My idea for an improved Arena
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Random map selection-when lobby is full you have 60 seconds before match starts to set up classes.
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6 tiers (bronze,silver,gold,platinum,diamond,master) Ranking system-levels 1-50 rate of progression changes per tier.
4 game placement period (Max level Gold)
- Gain points per win and "skill"(modifiers for margin, kills, obj based points)
- Loose points when receiving a loss (will not loose points if someone quits mid-game)
Forfeiting a match is available if playing with a man down, previous rule apply in regards to points lost.
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Each tier has unlock-able gear for its completion (ex. bronze level specialist load-out/calling card)
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Once past Gold level you enter the "Pro" level arena tiers. The Pro level includes things such as the ban-protect system, as well as specialist draft. Leaving during pick/ban would not just result in cool-down, but could drop your rank to Gold if done more than twice.
This means that previous levels (bronze, silver, gold) only include specialist draft+base bans.
The gear for making each Pro tier has more "prestige" (looks better).
- The "master" tier is saved for the top 50 ranked arena players in the game. 50 being the beginning of Masters, 1 being the top rated Arena player. The top 10 masters players at the end of the season will not only receive the masters gear, but also an exclusive gun camo for the weapon of their choosing.
This scheme is designed to keep players interested in grinding to the top. The lack of ban/protect in the beginning stages will negate most of the new-comers joining 1 arena match and leaving before the phase is complete. Also in order ease people into the way professionals play.
This was just an idea I had, please feel free to critique it and or add any further points to it! :D
Posted Jan 23, 2016, 3:19 AM UTC · edited
I agree with pretty much everything you're saying except for this:
No rank should be totally restricted to X players. Everybody should be able to obtain that rank if they're good enough, without having to spend 10 hours a day playing Arena for months on end. Perhaps a rank/gear/camo you get AFTER the season is done that you don't know you have until the end would be fine - similar to Grand Master from AW Ranked Play.
I'd really rather rank-ups went on some sort of elo system like CS:GO or BO2 League Play rather than just straight up wins and losses.
Interesting perspective, the reason why I suggested having a limited Masters tier is to escape that feeling of lack of importance of rank which a large population of the community feels. And yes the rewards would be given after each season. I am going to reverberate what SteDa said in regards to the points system as well. What if the penalties for loosing are increased per tier, instead of the static system we have today? An Elo system would probably take some time to implement and I am not sure if Treyarch would put it into this years Arena, but some of the changes I suggested are more with this year in mind.
Did you know that the only thing that effects Elo is W/L?
It depends on the elo system. Something like LoL is based mostly on W/L. In CS:GO, you have to win to rank up but that's not all you have to do. There's a ton of other factors like KDA, score, MVPs etc.
I wish LOL was like that
Is it not? Perhaps I'm misinformed.
From what I understand, rankings (after placement matches) are based on League Points in which you win you gain points, you lose you lose points. Once you hit promotions, you need to win 2 of 3 games to rank up, and if you're going to the next division you need to win 3 of 5.
So perhaps I'm wrong but from what I see, ranks are based entirely on wins/losses.
The elite rank with a limit of players where he is talking about is just like the top x from the highest rank. And that's okay to have in my opinion. The point of an elo system is to have a pyramid. Your way of thinking is almost like anybody can be a pro.
If you have an elo system like u want. Then when u get high on the ladder it becomes harder to gain points because losses will lose you more points then wins will gain you because you rarely get to play better or equal opponents. So not everyone can get high because they are not as good as the elite players.
So this will make climbing more enjoyable because if u play good enemies you probably lose less points compared to now where losing is losing doesn't matter how good the people are you play against.