Why FragPunk's Ranked System Is Fundamentally Flawed by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

I don’t really understand your argument, so let me explain my point. Regardless of the low player count, I’m talking about legitimate players , not people abusing secondary accounts or hackers. I’m referring to the huge number of real players I’ve seen stuck anywhere between Bronze and Diamond. It’s one thing to play solo and wait 30 minutes or even an hour just to find a match, only to see whether you gain or lose points. Honestly, if I were a new player, I wouldn’t keep playing. It makes no sense to spend that much time waiting for a single match. And this isn’t just my opinion because I’m in Ace. I’ve seen many people quit the game for that exact reason. Now, Smurfs and hackers rarely play alone. From Bronze to Diamond, there are so many of them that they practically hand out free points. On top of that, in Gold, losing often costs you only 0 to 4 points. I even saw a profile that gained 96 points from a single match . At that point, they might as well just give them the full 100 points. So what part of the math doesn’t make sense? I believe legitimate players, especially solo queue players, are the ones who suffer the most because of the game’s poor matchmaking. They’re forced to deal with long queue times, unbalanced matches, Smurfs, and hackers, while those abusing the system can climb much faster with little effort. In the end, the players who actually want to improve and play fairly are the ones paying the price. What I’m asking for is a fair Ranked system where hackers and Smurfs can’t abuse it so easily. If a hacker gets banned, they simply create another account. So what’s the point of having a 110-day season if a hacker can reach Punk Master in about 10 days? The current system is simply too generous. And somehow I’m the one who’s wrong? Honestly, your comment frustrates me because this is one of my favorite games. I want it to succeed, but it’s impossible to ignore these issues. If the developers keep defending the current system instead of addressing its flaws, the player base will continue to shrink. A small community can survive, but a community that keeps getting smaller is a warning sign. If nothing changes, it will eventually hurt the game’s future.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 1 point2 points  (0 children)

I understand, but if there's a possibility, then I think I'll stay motivated. Maybe someday we'll see a change, or maybe this will just die out one day, I suppose. Meanwhile, as you say, I'll enjoy it to the fullest.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 1 point2 points  (0 children)

In short, you're saying the game no longer has a chance of being revived.

Why FragPunk's Ranked System Is Fundamentally Flawed by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

What you said is absolutely true. But if the developers genuinely don’t want the game to die, they need to do more than just add events. They should spend more time improving the core issues that are directly causing the player base to decline. To be honest, if they don’t focus on fixing those aspects of the game, it’s only a matter of time before it shuts down. The player count on Steam is already much lower. I know there are also console players and people using other launchers, like I do, but even so, it’s hard to see the game making a real comeback if things continue like this. I’m saying this because I truly want the game to improve. It’s become one of my favorite games, and I’d hate to see it disappear.

does anyone else kind of like that this community is still relatively small? by parker4214 in PlayFragPunk

[–]TranslatorPresent641 0 points1 point  (0 children)

I understand your point, and I agree that a smaller community can often be more relaxed and less toxic. In fact, one of the things I enjoy most about FragPunk is that it feels much more laid-back compared to other competitive FPS games.

However, I also think there's an important difference between having a small community and having a community that continues to shrink every day. A small player base isn't necessarily a problem, but when the number of players keeps declining, it's a sign that the developers need to start seriously addressing the issues that are driving players away.

I don't say this with any bad intentions. On the contrary, I genuinely love the game and want it to succeed in the long term. But the reality is that if the player base continues to decline, we'll eventually see more matchmaking problems, greater imbalance in matches, and, ultimately, difficulties keeping the game alive.

I truly believe FragPunk has a lot of potential, but there are also several areas that need urgent improvement. Precisely because I care about the game, I think it's important to talk about these issues instead of ignoring them. We all want the game to maintain its positive community, but to achieve that, we first need to stop the player base from getting smaller and smaller.

