In light of all the PvP changes that focuses on penalizing the player with higher ISO, HP and tournament point costs, I would like to propose a fix to inherent problems in the matchmaking system that would better balance out your competition. How about a system that utilizes the only consistent scale in this game: character levels!
What I’m suggesting is separating brackets into three listed difficulty options for one tournament that is based on the cummulative points of your team:
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Easy - Cummulative team level points of 150 or less (no /* characters allowed)
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Medium - Cummulative team level points of 151 to 255
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Hard - Cummulative team level points of 256 or higher
So for example, a lv. 85 Thor, lv. 85 Wolverine, and a lv. 50 Storm would equal 220 (85+85+50=220), which means you can use this team in only the Medium bracket. These level thresholds are based on the experience of the player:
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Easy would be for newcomers who can easily achieve three lv. 50 * characters through playing the Prologue. Even players that use a lv. 85 character can only use two other characters that add up to 65 together so it’s not terribly imbalanced.
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Medium is for players that have gotten towards the end of the Prologue and started to get their ** characters. This bracket has a level cap set for three lv. 85 characters. You can use a lv. 115 character if you’d like but that just means your other two characters won’t be maxed out.
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Hard has a baseline for any team that has two lv. 85 characters, and any character at 86 and up. You’ve played so long that you have a *** character that high, so you know what you’re doing at this point.
Here how the system could work:
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When you enter one of these brackets and start picking out your team, the roster selection will dynamically “red block” characters that would exceed the max total lv. limit for that bracket.
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The three difficulty brackets will have their own separate tournament point totals for each player, so getting points in an Easy bracket does not affect your points in the Hard bracket.
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Each difficulty bracket will have their own commensurate rewards, i.e. the Easy bracket will have lower ISO/progression rewards and ** overall rewards, while Hard will have higher ISO/progression rewards and **** overall rewards. Having separate rewards gives newcomers a gradual climb to the harder difficulties while deterring higher players from trolling the easier difficulties because they don’t need those rewards.
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Maybe consider making a player choose and lock themselves in one difficulty bracket to let them decide which rewards they want more. i.e. “Do I want to play with my B team in the Medium bracket to get this Punisher cover I’m missing, or fight tooth and nail with my A team in the Hard bracket to get the **** Wolverine cover?”
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This system would eliminate the need for behind-the-scenes MMR and vicariously, tanking. You wouldn’t tank if you know your opponent difficulty is going to be of the same range if you want the better rewards.
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Retaliations should always give you a consistent percentage of your loss back, like 65-70% back. This way a player is better able to keep his footing, while making losses bearable.
The emphasis of this system is that you’re playing against people in your skill level. This would reduce the current need to skip overpowered/underpowered teams, because each opponent is now within reason to fight. In fact, a system based on character levels almost means that there is no such thing as an overpowered team in the Easy and Medium brackets. In the Hard bracket, well that would require character rebalancing… evil glare at Spider-man Shields can go back to their original costs, because everyone being at the same level scale means they should be able to achieve that high score as well if they invest HP into shields.
I realize this overhaul might take a lot more programming, but it’s better than these quick fix-it solutions that pass the bill on to the players. What do you guys think? Any suggestions?