A Big Hello to all WOO Fans! 🥳🥳🥳 WOO!
Most online gamers have experienced that slightly annoying moment when you are ready to play, you click the matchmaking button, and then you wait. And wait. And wait some more.
That is one of the less exciting parts of online gaming. You have already decided that you want to play. Your collection is ready. Your roster is ready. You are sitting there with the intention of getting into a match, but the game needs somebody else to be doing exactly the same thing at exactly the same time. That is the problem WOO's new Async Ranked system is trying to solve.
The interesting thing is that WOO isn't trying to solve it by simply throwing bots into the mix. Instead, it has changed the relationship between matchmaking and time. That is a much more interesting approach.
Under the new system, Ranked no longer requires both players to be online simultaneously. If another player has already created an eligible Ranked Show, you can become the Challenger and take that fight. If there isn't one available, you become the Promoter and create your own.
This effectively turns the matchmaking queue into something that can exist even when players are not currently online together.
I think that is particularly useful for WOO because the player base is naturally spread across different countries and time zones. Someone might finish work and want to play in the evening, while another player might have created their Show during their morning.
Previously, those two players would not have been in the same matchmaking window. Now they don't have to be. The Promoter creates the Show first. The Challenger arrives later. The match connects them even though their playing sessions never overlapped.
That sounds simple, but it changes the basic rhythm of Ranked. Instead of thinking, "I need to find somebody to play with," the player can think, "I need to find the next Ranked Show."
That is a much more manageable problem. If a Show is waiting, take it. If no Show is waiting, make one. There is no need for the game to stop you at the matchmaking stage.
The new Play screen apparently makes this distinction visible by showing players who are currently searching for Casual Matches alongside the number of Ranked Shows waiting for challengers.
That makes sense because Casual and Ranked now have two different matchmaking philosophies. Casual remains live. Ranked becomes asynchronous. I think that gives each mode a clearer identity.
If I want an immediate, live matchmaking experience, Casual is there. If I want to work on my Ranked progression without worrying about whether somebody else is currently online, Async Ranked gives me that option.
The really important part is that the Ranked Ladder itself isn't being removed or replaced. Divisions, season points, season progression, rewards, match budgets, card selection, Land, Booker's License and leaderboard progression all remain part of Ranked.
So this isn't a new mode pretending to be Ranked. It is still Ranked. The ladder still matters. The difference is that WOO is changing how players enter the competition.
I also like the fact that the system doesn't force players to remain online after creating a Show. Once the Promoter builds the lineup and submits it, they can leave. Their Show can wait for up to 24 hours.
That means the game doesn't have to become another thing demanding constant attention. You can make your decisions and walk away. Then you can come back later. That is a pretty useful design philosophy for a game that has players who may not have hours available every day.
There is also something interesting about the fact that your cards remain locked while the Show is pending. At first glance, that might sound inconvenient, but it is necessary if the Show is supposed to represent a genuine commitment. If you could submit one lineup and then freely change the NFTs while someone else was preparing to fight you, the system would become difficult to trust.
Instead, the lineup is committed. If you sell, transfer, undelegate or level up a locked NFT, the Show is cancelled. You can also manually cancel it while it is still pending. Once the Challenger confirms their team, though, the match is locked.
That creates a very clear sequence. Prepare. Commit. Wait. Challenge. Lock. Simulate. I actually think that sequence could become quite satisfying once players get used to it.
There is also a nice balance between flexibility and commitment. You are allowed to walk away from the game after creating your Show, but you cannot keep changing your mind about the lineup without consequences.
The 24 hour expiration window is important here as well. Nobody wants to have their cards locked indefinitely because they posted a Show during a quiet period. If nobody challenges you, the Show expires, your cards unlock and you can try again.
At launch, you can also have only one pending Ranked Show at a time. Again, that feels like a sensible starting point. It stops players from posting several different Shows and potentially locking a huge part of their collection. One Show at a time is easy to understand.
What I find most interesting is that this whole system makes WOO Ranked less dependent on population at a particular moment. There still needs to be a healthy flow of players creating and challenging Shows, of course. Async matchmaking doesn't magically create players. What it does is make better use of the players who are already participating by allowing their availability to overlap across time rather than requiring simultaneous activity.
That is a subtle but important difference. The player who is online now can leave something behind for the player who arrives later. The player who arrives later can then continue the chain. And suddenly the Ranked Ladder can keep moving even though individual players are coming and going throughout the day.
For me, that is probably the real value of Async Ranked. It isn't about making Ranked faster every single time. It is about making Ranked available. There is a big difference.
WOO doesn't need everyone online together just to keep the ladder alive. Players can contribute to that competitive ecosystem at the times that suit them. That makes the whole thing feel more flexible.
And if I can build a Show, close the game and know that another real player can come along later and challenge it, I think that is a much better use of my time than staring at a matchmaking spinner.
The waiting game is over. Now the Show can wait instead.
Well, that's it for today. We will continue again tomorrow! 😁 WOO! 🎉
Wrestling Organization Online is an upcoming play-to-earn NFT business management game on the Hive blockchain and they are committed to positively influencing the industry by directly promoting wrestlers and offering a new income opportunity through sales of NFT packs.
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The main reason I got into WOO was pretty much thanks to @thebeardflex and the PIZZA community! PIZZA is a close partner of WOO
@wrestorgonline and was one of the first buyers into the Alpha Presale.🍕CLICK HERE TO JOIN THE PIZZA DISCORD🍕
PIZZA is an active gaming and creative arts crypto community on the HIVE blockchain. Popular games on HIVE like SPLINTERLANDS, RISING STAR, EXODE, HASHKINGS, WOO, TERRACORE have their own PIZZA communities here.
If you read this and still have not heard of either WOO or PIZZA, feel free to join the WOO DISCORD and PIZZA DISCORD where you will meet a very welcoming community.
Also, if you've bought some WOOALPHA, SATURN or RAVEN packs and somehow have no idea how to open your packs, feel free to head to https://play.wrestlingorganizationonline.com/open to unwrap your shiny packs and hope that the RNG Gods smile on you! 🤞🏻🍀🤞🏻🍀🤞🏻🍀