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Destiny 2

Discuss all things Destiny 2.
2/9/2019 11:28:49 PM
14

FIX COMP MATCH MAKING

It is the worst, I keep getting paired up against 4 stacks all with luna's and not forgotten's (I'm only at 800) and getting absolutely destroyed. This is complete bull and NEEDS TO GET FIXED. Its been like this since the release of D2 and not a single thing has been done about this. Like why am I against people who have been 5k+ in glory points?? Bungie needs to fix this and make comp more like Overwatch where they actual AVERAGE the players rankings so its at least a semi-even match. SO TAKE NOTE BUNGIE AND FIX THIS IN SEASON OF THE DRIFTER

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  • When it comes to PvP, I have made some ideas for how they could rework it to make it far more user-friendly and engaging: [b]Matchmaking + Rank[/b] -Added cross-play to PvP (reworked aim assist and flinch in PvP for console players to keep balance between them and PC players) -Removed Competitive playlist -Removed Glory ranking -Ranking can no longer be reset -Performance in PvP will now be tracked differently (Kills, assists, and wins ÷ Deaths, and losses). To ensure performance is tracked accurately, only a small percentage of kills, assists, and deaths will count toward the performance tracker (Kills: 20%, Assists: 15%, Deaths: 25%) -Valor will now equal the amount of players you outrank in performance (Ex: if you outrank 99,999 players, your Valor will be 100,000) -Valor will now only apply to those who have completed at least one Crucible match -One fifth of your total number of supporting acts (Capturing zones, setting charges, defusing charges, reviving teammates) will count towards your assists, making the climb to higher ranks more engaging for casual and core players -Matchmaking will set a ranking gap between 500,000 of your placeholder (Ex: If you have 2,000,000 Valor, you will be joined up with players with as low as 1,500,000, and and high as 2,500,000). Ranking gap can also be adjusted (more on that directly below) -Players can now select their ideal matchmaking settings: gamemode (control, clash, rumble, survival, showdown, breakthrough, rumble, countdown, 1v1), gameplay pace (casual, core, hardcore), and matchmaking type (solo, standard (being in a fireteam automatically locks it to "standard")), ranking gap (minimum of 250,000; maximum of 500,000), and matchmaking will prioritize matching you up with players who have similar settings (more on that below). You can also turn these settings off if you want matchmaking to take less time -Casual gameplay will be disabled once your Valor is at 1,200,000 or higher (this is meant to stop players from smurfing in casual gameplay to get to higher ranks) -Matches will be 6v6 in core gameplay, and 4v4 in casual and hardcore gameplay -Players who you have Blocked/Muted will not be queued into your match -Players with a high enough level of performance will have changes made to show that they are the best of the best: Quickplay icon will be surrounded with elemental light based on the element of the subclass currently being used, and will be re-dubbed to "Ultra-Quickplay", you will have your ranking gap locked to its minimum to make matchmaking more skill-based, matchmaking will heavily prioritize matching you uop with players who have gotten that high, or higher, and EXP gains will be increased by 33% -Valor will be account-wide to a degree -Added a setting called "Matchmaking Assist”, which will turn ideal matchmaking settings off after some time of waiting for a match. This can be toggled on and off, but when toggled on, you can set the amount of time you want it to wait before it auto-cancels (minimum of 30 seconds, maximum of 2 minutes) -Added a setting called “Matchmaking Focus”, which allows you to increase the prioritization of one of the four ideal matchmaking settings by 10% (more on that below) to put a bit more work into getting the ideal match, but this setting can be toggled on and off [b]Matchmaking Prioritization[/b] This is how matchmaking will priotize match-ups on default based on rank and matchmaking settings: -Ideal gamemode: 30% -Gameplay pace: 90% -Matchmaking type: 70% -Ranking gap: 85% [b]Gameplay pace[/b] This is how PvP will be affected with gameplay pace selections: [u]Casual[/u] -TTK will be reduced by 15% for all weapons (some weapons will get more or less tweaking to damage and/or rate of fire for this gameplay pace to keep things balanced throughout) [u]Core[/u] -Same as Quickplay [u]Hardcore[/u] -Gamemodes will be changed to be more competitive -Movement speed is increased by 10% -Crippled radar (Radar will be active, but enemy players will not be tracked regularly. Making noise on the battlefield (extra jump, shooting, activating super, throwing grenades, melee, etc.) will cause you to be tracked on the radar until the noise ends Note: While matchmaking will take more time, and matches with your exact preference will not be guaranteed, they will have a significantly higher chance of success than failure. [b]Quality-of-life[/b] -Increased respawn overshield health from 100 to 500, but overshield disappears immediately after engaging an enemy -Matchmaking will try to match you up with players within shorter distances first to reduce wait times and Internet worload, depending on how far away other players are -The host of a match will be kicked if their connection drops to game-breakingly low (to compensate for times when this is not in the player's control, quitter penalties will only begin the moment it happens a second time) -Improved stability of server connection as much as possible -Private Matches now use dedicated servers -Players cannot play a PvP match for 20 hours if they enter a PvP match from a different country or region less than 20 hours after logging out (this is meant to make most paid carries less efficient) -Added a feature where players who camp in one spot for enough time will have their radar disabled. If they die, the player who kills them gets +50% EXP. [b]Pinnacle Weapons[/b] -Removed quest steps that involve getting to a certain ranking -Quest steps will now be progression-based, meaning they will have more ways to progress, but certain, harder ways will speed it up a bit more -No longer requires playing in hardcore mode to progress Overall, the quests will be longer than they were before— even for hardcores, but they will be more accessible, more engaging, and far less repetitive. Casual players could finish the quest steps without even thinking about them, even if it does take quite a while. I am aware that a bunch of hardcores will just assume this is salt for thinking quests are too hard, but in reality, I just think the grind is too repetitive as is. [b]Persistence[/b] -Added a progression meter to PvP called "Persistence", which goes up as you complete matches, win matches, get kills, get assists, and earn medals (non-win completions are worth .25%, wins are worth 50%, kills and assists are worth .10%, medals are worth .20%) -Once your Persistence reaches 100%, you will be rewarded with 5,000 EXP, 5-10 Enhancement Cores, 1 Powerful Reward, 7500 Glimmer, and 10-15 Legendary Shards -Persistence will reset back to 0% on the weekly reset to allow players to go for the sweet rewards once more -If your character is at its maximum Light Level, the Powerful Rewards for getting 100% Persistence will have a significantly higher chance of coming out as an Exotic I've been suggesting these changes for some time now, because I believe Destiny needs them more than it ever did. As much as some PvP tryhards would love to disagree, these ideas could not only improve PvP's quality-of-life, but make it more unique in terms of matchmaking and use of peer-to-peer servers.

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