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So people can decide to cancel search when they see there are so less people online hes getting into a too high level queue he doesnt want to face.
I think thats more fair. I like that at Speedrunners, bad thing is that not enough people are playing the game, mostly uber pros. ^^
S25 v G35 - L
S25 v G20 - L
S25 v S25 - L
S25 v G14 - W (+1 rank for beating someone 46 wins above me?!)
S24 v S4 - W
S23 v B5- W
S20 v S21 - L
S21 v G25 - W
S20 v S14 - W
S19 v S22 - L
TL;DR massive mismatches in skill should be rewarded accordingly, *BECAUSE* there is a low playerbase this should be implemented ASAP.
I like the game!
I still only have a fraction of the cards.
8/44 Rubies
0/32 Diamonds
So that doesn't help, my luck shows about 1-in-6 packs contains a ruby, I'm guessing 1-in-20 (1% of cards?) for diamonds? So I'm not anywhere near outfitted while my brother just started playing and he pulled 2 diamonds his first week. Built all of his decks around them, using them, can easily climb to high silver. Even disenchanting and with the bonus 1000 dust they gave us in August I still can't craft 1 Diamond.
But none of that should matter. Matchmaking should still match similar ranks to similar ranks because that is the only way to guarantee you both have a similar(ish) number of wins above losses.
And yea, the card packs can be underwhelming at times with the % of rubies and diamonds. I have opened 3 diamonds and I've been playing since day one of game launch on steam. I've crafted a few, but still only have about 7 or so.
S11 v G26 - L
S12 v S1 - L
S13 v B1 - L
S14 v S1 - L
S15 v S9 - W
S14 v S18 - L
S15 v G38 - L
Because the problem is systemic and not going away...
A simple suggestion I thought of that wouldn't be hard to implement:
If (opponent.rank is 10+ > current.rank)
underdog opening hand mulligan's = 3
// instead of 1 new batch of cards, the underdog gets 3 rerolls
// to give them the best possible starting hand to attempt to beat
// someone much higher than them. Possibly gives them a chance.
TL:DR Remove loss penalty as a compromise.
There needs to be real, tangible loss accompanied with defeat - that's what makes good players better. They strive to not lose again, to learn more, to draft better, to time cards and grief appropriately. I'm not saying everyone should be a winner (or what you're effectively saying, make it so nobody is a loser), this entire thread is to focus on the current matchmaking system in place and how it doesn't work well with low populations. I even provide suggestions and pseudocode for how to implement my suggestions. I would even write the code for them if the developers wanted to have a chat with me.
I'm not here to whine like an angsty, entitled teen - I really like the game in fact. And I'm a competitive person by nature, so combine the two and I really want the ranked system to work in C:RL. It's not perfect, but in general over a large number of games it does reward good drafting strategy and tactics from chapter-to-chapter. To alleviate some of the stress or "ladder anxiety" as some call it, due to low numbers of games it'd be good to provide the underdogs some incentives so they don't #tableflip & uninstall after 10 Losses in a row due to all of their opponents being 40+ ranks above them.
Here's an example - take your favorite sport: let's say you were afforded the opportunity to play against a pro, someone that has sponsorships, dedicated staff (nutritionalists, sports psychologists, etc.), and all the equipment necessary to play at an extremely high level. Regardless of how good you are, you are not pro-level good in your favorite sport...so while 1 "celebrity" match might be fun playing tennis against Serena Williams, 10 matches or 100 is not fun for either of you. She is never challenged, and you can never win unless an act of God intervenes ( #RadioactiveSpider please!). I'm not saying I don't want to play tennis versus Serina Williams, I'm saying it would be for entertainment only like the Harlem Globetrotters with basketball. When I play tennis seriously, competitively, I want it to be against players in the same bracket as myself, not world champions.
Obviously this has nothing to do with casual unranked games, they are for testing draft ideas.
Suggestion to everyone dealing with the same problems of fighting players wildly outside of your skill level (+46 ranks in some cases),
PLAY DUNGEONEERING!
Seriously, I forgot how much I loved this. The devs need to promote this more to new players, its a great way to learn cards, strategies, synergies, etc. for "free"(ish), and you get to play with awesome cards that would normally take you thousands of games to grind the copper to buy or craft.
Dungeoneering is pretty awesome, seriously. Go check it out.
Um, "free(ish)? How do you get that? Yes, the first go is free, but after that, you have to pay 1500 copper coins (or 100 platinum, but I'm not even going there), which, unless you either cheat or are somehow able to win everything in sight as well as complete all daily and epic quests, you might, like me, get to play once every couple of days. So,l while I agree it is a really cool part of the game, especially since you do get extra cards, regardless of how far you get, its not as accessible, especially to new players, as you make it sound.
Yea, see thats the rub, " if you are even half-way decent and can win 50%+", unfortunately, that doesnt exactly happen for me, and I would be willing to bet not for a lot of other new players, simply because of a lack of familiarity. I have Dungeoneered bout 3 or 4 times, and have only managed to complete the first dungeon level (all 4 battles) once and even then I didnt "break even" on copper. Twice I have been knocked out without any wins at all, so have only ended up with the booster, which is still not to be sneezed at, but I repeat, its not as easily done as you seem to keep indicating.