Progression Reward Changes in Versus Tournaments (7/20/17)
Comments
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It's cool to see the hardcore theorists contributing to this conversation -- I'm out of your league, folks, so I'll just leave my mostly-positive feedback here for maybe-D3 to see. (For those that are interested, I'm: semi-casual, 0 champ'd 5s, about 8 or so champ'd 4s.)
The win-based progression system, I feel, was overall extremely successful for the broad scope of players. What I saw was less focus on the high-point opponent; indeed, because some players were aiming for that 40-win goalpost, they did everything in their power to find the lowest-point opponents. The longer we could languish in the kiddie pool, the better.
It seemed that, due to the prevalence of that attitude, those who did become high-pointers themselves had a much more pleasant time of it. It wasn't that there was less competition for placement. Rather, it felt like we could be in the 600-point range longer without getting eaten alive. To sum up this point in a sentence: Because points were generally less important, we found that gaining points was not an experience of punishment such as it normally is. And that felt really good. I want to see more of this kind of PvP.
In regards to setting the 4-star progression reward at 40 wins: At the beginning of the event, it was a daunting number, but since I was enjoying the event so much more, I wanted to play at least 40 games.
Please feel encouraged to run more of these experiments. You're doing a great job.2 -
Sorry if this has been suggested before, but I didn't read through all 34 pages of posts.
For me, I'd like a hybrid solution where it uses both points and wins for the same reward, but it rewards you based on whichever you hit first. I can't remember all the point values for rewards, so will just use the ones I remember from CL7.
575pts or 16 wins : 10cp
800pts or 28 wins : 3* cover
900pts or 40 wins : 4* cover
1200pts : 15cp
This way, the transitioning rosters can reach their desired covers by grinding out wins while the stronger rosters can reach the rewards through points in likely fewer wins. The existing CP for max progression would remain points only.
So for example, a 3*-4* transitioner could:
- hit 575 points in 12 wins and get the 10cp
- They might decide to stop there, or continue on and hit 800 points for the 3* cover in 25 wins
- However, at that high, they often get beat back down as fast (or faster) than they can get points, so they decide to grind out another 15 wins to get the 4* cover, and end the event with 625 pts after all is said and done.
A 4* roster could shield hop to 900 points for the cover without having to grind, or if they wanted to save HP, they could grind out wins. Flexibility to cater to multiple play styles!1
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