The thing that bothers me is when ranked mode is doing everything to stop me from playing the game via constant rank ups and downs. Strive’s been bouncing me between floor 8-10 forever and I just want to play the game without the interruptions.
If regular floors allowed you to play out the set after qualifying for a floor up and Celestial let you run the set as long as you wanted once you qualified, that might be the single best change to Strive's tower system.
My best experience in strive is when I failed my celestial challenge but the game forgot to kick me out so I just hung out in there all night playing sets
I don't really see what your saying when you play other ranked systems and your only allowed to play 3 games or maybe even 2 before you get interrupted anyway. but yes I agree you should be allowed to atleast stay in the match if you rank down.
@@Chocolatebeeef It’s definitely not a problem exclusive to Strive, and for some I’m sure it’s not a problem at all. Personally I just really don’t care about what rank sticker the game wants to give me, just find me a match around my level and let me play.
If you're below celestial I think that playing randoms in the park is a waaaaaay better experience than the tower. If you haven't tried it, I would highly recommend it. Even after I started getting celestial consistently, I still play in the park about 50% of the time. It's nice to run long sets and fight a wide variety of people.
One cool thing about ranked in Melty Blood is that after the ranked matches it gives the two players the option to go to a player lobby to continue to play unranked matches. This is really nice if you find someone who is a similar skill level to you in ranked and you wanna play more matches with them. I wish every game had it to be honest.
Under Night does it too. They’ve also got custom search in ranked so you can handpick your opponents if you want. Unfortunately it’s not very active but the matchmaking system is pretty great.
Something amazing for the Strive ranked - the latest Totsugeki mod has a feature that replaces an opponent's R-Code CHARACTER LEVEL with their RATING UPDATE RANKING. So, you see directly before the match, 'oh this person is 1600 Elo'. Really useful.
I'd really like if ArcSys used the infrastructure of the rating update website and implemented it in the game somehow. Who knows though, they might think an ELO system would go against their messaging of the game being more appealing to casual audiences. However, if that was the case I think they would still have character level emphasized on the R-Code, but ELO would of course be there.
Ragequitting / disconnects should count as losses! That would be incredibly shameful and shitty of the game devs to not properly handle that. Hell, if anything, there should be MORE punishment for it compared to losing normally by playing to the end.
I mean Melty gives people who ragequit a lot a red name, and you can filter these people out in searches. It's real useful; I hope more developers implement that feature.
Bruh THIS I actually had a guy RQ against me during my Celestial Challenge when I was 4-1 and beating him would get me in. Was up a round, and in round 2 had him in orange health with Positive Bonus while still not having been touched yet, and suddenly the connection drops and hes gone. Was so mad I hit up a friend in Celestial and had him throw a game for me cuz I earned it, but shit was mad corny especially cuz the player was already in Celestial so losing wouldnt have done anything to him.
You know what's funny? This shouldn't be a hard thing to do on a programming side. Like if a person disconnects mid-match, a server promp should appear to both players and send them a 1but file asking if they are present online that simply returns a YES to the server, and if one player fails to return/accept it(cause he Rage quit/DC) to the server he/she should be awarded a loss. As a counter measure, if for some reason both players fail to return the file request from the server(this can happen too) they both get a lose or nothing happens(since there is a chance the opponent was lagging so bad that it made the other rage-quit) But this would need further discussion on the Dev's side to determine whts better. Eventually, the next time that Rage Quitter connects online, and the server still have his name pending to send the file, and sice the other opponent have returned the file long after the match ended abruptly, it's clear who needs to be punished.
I really hated Strive's ranked system. It felt like there were only two ranks in that game and I shouldn't have been in either of them. In one 30 minute session of ranked in Strive I bounced between floor 10 and celestial 6 times. I'd stomp everyone on floor 10 who'd have around the same hours as me or less in the game which was about 60-80. Then I'd go up to celestial and go against people with over 1000 hours in the game. Makes ranked very discouraging to play when you can't get matched against people around your skill level nor can you get a full set against them.
i think the DNF rank climb is much less painful since the it's best 2 out of the 3 set instead of Strive's nonsensical "You get 3 games total. Win or lose." I've never been more annoyed than losing 2 matches then winning the 3rd one then being forced out of the room.
That situation is annoying for both players lol like if you're winning 2-0 and then the other guy wins once you get to see his fucking avatar dancing on you
I mean that's a win dude you need to adjust your line of thinking. Who won the two out of three just because they won the last game doesn't really mean anything.
Both are fine I think. SFV has bo3 instead of 3 matches total as well and I think I do like that more, but going 1-2 isn't too bad either I feel. It's one more game where you don't have to leave and find someone else and that last win can feel like a slight redemption like OK, maybe I'm not total garbage, and if you felt the set was close the score now reflects that a bit more.
I tend to mostly play ranked on fighting games because it's usually the main way to get automated matchmaking. It allows me to sit in training mode waiting for game to push matches at me, without me having to interact with other people, their avatars, lobbies or anything. Just sit wait, play a match or set, and then wait for the next one.
the concept of the tower is fine in strive, it's just the sets being interrupted is hell. I would at least like the ability to just KEEP GOING and only once we finally break the matchup chain it kicks me into whatever tower floor. I do know I have seen suggestions to hybridize and just add a rank system proper once you are in celestial.
I think it's safe to say that everyone had the same feeling, that the new lobby / tower system in Strive was overall pretty underwhelming when Arcsys initially revealed it, and even now after launch, those feelings remain Here's hoping that the tower / lobby system gets an overhaul whenever that crossplay beta comes around in the future
The main reason I play ranked in any game is to find people around my skill level to grind, improve and have some fun. My issue with fighting games is either: 1: The matchmaking sucks. 2: Since games are so much shorter compared to other genres (Think MOBAs or Tact Shooters), 2 out of 3 matches just aren't enough. But they boot you out afterwards. This creates an issue where I find myself looking for matches more than actually playing them. Its why I find myself just playing in Sajam's discord more and more. Even if the skill levels are off, we can play a longer set (if they want) and talk about it afterwards. Its a shame really. All these issue compounded with other fighting game problems (Cost, Content, Netcode etc.) to me are the real source of why people don't play fighters. Difficultly exists in all competitive genres.
I much prefer the lobby system over ranked since not only can I play longer sets with particular people at a time and avoid constantly loading between sets, but if there's any way to communicate then it's nice being able to talk about our set for a bit after. Maybe winning in fighting games were the friends we made along the way, and you can't often do that in the pump and dump system of ranked matches.
I always think of the "ranked" in FG being the tournaments, so I think of the tower as a way to simply be matched with an opponent of a "similar" skill level. The Tower in GGST works very well for me (I'm just a f10 enthusiast, I've seen many people complaining about C but as a beginner it was a very nice experience tbh). ·The things that could be improved, in my opinion, are: -counting wins and loses as "sets" (best of 3=1 win/loss) and make it more difficult to climb up or down a floor. -being penalized for leaving a match in progress. -additional colors (for example) only available at certain floor levels -connection and player information (checking someone's R code takes a LOT of time) Thank you very much for the video,
I definitely agree that adding a reward system of some kind is a great incentive to get a higher rank. I know Rivals of Aether has a custom skin for reaching platinum rank with any character which is the only example I can think of. Getting better and enjoying a game will always be more important but I think there should be some incentive beyond getting a big number
I think you should be able to run it back as many times as it takes for someone to be up two games. Either party can still quit at any time, but it makes it so that you can get a lot of games in really close matchups without having to pull them into a custom game and you can't abuse the system by farming wins on someone by getting kicked out after going up two.
my biggest problem with ranked in FGs is how small their player bases are. i feel like ranking up is just limiting my potential opponents even more. discourages me from playing ranked when i feel like the reward is being able to play the game less
When done correctly, ranked has been some of my favorite experiences online. Rivals of aether for example gives you rewards for every 5 ranks you go up and separates it per character. Then on the flip side there are some games where I don't even touch ranked at all. If there is no way to see the persons connection before I match into them or ranks that have no meaning then I wont play.
The rank anxiety is pretty real. I would much prefer I had an option that hid all the ranks / numbers from me and just let me vibe and play. DNF ranked is pretty stressful for me in the low ranks 'cause you're basically always getting promoted or de ranked. I know it's trying to move me where I find people of equal skill but it's pretty frustrating to have 3 close matches in a row and get de ranked. I could understand if I got blown up every time but I really wish it looked deeper at the match instead of binary win / lose. Like if you went 0-2, yeah that's a an L and you might should adjust values but if you went 1-2 and it went down to the final round each time like c'mon, that's clearly an even match why are you demoting me.
Just sharing the other perspective: I found rank resets really annoying in MTGA and Overwatch because I don't play that much, so it felt like the game just kept forgetting my rank. It would've been fun to see my rank go up and down but I was just stuck doing placements over and over.
I wish I saw this tweet! I usually love the idea of ranked because when it works well, it feels like a great way to get matches with people close to my skill level. I feel like it's really critical to my learning experience! My least favorite part of ranked is when it just doesn't work (which has been a real bummer trying to learn KoF). Beyond that, I feel like I get the most upset in ranked when I feel like I'm getting smurfed (I obviously can't know for sure that this is what is happening, but sometimes it feels pretty obvious). MK11 is probably my favorite ranked format, but I do wish it would start stronger players in higher tiers at the beginning of each season. It always felt like the first few days of KL each season were pure chaos in terms of matchmaking.
MK11 has the best ranked system. Like seasons, rewards, ping with numbers before starting, free play with dude after ranked set ends, quitality, can't remember what else..
8:10 the only good thing about UNICLR online, it's got the request player match button. Not that you'd ever get far enough in UNI matchmaking to ever see it
Failing to match with the person who walked up to the damn spot to fight me has to be one of the most annoying "little things" in recent matchmaking, that and trying to play KOFXV ranked...pure unadulterated frustration
Even ratingupdate is kind of a meme for Strive. I was watching it a brief moment to see if there are other Anjis I can observe gameplay footage from, and legit the #4 ranked Anji was doing nothing but streaking on Floor10 people and intentionally avoiding Celestial lobbies.
