via @distant viper
Ranked Improvements Suggestions:
Hi, I’m tjwysk, I’m an ex-comp player, commentator, and map maker. I have played Krunker for six years and have played all three versions of ranked (Shipyard, FACEIT, and current). I have some suggestions to the current ranked ladder to hopefully benefit all players matchmaking.
“Quiet Hours Grinding”
Currently, anyone can hit Masters, and there are a couple ways this can happen:
Infinite time on their hands (even with a negative winrate)
Hard carried by luck (many high level players including myself have experienced the “1v1” styled ranked games where it’s two high skilled players and three average skilled players, where you’re essentially forced to carry your team on your back for 8-12 minutes), giving three players free elo
Playing during “non-pro” hours against very low skill players.
I am not trying to discredit the players who underperform during peak ranked hours, but these players struggle to carry even a 1K/D and end in the bottom half of the leaderboard in their ranked games and still gain up to 50 ELO with a negative K/D on a win.
The ELO gained during these “quiet hours” games (and all games) needs to be severely limited to +/- 20-25 to players who are not excelling visually.
These discussions on ELO will lead to my next point:
ELO GAIN REDUCTIONS
I have had games where I have gained up to 90 ELO on a win, which feels great, but I believe that is simply too high.
A player who ends on the top of a leaderboard and gives a stellar performance should not be able to gain more than 50 MMR on a win. If i reference this to a rank like plat, and let’s say a good player averages wins of 40 MMR, it will only take 17-18 wins to go from Plat to Diamond. Which not only is a decent grind but also fairs similarly to other ranked systems:
Plat to Diamond in Overwatch with average 25% wins is 20 wins required. (15-20m games)
Plat to Diamond in Valorant with average 20 MMR gains is 15 wins. (35-45m games)
This not only gives the best players a real grind, but if the below average player in a ranked lobby is only getting maybe +20/25 per win proportionally to their top frag, it will take them 28-35 wins to get from plat to diamond.
REMOVING TIME = RANK TO IMPROVE MATCHMAKING
Changing the ELO system to something more rewarding means good players gain faster, and place higher on the leaderboard, making it where playtime doesn’t equal your rank.
Right now, because of this time = rank system, players who should realistically be “hardstuck gold” are currently sitting in high levels of platinum, which means they are taking up a spot as a “high level” player and messing up what would be true average matchmaking.
Despite the MMR reward, it is just as boring launching ranked and winning a game to a +1600 objective lead as it is to losing one. I believe what I’ve proposed in the ELO gain reductions portion will directly positively impact the true average skill of lobbies and create fair(er) teams.
SOFT MMR RESET
Although I’ve heard this is planned to be implemented for next season, some additions should be made to try and “fix” the skill level averages.
If a player who performed well ends diamond, they should be placed at the top of Gold on a soft mmr reset (one game away from plat). However, I believe that if a player makes it to diamond and ends with a negative K/D or negative winrate (some sort of bad KPI), the ELO they reset with should be reduced by another 25-30%, placing a “boosted” Diamond player in low Gold instead, to try to adjust the ranked ladder.
DUOQ for Diamond+
The best players would love to queue together, and it makes sense to restrict that in low elo, but it should be a reward for the best players who grind. To compensate,
add a 15% MMR reduction on win to DuoQ teams.
TLDR
Tighter ELO Gains/Losses
Dynamic Soft MMR Reset
Diamond+ DuoQ


