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3/5/2019 10:13:45 PM
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Competitive Crucible - Glory Tuning

From the Dev Team: [quote]Hey Everyone, World Systems Team here to give you a quick update. Today (3/5/19 - 2:15 PM Pacific), we've deployed a change to Destiny 2 that will re-tune the amount of Glory Rank points gained and lost in the competitive crucible playlist. Compared to previous seasons, Glory gains and losses have been effectively doubled. Our goal in this change is to make the ranked playlist more inviting to a larger amount of players. This means more access to pinnacle weapons, higher ranks, and more people to compete against at those higher ranks. As always, we’ll be monitoring feedback over this change. Thank you![/quote]
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  • Edited by Janaquim: 3/6/2019 8:53:18 PM
    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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