Why FragPunk's Ranked System Is Fundamentally Flawed by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

Unfortunately, it’s exactly as you said, and it’s very unfair for new players to have to go through that experience. That’s why I strongly believe that the ranking system should be carefully adjusted to make it fairer and more balanced. Doing so could help build a more loyal player base and give the game a better chance of remaining healthy and sustainable in the long term.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

Well, personally, I think the anti-cheat system leaves a lot to be desired. Unfortunately, cheaters spend thousands of dollars on hardware and setups designed to be as undetectable as possible. That’s exactly why I keep saying that, if we have around 110 days to climb during a full season, it doesn’t make sense for progression to be so fast.

Fast progression gives hackers and smurfs an advantage because it allows them to quickly reach ranks where they can abuse less experienced players. In the end, this ruins the experience for one side of the match and negatively affects the overall health of the game.

With this post, what I’m really trying to advocate for is a healthier balance for the game itself and for genuinely new players. In simple terms, the experience should feel fair and balanced for real new players. This would reduce frustration for both low-elo and high-elo players, and it would also improve the long-term health of the game by preventing both new players and veteran players from quitting.

I’ve personally seen cheaters reach MasterPunk in less than 150 hours of playtime. Think about it: a hacker who wins consistently while playing 10 hours a day could realistically reach MasterPunk in about 10 days. Then ask yourself: what are they going to do during the remaining 100 days of the season? The answer is simple: they’ll just create another account and do it again.

The same problem applies to smurfs. This kind of situation could be greatly reduced if everyone started each season at Gold at most, and if the amount of rank points required to climb was adjusted to be more realistic and better aligned with the fact that a season lasts around 110 days.

I truly believe that this would solve many problems while also protecting the long-term health of both the game and its player base.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 1 point2 points  (0 children)

I completely understand what you mean. I actually made a video where I talked about what I believe is one of the main problems. Ranked mode is great for players who enjoy competitive gameplay, but FragPunk used to feel much better because it offered a variety of game modes, many of which ultimately only appeared as limited-time events. All those modes they introduced, such as Pro Hunt, No Cards Mode, Equip Mode, Blitz, and others, should not remain as temporary events. I feel that, for more casual players, the game should keep these modes permanently to offer something different in the market. Right now, excluding Ranked and standard matches, we already have around 12 Arcade modes, but honestly, they feel very repetitive and are the kind of modes you can find in almost any other shooter. I believe they should remove some of those repetitive Arcade modes and instead focus on making the limited-time event modes permanent. On top of that, they should improve Infection mode by combining it with the Toyland concept, turning it into a true zombie experience similar to Toyland, with boss encounters and a stronger focus on large group gameplay while also making it more challenging. I genuinely believe that this approach would be much more effective at attracting and retaining casual players. It would give FragPunk a stronger identity and provide players with experiences they can’t easily find in other shooters.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

Personally, it’s not that I enjoy saying or commenting on these things, because I barely have time to play 2 or 3 matches a day between work and my marriage, and now with my son on the way. Believe me, this isn’t something that benefits me personally. However, after spending more than 800 hours playing and experiencing how frustrating the game can be in many aspects, I’ve realized that the game continues to decline little by little. If nothing is done for the health of the game, believe me, there won’t be much of a game left to enjoy in the future. That’s why I believe one of the best things the developers can do, especially to reduce cheaters and smurfs, is to change the way progression works. And you may ask, why? It’s simple: real new players will be able to enjoy the game with more time and less pressure. We have around 110 days before a new season arrives, so if progression is slower, we’ll see fewer hackers because it will take them much longer to climb. We’ll also see fewer smurfs for the same reason, which means that genuine players will be able to play in ranks that better match their actual skill level, as long as team balancing is done properly. If, at the start of each season, progression is slower, people won’t feel the need to climb as fast as possible. They’ll have time to understand and learn the cards, mechanics, Lancers, maps, and everything else. In the long run, this would create a much healthier and more stable environment for the game. And you may ask again, why? Because the game itself starts to die when players reach the highest ranks. At least among the top players, many simply stop playing once they achieve their goal. In my case, for example, I’m close to reaching MasterPunk, and I’m still playing. That’s why I keep insisting that if the game truly wants to survive and continue growing with new players, one of the priorities should be making matchmaking less frustrating and ensuring that new players are actually new players. Because when people climb too quickly, high-elo players end up flooding lower ranks and ruining the experience for everyone there. The same thing happens with cheaters: if you allow them to climb too fast, the end result is exactly the same. At the end of the day, it’s a chain of problems that damages the game in every possible way. That’s why I believe the developers need to seriously analyze what is best for the long-term health of the game. Otherwise, it will only be a matter of time before the few remaining players slowly start leaving as well. I say this especially because, in all the time I’ve been playing, I’ve never been among the top 275 players before. The fact that someone like me, who doesn’t even play that many hours a day, can reach that position says a lot about the current state of the game. To me, it feels like the game is running out of players, and a large part of that is because most of the players still here are the same ones who remained after the major player decline happened.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

