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Ranked play

EchoBloodValkerie
EchoBloodValkerie Unconfirmed, Member Posts: 3

InInstead of adding pallets or changing mechanics having a set up ranked game mode that requires a scent ain't amount of kill or escapes to get into would help a lot in lowering the toxicity. Removing the disconnect option for that gamemode and keeping a record of wins and losses, connection errors could have a penalty after frequent disconnects. It may also help the DC counts for changing to add a ranked mode anybody could access for a more challenging game instead of playing public lobbies like it is a it's the ranked gammode.

Comments

  • kit_mason
    kit_mason Member Posts: 682
    edited November 16

    There's a lot of issues with adding a ranked mode.

    It'd split queues making everyone's queue times longer, it'd need to actually approximate skill which has been a huge struggle for the entire game's life cycle, it'd come with increased toxicity from not meeting expectations (running off-meta in ranked or meta in casual as one example), it'd continue to highlight that optimized survivor actually isn't that fun (slamming gens whilst one guy gets gigatunneled sucks), it'd also give this community a new stick to beat each other over the head with - people would validate their opinions with their rank, as if the new player experience and high skill experience aren't different, requiring different needs and changes as a result.

    I think it could work but the amount that would have to change would probably be a really delicate balance. They'd have to keep the mode fun and fair but also not change it so much that the majority of the playerbase becomes uninterested.

  • JPLongstreet
    JPLongstreet Member Posts: 6,977

    I do not think we have a large enough playerbase to support two full-time queues like that. Also they'd have to rebalance almost everything separately for both queues.

    And exactly how could they prevent veteran sweats going into the casual area intent on stomping and pillaging?