3500 is diamond, 3500-4000 is crystal, then have 100 rankings depending on mmr past 4000. So 4320 is rank 1, 4300 is rank 2, etc. but they are all considered to be 4000 mmr players.

    Ranking should only consider 500 pts in MMR up and down, so if you're 1000, you'll be paired with people who are 500-1500. Maybe add a system where every 5 mins the pool is widened by 250. so after 5mins its 250-1750.

    The system tries to balance the mmr on both teams so that the total mmr is equal or within 250 pts. The team that has the higher mmr pts will lose a bit more points if they lose, but gain the same pts as normal if they win. And reverse on the other team. The team with lower pts gains more pts if they win, but lose normal pts if they lose.

    Only you can see the MMR you have. other players will only see your rank.
    (1)

  4. #74
    Player
    mistaya's Avatar
    Join Date
    Oct 2021
    Posts
    11
    Character
    Miss Mistaya
    World
    Excalibur
    Main Class
    Dark Knight Lv 100
    The first thing to realize is that "they had three silvers and I had three bronzes" is not an autoloss at all, there is basically no difference between those players. The second thing to realize is that in team-based PVP you will always have games that your team just throws, it's fine, play another one. The third thing to realize is you are not as good as you think you are, and most of your losses will show you ways to improve your own play that makes you more likely (but never guarenteed!) to win. How did you die? What could you have done to not die? Are you using your purify, your standard potion, your movement tools, your guard, proactively grabbing the medkits?

    I've been leveling my alt through CC on a different datacenter (smurfing) and the fact is a good player can 100% win games off their own play in the lower ranks. If you can't that just means you're pretty close to your skill level. If you get to a new rank and then get stuck that means you probably got a lucky streak to get to that rank and need to work on your own play to advance more. Take advantage of the fact that you can't drop to try new tactics. There are points where the meta kinda shifts, once people learn how to use guard (around goldish, but it's variable) then you need to start planning how to bait guards and tracking who has their guard up and who doesn't at any given moment, things like that. People start understanding how to chain their CC or preventing you from using guard easily. Different team comps require DIFFERENT STRATEGIES. You don't play lightparty into 5 dps the same as you play 3 support into 5 dps. You start recognizing 'my team needs to outlast' or 'my team needs to burst one guy quickly' as your win conditions. You start understanding when you need to camp the point and when you need to roam. How far you should chase. When you should double back. You don't KNOW these things when you start playing, and there's no One True Answer because every comp and match is different.

    There is an element of randomness to team PVP and if you get upset at a loss streak, just *stop playing*. This is called tilt, and it means you play worse and lose more games, which makes you play worse... It is a viscous little emotional spiral that happens to everyone, but more often to new PVPers who haven't developed any resistance to it. The "one more game" or "i'll play till I win one" drive is very strong but also a big trap that will make it much harder to succeed.

    "Get gud" is not helpful advice, but i think "Play more" is helpful advice and most importantly: DONT play to rank up. play to LEARN, play to IMPROVE YOUR OWN PLAY, and the rank ups come naturally because your goal is not tied to the performance of other people (you cannot control that!!!!!!) so you'll still feel satisfied even if you lose 10 games as long as you can say "I learned something! I used my purify better! I used my guard more effectively!" The mental game is so very important in PVP.
    (2)

  5. #75
    Player JamieRose's Avatar
    Join Date
    Oct 2019
    Posts
    750
    Character
    Staribbon Xu
    World
    Maduin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ThaCa View Post
    From my experience going through the lower ranks, they are far more volatile. Individual skill differences and game plans are so all over the place that every game is a huge gamble and while your carry potential is bigger there, your team's potential to throw is a lot bigger than in Crystal where most people actually regroup after staggered team wipe. It can be incredibly frustrating to deal with the inconsistency and trying to form your own gameplay style or rack up experience and learning when things that worked in previous game might do nothing in the next.

    I can understand the frustration when you barely get to play the same game and instead of having a good fight fairly often it instead just ends up feeling like coinflip. Hopefully they figure out how to remedy this in future, it would be nice if everyone had a chance to enjoy the gameplay.
    Volatile is a gentle way to put it. I can think of better words for it and most of them rhyme with truck. There is no real sense of strategy or cohesion, it is merely the team with less lemmings on it wins. For me that's the other team in, I'd say a good 66% of matches which seems well within Squeenix's acceptable margin of fluctuation or whatever cockamamie algorithm they use to justify this..."volatility".
    (2)

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