All players start in Bronzium League each Season
Earn League promotion based on your rank at the end of an Event
Division I is locked in for the top 8,192 players based on GP at the start of the 1st event each Season
End of Event Rewards are granted at the end of each Event based on your League
End of Season Rewards are sent at the end of the Season based on your League and Division
Grand Arena League info
Bronzium -> Top 4 ranks advance to Chromium League
Chromium -> top 4 advance to Aurodium league
Aurodium -> Rank 1 advances to Carbonite League
Carbonite -> Rank 1 advances to Kyber League (Division I only)
Kyber -> Top 32 players each season in Division I
but i can't see nowhere in the game in wich league i am and no number of season or how far in the season we are...
i wonder how to find out...
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
Because it wouldn't work. ELO is a flawed system because you an tank your ranking when you don't care about the rewards, then get matched against weaker opponents in order to go on a win streak.
In games with a similar ranking system, what inevitably winds up happening is the top end of the tiers are accurate, but the bottom ends are a mismatch of new folks who can't progress to the next tier because they have to face off against people with great rosters that just want cupcake matches that they'll definitely win.
The system that replaced it was to have reward tiers based off your raw galactic power. This way you have to face off against people who have roughly your galactic power instead of searching out cupcakes. It's not perfect, but it's preferable.
That after Seasons ended the Top (x amount) would be bracketed together in an "Elite" group pool.
Yeah, that was not anything official that ever came from CG. The official announcements made no mention of how subsequent seasons would work or about anything special happening at the end of seasons.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
Because it wouldn't work. ELO is a flawed system because you an tank your ranking when you don't care about the rewards, then get matched against weaker opponents in order to go on a win streak.
In games with a similar ranking system, what inevitably winds up happening is the top end of the tiers are accurate, but the bottom ends are a mismatch of new folks who can't progress to the next tier because they have to face off against people with great rosters that just want cupcake matches that they'll definitely win.
The system that replaced it was to have reward tiers based off your raw galactic power. This way you have to face off against people who have roughly your galactic power instead of searching out cupcakes. It's not perfect, but it's preferable.
Why not do both? There are enough players to do that without making people fight with very diff GP
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
Because it wouldn't work. ELO is a flawed system because you an tank your ranking when you don't care about the rewards, then get matched against weaker opponents in order to go on a win streak.
In games with a similar ranking system, what inevitably winds up happening is the top end of the tiers are accurate, but the bottom ends are a mismatch of new folks who can't progress to the next tier because they have to face off against people with great rosters that just want cupcake matches that they'll definitely win.
The system that replaced it was to have reward tiers based off your raw galactic power. This way you have to face off against people who have roughly your galactic power instead of searching out cupcakes. It's not perfect, but it's preferable.
Of course GP would have to be taken into account, but an ELO based system within the GP brackets would solve the issue quite well.
Also, there are no reward tiers based off GP in the GA.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
Still need 2 good fleets for GA when they involve ships. They did state that they were going to stop taking ship GP into account when ships aren't being used in the GA. Don't disregard ships, but theres no need to uselessly upgrade crew members to inflate GP anymore.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
Except good fleets are useless when you get stonewalled with significantly better characters in the first line. Someone with lousy fleet will have better characters to reach the same GP, so they will likely clear everything except your fleet while you will likely not get past both the first fields, resulting in 3 cleared fields for them and 2 for you.
I like the system we have. But seasons and leagues could work if they kept it gp-based to prevent the aforementioned cupcake-hunting. Just take the winners of each ga, and match them the same way. If you don't win, you don't move up. That way, if you intentionally lose, you're not gaining any progress. Or something like that, i don't know. I like the idea of tournament-styled progession, but it gets complicated and easy to exploit. Maybe there's a way.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
Except good fleets are useless when you get stonewalled with significantly better characters in the first line. Someone with lousy fleet will have better characters to reach the same GP, so they will likely clear everything except your fleet while you will likely not get past both the first fields, resulting in 3 cleared fields for them and 2 for you.
