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RE: My Criticisms for the Weekend Ranked Rewards System as a Tier 7 Rewards Player

in #godsunchained4 years ago

Fair points you make! Immutable announced at some point that they will ban people intentionally losing, but as you said, you arent losing intentionally, just not ranking up.
Its really hard to make the reward system fair. I think if you consider both wins and rank, there will always be a certain sweet spot. Maybe your suggestion would help a bit, but it wouldnt solve the problem. In Hearthstone, only your rank mattered and I disliked the system even more.
Maybe you could give out trinkets for every win in mythic at the end of the month or something? Like cardbacks, statues, etc. This way every player could decide on his own whether he wants to farm cards or go for that sweet tradeable but useless thingy...just from the top of my head 😅

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I mean, the problem is that it's the quantity of wins that matters right now, not the quality. It shouldn't be that way. There will always be a sweet spot, but how about making that mythic? The current problem is that I'm being rewarded to put in less effort into winning the game, which is inherently broken. We already have different rewards for the rank tier you reach, and that's healthy, so how would this other incentive to be higher ranked be any different? Answer: it's not. I don't know why you bring up Hearthstone; there are almost no similarities in this. Hearthstone was about your win-rate as you climbed, as that's it. GU's base climbing system is very similar, and it works. It's the weekend ranked wins that's the problem here, not the gate-keeping. Trinkets wouldn't help as even though they have worth, I'm playing for cards, not trinkets, and I'm not getting cards fast if I'm maintaining mythic. Of course, nothing will entirely fix the problem, but we should at least have some sort of incentive to stay in your rank when you get there and some sort of incentive not just to mindlessly rush wins.