TL;DR: the loss of infamy with NML resets needs to be put back in if there's any hope of newer or mid-level players sticking with the game. How it should be handled and what to do with NML.
I've heard people complaining about infamy but never paid much attention since NMLers don't experience this issue directly. Although, after giving it a bit of a think, I believe it is an issue that affects everyone.
In the simplest of terms, infamy is created by new players matched with bots, while infamy is deleted with league resets, infamy degradation from inactivity and in draws.
The issue is easy enough to understand:
there is more infamy being removed than infamy being created.
Why does this matter?
As NML steals from Ace, Ace from Masters, and so on until there is no one left to steal from. A black hole is formed. With each passing season, it pulls higher and higher level players down in infamy to compensate for the lack of new infamy.
What are the effects of a shrinking infamy pool?
New players are facing tougher competition sooner than they should be so they get discouraged and quit. Similarly, mid-level players that are stagnating or declining in infamy also get discouraged and quit.
Why? Infamy is the most obvious indicator of your game progression. If players do not feel as though they are progressing - despite their best efforts - it will not take long before they leave the game.
What's the solution?
Create more infamy.
Why haven't they solved this issue?
I imagine the problem is that of measurement.
How much infamy to add and how?
It is likely difficult to measure how many new players are sticking around to pass out their newly created infamy. It's also likely difficult to measure how much infamy is stolen and taken by each league. An active player that only plays events has an infamy rating, but their infamy is not in circulation (e.g., infamy stored under the mattress vs infamy used in ranked matches).
If too much infamy is added, the infamy resets will eventually balance out the infamy creation/deletion ratio. NML may not be as exclusive or prestigious, but it's not exactly either of those things now. The solution to that issue would be to raise NML's threshold or to expand NML.
Too much infamy creation is not nearly the issue of too little infamy creation as discouraged players quit, while progessing players are more likely to spend money to expedite their progression (even if that progression is somewhat artificial).
How to create infamy?
The easiest solution:
Start awarding more infamy for wins than infamy lost in losses, or
taking less infamy from losing teams than infamy earned in wins, or
splitting the fraction in half between winning and losing teams.
This will likey be a fraction of a number. For instance, a player would gain 24 1/5 infamy for the average win while losing 24 infamy for the average loss. The match results screen wouldn't show the difference, nor would many players notice that they're gaining an extra infamy point every five wins, but it is infamy being created nonetheless.
How much to add?
My best guess for a starting point would be to ignore the new player infamy creation and focus on how much infamy is deleted through NML reset, then add the fractional infamy point back based on the estimated number of ranked matches played.
Suppose there are 2000 NMLers losing an average of 500 infamy each season (or 1 million infamy deleted each season). That's the lowest amount that should be added - although I'd suggest adding slightly more.
If there are 1 million ranked games played in a season, or 5 million match winners, you'd have to set the fraction at 1/5. Thus, each match is putting one point of infamy back in the game.
Infamy Inflation
Obviously, this may lead to some minor infamy inflation, but that's not a bad thing. If players feel like they're getting better (primarily measured by their infamy rating), then players will be happier - and much less likely to quit. Moreover, you can allow new players to face bots for longer to give them a longer buffer period before being thrown to the wolves. This longer introductory period increases their investment in the game and makes it easier to retain them for the long term.
Alternative
Alternatively, you could add +5 (or whatever number) to wins for lower leagues and keep upper leagues untouched. However, this is much, much more complicated and would likely lead to drastic infamy swings for these players - that would trigger anti-tanking penalties.
NML Expansion
Spoiler: Getting into another issue
To keep NML somewhat exclusive, you could add NML I, II, and III with each division having different reset points.
NML III (4000-4499) could reset to 3999; NML II (4500-4999) could reset to 4200; and NML I (5000+) could reset to 4400.
What would you give for season rewards?
1 legendary item piece for the lowest NML league, 3 for the middle, and 5 for the top. Then start awarding a large number of epic item pieces, powercells, and parts for division rankings.
Why does this matter?
These players likely already have one main set of maxed epics, but this would allow them to build the epics that they wouldn't otherwise build while giving developers a better idea of how strong each item is rather than what items players are locked into using due to a lack of powercells and lack of inventory space to save duplicates.
More importantly, this league breakdown and reward structure would give meaning to ranked matches again. If players cared about ranked matches, they would be more willing to spend money to improve their items.
Currently, infamy above 4k is meaningless. There is no point in collecting perks, building new items, or even taking ranked matches seriously .. and that's bad for business long-term.
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