Through this period of gaming, everyone should also have noticed that even with the same equipment, there is a significant difference in the player’s gaming level. Therefore, we need to introduce a new statistical data to quantify the player’s gaming level, in order to have a more fair gaming match.
Battle merging balances the player’s equipment level, and rank can display the player’s gaming time. (Many people may think that rank is enough to show a person’s gaming level, but in fact, it is not. A high rank player can achieve a high rank by winning multiple times in a team state, but their gaming level cannot be well reflected.). Moreover, military rank is also influenced by the mechanisms between different factions, so it cannot reflect the player’s personal gaming level well.
Therefore, we need to introduce a new statistical data to quantify the individual gaming level of players, in order to achieve more fair game matching. This statistical data must be multi-faceted, including but not limited to the player’s personal K/D, the aggressiveness of the attacker, and the invisible contribution of the support force to the team.
I know this workload can be very heavy, even surpassing campaign mergers, but it is necessary for the sustained development of a game. Because the fundamental purpose of games is to make people relax, there are many options for players. When players find that the game cannot achieve the goal of relaxing, it will inevitably lead to player loss. Of course, the balance and other things I mentioned above are relatively speaking, as it is impossible to meet the requirements of every player.
Therefore, it is necessary to introduce a new type of statistical data that satisfies the fair competition game pursued by players as much as possible, and also makes players feel relaxed as much as possible.
Moreover, adding this statistical data and using it as a benchmark for matching is also very useful for improving the competitiveness of this game on Steam, as players enjoy playing as fairly as possible.