If you can't beat two teams to get to a ship territory, you haven't saved enough for offense or you've simply developed poor characters. Yes not everyone can get the legendary characters or high end raid characters right away, but if you have an even GP with someone who does have those characters it means you've put effort into developing other characters. If those other characters aren't the counters to said teams, you're going to lose and you should lose because your strategy isn't as good as either theirs or someone with your GP who did develop counters to those toons. It's still a p2w game, people pay for advantages, you have to use different strategies if you want to beat someone who has better characters than you do.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
Except good fleets are useless when you get stonewalled with significantly better characters in the first line. Someone with lousy fleet will have better characters to reach the same GP, so they will likely clear everything except your fleet while you will likely not get past both the first fields, resulting in 3 cleared fields for them and 2 for you.
If you can't beat two teams to get to a ship territory, you haven't saved enough for offense or you've simply developed poor characters. Yes not everyone can get the legendary characters or high end raid characters right away, but if you have an even GP with someone who does have those characters it means you've put effort into developing other characters. If those other characters aren't the counters to said teams, you're going to lose and you should lose because your strategy isn't as good as either theirs or someone with your GP who did develop counters to those toons. It's still a p2w game, people pay for advantages, you have to use different strategies if you want to beat someone who has better characters than you do.
Ok, once more. My point is that you can't beat all four frontline teams of someone with significantly higher character GP and ships don't compensate for it. It's not about having legendaries, it's about putting up 4 grade A teams and lousy ships vs. good ships and 2 grade A and 2 grade B teams. If you can't get through both top and bottom, better ships won't save you.
You - beating top field + ships = 2 cleared fields for you.
Them - beating everything except ships = 3 cleared fields for them.
They win.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
Except good fleets are useless when you get stonewalled with significantly better characters in the first line. Someone with lousy fleet will have better characters to reach the same GP, so they will likely clear everything except your fleet while you will likely not get past both the first fields, resulting in 3 cleared fields for them and 2 for you.
If you can't beat two teams to get to a ship territory, you haven't saved enough for offense or you've simply developed poor characters. Yes not everyone can get the legendary characters or high end raid characters right away, but if you have an even GP with someone who does have those characters it means you've put effort into developing other characters. If those other characters aren't the counters to said teams, you're going to lose and you should lose because your strategy isn't as good as either theirs or someone with your GP who did develop counters to those toons. It's still a p2w game, people pay for advantages, you have to use different strategies if you want to beat someone who has better characters than you do.
Ok, once more. My point is that you can't beat all four frontline teams of someone with significantly higher character GP and ships don't compensate for it. It's not about having legendaries, it's about putting up 4 grade A teams and lousy ships vs. good ships and 2 grade A and 2 grade B teams. If you can't get through both top and bottom, better ships won't save you.
You - beating top field + ships = 2 cleared fields for you.
Them - beating everything except ships = 3 cleared fields for them.
They win.
I’ve yet to be matched against someone that can clear my ship zone at 2.5mil GP so it’s been working pretty good for me. A lot of people don’t focus on ships and it costs them where as the extra character GP hasn’t made much of a difference.
I put a weaker defence in front of the ships to get them to take that path and my best defence in the opposite lane. Either way though, best case scenario for them is 3 zones cleared to my 4.
3v3 on the other hand with no ships and the GP being held against me is less fun.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
The system favours those, that developed a strong roster. I see no problem in this. I would, however, see a problem if players with weaker rosters (same GP) would have higher chances of winning first prize.
What was your point with ships/characters? Please elaborate.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
The system favours those, that developed a strong roster. I see no problem in this. I would, however, see a problem if players with weaker rosters (same GP) would have higher chances of winning first prize.
What was your point with ships/characters? Please elaborate.
I already did, but here goes again: Character GP is much more useful than ship GP, even when ships are present. Disregarding ships (and losing one field as a result) means you get matched with someone with significantly weaker characters, who will likely not break through your front line both on top and bottom, so you win even if you have no chance to clear their ships.
And while the system favors what you label as "strong", it leads to unfun matches that are pretty much decided even before defense is set. And fun should be the foremost goal of a game.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
Except good fleets are useless when you get stonewalled with significantly better characters in the first line. Someone with lousy fleet will have better characters to reach the same GP, so they will likely clear everything except your fleet while you will likely not get past both the first fields, resulting in 3 cleared fields for them and 2 for you.
It wouldn't be that hard for them to simply tweak the algorithm so as to separate, then compare fleet GP and character GP separately. But CG seems more focussed on making players spend then on making them happy.
In game name: Lucas Gregory FORMER PLAYER - - - -"Whale blah grump poooop." - Ouchie
In game guild: TNR Uprising I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
Replies
but i can't see nowhere in the game in wich league i am and no number of season or how far in the season we are...
i wonder how to find out...