I loving grinding ranked to test my metal. I like winning just as much getting beat up. The match up breakdown, the knowledge check, the anxiety and stress to preform I like it all.
Soku doesn’t have a ranked mode, but the hostlist mod tells you your current ping to all the hosts before you join them, which is pretty cool, it’s also pretty rare for people to only play one or two games unless the connection is bad.
My biggest gripe with most ranked systems is when they don’t allow room for / disincentivize trying to improve or change your approach through multiple matches. When losing three matches in a row throws you into a different rank and give you a whole cutscene about how bad you are it becomes too easy for me to get wrapped up in winning every match or keeping my elo as high as possible instead of improving my play in the long term.
I think title cards for attaining certain ranks would be nice. I think a lot of people have the mentality in Ranked that they need to be ranking up on floors to Celestial so they’re also less willing to play opponents/players who challenge them because it feels like they’re losing something, even though your rank is basically just ego.
Coming from StarCraft, Chess, and LoL, it honestly baffles me how non-functional so many fighting games' ranked system works. Elo has worked for like over a century really damn well lmao why reinvent the wheel. The fact that their ranking "systems" can't do their most basic task of finding equally skilled players is just baffling to me
Part of the problem is all those games you mentioned have millions of players overall, barring maybe Starcraft. They can afford to have an Elo systems for people with near exact skill, while most fighting games are lucky to retain a hundred players across a vague spectrum of skill {usually the few remaining are top dogs}, for a lot of reasons including bad ranking systems but they're usually not the main culprit for why FGs can't retain large player pools.
I hate Tekken’s ranked system the most. For those who don’t know you get more XP if the person is close to your rank so if you’re the exact rank you get the most XP. This makes sense until you fight someone who’s higher ranked than you and you get no XP for beating them. On top of that, people leave the set if you aren’t their exact rank because they won’t get any XP for fighting you. They should just have a set amount of XP for beating people within +-2 ranks of you instead of there being an insane falloff if someone is 2 ranks beneath or above you.
Biggest thing I want from ranked mode is: Is the ping good, are they on wifi? do they have huge jitter? does their machine actually run the game at 60fps? even when games show ping, when the other person has a jitter of 200, it's unplayable. and the fact arcsys never require a benchmark so there's people in celestial running the game at 24 fps playing may, then I have to wait the 20 minutes for their profile to load just to block them so I don't accidently rematch them in the future.
I think one of the problems with ranked is what I saw happen in DNF. Game comes out, you hop in ranked, and then get absolutely destroyed by people that are significantly better than you with 90% win rates cause they chose to start in bronze and haven’t ranked up yet. It’s made worse by the fact that there were two betas so the more dedicated players that are probably already good at fighting games already had an idea of how to play the game. The problem with this is that it’s a huge barrier to entry for new players. I kept seeing people say “oh just give it a few weeks for it to calm down.” But the problem with that is that the casual player is going to lose interest in those three weeks. The launch honeymoon period is the best time to gain new players and try to retain them. I don’t know what the solution to that is, but I do think it’s a problem.
Not everyone got into the Beta especially for PC only players. I got the game a few days later from launch and started Bronze cause... Well I didnt play the game or lab any combos; just dove in as soon as it downloaded. Was stomping Bronze and climbed to Gold. But I do agree there should be better stuff for casuals, Like I think they should add stuff like M.O.M or Abyss Mode where you gain power ups and break the game or fight crazy boss characters.
This is an unpleasant experience, but at least it's temporary. When I went into ranked mode in kof 15 for the first time, it places me at lvl 16, and I had to suffer something like 20-30 losses in a row, before I got to lvl 9, and finally won my first game there. Ok, It was awful, but at least I can play some fair kof now. A lot worse is situation in strive, where the tower system simply doesn't work, and it looks like it's there forever to stay.
some games with ranked modes will have you fight against opponents of different skill levels and give you a ranked based on that. starting everyone out at the bottom kind of makes things worse
I mean I only buy games after the first few weeks pass to see if I want to buy it in the first place, so I think that beginning period is a bit longer than you think.
@@StepanCaveman I commend you for grinding it out, but losing 20-30 games in a row is not something the average player is willing to do, and they'll probably simply just quit playing.
I think a lot of points made here were really interesting. Back when I was in highschool I would grind CSGO all day to reach the highest rank and there has never been any rewards for doing so. I think ranked rewards are wonderful but also feel like more pressure to play the game when you really don't want to. I think perhaps ranked rewards are fine to not be there if there are no seasons and your elo is to diminish over time, that way there's an insentive to keep playing ranked without the pressure to play x extra matches to get some arbitrary skins. As for the information given, I understand rank anxiety very well, and I think it depends on what information is given to you. Where it's important to see your connection to your matches and know that the people you're playing against will actually be of similar skill, seeing my elo and knowing how close or far I was from a rank up or down has always been a really big cause of stress for me playing most competitive games online. I don't necessarily think these systems I prefer would work as well in fighting games though. I think finding one person of equal skill is a lot easier than finding 9, so ranked without rewards just to find equal opponents makes a lot more sense in games where you have to look for so many people. I found Strives ranking system to be a very short climb to Celestial compared to the games I'm used to too. I do wonder if the floors would mean more if the requirements to rank up and down between them were wider. Would love to hear other's opinions.
genuinely huge point in transitioning from ranked to lobbies. under night, dogshit delay based netcode as it is, added in CLR a feature for ranked games to be 2 out of 3, and after a ft2 is finished, if both players agree, you make a player lobby and can just keep playing more. Before I swapped to blazblue I actually got a fairly good amount of mileage out of that.
Hey there, I just recently got into the top 30 Deities in DNF and it's the first fighting game I've played Ranked mode online. The last time I tried online ranked the combination of bad internet and bad netcode made it so online fighting games were just not a pleasant experience in general. Now many years later I have better internet and netcode is infinitely superior to what it was back in the day. For me, Ranked feels enjoyable because the MMR seems to function a decent percent of the time. I came from a Marvel background and didn't have Arcsys fundamentals for managing things like Conversion and on the ranked grind I hit roadblocks where I would get stuck around GoldIV/DiamondI and lose a lot, but I got to learn the matchups at a rate that helped build up understanding instead of just getting paired with random people. I feel the reward for leveling up is consistently getting matched with decent players you can learn from a much higher percent of the time and that the rewards are internal as opposed to being from the game.
strives tower literally shows the character you are playing so people will avoid playing you in ranked or counter pick your character. Annoying they are allowed to grind to the top while completely avoiding specific match ups.
I'm surprised this isn't more along the lines of the more aggressive videos, like "you should ask for basic features in your fighting games, don't be a bitch," type of thing. It's astonishing that we can't have a straightforward system for queuing into a basic ranked system like every other competitive game has had for years. It's astonishing that I don't have an easy way to friend, message, or invite people I've recently played with. They're actively creating barriers preventing me from playing the game as it's supposedly intended, and it's insane that people aren't more upset about it.
T7 loading screens brutalize the ranked experience for me as a new player. If I get my shit kicked in I want to jump back in, which would be great and I could learn faster. But when I'm forced to stare at spinning circles for two minutes between "instant" rematches it really kills the mood, and that's not even talking about 4 bars being astronomically worse than 5 bars with 5 bars varying from smooth to choppy chunky hogwash.
Do you have any guess why the game needs to load between every set when you rematch? I guess to put you back and reset stage transitions, but Strive can do that without the loading, so I doubt it's that.
At least TK7 has deathmatch(aka infinite rematches) baked into ranked mode. It actually didn't launch with that but presumably because everyone and their mother was asking for it, it was added to the game within its first month.
@@leithaziz2716 T7 on PC/Consoles is a port of the original version on Arcades that required those loading screens to reload all the stages fresh. My theory is that because they also have more processing power than consoles/PC's because they're super specialized, so those loading screens were likely much more bearable then, not to mention they didn't need to deal with the internet and janky netcode to play a match. When it got lazily brought over to retail release these issues were probably heavily exacerbated because I just wasn't made for the platform.
@@HawooAwoo yes, but that's what I meant by the "instant" rematches. If I'm rematching someone I wanna get right in there! The stage should already be loaded and data in the PC, so why the hell do I have to wait 1-2 minutes between screens just to play someone in a first to 3?
all i need out of a ranked mode is an easy way for me to fight people of my skill level. i just want to press 1 button and be able to find a match. things like bad sorting, most (arcsys) games telling you nothing about your opponent, and not being able to run a set i find annoying too. i remember blazblue ranked used to literally just be 1 and done and it sucked. though i do like being locked into atleast ft3 because i find it kind of weird when me and my opponent can go on forever and eventually one of us just has to dip. especially when the games usually have no ways to communicate.
Seeing a number tied to my ranked really gets to me sometimes. Especially in SFV where you can see that you're rank 190286 or something like that. For some reason seeing that number on SFV ranked turns me into the most toxic player imaginable (which is a personality trait that I'm working on) but in casual if I get dunked on by someone that's infinitely better than me I don't care and I even want to keep playing.
I've played a ton of Dota, League and Valorant and this is a common problem. Sometimes the rank gets to people's heads and it ends up making players care more about the result than the actual game. You end up playing for rank instead of playing to improve or for fun. Although personally I don't have this issue with fighting games, maybe because I'm just new and haven't played enough yet or maybe because it's 1v1 and the matches are a lot shorter
all you need, is a queue while in training mode or on the menu, like sf5, but the ranks and matchmaking should have a system behind it to support it, like ELO/Hidden MMR, instead of just points based on the rank and your streak, like every other big competitive game. its not perfect, but its the best solution.
When it works I like it, when it doesn't I don't. I just want to get into matches as fast as possible, hopefully with players of similar skill, with little to no interruptions.
