Abbot_Nalaar wrote: This post is spit on. Please take a real look at this situation.
Lagartha wrote: Abbot_Nalaar wrote: This post is spit on. Please take a real look at this situation. Just throwing out the idea. I'm asking in the public forum because I'd like feedback. So if I'm being stupid and completely missing the issue, please enlighten me rather than just drop an insult and disappear.
Nitymp wrote: Lagartha wrote: Abbot_Nalaar wrote: This post is spit on. Please take a real look at this situation. Just throwing out the idea. I'm asking in the public forum because I'd like feedback. So if I'm being stupid and completely missing the issue, please enlighten me rather than just drop an insult and disappear. Actually, I thought that was a typo and read the 2nd part of the sentence in a different light to the way you probably did.. "This post is spot on. (Devs) please take a real look at this situation. (Instead of not, or just half looking)"
PastrySpider wrote: Its not a bad solution but comes with some of its own problems. For example, it doesn't take into account cards which can't currently use or can't use effectively. Suppose you get good black cards but don't play a black planeswalker or you get Crumble to Dust and Minds Dilation which are mythic but kind of useless by themselves. There are a lot of rares and mythics which just aren't that useful but one lucky pull of Olivia or Devastator and you are a terror on low levels. Also, I'm not sure it actually fixes the problem your brother has. The current returns on ranking in Bronze tier are pretty awful so I don't think it makes sense for many players to squat there. If it is a problem, I would suggest making bronze end after a fixed number of non-story games (say 30). Gives totally new player a chance to get their toes wet but you can't game it. The best idea I have had for setting tiers is based on the win rate of your deck as played by the AI. That has the simple solution of ensuring that decks which are too powerful get bumped up to the next level. This also comes with problems because the AI plays some card terribly (such as Firey Conclusion and reclaim) but solves for the problem your brother has.
Tilikum wrote: I always thought tiers should be based on the amount of times a player has finished top 10 or 20. Like a formula that calculates your ability to win events. That way if you want to farm a tier, it will eventually boot you out after you've won a few times.**** off the cuff example: Rank 1-5 = 5 points Rank 6-10 = 4 points Rank 11-15 = 3 points Rank 16-20 = 2 points Top 50 = 1 point. Once you hit 25 points, you tier up. Somebody (PQMTG RIP) had a cool idea about card mastery a couple months ago. Whenever they finally implement saving different decks, you can only save cards that you've mastered. That way they can change the tier system to something that doesn't stink on ice while still keeping card mastery a thing.
Mainloop25 wrote: When I first started playing this game, I spent all of my time in story mode because I wasn't good enough to compete in QB. Pvp events didn't exist yet. The only difference was that I didn't get frustrated and quit. Maybe he just didn't really like the game that much
moogus wrote: The problem is the matchmaking system. Color mastery is a terrible idea for multiple reasons. They need a more robust algorithm that takes into account your win/loss record, the strength of your previous opponents, and your card pool to a lesser extent. Anyone trying to join this game now is going to hit a brick wall as it's currently implemented.