I knew I'd seen that somewhere. Dudnt realize it was datamine info.
So, in other words, something that would make the matchmaking bearable - grouping players based on previous results - ends up not getting used? I'm not even surprised...
Because it wouldn't work. ELO is a flawed system because you an tank your ranking when you don't care about the rewards, then get matched against weaker opponents in order to go on a win streak.
In games with a similar ranking system, what inevitably winds up happening is the top end of the tiers are accurate, but the bottom ends are a mismatch of new folks who can't progress to the next tier because they have to face off against people with great rosters that just want cupcake matches that they'll definitely win.
The system that replaced it was to have reward tiers based off your raw galactic power. This way you have to face off against people who have roughly your galactic power instead of searching out cupcakes. It's not perfect, but it's preferable.
Why not do both? There are enough players to do that without making people fight with very diff GP
Of course GP would have to be taken into account, but an ELO based system within the GP brackets would solve the issue quite well.
Also, there are no reward tiers based off GP in the GA.
I like the current matchmaking far better. With the current design players who developed a strong roster for GA have an advantage over players whos roster is weak for GA.
Yeah, like disregard ships and focus on characters, for example, because that is a huge advantage even when ships are present in GA. But go ahead, defend the system that favors you.
I did point out before the issue with ship gp in GA but now however, it is alot fairer. Ship gp isnt used anymore to determine matchup when the GA does not have a fleet node.
In contrast, a strong fleet roster actually makes a big difference now especially in the mid ranks (2-3mil gp). Being able to deploy a strong defense yet have a decently strong attacking fleet puts u atan advantage over another with only one fleet to use.
Still need 2 good fleets for GA when they involve ships. They did state that they were going to stop taking ship GP into account when ships aren't being used in the GA. Don't disregard ships, but theres no need to uselessly upgrade crew members to inflate GP anymore.
Except good fleets are useless when you get stonewalled with significantly better characters in the first line. Someone with lousy fleet will have better characters to reach the same GP, so they will likely clear everything except your fleet while you will likely not get past both the first fields, resulting in 3 cleared fields for them and 2 for you.
If you can't beat two teams to get to a ship territory, you haven't saved enough for offense or you've simply developed poor characters. Yes not everyone can get the legendary characters or high end raid characters right away, but if you have an even GP with someone who does have those characters it means you've put effort into developing other characters. If those other characters aren't the counters to said teams, you're going to lose and you should lose because your strategy isn't as good as either theirs or someone with your GP who did develop counters to those toons. It's still a p2w game, people pay for advantages, you have to use different strategies if you want to beat someone who has better characters than you do.
Ok, once more. My point is that you can't beat all four frontline teams of someone with significantly higher character GP and ships don't compensate for it. It's not about having legendaries, it's about putting up 4 grade A teams and lousy ships vs. good ships and 2 grade A and 2 grade B teams. If you can't get through both top and bottom, better ships won't save you.
You - beating top field + ships = 2 cleared fields for you.
Them - beating everything except ships = 3 cleared fields for them.
They win.
I’ve yet to be matched against someone that can clear my ship zone at 2.5mil GP so it’s been working pretty good for me. A lot of people don’t focus on ships and it costs them where as the extra character GP hasn’t made much of a difference.
I put a weaker defence in front of the ships to get them to take that path and my best defence in the opposite lane. Either way though, best case scenario for them is 3 zones cleared to my 4.
3v3 on the other hand with no ships and the GP being held against me is less fun.
The system favours those, that developed a strong roster. I see no problem in this. I would, however, see a problem if players with weaker rosters (same GP) would have higher chances of winning first prize.
What was your point with ships/characters? Please elaborate.
I already did, but here goes again: Character GP is much more useful than ship GP, even when ships are present. Disregarding ships (and losing one field as a result) means you get matched with someone with significantly weaker characters, who will likely not break through your front line both on top and bottom, so you win even if you have no chance to clear their ships.
And while the system favors what you label as "strong", it leads to unfun matches that are pretty much decided even before defense is set. And fun should be the foremost goal of a game.
It wouldn't be that hard for them to simply tweak the algorithm so as to separate, then compare fleet GP and character GP separately. But CG seems more focussed on making players spend then on making them happy.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*