Rules
- I would like this topic to gather all ideas, thoughts, feedback and comments about competetive/ranked gameplay ideas.
- Do not talk about “if competetive is needed”. Do not cry or shout that current game mode is fun and enough and that ranked idea is bad.
- Avoid writing opinions like “i love the idea”, “i hate the idea”, without backup of thought-through arguments.
- If you’d like me to extend/correct something in this post - send me a message instead of commenting.
Reasoning
Casual players are fine with no ranked system. It’s ok. They don’t like pressure to win. They want to be happy after either win/lose. That is why a lot of players will tell you - there is no need in creating ranked system.
They are wrong. Other group of players, usually called by game devs “hardcore”, don’t actually want just “fun” from game. They want to develop and be best in it. They care about win/lose and they also don’t want to play in group with players, who are casuals, make many mistakes and just want to chill and have fun during the game. What drives them is - challange and competition.
Hardcore players won’t play the game because of graphics, gold, levels - although many of them will still buy stuff. They just care about developing best strategies and growing in ranking. If game doesn’t have this - they will quit playing it in few weeks or months. Otherwise - they can play the game without any patches many hours everyday for years - without actually getting bored.
I’m quite sure devs are aware of that, but my conclusion is - there may be more casual players, than hardcores - but hardcores are those, who will play the game 8h/day for next few years and they will keep it alive, by being constant players.
Rankeds may not be #1 priority, but it definitely should be set high.
Goals
To make a good competetive mind-conversion-psychology game, I think few assumptions should be set.
Clear, immutable goal
Every role should have quite clear goal from start and random factor (like being converted) should not dramatically change situation of the player. Otherwise their efforts in early-game are in opposition to their late-game goals. That means - player with “convertable roles” will just afk/dont care about early-game at all - what many people actualy do.
Town of Salem developers decided to remove vampire and role-changing for a reason and even it’s currently core mechanics of evils in Throne of Lies - I suggest you do same in rankeds. The Golden Mean could be allowing Mastermind/Cult Leader only to change 1 person per game and only during first 3 nights. This way people would not go over-aggresive with “vfr” or similar strategies early, as they could still be turned.
Minimalizing randomness and making game Team vs Team instead Chaos
- BD should have:
- 1x Prince
- 1x Paladin/Sheriff
- 1x Killer
- 2x Investigative (excluding Paladin/Sheriff)
- 1x Social
- 2x Support
- 2x Offensive
- Evils should have:
- 1x Mastermind/Cult Leader
- 1x Assassin/Cult Killing Role
- 2x Support/Investigative/Offensive
- 1x Turned by Mastermind/Cult Leader as stated above
The good option is to introduce new faction specially designed for ranked gameplay.
- Neutrals:
- 1x Random
- King should be considered “support” - so if king would be evil/bd - evils/bd would have 1 less Support.
In such setup, in general it would be 5 vs 10 + 1 game. With good balance of skills it should be ~50% win chance for each faction.
Neutral would have least chance to win, so he should gain a lot elo for win and lose few for lose.
Second factor of elo-impact should be day-of-death. If somebody died early - he shouldn’t lose nor gain much elo.