A Theoretical way to improve Casual and implement Ranked

Sure they will, but what if they quit for a while and come back? Kind of contradictory

then add a thing for how many games were played in the last week, say

Not necessarily, as Blue Dragon gets the least amount of points for winning. Now that you mention its a 50/50, evils will get more points per win. This system is flawed, but it’s the best we got.

But that’s different! Elo doesn’t represent tour weekly basis, but rather a long time basis. You can’t just make it a play rate thing as some people won’t be able to play much yet they are good.

but then what you said to me makes the same argument, what if they come back from a large period of time?

Also, as you play more win ratio differences become very very small, so… Not a good term solution

Honestly, the only thing I can come up with is to unrank the player at a month of Inactivity and make them do 5 placements with the points doubled while trying to land them closest to their previous rank based on the points.

so why bother with Elo then if we’re talking winrate?

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I think the best scoring system is this:

Gain 1 point for each enemy you have at the beginning of the game if you win; if you have no enemies (neutral survivor) gain each player that spawns that can kill you.

-Mercenary’s is based on contract’s enemies
-Scorned and fool’s enemies are the BD
-Everyone but neutral survivors are enemies of the NK

Keep in mind that if you are a BD and get converted and your new faction wins, your points are based on how many enemies you had when you were BD.

If you see any flaws in it (a specific class) please mention it

Also, there would be a small participation reward for losers

First, small participation reward basically counterdicts the whole purpose of a rank. For the enemies system, I do not understand that at all. Also for the changed faction thing is kind of unfair because if you carry your faction, you kind of lose some precious time and points that can put you at a higher rank.

Because people want a system so they can feel superior to others and want to feel like they can rank up, which is more satisfying than a percentage.

Plus every 2 months or so a new season could start and everyone starts a new rank, which is easier to show with elo.

I dont want a ranked but if there is one I really hope it’s like this other than the convoluted mess others have suggested.

If you are an NK in a 16 player game with an alchemist and a neutral king, you will get 13 points for winning.

also, losing doesn’t make you worse. in fact, you probably get better even when you lose

Doesn’t matter. Ranked it to put you with people of your own skill, doesn’t matter if you lost and got a little better. You case use that knowledge however to rank up to your true MMR

I see… I don’t know… It over complicates things a bit and the max you can get as bd is 6, but that’s only the max. Honestly the enemy thing probably only works well for Neutrals

By the way, the main problem with Ranked is the conversion mechanic, so if you got suggestions for points regarding converted people (Rather then the enemy system) I would be glad to hear! (I talked to Xblade about it if you’re wondering)

Simple: Base amount of points for sticking it to the end, this number being less for converted players

just steal hearthstone system . Reward consecutive wins . leaving before end is autoloss. reset it once a month to keep it fresh .

Winrate can have ranks easily based on percentiles

God no win streaks are an atrocious bastardization of a “ranking system”

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