I'm a 8-9floor (sometimes 10) ggst player, and I honestly feel like the level of my knowledge and ability in the game should be place in like floor 6 or 5. I think everybody should be ranked down quite a bit, that would make celestial harder to achieve, and thus the people would be more at the same level there
In sc6 i had to resort to adding people on steam with good connection, who are equal to my skill or higher because playing ranked and running into people with bad connection was not a fun experience.
The thing that pissed me off the most about how Celestial works is I didnt realize it kicks you out at the end of the month and I finally beat the challenge on like the 29th just to be kicked out in a day and a half lol seemed really BS I think after you get in everyone should get their own individual counters of 30 days before theyre kicked Also the Challenge is really bs and with the wide variety of skill in Celestial its basically a coinflip on just finding the right sequence of players you can beat, and even when you do find players you CAN beat the margin for error and adaptation is so stingy. The amount of times Ive lost 2-3 games against someone early in a sesh, and then figured them out and smoked them for an hour straight is so high, but you dont get the chances to adapt and show you can hang at that level. The fact that I knew it could take weeks to beat the challenge again, just to be in Celestial for a couple weeks made me not even want to bother and just run Open Park seshes rather than stress myself out over rankings that are determined by scuffed bo3 or bo1 matches.
The one thing I enjoyed in tekken is that you can rematch as much as you want a lot of people I’ve added as friends came from like sets of 6-10 matches. Leaves a sour taste in my mouth going 1-1 or 2-1 while I’m reading my opponent then it just stops
My biggest issue with Ranked is that it emphasizes the wrong part of fighting games in my opinion. I think for most players, the hierarchy of importance should be: 1. Fun 2. Learning 3. Winning Because you won't win until you learn, and you won't learn if you're not having fun with the process. But Ranked modes place the most importance on winning and burn players out quickly. IMO fighting games would be dramatically improved if Ranked mode was removed altogether or at least de-emphasized, because as it is now, it fools people and gives them a bad first impression of the game.
Yes, this. The game should make you forget about ranking and get you to the “play for fun” moment ASAP. Strive kinda does it, but only for Celestial - you cannot rank up and down so the ranking doesn’t really matter and you’re forced to play for fun. Too bad that it resets every month so it puts you back into the grind. Still, what remains is the problem of being matched with players of similar skill.
I feel the exact opposite. You’re not going to have fun if you’re not playing against people at least within the same galaxy as your skill level, and Ranked is the best way to do that.
The biggest problem I have is just letting me play the game. Every other multiplayer game let's me push a button or two and I'm in queue. Then seoncds or minutes later I'm in skill balanced quality connection game with only a minute in between the matches. One of the best parts of fighting games is how short matches are and how easy it can be to rematch. If I got 10 minutes to spare I could get in like 5 matches if the matchmakong system was designed better. I shouldn't be in the menus longer than I play the game. It's so annoying that I can boot up any other game and get a match going faster than any fighting game.
Tekken still has my favorite matchmaking Just drop me in training, Give me a connection icon that snitches on wifi users, Matchmaking is quick, Best 2/3 is ranked but you can indefinitely rematch with the same person If only Harada wasnt so stubborn on Netcode
If there is one thing mk11 actually does very well its their ranked system 1: You have wifi indicator, ping indicator, AND the rating they got for the benchmark the game makes them run before they play online. You can typically deny the match if the ping or benchmark ratings look bad. 2: Once you're locked in, you're forced to play at least best of three, and you are 100% penalized for rage quiting/leaving early. 3: Once you finish your best of three there is an option to request a "friendly rematch", this let's you seamlessly transition from a ranked match to a long casual set that won't effect your rank (to avoid people boosting obviously lopsided player match ups most likely, but this also allows you to work out tough MU's or just play against a blatantly stronger player to learn without stressing about your rank). Combine that with the Kombat league rewards and its probably my favorite ranked system in fighting games. Too bad I don't really actually enjoy MK11 as a game these days lol
@@LuckyImpling you're not wrong, I've highly recommended it to my friends who wanna play fighting games casually but never recommended it to hardcore FGC people and I feel like that says a lot.
@@RoyArkon idk break-away is like the worst combo breaker i've seen in any fighting game and most people agree on that. The wake up system makes it so getting a knockdown means almost nothing, if that's your thing I guess its cool but i'd like to be rewarded for winning neutral personally. Fatal blow being an armored super you just get back after a cooldown if its blocked or whiffs is SO dumb, like objectively scrubby. The game being super neutral/footsie focused is cool and fun but the character power in the game is so low that the top tier characters are top tier for exceptionally boring reasons (Cet and joker being two prime examples). Also don't even get me started on how poorly executed the variation system is, its a really cool concept but the way they actually balanced it is awful, with terrible moves costing two slots for no reason, moves that are so essential to a characters kit that they shouldn't be optional costing a slot and then some characters having like 3 viable variations while some characters only have 1.
I hope SF6 has rank decay each season and has rank per character. Moving up the ranks is fun, but after diamond in SF5 the jumps between ranks are too big. It just becomes a grind.
I pretty much only play fighting games online for the ranked experience. I would play Strive waaaay more often if the ranked was simple, and just worked. It’s a major headache. When KOF15 is giving me matches... it’s the best.
I get frustrated in ranked tower for strive because I go out of my way to play characters that I don't see as often (HC, Axl, Zato, Jack-O) but then I lose more of those than if I just did the grind against Nago, Sol, and Ram because I know those match-ups. I know its better for long term growth but it gets frustrating in the short term. I really just need more friends that play GG so I can play against more different characters frequently.
Nobody really talks about this game very much, it's nowhere near perfect, but in Melty Blood: Type Lumina if you play a ranked set and want to play more after the fact, there is an option in the rematch menu to play more in a room, so you can have an extended set
Tekken(last played season 2) did it best imo; the rank's names and appearances made me want to rank up, the rank change when winning or losing against somebody your skill level felt perfect, separate ranks for each character was sick while the minimum rank it set your new character at kept it fair, and of course the viewable leaderboard. (you'd think every game with ranked would have one) My only gripe is that the points gained drop off too drastically once the rank gap gets to big, wish it was more gradual so you could get rewarded for beating somebody who is supposed to be a lot better than you. I could see the argument for hiding the point change to reduce ranked anxiety, but I would still keep the promotion/demotion match; that taste of pressure is something I think ranked players should savor, but I understand not wanting pressure like that every single game. Also the cheating lol.
I personally deeply dislike ranked. Some of the issues I have with it in general: 1. Incentivates people to only play if they consider it is a chance to get points. So if the game allows for rematches, that is going to get ruined. 2. Throws metrics at you that only fuels obsession, anxiety, and frustration. Do note that keeping a match-making rating score does not require you to show it. For fighting games, some other questionable stuff appears: 1. I don't consider fighting game skill level to be that easily measurable. Every character can be such a different experience that the learning curves can be vastly different, and one can perform way better against some characters but not others. A single number to indicate skill is not a proper representation of it. And let's not even get started with the WhiteGun incident! 2. Most fighting games don't have the population to justify separating the playerbase down into ranks. 3. In a culture so heavy on open tournaments, rank is not even worth glory.
Spot on. I think FG ranked should be more about how you rank with respect to yourself and your progress rather than how you stack up against other players.
@@LuckyImpling #1 ranked Ibuki on XboxLive for SF4 gets double perfected on stream in Canada Cup against the expectations of commentarists and audience alike.
I think fighting games are one of the better genres to have a ranked system. Being 1v1 there is less factors at play then something like MOBAs or Tactical Shooters
Having no rewards for ranked is bang-on why I don't play ranked in most fighters. I do have a group of friends who are all decently in the same level of play so I have no incentive to grind ranked unless there's something specific I want from it. Most of the time it's just more ranks and I don't care for the bragging rights of it. It's weird how so many games that aren't as directly competitive as fighters have a plethora of ranked rewards while fighters tend to not have anything beyond Omegamaximum God King X rank next to your name.
If you DC for any reason, you should take the loss and the other player should take the win. If people are dc boosting (you dc against the same person 3 times) you should get banned for like a week. Nothing is more infuriating than some alt-f4ing on you. Some people take that as a compliment and find it funny, I personally absolutely hate it when someone does it to me.
I truly don't understand why this is such a weird concept for ranked modes. So many other games get this right, then fighting games over here trying to put a square block into a round hole. I really wish ranking systems were character specific, especially in DNF Duel where I'm kinda getting iffy on playing Grappler but the only way for me to practice a new character is either tank my rank or go into lobby matches where way higher ranked players stomp my shit it. So I guess I'm tanking my rank lol.
I would love forced death matches or sets lol I don’t mind losing when it’s against someone in consecutive matches but hate it when someone is just aiming to cheese and leave after 1 match
I kind of like strives tower system because it doesn’t really FEEL like a ranked mode. Everytime I played i had little to NO anxiety and when i got to celestial it actually felt earned.
For me the absolute worst part of ranked is that you do not have separate ranks for whatever character you play. It makes trying out new characters in serious matches near guarantee that I’ll lose rank in doing so.
Fighting game ranked needs to take a note from Call of Duty's book. You unlock callsigns / achievements by doing everything imaginable in the game. In a fighting game setting, have it reward you an avatar for KO'ing 100 people off of command grabs, or a callsign for beating 50 people off of a counter hit. Make us want to play the game besides getting a better rank.
@@Drebin1989 correct me if I'm wrong, what i've gathered is that Kombat League resets your progress towards rewards every season and/or if you haven't played for X amount of time (akin to some F2P games). Instead of forcing you to play constantly for those "juicy" rewards, perhaps it should be more akin to milestones achieved throughout the game's lifespan, like in CoD*. *modern CoD games do have some nefarious tactics like random lootboxes, which should NOT be copied
@@DeepFriedOddish Kombat League resets all of those things along with your rank as well. Each time there's a new season you start over rank wise which means you'll very likely run into players in the lower rank that clearly aren't. Funny you mention COD....a game that constantly has problems with cheaters(aka one of the reasons people disliked Kombat League and even Towers of Time for some). No doubt at least half of those cheaters are due to those very same incentives and milestones.
