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3 years ago
@swift07 I think what I’m describing isn’t that dissimilar from what an EOMM system would do.
A ladder system— by design, intentionally makes the game harder after a good performance on a specific “ladder rung”. They want you chasing that feeling of a win, while simultaneously trying to separate people having a good day and people having a bad day.
Theoretically, EA/Respawn wants everyone winning at similar rates, because they want people mentally primed to feel good and spend money. The devs themselves said they don’t want players winning too much or losing too much. The PBMM ladder system sucks but it does succeed in separating the bulk of high skilled players from the lower skilled players. Of course, lower skilled players still have to deal with smurfs.
But yes, the system is definitely based on trying to maximize engagement.
A ladder system— by design, intentionally makes the game harder after a good performance on a specific “ladder rung”. They want you chasing that feeling of a win, while simultaneously trying to separate people having a good day and people having a bad day.
Theoretically, EA/Respawn wants everyone winning at similar rates, because they want people mentally primed to feel good and spend money. The devs themselves said they don’t want players winning too much or losing too much. The PBMM ladder system sucks but it does succeed in separating the bulk of high skilled players from the lower skilled players. Of course, lower skilled players still have to deal with smurfs.
But yes, the system is definitely based on trying to maximize engagement.
Kyldenar
3 years agoSeasoned Ace
@Axs5626Sxa5001 wrote:
The devs themselves said they don’t want players winning too much or losing too much.
So, winning all of 3 matches, total, this season, is somehow not "winning too much or losing too much?"
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