The tier PvP system is exactly like the old pvp ranking system for WoW before arenas.
Once you climb to a certain Tier, you will “pay” maintenance costs to keep that tier in the form of PvP XP.
So, assume you are aiming to get to Extreme Tier and are sitting at 9th Limit (the rank just before). Each week, you will have a cost of 40.382 exp to stay in that rank (that alone is A LOT of XP) and the maximum you can make each week is 78.240 by being in the top 0.10% (yes, ZERO . TEN)
In the end you make 78.240 and lose 40.382 each week, leaving you with 37.858 xp gained which will take 2 or 3 weeks playing in that absurd amount to go up a rank.
I understand it might be named EXTREME for a reason, but even a few of the limits below are really rough to get to with a system like this that only promotes either degenerates or bots to climb.
Capping the XP gained, giving maintenance costs and using player % to determine gains is what WoW used all the way back in classic and it was removed for good reasons. How an MMO in 2022 still uses this is really surprising and somewhat absurd to me as it incentivizes unhealthy habits for players. There were severe cases of stress, burnout and health issues with WoW pvp players grinding this system back in the day.
Maybe it`s just me that thinks this way and people are happy of “competing” in this format.
I mean there has to be a cost of achieving greatness or everyone would get there one time, park in that spot and not make room for any new players trying to climb.
A rank should reflect your skill as a player, not how much time you can invest to no life into maintenance costs.
Why doesn’t league or dota have this? (they do but it needs weeks of inactivity) Cause its retarded and they can’t afford to make stupid shit with millions of players
Yea but the idea is that even if you no life you won’t make enough points to maintain your bracket / standing. If I can delevel / lose rank and BARELY made it into the ELO then it’s less likely that I’ll be able to achieve it again and more likely that someone with skill can get back up into it easily. Regardless of time.
What are you on about, OP is talking about the Tier system that unlocks stuff in the shop, not the matchmaking MMR ranking.
The matchmaking MMR doesnt decay (1 game every 2 weeks), but fully unlocking the shop will probably take 100h+ then 10h+ every week to maintain (which can be played in casual to camp ranking).
The problem is that it’s not the top 5% best players or whatever.
It’s just the top 5% players that hit the queue the most.
You get points for losing as well, albeit less.
Players are always min maxing game systems - and how do you min max this one?
Queue as much as possible.
How do you queue as much as possible?
Become a poop sock degenerate playing arenas 24/7 or use a botting program.
So when you see someone with the Extreme title, it won’t be a display of skill. You might as well end up feeling sorry for the person or reporting him because chances are he shared his account or botted.
That, in my opinion, is the huge flaw with this system and why it was thrown in the radioactive waste bin in WoW
I see, so it’s about who queues the most and that’s it?
What a great design.
Sorry, I forgot. It’s not who queues the most, it’s queueing the most in relation to others who also queue the most, creating a pretty fucked up cycle.
If it was just about showing off a title, fine whatever. But the titles allow me to weekly purchase rewards from the NPC, so I better queue, because that other 5% of players ahead of me just queued up again and I`m falling behind.
No one in their right mind can defend a system built like this in this day and age.
Well not really your going to have to queue a lot and win mostly. But its normal? Competitive is where the skilled players are and that has its own ranking system.
If i queue twice as much as the guy behind me, I will definetly have more points than him, even if I lose ALL my matches and he wins ALL his matches.
He will see this and try to queue more, my rating is right there on the scoreboard - if only he could catch up. And this cascades down until people just get fed up and stop giving a shit or just park at some more forgiving tier because they can’t beat the system.
The design is flawed and this type of system is outdated.
When making games, developers should try to engage people in them. Not burn them out, prey on addiction or keep people away because you can see from day 1 that you won’t be able to climb because it’s not about skill, just available time.
If you put a logic like this in the PvE setting, a game would die in a week.