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  1. #21
    Elysion Navigator
    Mar 2011
    Out searching...
    11,249
    Sigh ok let me try to explain... In s1/2/3 86 tier was highest tier and u drop to 84 with 1 loss. With this system it was much less work to gain on board or rank up. There is a massive diff from the old 86 tier limit/RP system to what we have now. Also we have had almost the exact same amount of daily players from beta to now lol. Its not that in s2/3 we had way more ppl, its that the system was alot better for not putting ppl in low rank and keeping them there. What we have now was for KR to have a more competitive arena, with AP there is no way to gain unless u beat someone higher. In the old RP system u could stomp on low tier sss all day and get rank 1 never beating anyone higher tier than you. Eng aint my main lang so this is best i can do to explain.
    No one good wants that ♥♥♥♥ back.

    The reason Arena is dead is because they changed the formula the game goes through for finding pvp matches so that it can find opponents "more near your level of play" and it makes it so you have to wait 20+ minutes just to get a match even if 3-4 people near your rank were queuing. To fix it, in a later patch they decided to open up the matchmaking so that you could face people 2-4 ranks below you (A HORRIBLE IDEA). Throw in nonsensical automatic match ends that cause you to lose rank for no reason and you get everyone being mad. The game being hard to rank up due to losses removing a lot is no big deal. It's the fact that they just boned the actual process of ranking up. Why bother trying to rank up when 99% of your games give you literal 0% because the game is queuing you against the wrong players. Plus, no one wants to sit in queue in Star or SSS rank and then find out they got an B/A rank player that doesn't want to fight just because "omg no it's a star rank omg".

    The new arena ranking system by itself is good. It's just everything else about Arena at the moment is bad.

    Even if they brought the RP system back (which they shouldn't) that wouldn't fix the stupid matchmaking. No one would play still.

  2. #22
    Ruben Villager
    Aug 2016
    16
    Im not sure what you mean by competitive. but elsword (and any other KOG games) has never been balanced enough for a competitive scene.

  3. #23
    Bethma Guard
    Sep 2011
    Library
    671
    The reason Arena is dead is because they changed the formula the game goes through for finding pvp matches so that it can find opponents "more near your level of play" and it makes it so you have to wait 20+ minutes just to get a match even if 3-4 people near your rank were queuing.

    The new arena ranking system by itself is good. It's just everything else about Arena at the moment is bad.
    The system is designed to not make you fight the same people over and over which was a huge complaint across past PvP seasons, including on our server. As you climb up, the player pool gets smaller, but since the system is optimized for large playerbases, it naturally will be harder to get a match to the point of being pretty unreasonable. That's just a flaw in the system that exists due to the smaller size of our current PvP playerbase.

    There is not much "near level of play" happening among the players at large here if we're speaking truthfully.

    Sockets are variable and we have had nothing done to them since maximize was added (which ended in an overall inflation thanks to stuff like Legendary gear). I remember when the reduced damage stat was extremely ridiculous and KOG actually hurt the stacking potential. Even if we did remove just ERP from the equation in our current PvP and made everyone's attack power cap out at a certain point, it wouldn't change extremely inflated socket values among higher geared players compared to lower gear players, it wouldn't remove Solace title, OoR, etc. and it most certainly wouldn't get rid of any other applicable variables like Ring of Fury, Magic Necklace, Raid accessories, Perkisas proc, Eltrion proc, NoH, and whatever else KOG feels like adding to the pile like their Ice Burner effects getting more ridiculous as of recent.

    Way too many variables to be working with before we can even assume that there can be a balanced setting just on a Hero Arena setting. Nobody is going to willingly gut themselves when that will skew their entire MMO experience.

    When we involve gear inflation in terms of flat attack bonus, that's actually the easiest issue to solve. You divide attack power enough to prevent people from getting oneshot, and the result is that players with class advantage and/or more skill start climbing regardless. It has been seen time and time again. The problem created from this however is that eventually you can't PvP until you're really geared and ready to go, since the balancing would be proportional to the strongest people available. We've also seen this worsen from season to season, and it's also why the general accessibility of PvP has gone down considerably. Season 1 if you saw an SS rank, you knew his +8 wasn't going to be much better than your +7 even though in the long run he'd have the definite advantage.

    We've been at the point where balancing nightmares occur due to a sheer lack of clean, static data and it still happens frequently to this day.

    KOG is simply not going to put in the time to do all of this stat micromanagement and class analysis when they have content to make on a normal basis just to keep the game alive. They balance based on extremes typically and respond to cases of frequent negative experience rather than "leveling the playing field."

    If we're to establish any kind of competitive setting, the players are going to have to do the balancing themselves and commit to finding the sweet spot where classes can participate and have a fair (even if disadvantaged) chance of playing the game. Sockets are controllable, +7 sparring gear is easily obtained, etc. If we won't do it then there's just no chance of the competitive scene really existing in full form. We've done these kinds of limitations before (titles, RoF, Spar Gear) but have never gone the distance as to what a class is allowed to keep and not allowed to keep in a competitive setting. Imagine preventing an Iron Paladin from having more than 17% attack speed. He would most certainly be feeling that kind of thing since speed in PvP is so important.
    ----



    Anyway, conclusion. We don't have a competitive scene in Elsword currently and still won't if the players won't make one. No game has ever started a scene like that from company endorsement unless the company already has had that kind of thing (i.e. Blizzard). It's always the players who begin everything. I don't feel like we have the community to do it right now, but hopefully that changes in the near future.

  4. #24
    Elder Citizen
    Nov 2015
    202
    Im not sure what you mean by competitive. but elsword (and any other KOG games) has never been balanced enough for a competitive scene.
    this is nonsense. both elsword and grandchase have had a longlasting competitive scene.
    on another note, a game's balance has nothing to do with how competitive it is.

 

 

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