Rewards and ranking system is bad

in Gods On Chain3 years ago

Hi, VyrusV here, the "starting rank system" is shit and this is my opinion about it.

If anyone didn't know there is a problem about deranking: devs knowing this issue, tried to solve it.

Before (and now) people are deranking cause it's not worth to keep mythic unless u are really good, or u have an insane deck because u wont get rewards with consistency. In order to get more consistency people derank to low mythic, diamond, gold, night or sometimes even meteorite. This can cause many issue: new player might get a good rank during "deranking phase" and then get destroyed on the weekend and quit the game because "im good and the game is shit cause is 100% p2w" or they might think: why am i playing if that many player instaconcede, or concede around turn 5?
We can say that the system has some bad design problems and they announced new rewards

New system >>> https://docs.google.com/spreadsheets/d/1qt6H_jQLf1eFt4d4VL3FkuI8t66I3F2gKcvTs_doGes/edit#gid=0

Old and actual system >>> https://blog.godsunchained.com/2021/03/19/play-to-earn-with-weekend-ranked/

They made a better system, but it's not enough

My idea is:that the only thing that matter is the result: the rank that u reach is the thing that matter. u want to play an aggro deck, trying to highroll as much as u can and reach a specific rank with less wr but more games, yes u can; u want to play a control, trying to play consistency and reach that rank with higher wr and less games, yes u can. As an HS and Magic player i hate the actual system. In those games they do a soft reset every month and give the rewards based on your ending rank, not your starting and your performance in 25 games. They might

  • remove the weekly system and make it a 14 days event and soft reset ranks, like 2-3 ranks
  • maybe keep it weekly and make a 1-2 rank soft reset
  • keep the rank and "force" the player to play atleast 20-30-40 games (a game is about 7.5 minutes, so u need 300 mins to do 40 wins; 300 mins x week is like 30 mins each day during week and less than 2 hours on weekend) in order to qualify to the rewards (and ofc u avoid people to sit at a specific rank). u might get the rank that u want, in like 30-40 games but if u need u can play 50 60 games (if u play a lot of games bad rng is totally irrelevant) and i think the game should reward the tryhard players, even if they are not super good or have big $ cards. Rewards would be based on final mmr (or just the rank), the top10 keeps the actual rewards and for the rest of the players the rewards goes lower and lower until twilight or maybe meteorite.

Sorry for my bad english, it's not my main language

I really want to know what the community think about the actual system and i don't know, maybe the community like it and im the black sheep here

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Here's my two cents on this matter.

Everyone knows there's a problem with the Weekend Ranked reward system right now, but I also don't think evaluating players based on their ending rank would work well because it just encourages lots of grinding (with a >50% WR you can just climb to any rank with enough matches).

Rewarding tryhard players - why should they? All competitive TCGs only reward players at the very top, I don't see why GU has to offer carrot sticks to players down the line in the form of increased monetary reward. Sure, it'll bring a temporary boost to the number of players joining the game, but these players are also the most likely to dump their tokens/cards whenever they can.

They've already mentioned why they don't want to extend the reward system to allow for players playing more games than the 25 over the weekend in the original blog post, and I do agree with it.

Hello my dear @vyrusv! This is @proteancreator from @ocd (Original Content Decentralized) team 😄. We saw that you already posted your first blog here in Hive! I'm glad you feel very strongly about "starting rank system", I don't know what it is but I'm glad you were able to write a post about it.

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