Before update... low skill players may have high gear, but they lose enough to settle into an infamy where they still win ~50% of the time and can enjoy where they're at. Sometimes they wallop on unfriends due to their stronger gear, but just as often they get sunk by players with far lesser gear... (to me, this seems like the RIGHT WAY to run the game)
After update (if it is actually mostly(?) based on gear and not infamy)... low skill players, regardless of whether they get better gear or not, will now lose far more than 50% of the time. Their infamy will fall, but they will still be paired with higher infamy players because that's where their gear says they should be. They will continue to lose... more and more... with no hope of that ever changing, even if they get stronger gear. The only way for them to not lose is to get better skills. (That's not necessarily a bad thing for any competitive environment, but it is bad for a mobile app game that needs ALL skill levels of players to have reason to play. At least in the old way, they could fall in infamy far enough to get back to 50% win ratio.)
@The Grim Repair - you asked whether it's "unfair" for X to be paired with such high infamy players. But that's the wrong question, because neither system is actually fair for all parties. In the "before" system, life is "unfair" for those who don't spend. Their rise in infamy will take longer because their gear is behind spenders with equal skill... In the "after" system, life is "unfair" for those without skills. Their rise in infamy will take longer because their skills are behind better players who have spent just as much... So neither system is "fair" for everyone. It's impossible to make a mobile app game that is "fair" for all types. What you have to do as a company is CHOOSE which system is better for your company. In my estimation, mobile app games are successful if they have MILLIONS of people (of all skill ranges) playing. The more ppl you draw, you'll have more people who will spend (at all levels of spending). Business win! However, if you design a system that makes life very unpleasant for low-skill players... Guess what... they'll leave... So you might have created this super awesome game with super awesome competition... but it's not a business win unless all of those hyper-competitive players are also your biggest spenders. I don't know your data. Maybe you've done this analysis and this is the result?
However, either way, it is still unclear exactly what you have changed. I would LOVE some clarification on whether there are mk-ranges that you can be paired with? Is it still "mostly" infamy based? Is it now "mostly" gear based? Is it actually as close to 50-50 (or at least what you consider to be a good balance) between infamy and gear?
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