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Edited by Wes: 4/2/2020 3:30:47 PM
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Wes

[quote]We'll were not coming back and nothing you do out side of making a flawless only que matchmaking for those that have already gone flawless that weekend will bring us back. [/quote] So what you're saying is unless Bungie makes another playlist that simultaneously limits the matching pool and makes going flawless once a week completely meaningless and easy the casual players won't come back? And what would that solve? Nothing at all. Because it will make flawless easy come Monday every week and then either: a) That playlist wouldn't provide access to any additional loot that the normal one does, thus making is even sweatier without a justifiable reward; or b) That playlist will provide new loot. Which pretty much just re-creates the exact same problem we have now - casual players feel "hopeless" and can't access the loot from Trials. I'm sorry but that just isn't the solution. Catering an entire playlist to casual players while simultaneously damaging the experience or value of others is not the right solution. The best solution is to just design system that's inherently protect the casual experience within one playlist. The loot needs to be just overly abundant. Post game drops. Daily bounties that drop armor/weapons. Increased tokens from wins and bounties. Increased drop chance and tokens from games (win or lose) further up the card. Bonus tokens and more loot from second, third, etc. flawless runs. Trials needs a loot system that incentivises better players to stay at the end of the card so casual players have a fighting chance at the beginning and can therefore acquire loot and a sense of "I just won three games. I CAN do this." Edit: And the whole "locking loot behind x wins and then taking all the tokens you gathered in your attempts for the week" BS is just that. BS.
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  • It needs a true ranking system that puts players in their own tier of players pool to help keep games even and less one sided. This would help combat paid carries and streamers praying on low skilled players. Putting a truly ranked system in place would also allow a better sense of accomplishment and players to feel less hopeless about playing. Its not about rewards its about playing fair matchmaking opponents. The time investment players need to get better will help them succeed not putting them up against pro streamers and sweaty elitist players. So what if you have to wait 10 mins for a match as long is in the end its going to be a fair balanced match. No one ever gets better by getting destroyed every game. No you get better by gradually playing slightly harder and hard opponents.

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    [quote]No you get better by gradually playing slightly harder and hard opponents.[/quote] This is EXACTLY what the current system does. It gradually gets harder based on the number of wins on your card. It's just not working because people are abusing it to get loot, because the loot system blows and offers no incentive to stay at the end of the card.

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  • No it doesn't and your fooling yourself if you believe that. Every game in trials i have ever played has been against a sweetie no life that can kill everyone before they ever get a chance to react. I've had times were im about to go flawless and some d bag on other hits the lag switch or boots someone on my when we're about to get the final kill. Im not about to tell anyone that plays destiny to ever step foot in trials until its a fair matchmaking ranking system. That makes matchmaking almost impossible for the average player because its not for average players or casuals.you all wanted this now you have it and we the average and casual player base is gone or leaving. We need to leave to open your eyes about how bad trails is for average players and stop being cannon fodder for streamers and elitist.

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    I went flawless yesterday. Only sweaty guys I matched were games 6 and 7. Game 7 was against another team AT GAME 7. In fact, I've been flawless several times. EVERY SINGLE GAME 7 MATCH HAS BEEN AGAINST ANOTHER TEAM AT GAME 7. All of my game 7 matches have been the hardest. If you don't match players abusing thr system, IT WORKS. However, matches 1-3 are very frequently also sweaty. Why? Because they're farming low card wins. They're abusing the system. All those sweaty guys you're finding early in the card? Yeah. They're farming low card wins. That's why the system isn't working. The better players are staying at the beginning of the card, rather than the end as intended, because there's no incentive for them to be. The system is literally designed to get harder as you go up the card. Simply because better players are expected to be at the end of the card. You have to climb the ladder to get flawless, and the matches get harder at the end. However, early card farming BREAKS that. The better players are farming tokens at low ranks, which literally flips everything upside down for a lot of players. Your entire complaint is targeting the wrong problem. It isn't the matchmaking system that's ruining your experience; it's the players abusing the matchmaking system that are.

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  • Edited by TattooedOni: 4/3/2020 3:51:50 AM
    [quote][quote]We'll were not coming back and nothing you do out side of making a flawless only que matchmaking for those that have already gone flawless that weekend will bring us back. [/quote] So what you're saying is unless Bungie makes another playlist that simultaneously limits the matching pool and makes going flawless once a week completely meaningless and easy the casual players won't come back? And what would that solve? Nothing at all. Because it will make flawless easy come Monday every week and then either: a) That playlist wouldn't provide access to any additional loot that the normal one does, thus making is even sweatier without a justifiable reward; or b) That playlist will provide new loot. Which pretty much just re-creates the exact same problem we have now - casual players feel "hopeless" and can't access the loot from Trials. I'm sorry but that just isn't the solution. Catering an entire playlist to casual players while simultaneously damaging the experience or value of others is not the right solution. The best solution is to just design system that's inherently protect the casual experience within one playlist. The loot needs to be just overly abundant. Post game drops. Daily bounties that drop armor/weapons. Increased tokens from wins and bounties. Increased drop chance and tokens from games (win or lose) further up the card. Bonus tokens and more loot from second, third, etc. flawless runs. Trials needs a loot system that incentivises better players to stay at the end of the card so casual players have a fighting chance at the beginning and can therefore acquire loot and a sense of "I just won three games. I CAN do this." Edit: And the whole "locking loot behind x wins and then taking all the tokens you gathered in your attempts for the week" BS is just that. BS.[/quote] I don’t see the win in leaving it how it is, you create a similar environment slowly over time. Trials has lost 10% of its player engagement every week its been out so far. Eventually the “casual” population leaves and doesn’t come back and you get a low population of players matching each other over and over. If it changes and quickly there is a chance to recover the population leaving the activity.

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  • Edited by Popalorian: 4/3/2020 3:08:05 AM
    Perfectly said. Plus get rid of light level advantages, it's simply not competitive

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  • I agree dude! They all ruin an optional game mode. To which there's alternative Weapons and always have been!

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