I have quite some experience with Monster battle arenas, and I can say that many matches are not even. Either it being one team gets and monster that is way too strong while the other team has a weak mob. Or one team has players that are way higher level than the other team is. These circumstances do not make this arena very even. Many of times it makes it not as fun as it supposed to be, and harder to win. What ways can this arena become more even? Well, I have a solution. It’s pretty simple really; all that has to be done is implement a total system for each team’s monster set. What this does is makes each monster have a set number to where they which total a number. This number would have to be like the number 30. Where no matter what, both sides have to total that number. This would make it more even when it becomes 2 vs. 3 and regular 3 vs. 3. So I have taken the level factor as well into play. So what I did was think of a percentage chance of each monster and what the level difference either adds or subtracts on each monster chance. So the biggest difference is from level 70 to level 30, which is a difference of 40 levels. Below on the chart is where percentage chance, and the set number given for each monster. It also shows the biggest add on and biggest subtraction.

Percent chance/added lvl bonus from high to low/ Number added to team monsters/ Monsters, strongest to weakest

46%/-20%, +20%/ 20/ Alice

48%/-20%, +20%/ 19/ Dana

50%/-20%, +20%/ 18/ Null heart

52%/-20%, +20%/ 17/ Acilino

54%/-20%, +20%/ 16/ Miller

56%/-20%, +20%/ 15/ Ebaster

58%/-20%, +20%/ 14/ Gun Rx079

60%/-20%, +20%/ 13/ Robo VT080

62%/-20%, +20%/ 12/ Quiller

64%/-20%, +20%/ 11/ Salvio

40%/ 10/ Bayard

30%/+20%, -20%/ 9/ Anderli

32%/+20%, -20%/ 8/ Quade

34%/+20%, -20%/ 7/ Jinny

36%/+20%, -20%/ 6/ Ketak

38%/+20%, -20%/ 5/ Mori Mori

40%/+20%, -20%/ 4/ Herak

42%/+20%, -20%/ 3/ Juan

44%/+20%, -20%/ 2/ Guillaume

46%/+20%, -20%/ 1/ Jiro

It is 20 because the highest level difference is 40 levels, so I divided it by 2 and got 20. So for your player level, it will compare to the other teams lowest team member. Then finds the range and divides it by two. After that, it can compare your level to the highest level on their team and put that into the factor. So, for instance, your team has a level 40, a level 52, and a level 67, and the other team has a level 33, a level 70, and a level 47. Lets also say you’re the level 67, what happens here is your level compares to the lowest, which is level 33. The range here is 34 levels, divided by two is 17. After that, it will compare your level to the highest level on the other team, which is a 3 level difference, divided by 2 is 1.5. What happens here is the first number subtracts on to the strongest mob and adds on to the weakest mob. Then the second number does the opposite. This would make Alice which has a 46% be subtracted by 15.5 and Jiro’s 46% adds 15.5. So lets say your were the level 33, the level difference here is there is no other weaker level, so the difference is 0 and the second number is 34, divided by 2 is 17. The numbers added would be 17+ to your percent rate of a stronger mob, and a -17 to your percent rate of a weaker mob. Basically, Alice’s 46% would get +17, and Jiro’s 46% would get deducted -17. It would do this for all players in the game.

So basically, each team can only have a total of 30 points for each monster, but also each level difference adds on to the percentage chance of getting each monster. For the higher levels will be much stronger and more knowledgeable than the low levels. So it equals out.

Now another thing that people like me mostly hate, are the people who play away from keyboard. What happens is just about the same as 2 vs. 3, but with 3 people on the 2. I also find it quite unfair when you get disconnected and it’s not your fault, yet you get punished for it, yet the afk players don’t. I think there should be a system in place to stop afk players.

Other than this, that is pretty much all.