- Le nuove regole saranno attive dalla stagione di marzo, e saranno precedute da una patch;
- Il piazzamento in una nuova stagione funzionerà allo stesso modo: prende come riferimento il grado più alto raggiunto nella stagione precedente;
- Stesso discorso per il Forziere di fine stagione;
- Le Soglie esistono ancora e rimangono ogni cinque gradi;
- Il sistema di Win Streak è rimasto inalterato;
- Dopo l’implementazione attendono il nostro feedback per decidere se altri interventi sono necessari.
Perché è stata scelta proprio questa nuova versione e perché c’è voluto così tanto? Ben ha risposto che la parte più faticosa di tutto il processo è stato il testing: hanno condotto davvero un grande numero di prove, sia con modifiche minime che con stravolgimenti al sistema, e ogni volta i risultati venivano studiati da un team di analisti statistici per valutare l’impatto sulla distribuzione dei giocatori e sul matchmaking.
bbrode ha scritto
The first phase is coming up with the right solution. Often when you land on the right solution, it feels "obvious". Derek's GDC presentation has some great examples of hard problems that look like they had obvious solutions in hindsight.
We actually went through multiple rounds of brainstorming and testing pitches – everything from completely changing the system, to subtly tweaking it to reach our goals.
Once we have a pitch, we model it. We run a simulation and test what the results will be after 1, 2, 3, 6 months, and a year. Does it spread players out more, to improve matchmaking? How much rank inflation does it cause over time? What's the experience like for players at each rank? We have a team of Data Scientists who try and model player behavior to give us as accurate a picture as we can, to help make the right decision.
Once we have a design we are confident in, then it's ready for implementation. Often during the implementation process we identify edge cases or other snags. For example: We can't line a patch up to launch at midnight in all regions and all platforms on March 1st, so we need to have both ranked play systems live in the client, and build a way to transition between them at the exact right moment. The current design requires a significant change to how players earn their monthly ranked rewards, and we added several warnings and UI call-outs to help reduce the chance players miss out on their card back for March. We had to change the victory screen and the Quest Log screen to accommodate the new flow.
But implementation isn't the biggest factor in a system like this. In this case, it was testing. When we create a new card, it's pretty straightforward to make sure that it works. One tester plays the card in a large variety of weird situations and logs bugs related to it. Our automation engineers force it to be played millions of times and check to make sure the servers don't explode. But a system like this presents a more challenging testing requirement. It involves large numbers of players, normal season resets, feb->march season resets, and coordination between developers, testers, and automation engineers to make sure everyone has the tools they need.
I'm glad people are enjoying the changes – please make sure to give us feedback after you play with it!