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originally posted in: Competitive Crucible - Glory Tuning
Edited by Janaquim: 3/6/2019 8:53:18 PM
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Hey dmg, and World Systems Team, First off, thank you for letting us know about this change and for giving us a place to give you feedback. It's also great to see that you're also working on ways to keep the competitive playlist interesting and more appealing to drive engagement. Now, I have some feedback on this change but will try to expose you to it by taking in consideration the goals you set out to achieve with them. Keep in mind that I don't have access to your data and numbers, so some of my comments will be based on educated guesses as a PVP player myself, and because of what I've seen in comp over the last three seasons. I'm also gonna leave some feedback to help you achieve your goals. Let's begin: [b]1. Make the ranked playlist more inviting to a larger amount of players. [/b] Although the change you made will work wonders for those who are on winning streaks, this change will not do losing streaks and solo players any favors - in fact they will be harder on them. It's hard for anyone inside of the comp playlist that is not a competent, good, very good, or awesome player to keep a winning streak going. These types of players are usually the ones that tend to populate the comp playlist the most. So by doing this, I feel that you're going to scare off even more people from giving the comp playlist a go. The thing with losing points is that it makes people consider if it's worth going into the comp playlist, given that when they lose, they effectively waste their time. This change will make this even more apparent, and will make going to comp a hard sell. It's also a question of optics. Seeing a progress bar go down aggressively, doesn't work towards motivating anyone to stay or keep playing. I play solo mostly, and have been able to reach around 1500 points without much effort. However, only twice was I able to keep a winning streak going that went beyond 2 or 3 wins, and I've been on the receiving end of more losing streaks than winning streaks over the last three seasons. This change will not bring new people in, and will effectively discourage players who were thinking about giving comp a go, to take the plunge. In fact, I planned on giving comp a real try this season, but after I read this change, I considering hanging the boots for now and wait for comp to be in a better place in terms of incentives to play. I don't want to waste my time on this current point system. Another thing this won't do is discourage players from quitting matches in progress. Players who are prone to doing this will have two answers to this: keep doing the same old thing or quit the comp playlist. Both have an affect you aren't looking for. If they quit matches, this will just make it apparent to the guys who are about to lose a ton of points, that staying in comp might be a waste of time because of how penalized they are for losing - and people quitting happens a ton. If those quitters leave comp all together, they do the opposite of what you want, and the playlist gets even thinner. What we want to do is find ways to keep those type of players in comp as well. If you want to make this a more inviting environment, drop the penalties from losing. These penalties work as a double penalty in that you not only don't win points when you lose (1st penalty), but you also lose some points you won before (2nd penalty). I feel like this is the main reason why there aren't as many people in comp as it could. So either do this and tune the amount of points one wins to go in line with this change, or do something along these lines: https://www.youtube.com/watch?v=W6u7q3McFcQ [b]2. This means more access to pinnacle weapons, higher ranks, and more people to compete against at those higher ranks.[/b] I don't think so. I think that it just means that the same people who already have a good to great chance of getting these guns will get them with more ease, while things stay the same or get worst for everyone else. And as the amount of points you win/lose as you get to higher tiers of glory gets solely dependent on winning streaks to be able to reach higher Glory ranks, the issue persists: a huge, stressful grind to get anywhere, and losing hurts twice as bad. Those who decide to go all in on this will do the same old: get the guns, forgo going for NF, and get out of the playlist. By removing point penalties, or reducing them significantly, you create an environment in comp where people want to stay in comp. If you win, you make progress. If you don't, you stay where you were. Difficulty level becomes the teams you face [i]and not[/i] the point system you guys implemented, creating a real competitive environment. There's also an incentive to getting better, because you'll know that you're not going any further because all the other teams are better than yours. I feel like this change would also enable teams who are practicing their team play and trying different loadouts, to stay in comp without being afraid of losing points because they are practicing or trying something different. In turn, this would make it so QP wouldn't be the training grounds for these teams. This would, hopefully, reduce the amount of comp teams in QP that tend to totally destroy a bunch of randoms that just want to have fun. Another reason why people are abandoning PVP and QP. But that's a talk for another day. Again, I feel like this would actually work towards having people creating even stronger teams that would in time work towards getting to Legend. Having to face the best teams in the game is already challenging enough at those higher ranks, let alone having to also deal with not making any progress (and losing a ton of progress) if you're not winning consecutive matches. This combination makes it almost impossible for normal teams to ever think it's worth even trying - especially when you have teams with Not Forgottens running the higher ranks. [b]3. Incentives & Chase[/b] I don't feel like this change will make comp more inviting, and I really hope you guys re-think the way you're motivating people to stay in comp. Being punished even more isn't inviting for the type of players you want to bring to comp or want to keep in comp to work towards Legend. Fixing comp is extremely important, because if you do so, you make QP a way more healthier place in the process, and with that, keep way more people in the game and in PVP than you do right now. PVP is excellent and I love it to bits, but it has issues I feel could be fixed with a few adjustments to the glory ranking system and to the bounty system. I've spoken to length about the ranking system, so I'm just gonna leave a few ideas for the bounty system: - Create a Bounty system like Ada's but for PVP; - Every week have two-four guns to each crucible playlist: rumble, QP, and comp. - All guns from PVP, Banshee, and World drops should be used for this bounty system. Vanguard weapons would also be great for this as well. This would make PVP way more enticing for PVP and PVE players alike. Ada's bounty system is the way to go when it comes to Destiny and grinding out weapons. This would also help shake the "meta" a bit each week in each playlist, since people would be grinding different types of weapons in each playlist. - You should also rework the daily bounties to entice players to not use exotics and use certain branches within their subclasses, by giving out mods/components, cores and legendary shards for completing these bounties. This would also work towards giving incentives to play differently - real incentives since mods and cores are so rare. Hope this helps out, and sorry for the long message. Take care, and keep up the great work! :) Janaquim (PS4)
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  • 🎈🎈

