before you start the flame concerning our tactic within the alliance rush, please read this post.
@Ludia_Developers you need to change the matchmaking and league system to reward all players who play active fairly and increase the game quality for new players.
There are two opportunities (maybe a third if you combine the following) to develop games and achieve the Players. The following videos describes how each works.
To sum up:
The first is "positive feedback loop", where players who are already good, get the most rewards out of the game. This is the way how the normal season and the game jwa works (darting with increasing level, seasonal reward, more strike events to beat).
The big players get the better rewards even if they don’t really need them.
This causes that the gap between new players and older players gets even bigger.
The second is "negative feedback loop, where players who are new to the game and weak get better rewards than the longer playing and stronger players. This causes, that the gap between new players and older players behaves really small.
I think Ludia shall use a combined loop system, where of course the players who play the game longer, get the better rewards. But the gap between a new player and the old players is just to big and not reachable if someone starts with the game.
How Ludia can fix this?
Ludia can create multiple divisions depending on the trophy number/player level.
Every Player needs to fight 10 fights at the start of a season to get ranked in the division. Every division has their own rewards, so that even new players get some rewards at the end of the season.
Everyone who is active playing needs to get rewarded. The players who are the most active needs to get additional stuff. This shall cause that a new player who is playing more active than an older one gets more than the older one.
They shall create tournaments where everybody has access to every dino and the dino level is scaled in the fights. If this happens every Player (new or old) has the same chance of winning prices. Additionally, you need several divisions where everybody gets a reward when he did at least one fight during the season. The better and more active Players of course shall get a better reward.
For the normal leaderboard how we know it, everybody who reached a certain amount of trophies shall get a reward (like they do it in brawl stars or clash royale). This reward needs not to be as big as the tournament reward, just additional goodies.
The current alliance rush shows even more, that the players who are already strong have the best opportunity to win such a rush, because they can simply drop down and fight against lower players. Lower ranked Players do not or only have this opportunity in a smaller way, because they cannot rank down as much as the higher players.
For Strike events it is the same. Older and stronger players have the best opportunity to win Strike Events. If you win one you get good epic rewards. For new players or not so strong players the most epic strike events are really hard. From my point of view these Strike Events shall be scalable, so that every player can decides if he plays against an easy (epic, Level 15), medium (epic Level 22), or a hard (epic level 30 like it is now) Strike event. Of course, the reward for easy, medium and hard should be different. But at least every player can beat the strike event and get a reward.
Please @Ludia_Developers try to redevelop the league/ranking/matchmaking system to reward every active player fairly and try to improve the rewards and the experience for new players.
If you have any suggestions or questions feel free to ask.