Rage quitting sucks that you get zero reward if it happens to you but its incredibly funny. When I was new to fighting games with dbfz and found in ranked a ui player eho got a perfect on my first character, then I perfected their UI in return and they rage quit it was hilarious.
Floor 10 in Strive is pretty miserable since it's mainly waaaay higher level players who were just recently booted from celestial and it's pretty discouraging. I'd like to make it to celestial but I'm also just too anxious about getting kicked out of floor 10 and potentially being stuck in floor 9. Also playing ranked fighting games is more preferable to me than playing something like ranked overwatch for example because I can handle setbacks like losing and it's easier for me to reflect and learn when I'm the only person who lost.
I’ve been bouncing between floors 9-10 in Strive. I just wanna play the game and get matched with other players of my skill level. It’s hard to grind matchups against good players when I get rating updated to the next floor or down a floor. It really sucks when you find a good player of a certain matchup you struggle in and you lose one game and get kicked down a floor or they get thrown up a floor.
I feel ranked should just be a comprehensive sbmm system not everything but. Invite to private is a good function. I don't care much about character linked rank since I can just get beat down to where I should be and climb back anyway.
Kof xv is such a great game. I wish the matchmaking issues didn't hurt my momentum with it but it's the truth that it did. Even having the blessing of nlbc a half hour away I just couldn't keep up when I had trouble getting sets at home. Which is fine, godlike players come to nlbc, but as losing still bums me out more than I'd like it too it was just hard to find the energy.
It has been 6 months since I started playing Strive. I've reached Celestial floor a few times, but I feel like I'm never ready for the challenge because as you said there are wide variety of skill level on floor 10. I'm level 125 so I do try to match up with someone at that level, but even that isn't a good indicator because a much stronger player can just pick a character for his/her sub and stay at a lower level. Maybe I shouldn't care about the in game level difference and start fighting against someone with a level few times higher than mine?
Lol, meanwhile I never made it above floor 7 of strive after 40 hours of playing. It's cool if you guys are frustrated by celestial being unbalanced, but there's def people struggling in those other 10 floors, believe me
My least favorite part about Strive Tower on PS5 recently has been there being 0 people demonstrably online (in floor 9 or 10) the few times I've been available the past week (mostly in the earlier morning PST). I wonder how many people look, see 0, and then don't even try, whereas if they just had a queue from training mode, people might hop in and wait. Most of how the Tower is designed seems detrimental to long-term health. At that point I load up DNF ranked, sit in training mode for 5+ minutes, and decide I don't want to sit on my couch chilling and waiting for matches for a game I don't truly want to play. So I guess my favorite part of ranked modes in fighting games recently has been feeling incentivized to load Elden Ring back up and continue my adventure through Raya Lucaria.
I think Tekken 7 approach with individual ranks for each character is the best approach for me. The thing I loved the most about the DNF beta's was messing with multiple characters, and doing big silly moves with them. Now I feel like great I hit diamond with my main, I cannot easily queue for matches to test and learn with other characters. If DNF added a unranked quick play or individual character rankings I would have 10 times more enjoyment with the game rather than feel boxed into only playing one character or dealing with horrible down time between casual lobby matches. I won't feel bad about losing 10 matches in a row with launcher if I know my lost warrior rank won't move ect.
Guilty Gear Strive ranked defender here. Im not at your skill level im that weird floor 10 guy that continues to fail to get into celestial. I get on strive to play good people or to continue to work on my issues or play a new character. after being in flor 10 for so long the ranked system has no meaning except for getting a general understanding of how good people may be. and I can tell the difference between people who can reach celestial and those struggling to reach floor 10 and those struggling on floor 9. but I play Strive to get good matches and since im not amazing I can always count on the game to produce that. maybe some day I will be like you and bee too good for everyone in celestial but thats not the case at all for me. also I follow and talk to good players in the strive lobby and if the sets are good we also exchange discord information. I cant do that with DNF style ranked system so I prefer being able to talk to others after a set. insted of it all being anonymous. it makes the game kind of lonely. 🙁
I like playing ranked because it allows me to play against people around my skill level. Sure, it's not perfect, especially since I only played +R and BBCF, but at least if I see a player that has 5,000 matches, he's bound to know some shit and eould probably wash me.
I really wish fighting game devs realized ELO/MMR is the best way to do matchmaking. The one downside of MMR matchmaking is that making balanced teams with players of varied MMR is difficult. But guess what: fighting games don't have teams!
Japan doesn't know what an elo system is I swear to god. The Dan system of shogi and go has cursed fighting game development as a whole. Ranked should be simply elo per character and you can turn if you can see the numbers on and off as you please. It would be much better.
Sets make sense! It sucks when it's your first time, and you've gotta lose to the only other guy on ranked over and over. Only for him to rank up and you never see them again. "Sorry your opponent is a six and your a 1 so u can't even play together anymore" BlazBlue
In terms of ranked rewards, it's honestly be sick to have costumes or something you can add to your character that shows your peake rank in a month similar to the gun buddies in Valorant
The only fighting game I’ve felt I ran Into a lot of smurfs was sfv. When I first started I was bronze. And there would be matches where I’d demolish someone, but then I’d run into a couple random players before rank up that didn’t feel like bronze players. I wouldn’t jump often but they’d dp most of my jump ins, had good spacing, etc. Eventually got to silver and the same thing happened when I was attempting to get into gold. I swear some of those bronze players I ran into at the start felt comparable to the gold players I was facing.
Ranked modes in all games seem so superfluous and overcomplicated. All I want is to play as many matches as possible as quickly as possible, with people at a similar level and with a good connection. Everything else just gets in the way.
I always want separate ranks for each character. Every time I take a break from Tekken 7, I can come back and start it up with a brand new character in a rank slightly lower than my highest. It also helps with ranked anxiety since you have less ego and expectations when learning something new.
I feel like ranked is vital to my FG experience because it lets me find people my skill level, it sucks when they aren’t polished. DNF Duel doesn’t tell me the connection quality of people I fight, and Strive caps out too quickly at celestial being the highest.
Man the ranking systems tend to just break the flow for me so much, without fail, I pick up a new game - grind ranked, get fed up, go to lobby and never look back XD
the only time I play ranked mode is when I'm on fightcade and somebody challenges me to a ranked FT5 or something. I don't ever send out a ranked request or go to ranked on any of my other games.
How do other games deal with Smurfs? I know that DOTA 2 requires you to sign up with a phone number. How would you feel if you could choose to rank down? For example, I grind and sweat my way to Gold, immediately get stressed and perform badly, have no fun, and de-rank, feeling miserable. If I could choose to lock myself to Gold or higher, like the towers... would that be bad for anyone? Sometimes I want to get a toe in and then play strong opponents to overload and push myself.
I think a large issue atleast in my opinion is the lack of cross-platform capability in a majority of fighting games to my knowledge. This should be a no brainer and in my opinion would atleast soften the impact of big issues such as finding matches or finding players of equal skill levels. Don't know why cross-platform play hasn't become common place yet.
The games that have crossplay also have a huge problem with cheaters. MK11 being one of those games and of course Call of Duty. So unless you have a have a way of at least limiting that...good luck
The only objectively good thing about getting celestial in GGST is that when you qualify, you have a constant ft3 matchmaker with random players which isn't interrupted by constant unavoidable cutscene of rating update. And this good thing is of course completely ruined by players from other unidentified region, players with unidentified wifi, players with unidentified bad PC builds, players who avoid you, and the fact than you can simply stay on floor 10 during qualifier to get to the same state.
Getting celestial is nothing but an ego boost. Even though this so called ranked mode is alive and well, I still prefer tagging my platform on discord and creating a private room with ID as if I am playing Xrd. This way, matchmaking can bring good results and improvement. And playing ranked in Strive in my view is a great optional way for novice and casual players to familiarize themselves with different opponent characters and playstyles.
The thing that bothers me is when ranked mode is doing everything to stop me from playing the game via constant rank ups and downs. Strive’s been bouncing me between floor 8-10 forever and I just want to play the game without the interruptions.
If regular floors allowed you to play out the set after qualifying for a floor up and Celestial let you run the set as long as you wanted once you qualified, that might be the single best change to Strive's tower system.
My best experience in strive is when I failed my celestial challenge but the game forgot to kick me out so I just hung out in there all night playing sets
I don't really see what your saying when you play other ranked systems and your only allowed to play 3 games or maybe even 2 before you get interrupted anyway. but yes I agree you should be allowed to atleast stay in the match if you rank down.
@@Chocolatebeeef It’s definitely not a problem exclusive to Strive, and for some I’m sure it’s not a problem at all. Personally I just really don’t care about what rank sticker the game wants to give me, just find me a match around my level and let me play.
If you're below celestial I think that playing randoms in the park is a waaaaaay better experience than the tower. If you haven't tried it, I would highly recommend it. Even after I started getting celestial consistently, I still play in the park about 50% of the time. It's nice to run long sets and fight a wide variety of people.
One cool thing about ranked in Melty Blood is that after the ranked matches it gives the two players the option to go to a player lobby to continue to play unranked matches. This is really nice if you find someone who is a similar skill level to you in ranked and you wanna play more matches with them. I wish every game had it to be honest.
Kof XV does the same exact thing, the problem is that the matchmaking in that game is broken and it takes the game 10 minutes to find a match
Every game should have this. Also, more ways to communicate with opponents.
Under Night does it too. They’ve also got custom search in ranked so you can handpick your opponents if you want. Unfortunately it’s not very active but the matchmaking system is pretty great.
That is a cool system.
@@zeninvites3209 if there was an MMO style chat system that would be kinda cool.
