Proposal: Rumble Fighter Competitive Ladder Scoring Reform ❌ The Current Problem The current Team Battle scoring system (+10 BP for a Win, +3 BP for a Loss) fails to measure skill. It rewards sheer match volume over gameplay quality: Participation Trophy Meta: A player with a 50% win rate can hold Rank #1 simply by grinding more hours than a highly skilled opponent. Abuse of Match Lengths: High-volume grinders can spam rapid 1-to-2 minute edge-reliant maps (like Dos Palmas) to farm points quickly. The Queue Bottleneck: Elite players queuing during off-peak hours face extensive lobby wait times (often exceeding 10 minutes for a 4-player minimum room). When opponents rage-quit due to a skill gap, the room drops below the minimum threshold, effectively freezing the high-skill player's point generation entirely. The Proposed Solution (Balanced Efficiency Model) Adjust the database scoring algorithm to a +12 BP for a Win / -2 BP for a Loss distribution. Wins: Raised to +12 BP to increase the value of successful performance. Losses: Shifted to -2 BP to penalize poor performance without destroying a player's hourly progress from a single bad match or connection error. Why This Instantly Fixes the Ranked Environment Requires Zero Extra Coding: This requires no complex map modifiers or lobby rewrites from developers. It is a simple alteration of two integer variables in the ranking event scoring script. Naturally Enforces the Match Requirements: Introducing negative values creates an actual risk-reward dynamic. Low-efficiency grinders can no longer safely inflate their rank across hundreds of low-effort matches. Respects Off-Peak Competitors: A high-efficiency player who preserves a 70%+ win rate will scale the ladder dynamically, mitigating the massive real-world time disadvantage caused by slow late-night queue cycles. Furthermore, transitioning to a +12 / -2 system with a win-streak bonus directly addresses the community’s frustration regarding the 250-match requirement. By heavily rewarding winning efficiency and consecutive streaks, skilled competitors can scale the ladder and secure their target ranks in significantly fewer matches, effectively eliminating the exhaustive, low-payoff "zombie grind" that players currently compare to manual labor. This structural shift transforms an arbitrary, grueling milestone into a high-stakes, achievement-based climb—safeguarding the community's time while forcing participants to play with genuine competitive intent rather than mindless volume. OPTIONAL: The Win-Streak Solution to Counter Boosting If a Win-Streak Bonus were added to your proposed +12/-2 system, it would actually make it much easier for GMs to catch and ban boosters. When boosters wintrade or exploit empty servers, their win streaks skyrocket to impossible numbers. A streak bonus would cause a booster's point generation to spike massively in a short window, creating a huge, undeniable red flag on the database logs. It gives developers a simple tracking metric: if a player's points jump by a massive, uncharacteristic spike in an hour, they can instantly flag the account for boosting and review the match history. As one of the greatest tournament players, and after experiencing, participating and discussing statistics & math with AI, this is the proposal that I think keeps RedFox's goals in mind, while also keeping it healthy for skilled players that may not be able to play as much, but when they do, its equal to a match grinder with plenty of playtime. Do what you will with this.
Doesn't matter the map that you playing, ofc redfox will state that if in any case you will get banned, cuz the rules cover a wide range of what they want and switching from rule to rule just to maintain you banned. You can't decide a player playtime xd, if somebody wants to play 8 hours with medium skill vs 2-4 hours with skilled opponent, that doesn't make any sense, it's up to everybody what they want to do in their freetime, and how much they want to play, regardless of the skill they posses. Queue bottleneck from NA player? Wow, imagine being from Europe playing against those same 8 people—plus another 4, depending on who’s online—week in and week out; and out of those 8, 3 only play solo because they don't like the team mode, not even 8 the rest after the "justice" and good detection system by redfox team, and hit with "matchfixing" when you played normally. Not mentioning the lag,gmode,teleportation, kicked from lobby and many more. 250 matches are just a number to do, you get nothing +250 matches, no bonus bp,carat,rc you name it. Rewarding winning streak cannot prove the difference between a booster and a normal player, (just in the case he goes 100-0 and its clearly), but nobody is that dumb to do such a thing. Alternating wins could easily bypass your suggestion and everybody wins (2 wins red,2 wins blue then you just change the number or make it to 3-1,2-5etc), not to metion only 2 players out of 4 could bypass also the system, 1 afk player in each team (installing autoclicker/macro which is free), online players fight, one of them wins, wait some time for the interval, kills the afk and then boom, they can't see anything wrong, because their dedection system sucks, the evidences stands from excel spreadsheet with ******** information, i bet you can get away by just suiciding on period 20-60 sec or let them grab to kill you, and not a single trigger bell will be alarmed. This whole event is such an bs, as such they closed the event commentary section xd, nothing implemented when players asked, when flaws discovered still they are open, not to mention some players are afraid to play 2v2 haha.