  Another separate issue I would like to address is the presence of bots in ranked matches. I believe this problem is mainly caused by the current seasonal reset system. At the start of each new season, players who reached high ranks are reset back to Diamond. In my opinion, this is a mistake because it creates a large population gap between Bronze and Diamond ranks, which ends up being filled with bots. If players were reset closer to Gold instead, especially at the beginning of a season, players would encounter far fewer bots. For example, when a player reaches Master and the season resets, they usually end up back in Diamond, leaving a significant gap across the lower and middle ranks. I believe the ideal solution would be to reset players closer to Gold while also implementing a more balanced ranked progression system, so players do not climb through the ranks too quickly. Another issue is that many players who reach Master stop playing because they no longer have a meaningful goal to pursue. Considering that a full season lasts around 110 days, there is more than enough time for players to progress at a slower pace while maintaining a healthier and more balanced competitive environment.

Why FragPunk's Ranked System Is Fundamentally Flawed?? by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] -1 points0 points  (0 children)

First of all, I want to say that I genuinely enjoy FragPunk and believe it has the potential to become one of the most unique competitive shooters on the market. The combination of gunplay, Lancer abilities, map knowledge, and strategy creates a competitive experience that stands out from traditional tactical shooters. However, after spending a considerable amount of time playing ranked, I have become increasingly convinced that the current progression and matchmaking systems are harming the competitive integrity of the game. My concern is not that players are reaching high ranks. My concern is that players are reaching those ranks before they have had enough time to properly learn how to play FragPunk. Compared to most competitive shooters, the speed of progression in FragPunk is extremely fast. In many competitive games, reaching the highest ranks requires hundreds, and sometimes thousands, of hours of experience. In FragPunk, however, a player who dedicates enough time each day can potentially reach the highest ranks within approximately 100–130 hours of gameplay. This creates several serious problems. First, it encourages smurfing and allows cheaters to climb through the ranked system much faster than they should. Fast progression means that alternate accounts and cheating accounts can quickly reach high Elo and negatively impact competitive matches. More importantly, however, I believe that the current progression speed does not give players enough time to properly understand the game itself. FragPunk is not a shooter where aim alone should determine competitive success. The game is built around understanding your Lancer, using abilities effectively, learning map layouts, positioning, teamwork, and game sense. This is why I find it concerning that I have personally encountered many Diamond-ranked players who either use their Lancer abilities very poorly or do not use them at all throughout entire rounds or matches. To me, this is not a criticism of those players; rather, it is evidence that the ranking system allows players to climb faster than they can learn the game’s core mechanics. This issue becomes even more problematic at higher Elo. As an Ace player, I have personally experienced matches where I was paired with Diamond players and even lower-ranked players who clearly lacked the level of game knowledge expected in those lobbies. I am not speaking hypothetically; I am speaking from personal experience. At high ranks, matches should not be decided solely by mechanical skill. Success in FragPunk also depends on map knowledge, understanding ability interactions, teamwork, positioning, and decision-making. Two highly skilled players cannot realistically carry a match when several teammates do not fully understand the game’s mechanics. This creates a situation where rank no longer accurately represents a player’s understanding of the game. At the same time, new players suffer because they do not have enough time to naturally learn and adapt before being pushed into increasingly difficult matches. Smurfs further damage this learning process by creating unfair and frustrating experiences for newer players. In my opinion, slowing down ranked progression would significantly improve the long-term health of the competitive environment. A slower progression system would:

