As Mineplex's overall player-count has began to drop, many players left Champions for other servers and gamemodes. The decreased amount of players has made pub stomping more prevalent in which players would encounter parties of highly skilled players every single game. Considering that most of these players in parties are leader-board players, it doesn't seem fair to have 5 of them going against a mix of somewhat skilled players and those who have just tried it for the first time. It is not a very fun experience as many times the new players leave within the first few minutes creating an even wider gap in a 4 v 5. While Game Insights has proposed changes for ability balancing and other issues like spawn killing, glitching, etc, it is clear that even with a Balance Update for Champions, pub stomping will continue to be an issue. Even if the Developers patch all the bugs and balance all the skills, and a new influx of players come to Champions, nothing will be done to counteract parties. I agree that parties are meant for friends to play together, but clearly skill balancing was not taken into consideration when the party system was implemented. I create this thread as a hub of ideas to help counteract the effect of pub stomping in Champions. Making Cross Teaming Bannable. This idea correlates to a part of pub stomping, where the parties exceed the team limit and so a couple of players are forced to go on the opposite team. Since they are friends with everyone of the opposite team, they usually throw the game, providing no contribution to their teammates, and creating a virtual 5 v 4 game. Needless to say this should be something that should be bannable since in almost every other gamemode, cross teaming is bannable. I go more in depth in this thread, so feel free to debate the semantics of what cross teaming is there. Create Win-streaks. @beanowonotanuwu : The basic framework of this idea revolves around the fact about appealing to players to solo queue for a game rather than form a party. This is carried out by win streaks that are only active if you are not in a party. Some rewards from gaining win-streaks can be possible amounts of extra gems, chests, cosmetics, shards, experience, etc. This focuses less on treading on players right to be able to play with friends and while it might not be that effective, I envision there won't be that much backlash. Along with this idea there obviously would have to be limitations to prevent accessing loopholes of the system like creating and disbanding parties and queueing through the sheep. To combat this system should remove the sheep queueing system and also only count wins if they were not in a party at the start of the game. More information can be found in this thread so feel free to leave feedback there. Join During Games. This system will allow players to join during games to help balance the teams. For example, if there is a 5 v 4 going on, then a person could join during the game and not have to spectate until it finishes. This will also help shorten queue times for games and provide an overall better experience for players. This system can also be applied to many other gamemodes so I highly suggest Mineplex takes this idea into further consideration. More information can be found here. Rework Team Distribution. @Naytin : The current system fails to account for player experience when determining team placement. Let’s take a lobby with 8 ExpP (Experienced players) and 2 NewP (New players). In a system based on random distribution, it is quite likely that the 2 NewP will be placed together on the same team, rather than being placed against each other. Not to discount their value, but that game is suddenly an effective 5v3. A significantly better way to distribute the teams is to split up the 2 NewP and the 8 ExpP evenly across both teams. Mineplex already tracks a player’s skill in the form of experience. This data can be used for determining skill levels because exp accounts for players’ skill in fights (kill/assists) as well as their ability to play the objective (capture points and collecting emeralds). To ensure that this system considers players’ skill on a running, fluid basis, the exp gained from each players’ last full game can be used when splitting people each round. Their experience is represented with a “score” when considered as an input in the code. The distribution system should then equalize the average score of each team to approximate even teams. Under this system, teams are split evenly with the 2 NewP likely being separated to avoid a 5v3 situation like we saw with current randomization. NOTE: This system will not break up parties. More information can be found here. Hopefully leadership can take into account at least one of these ideas to ensure every player who plays Champions has a fun time and is not on the receiving end of pub stomping.