Gear-Based Matchmaking: A Consideration

While I’m not particularly enthusiastic about the idea of implementing extensive matchmaking systems, I wonder if there has been any discourse surrounding the concept of organizing lobbies based on gear scores.

The proposition involves assigning a gear score based on the equipment you bring into a match. For instance, if you decide to enter a match with a 45-damage falchion, your gear score would correspondingly be 45 or an equivalent value. Under this framework, gear scores of 50 and below could categorize players into “starter” lobbies. Should players choose to equip armor and utilize healing items, their gear score would elevate, resulting in participation in higher-rated lobbies that potentially offer an increased drop rate of keys and other valuable items.

Naturally, some maps might exist outside of this gear-rated system for variety’s sake.

I recollect that during the initial playtesting phases, such ideas were dismissed due to concerns over fragmenting the player base and extended matchmaking wait times. However, considering the current state of the game, these apprehensions might no longer hold true.

The conundrum at the core of this proposal is the role gear plays as a multiplier for effective tactics and skill disparities. For instance, a fighter equipped in full plate armor can strategically engage opponents who lack armor penetration abilities or magical damage due to the fighter’s high damage resistance. Such utilization of equipment highlights tactical advantage. Conversely, a fighter rashly charging at a kiting wizard armed with haste and zap might find themselves tactically disadvantaged. Here, the wizard’s advantage lies in their gear-independent tactics.

The potential drawback lies in lower-skilled players who invest substantial time in gathering gear only to promptly lose it upon wearing it, as they may face opponents more adept at leveraging specialized gear. This could discourage these players from engaging with the system. Conversely, some players might craft specialized gear at specific gear score thresholds, possibly leading to further domination in lobbies. Such an approach could undermine the significance of gear if everyone ends up at an equal level. One might even question the relevance of gear in this context, leading to a universal equality where gear ceases to impact gameplay dynamics. And ultimately, it leads to winning or losing the game, and the amount of Dark and Darker Gold rewards gained makes new players lose interest.

These are essential considerations to ponder while evaluating the feasibility and implications of introducing a gear-based matchmaking system.