Hey all, Onyx The Wolf here again!
Today I wanted to discuss the progression within ranked play, as it seems to be grossly misbalanced in terms of how it decides how much progress you get toward your next rank.
First off, I’ve noticed that the higher you are on the leaderboard in terms of score on the winning team, the more progress you make. This by itself IMO, is not a bad system. Moreover, if you do well, and you lose, you are not penalized as harshly as people who did not do well. also fine.
All that said, there is a huge glaring issue with the way score is built up in matches, in that, the more kills you have, the higher your score will be, even if you never touched an objective. This leads to rather confusing looking leaderboards as, in example, a guy who has no kills in oddball but carried the ball the entire time, will end up in bottom ranking in terms of score, because the rest of his team was playing slayer while he held the ball, and will be correspondently be rewarded very little progress toward the next rank, even though he spent the whole match playing the objective.
In my humble opinion, the ONLY game mode that kills by themselves should matter in terms of your score placement on a leader board, is Slayer. Here are some changes I would make in order to better incentivize objective play in those modes, I will not be giving raw numbers, just conceptual structuring.
Oddball:
1: Remove the kill counter from the scoreboard entirely and remove score rewards for getting kills on the leaderboard
2: Make time holding the ball the primary means of scoring high in the game
3: Reward Defending the ball carrier whether it be in the form of staying near the carrier, or killing enemies while standing near the carrier, and of course, killing enemies directly attacking the ball carrier
4: Offer progressively increasing amounts of points for holding the ball concurrently without dropping it.
5: Record ball carrier kills and ball carrier kill assists on leader board and offer score accordingly.
Capture the Flag:
1: Remove the kill counter from the scoreboard entirely and remove score rewards for getting kills on the leaderboard
2: Reward defending the flag carrier by killing enemies who are attacking the carrier
3: Reward escorting the flag carrier by granting score for every second you are standing near the carrier, using a radius 50-100% larger than the flag reset radius (based on game feel) as your escort zone
4: Record flag carrier and flag carrier assists on leader board and offer score accordingly.
5: Reward skillful play like flag juggling by granting points for capturing a flag inside a certain time frame to all players who held the flag during this time
6: Reward Points for being the only carrier of the flag and not dropping it.
Zone Control:
1: Remove the kill counter from the scoreboard entirely and remove score rewards for getting kills on the leaderboard
2: Reward more score for capturing a zone.
3: Reward more points for securing a zone (resetting the capture progress) than you would get for capturing it
4: Reward points for killing enemies attempting to capture a zone.
EDIT: 5: Reward killing enemies while capturing a zone.
That’s all i have for right now, look forward to hearing thoughts, and ideas, and discussion.
See y’all starside!