Rogue Fable IV

Rogue Fable IV

About ranked mode
In the next update, ranking should be more rewarding and allow players to climb. Right now losing 1 game is -100 SR which is equal to 1 win at any rank (I guess? I'm still in Bronze), but surely it's not guaranteed a win every match. In other games, the win:lose point ratio is always more than 1 at lower rank and close or less than 1 at higher rank. Streak might also affect SR as well.
Therefore, I think the win:lose point ratio should be something like this:
Bronze: 4:1 (100:25)
Silver: 3:1 (100:33)
Gold: 2:1 (100:50)
Plat: 1:1 (100:100) plus de-rank
Master: 1:2 (50:100) plus de-rank
Originally posted by Justin:
Interesting idea and not one I'd be strictly opposed to. There are a lot of different modifiers and adjustments I'd like to make to the exact SR gain/loss. -100,100 was pretty much just a place holder until that work gets done.

I think a big part that would help would be to have the losses adjusted by progress in the game (probably character level). So that dying right at the end of the game might result in almost no SR loss vs dying at the start.

Streaks as you mentioned are imo the best way to reward bonus SR as it would help a skilled player starting ranked for the first time just blow through the early ranks and get to the appropriate level quickly.

De-ranking at the highest ranks is an interesting concept though I'm not sure how other people would feel about that.

I think the final ratio of win/loss SR at each rank will have to ultimately be decided much later once we settle on exactly how hard each rank is supposed to be. Like if we made each rank significantly harder then it would make sense to allow a character with a sub 50% win ratio to advance.

In my mind I'm sort of thinking that the average 'experienced' player should end up somewhere in Gold. So a slight adjustment to your numbers so that 100/100 is Gold and the lower ranks are easier and the higher ranks are harder might help to clump people there.

Lots of stuff to play with here in the future. Thanks for the feedback!
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The author of this thread has indicated that this post answers the original topic.
Justin  [developer] Feb 20, 2024 @ 7:21pm 
Interesting idea and not one I'd be strictly opposed to. There are a lot of different modifiers and adjustments I'd like to make to the exact SR gain/loss. -100,100 was pretty much just a place holder until that work gets done.

I think a big part that would help would be to have the losses adjusted by progress in the game (probably character level). So that dying right at the end of the game might result in almost no SR loss vs dying at the start.

Streaks as you mentioned are imo the best way to reward bonus SR as it would help a skilled player starting ranked for the first time just blow through the early ranks and get to the appropriate level quickly.

De-ranking at the highest ranks is an interesting concept though I'm not sure how other people would feel about that.

I think the final ratio of win/loss SR at each rank will have to ultimately be decided much later once we settle on exactly how hard each rank is supposed to be. Like if we made each rank significantly harder then it would make sense to allow a character with a sub 50% win ratio to advance.

In my mind I'm sort of thinking that the average 'experienced' player should end up somewhere in Gold. So a slight adjustment to your numbers so that 100/100 is Gold and the lower ranks are easier and the higher ranks are harder might help to clump people there.

Lots of stuff to play with here in the future. Thanks for the feedback!
One thing that I think might flow into the number of tiers that make sense for ranked is the number of classes and races in the final game. If your selection options scale from all or nearly all options at the lowest rank to only 2 race and 2 class options at the top rank then that affects the number of ranks that it makes sense to have. Currently I'm wanting more range at the top end of the scale since the two masters runs I've had time to try were both roughly the same as normal runs, and the second one had super speed and fast swarms. I just got a little bit lucky with damage on that run with a ring of archery and a longbow and that was enough.
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