Over the past year or so, I have played quite a bit of games both in PUGs and in CW (mostly in PUGS). While it is still true only one team out of two can win (we either have to win or lose) and there are still games that are poorly played and communicated, I can say that ever since the "leaderboard" was added, the quality of competition and play overall has improved. This is a very good thing. Thanks PGI!
Here are some things I would like to see be added to the "Leaderboard"
1. Minimum of 50 games played in a particular weight class for a player to show up on the leaderboard in that particular weight class.
I see some people sitting at the top of the leaderboard with a great match score but they only played one (or a few) games. Anything less then 50 could be a couple of really good runs/streaks with a good team with handful of bad games mixed in. About 50 is a good estimate of talent and effort. If the leaderboard is empty for a few months, so be it.
2. Display tier level next to players name with rankings
Those in a lower tier (1-2) face more skilled players. It would be harder to stand out in these tiers. Higher tiers (3-5) could have a skilled player who re-created a new account (for whatever reason). One reason could be to farm match scores and to be posted on the leaderboards permanently.
3. Divide the rankings up based on tier level
A really good player could have deleted his account (for whatever reason) only to later make a new one and absolutely dominate at the higher tiers (3-5). He would then play better (according to his stats) then those at lower more competitive tiers (1-2).
4. Divide the rankings by both Solo PUG and group PUG.
If the player pairs up with just one (or more) person(s), then it is group play. A lot (probably most) just drop randomly. If you team up and drop with at least one other person, chances are you are on teamspeak and/or better coordinated than PUG players who dropped randomly. Chances are, with a partner and the inherent coordination with this person, you will usually deal more damage and take less damage so your match score will be higher because of the better coordination. We all know how PUGs "Love" to work together. Partnering up gives a significant advantage. While its harder to score a bigger number with a 6 - 12 man group (each players usually spreads damage more equally), most usually drop in 2-3 man groups so you can still get that "big score". With PUG groups of 2 (or more), your score wouldn't count towards the leaderboard but the "group PUG" section" as the leaderboard is a metric of pilot skill, not team skill. Maybe make two tabs. The default tab would be the individual leaders and the second tab would be the "team" tab when the player plays with at least one other person.
5. Show the mech most used by pilot in their respective weight class
I have a feeling a lot of the assaults in the higher positions now are using Kodiaks which are basically cash only right now (pay to win). They are arguably the best mech (at least assault mech) in the game right now until the inevitable nerf that will come when a mech goes up for CBills (instead of cash only). I also have a feeling that a lot of the light pilots in the front of the pack are locusts since their resizing and their incredible speed and agility quirks. If you play either of these two classes of mechs but not either the Kodiak or locust, I have a feeling all of our positions will increase once these two mechs get the inevitable nerf. Lets watch and see if I am right.
6. Do not have any of the whole chassis "cash only" mechs stats show up on the leaderboard.
Only mech chassis that have some chassis available for C-bills should show up on leaderboard. New "cash only" chassis mechs generally are overpowered (power creep) and stay that way for a few months until they are nerfed when at least some chassis are available for CBills. An example of this is the Kodiak, which all chassis are available only with real cash. When the Kokiak becomes available for CBills, then it can show up on the leaderboard. I don't have an issue with "cash only" mechs showing up on the leaderboard if the rest of the chassis is available for C-bills. An example of this would be the Jenner Oxide. If you allow "cash only" chassis to show up on the leaderboard you are separating people into two groups (those who spend actual money on the game and those who do not) and due to the fact of "cash only mechs" usually (not always) being more powerful then their counterparts (until they get nerfed when they go up for C-bills later), you are essentially creating a "pay to win" game/environment in regards to ranking match scores (leaderboard).
7. Show average lance position
This would be a single whole number and three decimal places after - so like 1.234 - I sometimes question PGI matchmaking algorithms and this would be nice to see if a person doesn't have as high of a match score but they are carrying their weight (and the weight of the team) fairly often.
8. Show average team position
This would be a single whole number and three decimal places after - so like 1.234 - I sometimes question PGI matchmaking algorithms and this would be nice to see if a person doesn't have as high of a match score but they are carrying their weight (and the weight of the team) fairly often.
9. Show "average match score" of each teammate in their respective weight class next to their name on the loading screen before each match.
I have a feeling average match score is the metric that is used to pair teams together. At least it should be. I also have feeling that the higher "average match score" a player gets, the lower "average match score" his teammates will have and this higher "average match score" player will be expected to carry more often. Maybe it is all completely random pairing of teams. Listing match scores of each team mate next to their names on the loading screen of each match will help us to see if it is fair and balanced or just complete random chaos in player pairing and match making. The listed match score should be reflective of the players average match score depending on the weight of the mech the pilot is currently piloting for the match. If he is piloting a heavy, his average match score of piloting heavies (not lights, mediums assaults etc.) should be listed. Same goes for every weight class depending on what the pilot is piloting for the match.
10. Use average match score of a players specific weight class in pairing teams together
After a reasonable amount of games are played (idea #1) by a player in the weight class they choose for the PUG match, use the match score in pairing players together for a PUG match. Right now it appears that player pairing on PUG teams is fairly random. The goal is to get the sum of the players match scores on one team to be as close to the players combined match score on the opposing team.
An example would be like this (I'll keep the numbers low to make it easier to calculate).
Team one has 12 players with an overall match score sum of 120 (each players average match score is 10 even).
Team 2 has an overall match score of 120 also (three players have a match score of 12, three have a match score of 11, 3 have a match score of 9 and 3 have a match score of 8).
While pairing up players on a team based on their respective match scores may cause us to wait a little longer for a match, the quality and closeness of the match should be much better. It should make a much closer, more fun game experience. I believe that for most of us, its reasonable quality over quantity.
I will update this thread as I come up with more ideas.
What would you like to see?
Edited by Blue Pheonix, 10 July 2016 - 08:25 AM.