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legoboy0401

What's wrong with modern progression systems in team games, and how it applies to Ranked Battles here

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This vide

o by Extra Credits explains the problem with progression ladders in competitive team games, and what might be done to fix said problem.

 

 

The advice in this video some WG has taken, some they have not. In particular, I think the biggest fail here is in Ranked. our ultra-competitive team-based mode. In all Ranked battles there are always going to be potatoes, but the important thing is to make sure they aren't the biggest factor in whether a player loses or gains a star in the battle results.

 

The problem with ranked, I think, is while there are always rewards, it's so easy to go backwards later on that you simply don't get rewards for quite a while as you go back and forth, back and forth, back and forth between levels you have already been to.

 

A solution would be to either fix the ranked progression to be easier, or give slowly diminishing awards every time you sink down to a worse rank, so that it's not one and done and you'll never get anything more than once for being at a certain level. Participation reward? Maybe, but one of the real takeaways from the video is that minor participation rewards go a long way to reducing stress in grindy ladder competitive modes.

 

What do you think?

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Heaven help you if the game you play hires a "Senior Game Progression Management Engineer."

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