Something amazing for the Strive ranked - the latest Totsugeki mod has a feature that replaces an opponent's R-Code CHARACTER LEVEL with their RATING UPDATE RANKING. So, you see directly before the match, 'oh this person is 1600 Elo'. Really useful.
Oh that's dope I haven't updated it in a while I should do that
I'd really like if ArcSys used the infrastructure of the rating update website and implemented it in the game somehow. Who knows though, they might think an ELO system would go against their messaging of the game being more appealing to casual audiences. However, if that was the case I think they would still have character level emphasized on the R-Code, but ELO would of course be there.
@@akashicays Bring it up in the Season 2 survey if you feel it's worth discussing.
I don't see this on optix2000/totsugeki, is it in a fork?
@@bug-deal I think it's the beta 1.9.1 release
Ragequitting / disconnects should count as losses! That would be incredibly shameful and shitty of the game devs to not properly handle that. Hell, if anything, there should be MORE punishment for it compared to losing normally by playing to the end.
I mean Melty gives people who ragequit a lot a red name, and you can filter these people out in searches. It's real useful; I hope more developers implement that feature.
@@LadyViolet1 Strive does that too, it gives people who rage quit a Red skull
@@uwabamiJohnny I had no clue, guess I never noticed? You can't really filter them out, but I guess you could avoid them in Strive then.
Bruh THIS
I actually had a guy RQ against me during my Celestial Challenge when I was 4-1 and beating him would get me in. Was up a round, and in round 2 had him in orange health with Positive Bonus while still not having been touched yet, and suddenly the connection drops and hes gone. Was so mad I hit up a friend in Celestial and had him throw a game for me cuz I earned it, but shit was mad corny especially cuz the player was already in Celestial so losing wouldnt have done anything to him.
You know what's funny? This shouldn't be a hard thing to do on a programming side.
Like if a person disconnects mid-match, a server promp should appear to both players and send them a 1but file asking if they are present online that simply returns a YES to the server, and if one player fails to return/accept it(cause he Rage quit/DC) to the server he/she should be awarded a loss. As a counter measure, if for some reason both players fail to return the file request from the server(this can happen too) they both get a lose or nothing happens(since there is a chance the opponent was lagging so bad that it made the other rage-quit) But this would need further discussion on the Dev's side to determine whts better.
Eventually, the next time that Rage Quitter connects online, and the server still have his name pending to send the file, and sice the other opponent have returned the file long after the match ended abruptly, it's clear who needs to be punished.
I really hated Strive's ranked system. It felt like there were only two ranks in that game and I shouldn't have been in either of them. In one 30 minute session of ranked in Strive I bounced between floor 10 and celestial 6 times. I'd stomp everyone on floor 10 who'd have around the same hours as me or less in the game which was about 60-80. Then I'd go up to celestial and go against people with over 1000 hours in the game. Makes ranked very discouraging to play when you can't get matched against people around your skill level nor can you get a full set against them.
Feels that way for lower ranked players too, been bouncing around 8-10 nonstop since the game released.
They needed to actually put some people in the bottom 7 floors instead of trying to make everyone feel like they're on a high floor.
Its like that in every fighting game that has a ranked mode or tries to match even players
Calling whatever Strive has "ranked" is really generous. Strive is a train wreck.
@@riffcrypt8438 the whole point was to not have a ranked mode.
"My dog ate my inputs" killed me.
i muted the sfv announcer so fast, listening to "You Lose" or "This is your 'x' loss" made me wanna blow my brains out.
i think the DNF rank climb is much less painful since the it's best 2 out of the 3 set instead of Strive's nonsensical "You get 3 games total. Win or lose." I've never been more annoyed than losing 2 matches then winning the 3rd one then being forced out of the room.
That situation is annoying for both players lol like if you're winning 2-0 and then the other guy wins once you get to see his fucking avatar dancing on you
@@failfort7822 arc sys lobbies
I mean that's a win dude you need to adjust your line of thinking. Who won the two out of three just because they won the last game doesn't really mean anything.
@@no_nameyouknow if the last game doesn't mean anything then why is it there
just make it a normal set
Both are fine I think. SFV has bo3 instead of 3 matches total as well and I think I do like that more, but going 1-2 isn't too bad either I feel. It's one more game where you don't have to leave and find someone else and that last win can feel like a slight redemption like OK, maybe I'm not total garbage, and if you felt the set was close the score now reflects that a bit more.
I tend to mostly play ranked on fighting games because it's usually the main way to get automated matchmaking. It allows me to sit in training mode waiting for game to push matches at me, without me having to interact with other people, their avatars, lobbies or anything. Just sit wait, play a match or set, and then wait for the next one.
the concept of the tower is fine in strive, it's just the sets being interrupted is hell. I would at least like the ability to just KEEP GOING and only once we finally break the matchup chain it kicks me into whatever tower floor. I do know I have seen suggestions to hybridize and just add a rank system proper once you are in celestial.
I think it's safe to say that everyone had the same feeling, that the new lobby / tower system in Strive was overall pretty underwhelming when Arcsys initially revealed it, and even now after launch, those feelings remain
Here's hoping that the tower / lobby system gets an overhaul whenever that crossplay beta comes around in the future
The main reason I play ranked in any game is to find people around my skill level to grind, improve and have some fun. My issue with fighting games is either:
1: The matchmaking sucks.
2: Since games are so much shorter compared to other genres (Think MOBAs or Tact Shooters), 2 out of 3 matches just aren't enough. But they boot you out afterwards.
This creates an issue where I find myself looking for matches more than actually playing them. Its why I find myself just playing in Sajam's discord more and more. Even if the skill levels are off, we can play a longer set (if they want) and talk about it afterwards.
Its a shame really. All these issue compounded with other fighting game problems (Cost, Content, Netcode etc.) to me are the real source of why people don't play fighters. Difficultly exists in all competitive genres.
I much prefer the lobby system over ranked since not only can I play longer sets with particular people at a time and avoid constantly loading between sets, but if there's any way to communicate then it's nice being able to talk about our set for a bit after. Maybe winning in fighting games were the friends we made along the way, and you can't often do that in the pump and dump system of ranked matches.
I always think of the "ranked" in FG being the tournaments, so I think of the tower as a way to simply be matched with an opponent of a "similar" skill level. The Tower in GGST works very well for me (I'm just a f10 enthusiast, I've seen many people complaining about C but as a beginner it was a very nice experience tbh).
·The things that could be improved, in my opinion, are:
-counting wins and loses as "sets" (best of 3=1 win/loss) and make it more difficult to climb up or down a floor.
-being penalized for leaving a match in progress.
-additional colors (for example) only available at certain floor levels
-connection and player information (checking someone's R code takes a LOT of time)
Thank you very much for the video,
Ooo, earnable colors is a godlike idea
I definitely agree that adding a reward system of some kind is a great incentive to get a higher rank. I know Rivals of Aether has a custom skin for reaching platinum rank with any character which is the only example I can think of.
Getting better and enjoying a game will always be more important but I think there should be some incentive beyond getting a big number
I think you should be able to run it back as many times as it takes for someone to be up two games. Either party can still quit at any time, but it makes it so that you can get a lot of games in really close matchups without having to pull them into a custom game and you can't abuse the system by farming wins on someone by getting kicked out after going up two.
my biggest problem with ranked in FGs is how small their player bases are. i feel like ranking up is just limiting my potential opponents even more. discourages me from playing ranked when i feel like the reward is being able to play the game less
When done correctly, ranked has been some of my favorite experiences online. Rivals of aether for example gives you rewards for every 5 ranks you go up and separates it per character.
Then on the flip side there are some games where I don't even touch ranked at all. If there is no way to see the persons connection before I match into them or ranks that have no meaning then I wont play.
The rank anxiety is pretty real. I would much prefer I had an option that hid all the ranks / numbers from me and just let me vibe and play.
DNF ranked is pretty stressful for me in the low ranks 'cause you're basically always getting promoted or de ranked. I know it's trying to move me where I find people of equal skill but it's pretty frustrating to have 3 close matches in a row and get de ranked.
I could understand if I got blown up every time but I really wish it looked deeper at the match instead of binary win / lose.
Like if you went 0-2, yeah that's a an L and you might should adjust values but if you went 1-2 and it went down to the final round each time like c'mon, that's clearly an even match why are you demoting me.
Just sharing the other perspective: I found rank resets really annoying in MTGA and Overwatch because I don't play that much, so it felt like the game just kept forgetting my rank. It would've been fun to see my rank go up and down but I was just stuck doing placements over and over.
I wish I saw this tweet!
I usually love the idea of ranked because when it works well, it feels like a great way to get matches with people close to my skill level. I feel like it's really critical to my learning experience!
My least favorite part of ranked is when it just doesn't work (which has been a real bummer trying to learn KoF). Beyond that, I feel like I get the most upset in ranked when I feel like I'm getting smurfed (I obviously can't know for sure that this is what is happening, but sometimes it feels pretty obvious).
MK11 is probably my favorite ranked format, but I do wish it would start stronger players in higher tiers at the beginning of each season. It always felt like the first few days of KL each season were pure chaos in terms of matchmaking.
MK11 has the best ranked system. Like seasons, rewards, ping with numbers before starting, free play with dude after ranked set ends, quitality, can't remember what else..
8:10 the only good thing about UNICLR online, it's got the request player match button. Not that you'd ever get far enough in UNI matchmaking to ever see it
All I want is to play people around my skill level
Failing to match with the person who walked up to the damn spot to fight me has to be one of the most annoying "little things" in recent matchmaking, that and trying to play KOFXV ranked...pure unadulterated frustration
Even ratingupdate is kind of a meme for Strive. I was watching it a brief moment to see if there are other Anjis I can observe gameplay footage from, and legit the #4 ranked Anji was doing nothing but streaking on Floor10 people and intentionally avoiding Celestial lobbies.
I loving grinding ranked to test my metal. I like winning just as much getting beat up. The match up breakdown, the knowledge check, the anxiety and stress to preform I like it all.
