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The Ultimate Solution to Infamy Manipulation [to the devs, for the community]

Discussion in 'Game Discussion' started by JustinBeaver, 19 Jun 2017.

  1. JustinBeaver

    JustinBeaver Member

    Joined:
    16 May 2017
    Messages:
    71
    Because it might be more profitable for the company to earn from new players who buy on impulse rather than gain loyalty from the bulk of players who are mostly on free-to-play. What would this result in? High turnover of players?

    Maybe the popular freemium model of games would eventually collapse...?

    Let's hear what the devs have to say about this. Or maybe they are keeping silent about this matter which is actually very simple to solve, but are not trying to solve them.
     
  2. Miathan

    Miathan Well-Known Member

    Joined:
    22 May 2017
    Messages:
    1,208
    Equipment level based matchmaking is not sensible. Looks like you're hinting at money being the reason the system is what it is, but that's not the only reason (and perhaps not even the most important one!). There are two more important reasons why it would be bad:

    1) There would be no reason to upgrade anything. After all, when your equipment gets better, you would get matched against enemies that also have better equipment, and nothing changes. You can not get stronger, or get any sort of advantage, by upgrading your weapons or boat if the matchmaking is equipment based. The entire upgrade part of the game would be useless, and they may as well give everyone maxed out boats.

    2) Equipment based matchmaking would, unlike infamy based, not attempt to match 2 sides with equal win chances. In other words, low skilled players would lose a lot more matches than they win. This means they'd be a lot more likely to not have fun and quit the game, effectively reducing the playerbase.
     
    JustinBeaver likes this.
  3. David Bonaparte

    David Bonaparte Active Member

    Joined:
    17 May 2017
    Messages:
    139
    Guys. Any chance we can try to improve the proposed system rather than just voicing objections? Or are there no other ideas? Are we objecting by reflex?

    Handling equipment differences in infamy is a seperate issue from Justin's topic.

    I think directly scaling off of peak infamy is bad like others have said, since many people peak and struggle to regain Elo. Even if they hover close, they are technically punished for not always climbing Elo. Rather, I think it would be better to scale their rewards off of maybe 80% or 90% of their peak Elo. Then they can drop Elo without losing rewards through normal gameplay. There is obviously a risk of people dropping elo to farm still, but there is far less incentive with good scaling, and it's a lot harder to obliterate people at 80% of your max Elo.

    I feel this is a very good start, though it would still need other systems implemented with it. Such as seperate infamy for different ships.

    Some people are conflating multiple problems. Balancing rewards for high performers on a losing team is a seperate discussion from improving the grind for everyone (targeting infamy manipulation).

    @Lord Drek yes, your proposal encourages p2win. I've played other games where that was allowed, and they died out quickly and have horrible retention rates. Except for the most stubborn/biggest whales of course. Because an uneven playing field is so appealing to everyone who isn't at the top, right?
     

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