Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

Feedback changes for a better PvP combat system

AuthorMessage
Survivor
Nov 26, 2016
31
1.) Add a negative feedback loop in the ranking point’s system. In common game development terminology, negative feed back loops are used to balance out extreme winning-losing situations. This is similar to how the body uses a negative feedback loop to maintain homeostasis and balance. I believe this situation should be very well implemented into the ranking system as it will help balance out people’s respective skill level.
Points for winning a match: 16 x ((enemy’s rank+1) / (your rank +1))
Points for losing a match: -16 x ((your rank+1) / (enemy’s rank+1))
Minimum cap for points gains/loss: +\- 4
Maximum cap for points gains/loss: +\- 64
2.) In team pvp, ordering of where your teammates are from first spot to 4th spot is important. Ideally, you want a support characters near first and hitters near last. Wiz currently does not have options for you and your teammates to check which spot they want in the battle, unlike questing where people can strategize order and go in any place into a fight. This deters skill and adds an unneeded element of randomness. This unneeded level of randomness isn’t fair especially since this can be prevented in questing situations. This is even preventable in beastmoon as you can still order your teammates adding skill and teamwork utility. Sometimes people will just win matches not because of their skill, but because they had better team placement over the other team in regular team pvp.

Survivor
Jan 06, 2010
7
This would be nice, but since when are KI ever this generous?

Explorer
Mar 01, 2014
62
Rattle2k on Dec 14, 2019 wrote:
1.) Add a negative feedback loop in the ranking point’s system. In common game development terminology, negative feed back loops are used to balance out extreme winning-losing situations. This is similar to how the body uses a negative feedback loop to maintain homeostasis and balance. I believe this situation should be very well implemented into the ranking system as it will help balance out people’s respective skill level.
Points for winning a match: 16 x ((enemy’s rank+1) / (your rank +1))
Points for losing a match: -16 x ((your rank+1) / (enemy’s rank+1))
Minimum cap for points gains/loss: +\- 4
Maximum cap for points gains/loss: +\- 64
2.) In team pvp, ordering of where your teammates are from first spot to 4th spot is important. Ideally, you want a support characters near first and hitters near last. Wiz currently does not have options for you and your teammates to check which spot they want in the battle, unlike questing where people can strategize order and go in any place into a fight. This deters skill and adds an unneeded element of randomness. This unneeded level of randomness isn’t fair especially since this can be prevented in questing situations. This is even preventable in beastmoon as you can still order your teammates adding skill and teamwork utility. Sometimes people will just win matches not because of their skill, but because they had better team placement over the other team in regular team pvp.
1. this was the original system pretty close to it problem was people got mad about spending 3 hours of a match to gain 0 rank it was pretty ridiculous they switched it to try to be more level and ranked base all though it could use some tweeking.. thats why you gain 16 exact from 1v1s is cuz it's "balanced"

and 2. there is actually its the same walk through wall glitch. you hold the top of the screen before the match starts and you release with your team mates based on the order, first person doesnt hold or just lets go first and it goes to 2nd and so forth. but dont forget depending if you go first or 2nd the game could go differently based on the order and when a heal is cast

Survivor
Nov 26, 2016
31
xTsuin on Dec 24, 2019 wrote:
1. this was the original system pretty close to it problem was people got mad about spending 3 hours of a match to gain 0 rank it was pretty ridiculous they switched it to try to be more level and ranked base all though it could use some tweeking.. thats why you gain 16 exact from 1v1s is cuz it's "balanced"

and 2. there is actually its the same walk through wall glitch. you hold the top of the screen before the match starts and you release with your team mates based on the order, first person doesnt hold or just lets go first and it goes to 2nd and so forth. but dont forget depending if you go first or 2nd the game could go differently based on the order and when a heal is cast
1.) The matches aren't 3 hours long. And the meta isn't as slow as it was in the past. This 16 points per game just makes it easy for people to boost or get mismatched way too easily.
2.) I know about that glitch, but I rather not rely/use a glitch and hope to minimalize rng placement to make myself go last in a team set up.