PvP Matchmaking Changes

Aug.17.2018 BY KIXEYE_Chris

Greetings, Commanders. In response to player feedback regarding PvP Matchmaking, the following change will be taking effect in the next leaderboard reset on Monday, August 20th.

Leaderboard Infamy Reset Increasing to 9,500

Formerly, if you were above the Infamy threshold of 7,750 when the reset occured, you would drop back down to 7,750 or stay at the same value. This value has now increased to 9,500.

How does this help?

The level range of players at 7,750+ Infamy is broader now than when it was first implemented. This means that when the leaderboard resets, a level 75 player and a level 55 player may wind up in the same quickmatch range, which is disruptive for both players until the level 75 player works their way back up to their normal Infamy range towards the end of the leaderboard cycle.

Now, with the reset threshold set to 9,500, extremely high level players should no longer drop down quite so far and have to work their way all the way back up to see bases of value. At the same time, players just moving into the endgame should no longer be exposed to unbalanced downhitting attacks as frequently in the start of the leaderboard cycle.

This change should also yield fewer instances where players are hitting bases that are far too difficult for their player level by the end of the leaderboard cycle.

AND COMING SOON

  • In response to increased community requests, we are looking into resetting the Alliance Infamy Leaderboard. Currently, infamy is only earned through Quickmatch. So, once that reset occurs, make sure to hit Quickmatch hard to claim your alliance’s position as one of the best. More details to come, but moving forward this will likely be a monthly reset with the leaderboard being captured in our Hall of Fame before it zeroes out again.
  • Our tech team believes they’ve uncovered the primary source of players at the highest Defensive Infamy levels being hit too frequently in PvP. A fix is being built to address this issue and should decrease instances where players are being attacked multiple times at once.
  • We’re also investigating other options for making the Quickmatch experience a more balanced and positive part of gameplay for all players!

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