7 years ago
Easy Fix for Arena
I've been playing SWGOH since December of last year, and the main issue I have is with Arena. Specifically the mechanics preventing you from attacking another player if you are being attacked, or if t...
"Silentbobus;c-1497899" wrote:"Waqui;c-1497771" wrote:"Silentbobus;c-1497541" wrote:"leef;c-1497216" wrote:
Right, so how would that work in the sytem you proposed?
Getting first place under the system I proposed would take strategy, tactics, intuition and would make it exceptionally difficult (although not impossible) for players to collude.
It would also take a great deal of luck. As someone already pointed out earlier:
With your system, you rank 5th, fight for 1st place, win, and then still be ranked 5th afterwards. This type of randomness is a spoiler in arenas. In the current system this kind of randomness doesn't exist.
The system I am proposing has no randomness in it, it is completely deterministic. If you are saying that what other people do has an impact on the outcome of the match, then yes, you are correct it does. But what other players do already has a far greater impact in the current system in the sense it currently prevents matches from being played at all.
But at this point I think I'm tired of advocating for this system, I'd just like to advocate moving away from the current system. I've played a lot of PvP RPGs and card games and this is the first one where players could prevent you from challenging them. Thinking back on the others, all of the others used Elo so I would imagine that is the easiest to implement. You beat someone, you get a higher Elo rating, highest Elo rating at the end of the day is the highest rank. In practice it would work out much the same to what I was originally proposing because beating someone who got knocked down while you were beating them would net you less points, but the effect wouldn't be as dramatic.
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