Heist Rating System

As was mentioned in the heist feedback thread, this is a simplified example of how a heist rating could work.

Movement
0.5 points per second traveled
0.1 points per second resting (to a max of 1 minute, after which the hero is considered idle)
0.1 points per second guarding a valuable
Decay rate of 0.2 points per second, per idle hero (max 1 point per second, 60 points per minute with 5 idle heroes)

Objectives
20 points per completed investigation
20 points per ambush won (+10 points for each available hero NOT used, maximum of 40 bonus points for a solo win)
30 points per thief fight won (+15 for each available hero NOT used, maximum of 60 bonus points for a solo win)
50 points per hideout fight won (+25 for each available hero NOT used, maximum of 100 bonus points for a solo win)
10/20/30 points for each of your heroes called as support to an ambush/thief/hideout fight initiated by another player, win or lose
0 points for a lost ambush fight
-25 points for a lost thief fight
-50 points for a lost hideout fight

This way active players are rewarded a higher rating score, while AFK players will suffer a consistently low rating. It also introduces the possibility for seasons, where a ranking reward could be given after each season, say 1-3 months long, after which the ratings reset to 0. When a player joins a heist, their rating is shown alongside how many heists they’ve taken part in, so a fresh player won’t be immediately discounted when their rating is low, but it’s relative to how many heists they’ve been a part of.

Thoughts/suggestions about this idea?

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Just one thing to point out. I didnt see anything about what happens while a hero is KO’d cuz i have had heroes be KO for a while. and even repeatedly. It hasnt always be en my fault either.

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I’d say that a hero in ko status is not considered idle. Once they’re back to usable, they can rest to regain some energy, and 1 minute is plenty for them to be back in the action.

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I like the idea of having a system to reward those who actively participate or defend. But this seems awfully complicated.

The game already rewards active behavior for hero fight wins (either ambush or thief), all it needs is one extra layer adding rewards for defending.

Just award tokens for defending, every 5 minutes defending = 1 token. This adds up across all heroes, so if you defend with 2, you’ll get a bonus token every 2.5 minutes. If all 5 defend, that’s 1 token per minute.

At least this way if someone joins with the intention of going AFK, they will be keen to defend which really helps those of us who are actively participating.

Nothing worse than having AFK’s standing there doing nothing, but an AFK that defends? They do help, as long as you have players smart enough not to call them off valuables.

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This is more for the people who want to A: avoid Afk players by having a rating system in effect which will demonstrably show those who don’t participate, and B: potentially create a competitive side to heists.

I for one would not start a heist with a player that had been in 36 heists and has a rating of >100. In a hard heist it’s far more valuable to have active, engaged players, rather than 1 who just sits on valuables with all 5 heroes. Someone who has been in 10 heists and has a rating over 1000, that’s the one I want.

As for the complicated side of the values, that would be on the programming teams side. Players would simply get an increase to their rating (or decrease) based on their performance, at the end of the heist. Those who enjoy the competitive nature of a game and want to reach higher and higher ratings (and rankings if it were to have that feature) will no doubt find their niche and excel, just like every game with similar mechanics. Casuals will still get their daily in and maintain a respectable rating, and a good ranking reward.

Ultimately this is being presented as an alternative to the other ideas I’ve seen. I’m not a big fan of the kick option, as it can be abused. I like a system that rewards active participation and encourages competition. To each their own!

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I like the idea of having a rating system!

This part looks a bit complicated to me. My thoughts would be a simple 0.0 - 10.0 points rating system, and your rating will be average points accumulated over all the heists. I will not go deep into how to calculate it, just a really surface idea. Further thoughts will be this 10 points giving you extra heist coins.

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To be fair though i plat arena of valor (does anyone else here?) And their credibilty scire system is rough.
Like i had mine maxed (100) but then i had screwy connection for one game(only one!) And it dropped dramatically to 75!!! At 70 they bann you from playimg normal matched! And i was like… "Bro this is my first time and it wasnt my fault! Why you neaely got me almost banned over here? "

So yah this system seems nothong like that…hmmm this is whybinam againstbthe report system?

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I like this, higher return on heist tokens for maintaining a higher rating would be a great incentive.

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Had a thought about how a reward system could be worked into this. After each season, you get to use your rating as currency to buy special bonuses for the next season, after which they disappear. Things like:

  • faster hero movement on map
  • faster investigation speed
  • increased skill/damage/health for all heroes called to battle
  • 10% more rewards per heist
  • clone (allows you to use one hero already in use)
  • overtime (allows the use of 1 off duty hero)

And so on and so on.

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