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Okay, there's been kind of an uproar of people regarding their frustrations with the state of rift battles as of the last update and especially in the past few days.
I've been talking with peeps on the discord earlier about this and have collected some ideas i want to present, so here goes.
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First off, where do the frustrations stem from?
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What can we do to aliviate these issues?
Here's some of my suggestions:
Matchmaking: the devs intentions were clear with the ranking resets introduced in 3.1. Players at the top had to endure long queuetimes due to the stricter matchmaking. Trying to fix the issue made it much worse for all lower tiers however.
Ideally, matchmaking would take into account Player Rank, Player Level, total FS of players' bases, amount of high tier fighters (golds/diamonds) and what level those fighters are.
Obviously that is a lot of things to factor in. Considering the amount of players, this would lead to extremely long queuetimes for all players.
But what if it was possible to at least take a few of these factors into account? For that to not massively spike queue times we will have to limit other things - this is where my main suggestion comes into play:
Limit the times when Rift battles are available to play.
For example: "Rift matches are only available on weekends" or on these particular days etc.
By shrinking the time window where rifts are available, it would mean more players looking for matches at the same time, resulting in lower queue times overall. This in turn would then allow more leeway in making matchmaking more accurate, i believe.
If we limit availability, we can also include other factors that increase frustrations.
For example, since there is now less time to play rifts each week, the required number of matches per season can be lowered to something between 3-4, which feels less restrictive to the players' gametime alotment.
This could also make premium tickets more attractive, as you with a lower amount of matches required, you will rise less quickly in the ranks. So for those that want to rise quicker premium tickets may become more popular.
A suggestion that would probably go hand in hand with the reduction of required matches may also lower the frustrations of losing, but i believe this may not be a popular suggestion at all.
Reducing the amount of rewards.
Yes, you heard that right, asking for a lower amount of rewards.
Personally, i get very stressed playing rifts currently, because i desperately try to stay in the Diamond 4 tier. What you get at that tier in rewards is insane: basically a full silver fighter relic, half a gold fighter relic and 10% of a diamond fighter relic. That's not even taking into account the amount of rift coins and keys you get.
Due to how good the rewards are, it feels like i HAVE to keep playing rifts, or else i may lose the ability to stay in the diamond tier and it'll be harder to catch up again at that point.
Also, if we reduced the amount of required matches, i think it would be fair to lower rewards somewhat, due to the players' time investment also shrinking.
Otherwise, another option would be to normalize rewards across tiers further, so the divide between tiees isn't as extreme.
A third idea is reducing most other rewards, but instead increasing the amount of rift coins players get, they can then use to choose their own rewards the rift shop.
On the topic of time, rift matches should be sped up somewhat, they shouldn't take upwards of 30 minutes to finish if you are to play them on the go. Maybe a number of nodes could be removed from the base to reduce the number of fights and as such the time needed to clear it.
This would also reduce the amount of time spent checking the enemies catalysts on each node and assigning the proper counter fighters of your own.
Losing after investing 30+ minutes of your time will be a lot more frustrating than if you only invested 15-20 minutes instead.
And it would also allow for a shorter match timer overall. Instead of each match being alotted a whole 2 hours, it could be reduced to half that, or changed to just finish when both players have cleared the base of the other.
Just speeding up the whole process.
Other small QoL changes:
------------------------------
And that is it. This is what i could come up with to try and lower the amount of frustrating moments players may come across when playing rift battles.
This, of course, is mainly things that personally frustrate me and what i personally believe could fix things. Others may disagree or have even better ideas, but i wanted to to a write up on the topic nonethess. Because while i do not enjoy rifts battles, i believe they still have potential, if only the frustrating parts can be reduced or removed alltogether.
Anyways, this is already long enough, considering i typed all this on my phone, so please do excuse my formatting and possible typos. And thank you for reading.
If you have ideas of your own, feel free to comment too.
I've been talking with peeps on the discord earlier about this and have collected some ideas i want to present, so here goes.
-----
First off, where do the frustrations stem from?
- Matchmaking being very inaccurate: People are being matched versus players far, far beyond their own rank/rift rating. The worst i have seen here was a Gold1 being matched against one of the Top 3-Players. In a similar vein...
- Being matched versus players with massively stronger bases FS-wise: for example your opponent having twice as many diamond/gold fighters than you, which gives them massive leeway in how hard it is to beat your own base.
- Feeling forced to play 7 matches a week, because the rewards are just too good to pass up.
