Cooldown for hitting players...

kramer2410
kramer2410 Posts: 23
This could actually solve the shallow pool issue as well. Have a cooldown so if you've successfully hit a person once, they won't appear in your q for 10-20 minutes. Yeah I know that won't be popular with people who just love targetting the same person 20 times but it would actually be helpful to those that are hit 10-20 times lol.

Comments

  • Failbot
    Failbot Posts: 27 Just Dropped In
    Or at least cap the number of times and don't make you lose points for the repeated targeting. It gets ridiculous sometimes
  • FaustianDeal
    FaustianDeal Posts: 760 Critical Contributor
    Being on the receiving end of an intentional double/triple can be intensely painful when you weren't ready for it. But it is *so* helpful when trying to make a coordinated climb. (Which could even just mean using in-game chat and not requiring outside communication.)

    I would regret it if we blocked a nice double/triple that from happening - especially in a very dry slice - especially when the hits are targeting a recently shielded player who won't mind a double. If there are only a limited number of targets being too artificially limiting constrains a player's ability to climb - and can also have a detrimental overall effect on competitiveness at the higher scoring levels.

    That said, I definitely don't think catching someone a dozen times in the span of a couple of hours is a good policy either.

    two fabulously awful truths about match-making though
    - a player is usually only comfortably willing to hit a stronger roster up to a given threshold
    - the MMR is usually only comfortable allowing a player to hit a weaker roster within a given threshold.
    - (bonus awful) add the concept of 'points' and your risk/reward decision to click the 'fight' button got even messier.

    You might often find yourself boxed into what could be a very narrow competitive band. Once you have doubled every name in your band, what next? Getting offered teams that are too strong is going to cut your play time artificially short and be a bad experience for you. Getting to hammer on progressively weaker teams is going to be a bad experience for them, and the slice in general - since you will be able to inflate your score relatively unopposed once anyone who *could* hit you *has* hit you, and you are now afforded a golden hour to quietly abuse anything you are offered.

    Here's an awful thought exercise for a player with champed 4*s and a growing 5*s or two that is progressing, but not super viable: would you rather get hit 6 times by the same jerk, or get hit 1-2 times each by every established 5* roster in your slice because they have run out of people in their band to hit?