Under review

Ranked rewards/penalties

zenek1999 8 years ago updated 8 years ago 4
  1. +3
  2. +2
  3. +1
  4. 0
  5. -1
  6. -2

If you leave game you lose 10 points.

If you are MVP and have 60% winrate after 20 games:

- 12 won with first place = +3*12 = +36

- 8 games won without penalty

NET = +36

If you are mediocre player with 50% winrate after 20 games:

-10 won with second place = +2 * 10 = +20

-10 lost as fifth = -1 * 10 = -10

NET = +20 -10 = +10

If you play 20 games as mediocre player and then leave one (accidentaly backspace or browser crash) you gain nothing...

... also your level is connected with performance. You can lose level is you play badly.

I think level should only go up so people get "badges" for playing ranked. To measure performance in games you have MMR. So I would change "expierience" to gain level:


6. +2

5. +2

4. +3


3. +6

2. +6

1. +7

Everyone benefits!... Except leavers... If you are leaver you gain no bonus points and lose 7 points.

To show how player performs in ranked games you could change font color depending how skilled player is. Something similar to "leagues" from other games.

Bronze = low MMR, Silver = average MMR, Gold = high MMR

How much MMR you lose/gain each match should depend on some kind ELO rating system.

Great concept!

Under review

I like the medals that provide additional information about the performance.

But the idea of exp going only up doesn't measure anything except one's determination to play over and over again (aka grinding).

You have MMR and EXP. Now MMR = EXP, they are redundant. In many other games:

MMR = skill

EXP = how much you play

MMR is used to place you in ladder/leagues and to give you matches with players on similar skill level.

EXP is used for showing "who plays a lot" and give rewards like cosmetics or to unlock heroes.

You can give xp rewards for:

+30 xp for playing ranked game

+20 xp for winning ranked game

+10 xp for playing in tribe

+25 xp for anihilation

+10 xp for quad kill

+5 xp for triple kill

+2 xp for double kill

+1 xp for each kill

+10 xp for goal

+50xp for first win each day

+1xp for 300 score gained

-20xp for leaving ranked game


Obviously numbers are pulled out of my head.

For example:

- if you have 100+ xp, you can play football.

- if you have 1000+ xp, you can choose you hair color

- if you have 2500+ xp, you can create guild

- if you have...

People should gain anything for playing. Xp and levels are always nice even if it doesn't mean much.

When it comes to MMR you should implement some ELO system so teams are more balanced. Now people gain static +10/-10. I queue with friend (hohoho 60+ lvl, me 40+ lvl) and we still gain +10 MMR. Our oppponents (mostly level 1) lose 10 MMR! If you have two teams where one is:

60, 40, 4, 1, 1 vs 1, 1, 1, 1, 1

Then first team should get +3 MMR for winning, -17 MMR for losing (again random numbers, just google ELO systems for better results)

And obviously teams should get balanced as much as possible before game. If there are (60, 40), 5, 4, 1, 1, 1, 1, 1, 1 in lobby then you should make teams

(60, 40), 1, 1, 1 vs 5, 4, 1, 1, 1

But there is problem... I play with my friend and we have 80%+ winrate. So after match we gain +10, 3 other players gain +10, and 5 players lose -50. In total 20 MMR goes to us and we drain this 20 MMR from other players. In longterm we get levels when the rest of players will slowly get MMR taken away. After while we end up with players:

70, 50, 1, 1, 1, 1, 1, 1, 1, 1

And matchmaking can't work. There are bunch of players who know how to play but they can't get pass level 5 and many of them have level 1 after playing few games against us... It need to get fixed.

If someone is average (50% winrate) he will have 0 MMR.

If someone is bad (30% winrate) he will have... 0 MMR.

If someone sucks (10% winrate) he has 0 MMR...

There has to be negative MMR to see difference between average and very bad player.