*Too lazy to edit down the train of thought post*
With an infamy floor, that player would probably be bottomed out around 2400 infamy .. so the teams would be the same, but it would
appear more fair.
The difference with a matching floor (i.e., the current system) is that if a player floats matches, they risk losing their league rewards .. but it
appears less fair with wider infamy ranges.
The
actual issue with player infamy struggles is an unwillingness or inability to adapt to changes in the game.
Spoiler: More
What changed ?
Buffs and nerfs have something to do with it - mortars and cannon combos were buffed while rail guns, snipers, and firebombs were nerfed (in relation to other weapons or outright) ..
The availability of new ships, items, and event perks also changed the balance of power. This meta shift required different strategies.
The effect :
Defenders have long been the weakest ships in ranked. But Shooters, once among the strongest of ships, are now among the weakest (without a dedicated fixer).
Rushing opponents, unloading on them, nitro escaping to repair for 15 seconds (rinse and repeat) became the dominant strategy over conserving health and refining your accuracy at maximum range. Obviously, shooters are less than ideal for this type of game.
Although, shooters still do well in damage-for-coins, multi-life events.
1) Unwilling to adapt
Some players continued grinding ranked with their weakened Shooters (probably without realizing how much weaker they were).
Because of the matching floor, they were matched based on some percentage of their career high .. and they kept losing infamy .. that is one reason why I don't agree with the use of any type of floor.
Without a floor, players would have lost several hundred infamy (to represent the loss of ship/item power) but their infamy would have stabilized at that point.
2) (More likely) Players were unable to adapt .
Items:
It can take 2-3+ years to collect 6 epic duplicates of an item .. if players failed to save nitros or repair items, they weren't able to adapt to the changes. Obviously, the new items are out of their reach. And, most weaker 3-slot rare versions of items are less than comparable but still take over a year to collect a full set.
No-Life Grinding:
The new ships take an exorbitant amount of time to level to a competitive level - so that precludes all but the most dedicated grinders and largest spenders.
Likewise, event perks drastically affect the effectiveness of weapons .. if you're unable/unwilling to grind 8+ hours a day during events or buy coins, then you're not going to be able to catch up (much less keep up).
Long story short -
While I don't agree with the floors, they aren't the reason why players are struggling with infamy.
I suppose I should also mention --
Presumably, a 300 infamy player matched at 2400 infamy (with the floor) wouldn't be matched at 3400 infamy once they regained 1000 of their lost infamy .. they would continue to be matched at 2400 until their actual infamy surpasses that point.
Without a floor, they would likely be stuck at 14-1500 infamy until they chose (or were able) to adapt to the new meta.
Anywho .. as I've said before, the better way to protect new players would be to allow them to play in a training league until they have the items and ship levels to compete with other players .. which would allow for the removal of floors. (Another reason why rares should have a higher drop rate and 4 perk slots - to speed this process).
*Although they would also have to reexamine ranked match rewards, remove all infamy considerations from events/casual MM formulas, and perhaps even add a league modifier to guild rivalries to ensure there is absolutely no benefit for intentionally tanking infamy.
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