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Matchmaking And Infamy System

Discussion in 'Bugs, Issues & Inquiries' started by CheekyDevilGod, 23 Jun 2017.

  1. CheekyDevilGod

    CheekyDevilGod Well-Known Member

    Joined:
    23 May 2017
    Messages:
    851
    Respected Admins,

    The infamy system as you probably already know is broken

    Whole teams losing 24 points cause 1 guy went afk and another guy sucked

    Whole team gaining 24 points cause 2 players carried the whole team

    It's not healthy

    The current infamy system which provides points based on pure win and loss is what is screwing up the match making

    Bad players getting carried to levels they do not deserve and are screwing all the teams in that league

    Good players not being able to rise in ranks because of the bad players

    It's pretty obvious that the game can track amount of dmg done, healing, etc (daily quests, duh)

    I'm not a programmer but I'm sure that there is a way to integrate those stats into the infamy system and reward people based on performance instead of win or lose

    You already have a star system

    Just reward infamy based on the number of stars atleast

    Surely it's not that hard

    It's like the devs aren't even trying to listen to anything the players say honestly

    I play, sometimes I do exceptionally well and carry the whole team

    Sometimes I do terrble and die

    Sometimes I lose cause of shitty teammates, sometimes cause I suck

    Sometimes I win cause my teammates are better than me, sometimes cause I did really well

    I don't wanna do bad but still rise in ranks cause I got carried by good players and face players of their calibre and die in 30 seconds and cost those people wins

    I don't want to do well, lose tons of games cause of bad teams

    End up fighting really low level players, and "bully" them to get back in my league

    All the problems in matchmaking is cause the infamy system sucks balls and your system rewards infamy based on pure wins and losses EVEN THOUGH YOU ALREADY HAVE A PERFORMANCE BASED STAR SYSTEM

    Like what the fudge...why even?

    You already have a system that rewards according to performance, just integrate it into the infamy system, how hard can it be?

    You have a system that rewards according to performance and yet you choose to reward infamy according to wins and losses

    It's like, the devs were too lazy to add an extra bunch of codes so they punched some random stuff

    It's like you guys don't really care

    Do you honestly believe that this isn't a problem worth looking into?

    Or worse, do you honestly believe that this isn't a problem at all?

    Or do you believe that rewarding infamy based on performance is not the best solution?

    Or do you simply not care?

    Cause if you guys don't care, please tell us so, so that we can just say screw it and resign ourselves to our fates and accept the game the way it is instead of wasting our time needlessly bothering you cause we all know that this isn't the first rant you are getting regarding the screwed up system

    I don't know if you people would even bother reading this and I'm not sure that even if you do read it, you'd bother responding

    But it's worth a try so meh

    I'm really sorry if I was being a whiny bitch

    I had to do so in order to drag your attention to a problem to which you already have a solution to but refuse to implement for god knows what reasons

    Thank you very much for giving us a wonderful game which could be so much better if only you tried.
     
    Mon4 Lot and Veganasaurus like this.
  2. Veganasaurus

    Veganasaurus New Member

    Joined:
    5 May 2017
    Messages:
    12
    Completely agree. A performance based win/loss of infamy would still encourage teamwork, but would also keep players playing.
    Perhaps it's so that people get frustrated and try to buy their way into the top leagues. The thing I think they're missing, is that players won't buy once they've left the game out of frustration.
    Currently there is a little incentive to become a good player, but only a little... I still know that in certain matches, I was doomed to fail from the start, because carried players fill the team. Likewise, I'm also the downfall of higher up teams than me, because I've been carried on a system that doesn't reward skill and teamwork as well as it should/could.
    I get that Rovio needs to make cash... And I'm all for that... But no one watches adverts, and no one buys pearls, if they've left what feels like an unfair system.
    It would be a balm to receive some word from admin/devs that you acknowledge there's room for improvement and that you've some intention to change it.

    Regardless, I'd also like to congratulate Rovio on an otherwise superb game. This has held my interest far more than any other mobile game in a very long time.
     
  3. Mamamyers

    Mamamyers Well-Known Member

    Joined:
    18 May 2017
    Messages:
    566
    Occupation:
    Loser
    Location:
    Your mom
    That's okay they just ignored the hundreds and hundreds of post of people complaining about this and instead of fixing that they decided to take things away from other players. Straight up b******* I'm not going to play this game until they fix the infamy not that they give a s*** because most of you will still play and put up with it.
     
  4. Littl3-R3d

    Littl3-R3d Active Member

    Joined:
    7 Jun 2017
    Messages:
    51
    To be honest i think the match making system is depended on how your doing in matches so say your on a extreme lossing streak, you are most likely going to be put where others are lossing too, so your not getting good players.
    But if your on a winning streak you'll start playing with better people and keep going up so maybe if your stuck lossing try fleeting and communicating this usually results in wins because you have a higher chance playing with something your talking to in person or coming up with a strategy before game unlike with random people.
     
  5. GR€€N ARROW

    GR€€N ARROW New Member

    Joined:
    23 Jun 2017
    Messages:
    2

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