๐ŸŽฎ Matchmaking

โ–ถ๏ธ Matchmaking

  1. Shield Count: In Utgard, the primary factor in matchmaking is the number of shields players have. Shields represent a player's skill and progression in the game. When a player searches for a match, the game attempts to pair them with an opponent who has a similar number of shields. This ensures that players face opponents of roughly equal skill levels.

  2. Win/Loss Streaks: The matchmaking system in Utgard may also take into account win or loss streaks. If a player is on a winning streak, they might be matched against tougher opponents to provide a greater challenge. Conversely, if a player is on a losing streak, they might be matched against slightly easier opponents to give them a better chance of winning and breaking the streak.

  3. Deck Strength: Utgard's matchmaking system may consider the strength of the player's deck. This prevents situations where a player with a significantly stronger or weaker deck gets matched against an opponent with an unfair advantage. However, the exact mechanics of how deck strength is calculated and factored into matchmaking are not disclosed publicly.

  4. Connection Stability: Utgard's matchmaking system may also consider factors such as players' connection stability to ensure a smooth gaming experience. Players with similar network conditions are more likely to be matched together to minimize lag and disconnections during matches.

  5. Time Spent in Queue: If a suitable opponent isn't found within a reasonable timeframe, Utgard's matchmaking system may gradually widen its search parameters to pair players with opponents who might not have an exact shield count match but are within an acceptable range. This helps prevent excessively long wait times for matches.

  6. Fairness and Balance: Developers of Utgard strive to maintain a fair and balanced matchmaking system to provide an enjoyable experience for all players. While the system aims to pair players of similar skill levels, occasional mismatches may still occur, especially during off-peak hours or at higher shield levels where the player pool is smaller.

Say, for example, that a level 6 player has 1700 shields. That player will be matched against someone with a similar shield count, regardless of his/her level. So that player could face a level 8 player with 1700 shields. But more importantly, players face opponents who are on the same streak as they are. For example, if players have won the last 5 or 6 battles, the game will select an opponent with a similar win-streak. This ensures that players donโ€™t continue to win all the battles. In other words, their progress is slowed down. The same applies for the opposite โ€” if players have lost the last 5 or 6 battles, players will be matched with a player on a similar losing streak. This ensures that players do not keep losing.

However, the level of cards in their deck are NOT taken into consideration during the matchmaking process. Thus, it is extremely important that players have high levelled cards, so that players are not at a disadvantage during a battle.

๐Ÿ‹๏ธโ€โ™‚๏ธ Training camp

The training camp is a practice mode where players battle AI-controlled trainers. Players can test their cards and decks and wonโ€™t gain or lose any shields, tokens, chests, or experience, despite winning or losing a training battle.

The training camp automatically upgrades depending oJarl level, meaning that the level of training camp cards will always match the Jarlsโ€™ level, no matter the level of a playerโ€™s cards.

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