I started replying the the thread

https://forum.battlebay.net/threads...ining-infamy-is-impossible.24630/#post-201212 but my response started to form a new concept I thought needed its own thread. The gist of the thread was how the infamy system is flawed and not useful. As much as I hate dozens of quantifiers (gear score and infamy and captain level) they all have some purpose. The key is how to roll those together to come up with a defining single value to fairly compare players for rewards as well as matchmaking.

Infamy, while a flawed system, is currently the best way to rank season performance. Gear score is just how good your gear is, which could just mean $$ and not skill. Number of wins is available but that is just a matter of how much you play, not how good you are. Captain level is ok, but progress in inevitable and I got to level 50 way faster than infamy 3000. So again there is just a time factor there. Infamy is linked to some good rewards in seasons (finally) and getting rid of it should not be an option. Infamy can still be an evaluation of wins vs losses.

Perhaps the closest we will get is to factor in ALL of the above. Some formula that multiplies your Captain level, with gear score, with number of wins, with infamy. Each can be weighted according to importance. THAT number is used for seasons ranking and . Lets come up with one. I consider myself to be a slightly above average gamer, not by skill, but based on commitment, trajectory, leveling etc. So I will use my experience as the basis. Some players will outperform me and some not. So its a good start. Lets call this global stat your Game Reputation or Rep for short.

-Captain level - easy enough. 1 to 50. Took about a year to get lv 50.

-Gear score - score of your ship and what's equipped? all ships and gear? Not sure here. Since we wish to use the REP score for matchmaking, it has to be based on what ship you have equipped. I think this works also for seasons because it is based on wins with the maximum you get during a season. So if you play with your max set up at least once, your season would be valid. Ship gear score ranges from say 2-3000 for new players, to 13000 for max epics. Max legendaries are another world for me, maybe 15000?

-wins - I have seen some major players out there easily with 50k+ wins. I have a lowly 10k after 1.5 years.

-Infamy - we know it goes from 0 to infinity (realistically with the reset in the 6k range). I wont rehash the leagues here. Basically the game tells us that >1k new, >2k good >3k average, >4k master >5k expert. Please note this new system will likely require adjusting the current leagues!

So of these 4, only infamy has the ability to go down as you progress. So I will consider it to be most important in how good a player you are. Followed by Captain level, then the two numbers can can vary wildly from new player to vet, the wins and gear score. Wins can go up to infinity too so some adjustment is needed.

A new formula would be something like this.

REP = Infamy x 0.5 + Captain Lv x 30 + Gear score x 0.077 + (wins + 25000) x 0.014

For my stats (2300 infamy, lv50, 73000 gear, 10k wins) my REP would be 3877 which is well over 1500k more than my current infamy but I would say more representative of where I am in the game. I was in Master 3 league for many months at 3400 infamy until a recent spiral. Yes the new REP is higher than that but this is based on MORE than just infamy.

A veteran like YSL has stats of 5392k infamy (note I pulled stats only a few days after the season started), lv50, 14140 gear, 47k wins) equals 6297 REP. Seems appropriate for her skill level. If she had a 6k infamy, her REP would be 6600.

This method lowers the importance of infamy without it becoming obsolete. Infamy would be worth about 1/3 of your score. So if I plummeted to infamy 0, my REP would bottom out but not hit zero, thus keeping matches fair for me and other players. My REP would drop from 3877 down to 2700 for example. A top player, could drop from 6000 rep down to a floor of say 3500.

Basically this would stop clustering players by infamy, and allow time played and weapon levels to give a better sense of their power. You can get stronger just by grinding your way. Using REP for matchmaking makes better sense. Players could somewhat adjust their rep slightly by lowering their gear score and select lower level ships or weapons to fleet with lower rep players but it would still take into account their infamy, captain level, and number of wins.

If others would put in their stats and see what you think, maybe I have something here!

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