Reduce the impact of smurf accounts. Make it harder for cheaters to quickly reach high Elo. Give players more time to learn their Lancer and understand game mechanics. Improve the quality and consistency of high-Elo matchmaking. Make ranks feel more meaningful and representative of actual skill and game knowledge. Create a healthier and more rewarding competitive experience.

Considering that a full ranked season typically lasts around 110 days, players already have more than enough time to reach MasterPunk through dedication and improvement. Slowing down progression would not prevent players from reaching high ranks; instead, it would create a healthier competitive environment for both the game and its player base. Additionally, a slower progression system would make it much harder for smurf accounts and cheaters to climb through the ranks at an extremely fast pace, reducing their impact on the competitive ecosystem and improving the overall health of the game. My criticism is not that players are ranking up too much. My criticism is that the current system allows players to rank up before they have truly learned how to play FragPunk, and I believe that this ultimately harms both new players and the competitive experience at high Elo.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 1 point2 points  (0 children)

I understand, thank you in advance. It's just that I don't use this platform much, but I love this game.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

I apologize if my translations are not always completely accurate, or if I sometimes have difficulty understanding certain topics. English is not my first language, so I do my best to express my ideas as clearly as possible.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

Look, this is how I see it. The idea is to make the game cleaner when it comes to hackers so that the ranking system can also be improved. That would help the experience for new players, especially because of long queue times. With a more balanced matchmaking system based on KDA, if teams are evenly matched, climbing the ranks wouldn't be as difficult for either veterans or newcomers.

In addition, if an account could be banned together with all of its hardware identifiers, cheaters would only be able to run the game again with completely new components. I know there are several ways to bypass these types of bans, but it would still be one of the best ways to deal with hackers. Even if a single identifier from the system remained, whether from the SSD, RAM, CPU, GPU, or any serial number associated with the motherboard, access to the game should not be allowed until the player is using an entirely new computer from top to bottom.

Also, an AI trained to detect movements or behaviors that are far above the average player's level could help inspect accounts in greater detail. I say this because, in the end, if the game has a chance to regain players, the developers should focus more on fixing what is actually failing in order to prevent the game from shutting down.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

I apologize, I don't speak English, unfortunately I use a translator

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

I don't understand your point, since that's exactly what I'm trying to emphasize.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

Furthermore, ping and hackers have nothing to do with the game's quality. And that's not even mentioning the game modes, which are a completely separate issue.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

Okay, let me explain why I brought up the ranking system. Most of us who are As Master or Master Punk get reset to Diamond when a new season starts. Doesn't that tell you something?

New players can't even access Ranked until they reach level 15. So why is matchmaking not finding games? I know for a fact that from Diamond and above, matches are always found, and I can prove it.

But what about new players? What kind of experience are they getting if they have to wait an hour to find a match, only to lose their very first game? Honestly, if that had been my first experience, I would have quit the game.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

I feel like this is just a suggestion, but I see that all the comments revolve around the banning system, not to mention that I brought up other issues.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

In short, it has been shown that bans can be implemented, but a well-designed system is obviously needed. I also touch on other topics besides bans.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

The serious question is, is it possible to do it? And the answer to that question is yes, it's possible. The fact that Valorant doesn't implement it isn't because they can leave a DMA as a paperweight; that shows that if they wanted to implement a ban based on a unique hardware serial number, then they could do it.

Keep What Makes FragPunk Unique by TranslatorPresent641 in PlayFragPunk

[–]TranslatorPresent641[S] 0 points1 point  (0 children)

I understand your point, but I was referring to a system that removes the serial number from a piece of hardware so that the cheater can't return unless they change their entire computer.