Soku doesn’t have a ranked mode, but the hostlist mod tells you your current ping to all the hosts before you join them, which is pretty cool, it’s also pretty rare for people to only play one or two games unless the connection is bad.
SFV announcer be like "Your match history with 'insert character' is 17 wins .. and 78 losses". Oof, yeah, don't need to remind me, I know I suck.
My biggest gripe with most ranked systems is when they don’t allow room for / disincentivize trying to improve or change your approach through multiple matches. When losing three matches in a row throws you into a different rank and give you a whole cutscene about how bad you are it becomes too easy for me to get wrapped up in winning every match or keeping my elo as high as possible instead of improving my play in the long term.
I think title cards for attaining certain ranks would be nice. I think a lot of people have the mentality in Ranked that they need to be ranking up on floors to Celestial so they’re also less willing to play opponents/players who challenge them because it feels like they’re losing something, even though your rank is basically just ego.
Coming from StarCraft, Chess, and LoL, it honestly baffles me how non-functional so many fighting games' ranked system works. Elo has worked for like over a century really damn well lmao why reinvent the wheel. The fact that their ranking "systems" can't do their most basic task of finding equally skilled players is just baffling to me
Part of the problem is all those games you mentioned have millions of players overall, barring maybe Starcraft. They can afford to have an Elo systems for people with near exact skill, while most fighting games are lucky to retain a hundred players across a vague spectrum of skill {usually the few remaining are top dogs}, for a lot of reasons including bad ranking systems but they're usually not the main culprit for why FGs can't retain large player pools.
I hate Tekken’s ranked system the most. For those who don’t know you get more XP if the person is close to your rank so if you’re the exact rank you get the most XP. This makes sense until you fight someone who’s higher ranked than you and you get no XP for beating them. On top of that, people leave the set if you aren’t their exact rank because they won’t get any XP for fighting you. They should just have a set amount of XP for beating people within +-2 ranks of you instead of there being an insane falloff if someone is 2 ranks beneath or above you.
Biggest thing I want from ranked mode is: Is the ping good, are they on wifi? do they have huge jitter? does their machine actually run the game at 60fps? even when games show ping, when the other person has a jitter of 200, it's unplayable. and the fact arcsys never require a benchmark so there's people in celestial running the game at 24 fps playing may, then I have to wait the 20 minutes for their profile to load just to block them so I don't accidently rematch them in the future.
I think one of the problems with ranked is what I saw happen in DNF. Game comes out, you hop in ranked, and then get absolutely destroyed by people that are significantly better than you with 90% win rates cause they chose to start in bronze and haven’t ranked up yet. It’s made worse by the fact that there were two betas so the more dedicated players that are probably already good at fighting games already had an idea of how to play the game. The problem with this is that it’s a huge barrier to entry for new players. I kept seeing people say “oh just give it a few weeks for it to calm down.” But the problem with that is that the casual player is going to lose interest in those three weeks. The launch honeymoon period is the best time to gain new players and try to retain them. I don’t know what the solution to that is, but I do think it’s a problem.
Not everyone got into the Beta especially for PC only players. I got the game a few days later from launch and started Bronze cause... Well I didnt play the game or lab any combos; just dove in as soon as it downloaded. Was stomping Bronze and climbed to Gold. But I do agree there should be better stuff for casuals, Like I think they should add stuff like M.O.M or Abyss Mode where you gain power ups and break the game or fight crazy boss characters.
This is an unpleasant experience, but at least it's temporary. When I went into ranked mode in kof 15 for the first time, it places me at lvl 16, and I had to suffer something like 20-30 losses in a row, before I got to lvl 9, and finally won my first game there. Ok, It was awful, but at least I can play some fair kof now.
A lot worse is situation in strive, where the tower system simply doesn't work, and it looks like it's there forever to stay.
some games with ranked modes will have you fight against opponents of different skill levels and give you a ranked based on that. starting everyone out at the bottom kind of makes things worse
I mean I only buy games after the first few weeks pass to see if I want to buy it in the first place, so I think that beginning period is a bit longer than you think.
@@StepanCaveman I commend you for grinding it out, but losing 20-30 games in a row is not something the average player is willing to do, and they'll probably simply just quit playing.
I think a lot of points made here were really interesting.
Back when I was in highschool I would grind CSGO all day to reach the highest rank and there has never been any rewards for doing so. I think ranked rewards are wonderful but also feel like more pressure to play the game when you really don't want to. I think perhaps ranked rewards are fine to not be there if there are no seasons and your elo is to diminish over time, that way there's an insentive to keep playing ranked without the pressure to play x extra matches to get some arbitrary skins.
As for the information given, I understand rank anxiety very well, and I think it depends on what information is given to you. Where it's important to see your connection to your matches and know that the people you're playing against will actually be of similar skill, seeing my elo and knowing how close or far I was from a rank up or down has always been a really big cause of stress for me playing most competitive games online.
I don't necessarily think these systems I prefer would work as well in fighting games though. I think finding one person of equal skill is a lot easier than finding 9, so ranked without rewards just to find equal opponents makes a lot more sense in games where you have to look for so many people.
I found Strives ranking system to be a very short climb to Celestial compared to the games I'm used to too. I do wonder if the floors would mean more if the requirements to rank up and down between them were wider.
Would love to hear other's opinions.
genuinely huge point in transitioning from ranked to lobbies. under night, dogshit delay based netcode as it is, added in CLR a feature for ranked games to be 2 out of 3, and after a ft2 is finished, if both players agree, you make a player lobby and can just keep playing more. Before I swapped to blazblue I actually got a fairly good amount of mileage out of that.
Hey there, I just recently got into the top 30 Deities in DNF and it's the first fighting game I've played Ranked mode online. The last time I tried online ranked the combination of bad internet and bad netcode made it so online fighting games were just not a pleasant experience in general. Now many years later I have better internet and netcode is infinitely superior to what it was back in the day. For me, Ranked feels enjoyable because the MMR seems to function a decent percent of the time. I came from a Marvel background and didn't have Arcsys fundamentals for managing things like Conversion and on the ranked grind I hit roadblocks where I would get stuck around GoldIV/DiamondI and lose a lot, but I got to learn the matchups at a rate that helped build up understanding instead of just getting paired with random people. I feel the reward for leveling up is consistently getting matched with decent players you can learn from a much higher percent of the time and that the rewards are internal as opposed to being from the game.
strives tower literally shows the character you are playing so people will avoid playing you in ranked or counter pick your character. Annoying they are allowed to grind to the top while completely avoiding specific match ups.
I'm surprised this isn't more along the lines of the more aggressive videos, like "you should ask for basic features in your fighting games, don't be a bitch," type of thing. It's astonishing that we can't have a straightforward system for queuing into a basic ranked system like every other competitive game has had for years. It's astonishing that I don't have an easy way to friend, message, or invite people I've recently played with. They're actively creating barriers preventing me from playing the game as it's supposedly intended, and it's insane that people aren't more upset about it.
T7 loading screens brutalize the ranked experience for me as a new player. If I get my shit kicked in I want to jump back in, which would be great and I could learn faster. But when I'm forced to stare at spinning circles for two minutes between "instant" rematches it really kills the mood, and that's not even talking about 4 bars being astronomically worse than 5 bars with 5 bars varying from smooth to choppy chunky hogwash.
Do you have any guess why the game needs to load between every set when you rematch? I guess to put you back and reset stage transitions, but Strive can do that without the loading, so I doubt it's that.
At least TK7 has deathmatch(aka infinite rematches) baked into ranked mode. It actually didn't launch with that but presumably because everyone and their mother was asking for it, it was added to the game within its first month.
@@leithaziz2716 T7 on PC/Consoles is a port of the original version on Arcades that required those loading screens to reload all the stages fresh.
My theory is that because they also have more processing power than consoles/PC's because they're super specialized, so those loading screens were likely much more bearable then, not to mention they didn't need to deal with the internet and janky netcode to play a match. When it got lazily brought over to retail release these issues were probably heavily exacerbated because I just wasn't made for the platform.
@@HawooAwoo yes, but that's what I meant by the "instant" rematches. If I'm rematching someone I wanna get right in there! The stage should already be loaded and data in the PC, so why the hell do I have to wait 1-2 minutes between screens just to play someone in a first to 3?
@@leithaziz2716 Tekken 7 is a poorly coded arcade port from like 8 years ago.
all i need out of a ranked mode is an easy way for me to fight people of my skill level. i just want to press 1 button and be able to find a match. things like bad sorting, most (arcsys) games telling you nothing about your opponent, and not being able to run a set i find annoying too. i remember blazblue ranked used to literally just be 1 and done and it sucked.
though i do like being locked into atleast ft3 because i find it kind of weird when me and my opponent can go on forever and eventually one of us just has to dip. especially when the games usually have no ways to communicate.
Seeing a number tied to my ranked really gets to me sometimes. Especially in SFV where you can see that you're rank 190286 or something like that. For some reason seeing that number on SFV ranked turns me into the most toxic player imaginable (which is a personality trait that I'm working on) but in casual if I get dunked on by someone that's infinitely better than me I don't care and I even want to keep playing.
I've played a ton of Dota, League and Valorant and this is a common problem. Sometimes the rank gets to people's heads and it ends up making players care more about the result than the actual game. You end up playing for rank instead of playing to improve or for fun. Although personally I don't have this issue with fighting games, maybe because I'm just new and haven't played enough yet or maybe because it's 1v1 and the matches are a lot shorter
A thing I love about fighting games is how you can't blame the losses on your team-m8s, but yourself.
all you need, is a queue while in training mode or on the menu, like sf5, but the ranks and matchmaking should have a system behind it to support it, like ELO/Hidden MMR, instead of just points based on the rank and your streak, like every other big competitive game. its not perfect, but its the best solution.
When it works I like it, when it doesn't I don't. I just want to get into matches as fast as possible, hopefully with players of similar skill, with little to no interruptions.