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  • This Bungie....as a D1 beta player and PVP main, this post is what my heart feels but my brain can't put into words! :)

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  • I love this post. After playing a lot Saturday he’s completely right about who this favors.

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  • As a solo player I agree with everything you said. I have my luna quest steps done but my achilles heel is trying to make fable. While I like the fact I feel like Im making more progress with the double win points I find my losing streaks are more than my win streaks when I face guys way above my skill level . Its extremely hard to solo but how will I find a team on lfg when there is no one my skill lvl asking for a team. If anything when I do go looking you get laughed at or sent nasty messages saying why no one will join your team when they lick up your stats. Its become a place where casual pvp players like myself go through hell jist trying to make it out of brave.I grinded for Redrixs broadsworth but its not gonna beat a luna mid to close unless i got my perk enabled. With what COMP is turning into now is people just quitting more. I personally think they should make it where if you make it to brave you just stay at brave and than when you make it to heroic you stay in heroic and so on. You can lose points within the brave levels but once you make it out you move up. That way its fairly tough on win streaks still but for a casual player you feel like you can still make it to fable.

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  • 100% agreed. I’m not the greatest player but I do enjoy crucible a lot. The one thing that would simply make competitive much more appealing would be removing the losing points penalty. It works great on the Infamy Higher ranks: no points when losing. Even if you did it throughout all of the Glory ranks, it would be much less discouraging.

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  • This all of it

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  • ^^^^^^^ My hero just this. Please remove points loss thats it. I dont care if i have to get 30k points to legend or make it grindier, idc just remove points loss. Having a 3 win streaks just to lose the next 2 matchs when you are 3vs4 , 😡😡😡😡 Now if i werent losing points in 3v4 situations i wouldn care because it happen. Remove points penalty for the unfair apparent situations.

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  • Spot on, unfortunately I am sure Bungie will do nothing...

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  • A great way to fix these issues is to simply change Competitive so that everyone starts the match with the dame weapons and can vote on them eg. Hand Cannons Shotguns, everyone Spawns with a Lunas Howl like weapon and a Good Shotgun. You later can get a pinnacle weapon of that to use in Quickplay and in the open world, strikes, and gambit. Also introduce bigger maps for Snipers and Scout Rifles. Put incentives for not using Heavy weapons or say exotics by offering more rank gained when you win without them. For Quickplay match people up by their win ratio. If you're on a losing streak or new you shouldn't be facing a team of Luna Howl players or Not Forgotten players who have had multiple win streaks that day. This discourages many people who test the waters in Destiny to see if it's a game they would be willing to make an initial purchase for and later if they will be purchasing the DLC. Also liven the Quickplay and matchmaking scene in general by bringing in some diversity and options that aren't very typical eg. Spawn with just Pulse Rifles and Grenande Launchers, Autorifles and Granades (where grenades spawn faster), mayhem having it's own playlist, a playlist with no supers, bring back Sparrow racing, and finally maybe a battle royale playlist especially because these have been great at selling. Keep in mind my suggestion is that there should be playlists where people can use the earned weapons and some where people spawn with them. This would push SALES for Bungie by allowing people to experience better weapons giving them a reason to play and spend money in game while chasing them. I also understand many of these examples may not be do-able because of technical or other reasons. Some other suggestions are: - Change Rank to Levels - Set Rank or Levels to Playstation and not to account (to avoid boosting) - Set Ranking/Leveling to be easy to level up fast, so if you get 25 to 40 kills first game you skip Ranks/Levels and continue this until your Kill Count and Kill Per Death Ratio declines to a noticeable degree Removing the large skill gap will bring a larger crowd with more SALES for Bungie and lead to future customers for their products. The focus here should be adding more players into the game with incentives to play all aspects of Destiny and to help build the player base aka CUSTOMERS by having current players convince their friends how fun the game is and to BUY it because of the enjoyment they are having in all aspects of the game, and not by having players COMPLAIN about Player Versus Player and showing their friends why it's a good idea to NOT BUY the game.

