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5/4/2021 2:59:06 PM
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Suggestion: Create a "Tier System" in Trials

So, we are all well aware of various critiques regarding the state of Trials of Osiris. I believe that, at its core, the gametype is fun and functional as high-end competitive play. That said, the barrier to access is, in my opinion, too high. We can argue whether this is due to cheats, carries, skill gaps, or whatever until we're blue in the face, but ultimately that's all moot. My proposal? A tier system. Create a system that resets weekly with multiple matchmaking pools or tiers. For example: everybody starts in tier 1 each week. Once a person earns a flawless for the week, they are bumped up into the tier 2 group. After that, they remain in tier 2 until the weekly reset or until they achieve their third flawless, at which point they're moved into tier 3. Same thing here, with tier 3 lasting until 5 flawless tickets, tier 4 lasting until 7, and tier 5 for anything above that. A setup like this would temporarily reduce the overall population in a given tier, but it would encourage many more players to enter the pool over time and actually try to play. You could also add unique seasonal "trials tier emblems" which are earned when you hit a certain tier to give the sweatiest of players something special to earn. If that isn't incentive enough, you could also add an extra adept weapon drop each time a player hits a new tier. So on the first flawless card, you get one adept drop. Upon completion of your third, you get two. On the fifth, three, and seventh, four. This would (I think) give incentive to top end players while allowing less skilled players to still achieve something, but I don't think it would devalue the rewards much overall. I'm entirely open to legitimate critiques here, but I really don't see why this wouldn't be a good idea. It would even have the added bonus of pushing cheaters up the list to where they are consistently playing other cheaters or ultra sweats who can still punish them, leaving the majority of players feeling more satisfied at the end of the weekly trials session. The key to trials is balancing rewards and effort with population, and I believe such a system would effectively remediate the population issues while insulating the feeling of achievement.

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    Come Monday the flawless chest would be meaningless. Your idea devalues the flawless chest and simultaneously splits the playerbase into many smaller pieces, which will result in the same issues we have now but worse. The people that can't go flawless now will eventually go flawless once in your system, and then what? Never be able to get it in tier 2. So they'll leave. And don't say they won't. They left this version of Trials once already for the same reason. The people who have to work really hard flawless now will get it once and then maybe not get it at all again, because the group in the above paragraph isn't in tier 2 yet or they've left. So the odds of them going flawless a second time are even less than they are now, as the only people in tier 2 by that point are much better than them. Odds are they would get punished in your system more then they are in the current one. The people who currently farm the chest will keep doing that. Your system also makes doing a recov a joke. Your system only benefits the players that can't go flawless now. That is a huge flaw. Anyone who upvotes this is naive. So no. Terrible idea. We're supposed to be getting players together in Trials; not splitting them up.

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