I'm a 8-9floor (sometimes 10) ggst player, and I honestly feel like the level of my knowledge and ability in the game should be place in like floor 6 or 5.
I think everybody should be ranked down quite a bit, that would make celestial harder to achieve, and thus the people would be more at the same level there
I’m a floor 10/Celestial and I completely agree. Too good for floor 10, absolutely out of my league once I hit Celestial
In sc6 i had to resort to adding people on steam with good connection, who are equal to my skill or higher because playing ranked and running into people with bad connection was not a fun experience.
The thing that pissed me off the most about how Celestial works is I didnt realize it kicks you out at the end of the month and I finally beat the challenge on like the 29th just to be kicked out in a day and a half lol seemed really BS I think after you get in everyone should get their own individual counters of 30 days before theyre kicked
Also the Challenge is really bs and with the wide variety of skill in Celestial its basically a coinflip on just finding the right sequence of players you can beat, and even when you do find players you CAN beat the margin for error and adaptation is so stingy. The amount of times Ive lost 2-3 games against someone early in a sesh, and then figured them out and smoked them for an hour straight is so high, but you dont get the chances to adapt and show you can hang at that level. The fact that I knew it could take weeks to beat the challenge again, just to be in Celestial for a couple weeks made me not even want to bother and just run Open Park seshes rather than stress myself out over rankings that are determined by scuffed bo3 or bo1 matches.
Skill Issue
Barney drinking varnish brought me here.
"That's a person" The arcade ranked experience we all crave
The one thing I enjoyed in tekken is that you can rematch as much as you want a lot of people I’ve added as friends came from like sets of 6-10 matches. Leaves a sour taste in my mouth going 1-1 or 2-1 while I’m reading my opponent then it just stops
My biggest issue with Ranked is that it emphasizes the wrong part of fighting games in my opinion. I think for most players, the hierarchy of importance should be:
1. Fun
2. Learning
3. Winning
Because you won't win until you learn, and you won't learn if you're not having fun with the process. But Ranked modes place the most importance on winning and burn players out quickly. IMO fighting games would be dramatically improved if Ranked mode was removed altogether or at least de-emphasized, because as it is now, it fools people and gives them a bad first impression of the game.
Yes, this. The game should make you forget about ranking and get you to the “play for fun” moment ASAP. Strive kinda does it, but only for Celestial - you cannot rank up and down so the ranking doesn’t really matter and you’re forced to play for fun. Too bad that it resets every month so it puts you back into the grind.
Still, what remains is the problem of being matched with players of similar skill.
That's a problem with a "Ranked" mode in general. I can tell you I've seen this sentiment everywhere, not just fighting games.
I feel the exact opposite. You’re not going to have fun if you’re not playing against people at least within the same galaxy as your skill level, and Ranked is the best way to do that.
@@PikeBot but I mean, you can have the game keep track of that stuff without it shoving a number into your face to fixate on
@@ividboy7616 sure you can but that would still be a ranked mode. It would just have an extra layer of obfuscation over it.
The biggest problem I have is just letting me play the game. Every other multiplayer game let's me push a button or two and I'm in queue. Then seoncds or minutes later I'm in skill balanced quality connection game with only a minute in between the matches.
One of the best parts of fighting games is how short matches are and how easy it can be to rematch. If I got 10 minutes to spare I could get in like 5 matches if the matchmakong system was designed better. I shouldn't be in the menus longer than I play the game. It's so annoying that I can boot up any other game and get a match going faster than any fighting game.
Tekken still has my favorite matchmaking
Just drop me in training, Give me a connection icon that snitches on wifi users, Matchmaking is quick, Best 2/3 is ranked but you can indefinitely rematch with the same person
If only Harada wasnt so stubborn on Netcode
If there is one thing mk11 actually does very well its their ranked system 1: You have wifi indicator, ping indicator, AND the rating they got for the benchmark the game makes them run before they play online. You can typically deny the match if the ping or benchmark ratings look bad. 2: Once you're locked in, you're forced to play at least best of three, and you are 100% penalized for rage quiting/leaving early. 3: Once you finish your best of three there is an option to request a "friendly rematch", this let's you seamlessly transition from a ranked match to a long casual set that won't effect your rank (to avoid people boosting obviously lopsided player match ups most likely, but this also allows you to work out tough MU's or just play against a blatantly stronger player to learn without stressing about your rank). Combine that with the Kombat league rewards and its probably my favorite ranked system in fighting games. Too bad I don't really actually enjoy MK11 as a game these days lol
It’s crazy MK11 is really good in every way except for the actual fighting mechanics
@@LuckyImpling you're not wrong, I've highly recommended it to my friends who wanna play fighting games casually but never recommended it to hardcore FGC people and I feel like that says a lot.
@@alexanderdenison2950 Yes he is wrong and so are you, MK11's mechanics are awesome.
@@LuckyImpling MK11's mechanics are awesome. MK11 is awesome from every possible angle.
@@RoyArkon idk break-away is like the worst combo breaker i've seen in any fighting game and most people agree on that. The wake up system makes it so getting a knockdown means almost nothing, if that's your thing I guess its cool but i'd like to be rewarded for winning neutral personally. Fatal blow being an armored super you just get back after a cooldown if its blocked or whiffs is SO dumb, like objectively scrubby. The game being super neutral/footsie focused is cool and fun but the character power in the game is so low that the top tier characters are top tier for exceptionally boring reasons (Cet and joker being two prime examples). Also don't even get me started on how poorly executed the variation system is, its a really cool concept but the way they actually balanced it is awful, with terrible moves costing two slots for no reason, moves that are so essential to a characters kit that they shouldn't be optional costing a slot and then some characters having like 3 viable variations while some characters only have 1.
I hope SF6 has rank decay each season and has rank per character. Moving up the ranks is fun, but after diamond in SF5 the jumps between ranks are too big. It just becomes a grind.
Ragequitting is less so to avoid deranking, and more so out of just sheer anger. That’s how I see it anyway, but there are always exceptions.
I pretty much only play fighting games online for the ranked experience. I would play Strive waaaay more often if the ranked was simple, and just worked. It’s a major headache.
When KOF15 is giving me matches... it’s the best.
I get frustrated in ranked tower for strive because I go out of my way to play characters that I don't see as often (HC, Axl, Zato, Jack-O) but then I lose more of those than if I just did the grind against Nago, Sol, and Ram because I know those match-ups. I know its better for long term growth but it gets frustrating in the short term. I really just need more friends that play GG so I can play against more different characters frequently.
Nobody really talks about this game very much, it's nowhere near perfect, but in Melty Blood: Type Lumina if you play a ranked set and want to play more after the fact, there is an option in the rematch menu to play more in a room, so you can have an extended set
"I only lost because my opponent spammed block!"
uh huh, whatever makes you feel better
Tekken(last played season 2) did it best imo; the rank's names and appearances made me want to rank up, the rank change when winning or losing against somebody your skill level felt perfect, separate ranks for each character was sick while the minimum rank it set your new character at kept it fair, and of course the viewable leaderboard. (you'd think every game with ranked would have one)
My only gripe is that the points gained drop off too drastically once the rank gap gets to big, wish it was more gradual so you could get rewarded for beating somebody who is supposed to be a lot better than you. I could see the argument for hiding the point change to reduce ranked anxiety, but I would still keep the promotion/demotion match; that taste of pressure is something I think ranked players should savor, but I understand not wanting pressure like that every single game. Also the cheating lol.
I personally deeply dislike ranked. Some of the issues I have with it in general:
1. Incentivates people to only play if they consider it is a chance to get points. So if the game allows for rematches, that is going to get ruined.
2. Throws metrics at you that only fuels obsession, anxiety, and frustration. Do note that keeping a match-making rating score does not require you to show it.
For fighting games, some other questionable stuff appears:
1. I don't consider fighting game skill level to be that easily measurable. Every character can be such a different experience that the learning curves can be vastly different, and one can perform way better against some characters but not others. A single number to indicate skill is not a proper representation of it. And let's not even get started with the WhiteGun incident!
2. Most fighting games don't have the population to justify separating the playerbase down into ranks.
3. In a culture so heavy on open tournaments, rank is not even worth glory.
Spot on. I think FG ranked should be more about how you rank with respect to yourself and your progress rather than how you stack up against other players.
WhiteGun?
@@LuckyImpling #1 ranked Ibuki on XboxLive for SF4 gets double perfected on stream in Canada Cup against the expectations of commentarists and audience alike.
I think fighting games are one of the better genres to have a ranked system. Being 1v1 there is less factors at play then something like MOBAs or Tactical Shooters
Having no rewards for ranked is bang-on why I don't play ranked in most fighters. I do have a group of friends who are all decently in the same level of play so I have no incentive to grind ranked unless there's something specific I want from it. Most of the time it's just more ranks and I don't care for the bragging rights of it. It's weird how so many games that aren't as directly competitive as fighters have a plethora of ranked rewards while fighters tend to not have anything beyond Omegamaximum God King X rank next to your name.
If you DC for any reason, you should take the loss and the other player should take the win. If people are dc boosting (you dc against the same person 3 times) you should get banned for like a week. Nothing is more infuriating than some alt-f4ing on you. Some people take that as a compliment and find it funny, I personally absolutely hate it when someone does it to me.
sore winner
@@logandunlap9156 would be, but you don't even get the win. That is my main problem
I truly don't understand why this is such a weird concept for ranked modes. So many other games get this right, then fighting games over here trying to put a square block into a round hole.
I really wish ranking systems were character specific, especially in DNF Duel where I'm kinda getting iffy on playing Grappler but the only way for me to practice a new character is either tank my rank or go into lobby matches where way higher ranked players stomp my shit it. So I guess I'm tanking my rank lol.
I would love forced death matches or sets lol I don’t mind losing when it’s against someone in consecutive matches but hate it when someone is just aiming to cheese and leave after 1 match
I kind of like strives tower system because it doesn’t really FEEL like a ranked mode.