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  • [quote]By removing point penalties, or reducing them significantly, you create an environment in comp where people want to stay in comp. If you win, you make progress. If you don't, you stay where you were. [b]Difficulty level becomes the teams you face [i]and not[/i] the point system you guys implemented, creating a real competitive environment.[/b] There's also an incentive to getting better, because you'll know that you're not going any further because all the other teams are better than yours. [/quote] This is 100% accurate. Nobody wants to be punished for playing a game. And while I recognize that there are games out there that do cater to MLG competition experiences, Destiny is not and should not restrict itself to this standard. Destiny is a huge, complicated mess of a game, but one of the enduring draws is the ability to bring your own character (with your own personalization and loadout choices) into a PVP arena. But the RPG-lite elements, random weapon rolls, customization, loadout choices, etc., (all things that make the game appealing) mean Destiny will never have the stability or balance necessary for pro gaming. And that's fine. Destiny's blending of PVE and PVP is (despite the clamor on these forums) an appealing draw to the game. But that means development needs to be realistic, and stop pretending Competitive should only reward pro-gaming levels of investment: PVP, and Competitive in particular, both need a broader base and more inclusivity. Nobody wins if the player base dwindles to oblivion.

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  • Amazing breakdown and feedback and as I scroll through these comments, not a single reply from DMG or Cosmo. I get it, lots of comments and trends to monitor and I don't have the slightest idea of these guys workload but come on I see them reply to rubbish. Here's something I just quite don't understand. How did they come to this conclusion? I mean we seen concerns followed by great feedback like this and yet this is what they considered a solution, what I'm I missing here? Whose making these decisions, is it a group of people? Sorry for the runt but it's insane how bad they are at isolating a problem and providing a solution. Hey they'll pass along this feedback and maybe 6 months from now they'll make another change that doesn't make sense, Frustrating.

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  • I don't get it either. I've played mobile phone games with more responsibly managed PVP ecosystems...

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  • Great post, unfortunately it will fall on deaf ears (as usual). It boggles the mind how they can consistently show the middle finger to everyone but the elite players and streamers. I’ve all but lost faith destiny will ever return to a state that will make me want to play it again.

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  • Good ideas hopefully they "do" listen

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  • Right on the money. It doesn't get anymore constructive for the Devs than this.

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  • Great post. They just screwed average players even more lol

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  • what they have done is pointless they might aswell have done nothing. what they should of done is either double the win bonus and leave the loss penalty as it was or just reduce the loss penalty by 50% thats it.

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  • Bump

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  • Totally with what you have said, that's why just can't be bothered to play PvP as much as I would like I just go backwards 😂 also being booted out of a game by bungie then getting the blame sucks.

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  • Edited by Abyssal Force: 3/7/2019 10:55:19 AM
    This should get its own thread. Bravo.

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  • 3
    If destiny pvp wasnt full of so much BS, if matchmaking and weapons were more balanced, then maybe the loss of points would have been more reasonable. But when its full of so much shit it makes sense to compensate for that BS by making the glory system a little bit easier on the players.

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  • Spot on. Correct all the way my dude

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  • Five stars. Bravo good sir

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  • Excellent post. Totally agree with you here, and upon them adding losing penalties, I knew that this would become a problem. I always felt that it should be win: get progress. Lose: stay where you are at.

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  • Good post. Excellent communication and ideas, if I were someone at bungie and read this, I would take it into consideration.

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