- Slipping up on a single node can mean losing the whole match. This can reach from losing a fighter in a match to losing the whole node. This is especially frustrating if you mess up due to something unexpected happening, like a Blockbuster whiffing for no dicernable reason or AI instantly killing you with a blockbuster if you try to use a throw attack
- Quality of Life and time investment: basically, it takes a lot of time to focus on a rift match compared to other content in the game. Roughly 30 minutes is what i take every single time for a full clear, give or take 5 minutes. With the addition of Catalysts i can see the time required going up even further, s you need to study the enemy players' base and figure out where to use which fighters due to all the new modifiers. Also, waiting 2 hours for a rift match to end, when both players have long finished playing is frustrating, especially when you already know you lost and are locked from going into a new match.
-----
What can we do to aliviate these issues?
Here's some of my suggestions:
Matchmaking: the devs intentions were clear with the ranking resets introduced in 3.1. Players at the top had to endure long queuetimes due to the stricter matchmaking. Trying to fix the issue made it much worse for all lower tiers however.
Ideally, matchmaking would take into account Player Rank, Player Level, total FS of players' bases, amount of high tier fighters (golds/diamonds) and what level those fighters are.
Obviously that is a lot of things to factor in. Considering the amount of players, this would lead to extremely long queuetimes for all players.
But what if it was possible to at least take a few of these factors into account? For that to not massively spike queue times we will have to limit other things - this is where my main suggestion comes into play:
Limit the times when Rift battles are available to play.
For example: "Rift matches are only available on weekends" or on these particular days etc.
By shrinking the time window where rifts are available, it would mean more players looking for matches at the same time, resulting in lower queue times overall. This in turn would then allow more leeway in making matchmaking more accurate, i believe.
If we limit availability, we can also include other factors that increase frustrations.
For example, since there is now less time to play rifts each week, the required number of matches per season can be lowered to something between 3-4, which feels less restrictive to the players' gametime alotment.
This could also make premium tickets more attractive, as you with a lower amount of matches required, you will rise less quickly in the ranks. So for those that want to rise quicker premium tickets may become more popular.
A suggestion that would probably go hand in hand with the reduction of required matches may also lower the frustrations of losing, but i believe this may not be a popular suggestion at all.
Reducing the amount of rewards.
Yes, you heard that right, asking for a lower amount of rewards.
Personally, i get very stressed playing rifts currently, because i desperately try to stay in the Diamond 4 tier. What you get at that tier in rewards is insane: basically a full silver fighter relic, half a gold fighter relic and 10% of a diamond fighter relic. That's not even taking into account the amount of rift coins and keys you get.
Due to how good the rewards are, it feels like i HAVE to keep playing rifts, or else i may lose the ability to stay in the diamond tier and it'll be harder to catch up again at that point.
Also, if we reduced the amount of required matches, i think it would be fair to lower rewards somewhat, due to the players' time investment also shrinking.
Otherwise, another option would be to normalize rewards across tiers further, so the divide between tiees isn't as extreme.
A third idea is reducing most other rewards, but instead increasing the amount of rift coins players get, they can then use to choose their own rewards the rift shop.
On the topic of time, rift matches should be sped up somewhat, they shouldn't take upwards of 30 minutes to finish if you are to play them on the go. Maybe a number of nodes could be removed from the base to reduce the number of fights and as such the time needed to clear it.
This would also reduce the amount of time spent checking the enemies catalysts on each node and assigning the proper counter fighters of your own.
Losing after investing 30+ minutes of your time will be a lot more frustrating than if you only invested 15-20 minutes instead.
And it would also allow for a shorter match timer overall. Instead of each match being alotted a whole 2 hours, it could be reduced to half that, or changed to just finish when both players have cleared the base of the other.
Just speeding up the whole process.
Other small QoL changes:
- Reusing a fighter shouldn't make you miss out on 250 points. You already give the enemy a lot of points for losing in the first place and makes it an unattractive option overall.
- The change to how attempts are updated in your base was unnecessary. It is very unclear whether your opponent failed your node or not, unless you check back multiple times. Before it was simple and clear.
- Seperate loadouts for fighters in your base. You shouldn't have to change youe fighters' loadouts everytime you queue to give them the optimal loadout for defense when you have to change it back when you want to use them on offense.
- Notifications when a match has been found and shortly before it ends for forgetful people ( @TasiaChaan )
------------------------------
And that is it. This is what i could come up with to try and lower the amount of frustrating moments players may come across when playing rift battles.
This, of course, is mainly things that personally frustrate me and what i personally believe could fix things. Others may disagree or have even better ideas, but i wanted to to a write up on the topic nonethess. Because while i do not enjoy rifts battles, i believe they still have potential, if only the frustrating parts can be reduced or removed alltogether.
Anyways, this is already long enough, considering i typed all this on my phone, so please do excuse my formatting and possible typos. And thank you for reading.
If you have ideas of your own, feel free to comment too.
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