Everytime I played i had little to NO anxiety and when i got to celestial it actually felt earned.
For me the absolute worst part of ranked is that you do not have separate ranks for whatever character you play. It makes trying out new characters in serious matches near guarantee that I’ll lose rank in doing so.
Fighting game ranked needs to take a note from Call of Duty's book. You unlock callsigns / achievements by doing everything imaginable in the game. In a fighting game setting, have it reward you an avatar for KO'ing 100 people off of command grabs, or a callsign for beating 50 people off of a counter hit. Make us want to play the game besides getting a better rank.
Here's the problem though. MK11 did that and people hated it. Name me anyone that actually likes doing Kombat League.
@@Drebin1989 correct me if I'm wrong, what i've gathered is that Kombat League resets your progress towards rewards every season and/or if you haven't played for X amount of time (akin to some F2P games). Instead of forcing you to play constantly for those "juicy" rewards, perhaps it should be more akin to milestones achieved throughout the game's lifespan, like in CoD*.
*modern CoD games do have some nefarious tactics like random lootboxes, which should NOT be copied
@@DeepFriedOddish Kombat League resets all of those things along with your rank as well. Each time there's a new season you start over rank wise which means you'll very likely run into players in the lower rank that clearly aren't.
Funny you mention COD....a game that constantly has problems with cheaters(aka one of the reasons people disliked Kombat League and even Towers of Time for some). No doubt at least half of those cheaters are due to those very same incentives and milestones.
@@Drebin1989 true, true. There must be a way to find a balance.
I see the new room setup! Neat.
Rage quitting sucks that you get zero reward if it happens to you but its incredibly funny. When I was new to fighting games with dbfz and found in ranked a ui player eho got a perfect on my first character, then I perfected their UI in return and they rage quit it was hilarious.
I'm actually pretty interested in seeing how riot handles project L's online layout.
Floor 10 in Strive is pretty miserable since it's mainly waaaay higher level players who were just recently booted from celestial and it's pretty discouraging. I'd like to make it to celestial but I'm also just too anxious about getting kicked out of floor 10 and potentially being stuck in floor 9.
Also playing ranked fighting games is more preferable to me than playing something like ranked overwatch for example because I can handle setbacks like losing and it's easier for me to reflect and learn when I'm the only person who lost.
I’ve been bouncing between floors 9-10 in Strive. I just wanna play the game and get matched with other players of my skill level. It’s hard to grind matchups against good players when I get rating updated to the next floor or down a floor. It really sucks when you find a good player of a certain matchup you struggle in and you lose one game and get kicked down a floor or they get thrown up a floor.
I feel ranked should just be a comprehensive sbmm system not everything but. Invite to private is a good function.
I don't care much about character linked rank since I can just get beat down to where I should be and climb back anyway.
Unless you made it to celestial once, since then you cant rank down from floor 10
Disconnects in tekken ranked is genuinely the most frustrating thing when someone leaves just to stop you from ranking up
Kof xv is such a great game. I wish the matchmaking issues didn't hurt my momentum with it but it's the truth that it did. Even having the blessing of nlbc a half hour away I just couldn't keep up when I had trouble getting sets at home. Which is fine, godlike players come to nlbc, but as losing still bums me out more than I'd like it too it was just hard to find the energy.
It has been 6 months since I started playing Strive. I've reached Celestial floor a few times, but I feel like I'm never ready for the challenge because as you said there are wide variety of skill level on floor 10. I'm level 125 so I do try to match up with someone at that level, but even that isn't a good indicator because a much stronger player can just pick a character for his/her sub and stay at a lower level. Maybe I shouldn't care about the in game level difference and start fighting against someone with a level few times higher than mine?
Lol, meanwhile I never made it above floor 7 of strive after 40 hours of playing. It's cool if you guys are frustrated by celestial being unbalanced, but there's def people struggling in those other 10 floors, believe me
My least favorite part about Strive Tower on PS5 recently has been there being 0 people demonstrably online (in floor 9 or 10) the few times I've been available the past week (mostly in the earlier morning PST). I wonder how many people look, see 0, and then don't even try, whereas if they just had a queue from training mode, people might hop in and wait. Most of how the Tower is designed seems detrimental to long-term health.
At that point I load up DNF ranked, sit in training mode for 5+ minutes, and decide I don't want to sit on my couch chilling and waiting for matches for a game I don't truly want to play.
So I guess my favorite part of ranked modes in fighting games recently has been feeling incentivized to load Elden Ring back up and continue my adventure through Raya Lucaria.
I think Tekken 7 approach with individual ranks for each character is the best approach for me. The thing I loved the most about the DNF beta's was messing with multiple characters, and doing big silly moves with them. Now I feel like great I hit diamond with my main, I cannot easily queue for matches to test and learn with other characters. If DNF added a unranked quick play or individual character rankings I would have 10 times more enjoyment with the game rather than feel boxed into only playing one character or dealing with horrible down time between casual lobby matches. I won't feel bad about losing 10 matches in a row with launcher if I know my lost warrior rank won't move ect.
Guilty Gear Strive ranked defender here. Im not at your skill level im that weird floor 10 guy that continues to fail to get into celestial. I get on strive to play good people or to continue to work on my issues or play a new character. after being in flor 10 for so long the ranked system has no meaning except for getting a general understanding of how good people may be. and I can tell the difference between people who can reach celestial and those struggling to reach floor 10 and those struggling on floor 9. but I play Strive to get good matches and since im not amazing I can always count on the game to produce that. maybe some day I will be like you and bee too good for everyone in celestial but thats not the case at all for me. also I follow and talk to good players in the strive lobby and if the sets are good we also exchange discord information. I cant do that with DNF style ranked system so I prefer being able to talk to others after a set. insted of it all being anonymous. it makes the game kind of lonely. 🙁
I like playing ranked because it allows me to play against people around my skill level. Sure, it's not perfect, especially since I only played +R and BBCF, but at least if I see a player that has 5,000 matches, he's bound to know some shit and eould probably wash me.
I really wish fighting game devs realized ELO/MMR is the best way to do matchmaking.
The one downside of MMR matchmaking is that making balanced teams with players of varied MMR is difficult. But guess what: fighting games don't have teams!
Japan doesn't know what an elo system is I swear to god. The Dan system of shogi and go has cursed fighting game development as a whole.
Ranked should be simply elo per character and you can turn if you can see the numbers on and off as you please. It would be much better.
Sets make sense!
It sucks when it's your first time, and you've gotta lose to the only other guy on ranked over and over. Only for him to rank up and you never see them again.
"Sorry your opponent is a six and your a 1 so u can't even play together anymore"
BlazBlue
In terms of ranked rewards, it's honestly be sick to have costumes or something you can add to your character that shows your peake rank in a month similar to the gun buddies in Valorant
Yeah, I think little trophies to decorate your private lobby with would be cool. I'm surprised they don't take advantage of the little pixel guys more
The only fighting game I’ve felt I ran Into a lot of smurfs was sfv. When I first started I was bronze. And there would be matches where I’d demolish someone, but then I’d run into a couple random players before rank up that didn’t feel like bronze players. I wouldn’t jump often but they’d dp most of my jump ins, had good spacing, etc.
Eventually got to silver and the same thing happened when I was attempting to get into gold. I swear some of those bronze players I ran into at the start felt comparable to the gold players I was facing.
Ranked modes in all games seem so superfluous and overcomplicated. All I want is to play as many matches as possible as quickly as possible, with people at a similar level and with a good connection. Everything else just gets in the way.
I always want separate ranks for each character. Every time I take a break from Tekken 7, I can come back and start it up with a brand new character in a rank slightly lower than my highest. It also helps with ranked anxiety since you have less ego and expectations when learning something new.
I feel like ranked is vital to my FG experience because it lets me find people my skill level, it sucks when they aren’t polished. DNF Duel doesn’t tell me the connection quality of people I fight, and Strive caps out too quickly at celestial being the highest.
Man the ranking systems tend to just break the flow for me so much, without fail, I pick up a new game - grind ranked, get fed up, go to lobby and never look back XD
Oh wait there is an exception to this, Kombat league! MK Ranked isn't a miserable experience for me
the only time I play ranked mode is when I'm on fightcade and somebody challenges me to a ranked FT5 or something. I don't ever send out a ranked request or go to ranked on any of my other games.
How do other games deal with Smurfs? I know that DOTA 2 requires you to sign up with a phone number.
How would you feel if you could choose to rank down? For example, I grind and sweat my way to Gold, immediately get stressed and perform badly, have no fun, and de-rank, feeling miserable. If I could choose to lock myself to Gold or higher, like the towers... would that be bad for anyone? Sometimes I want to get a toe in and then play strong opponents to overload and push myself.
I think a large issue atleast in my opinion is the lack of cross-platform capability in a majority of fighting games to my knowledge. This should be a no brainer and in my opinion would atleast soften the impact of big issues such as finding matches or finding players of equal skill levels. Don't know why cross-platform play hasn't become common place yet.
The games that have crossplay also have a huge problem with cheaters. MK11 being one of those games and of course Call of Duty. So unless you have a have a way of at least limiting that...good luck
Your dog ate your inputs 🤣
The only objectively good thing about getting celestial in GGST is that when you qualify, you have a constant ft3 matchmaker with random players which isn't interrupted by constant unavoidable cutscene of rating update.
And this good thing is of course completely ruined by players from other unidentified region, players with unidentified wifi, players with unidentified bad PC builds, players who avoid you, and the fact than you can simply stay on floor 10 during qualifier to get to the same state.
Getting celestial is nothing but an ego boost. Even though this so called ranked mode is alive and well, I still prefer tagging my platform on discord and creating a private room with ID as if I am playing Xrd. This way, matchmaking can bring good results and improvement. And playing ranked in Strive in my view is a great optional way for novice and casual players to familiarize themselves with different opponent characters and playstyles.
If you're genuinely new the lower floors of Strive's ranked tower work fine.