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ZONE4 MAX Combo : RANKING SYSTEM

30/03/2026•
NewsAnnouncement
ZONE4 MAX Combo : RANKING SYSTEM
Z4_PATCH_LOG // V2.0
MARCH 2026
RANKING
SYSTEM
SEASONAL
4V4 COMPETITION MODE

> INITIALIZING COMPETITIVE DATA...
ARENA
1. Introduction //
The Ranking System is a seasonal competitive mode designed to measure player skill in a 4v4 format. It utilizes a Star Accumulation system for progression and Protection Points to balance gameplay, featuring prestigious end-of-season rewards and detailed personal statistics.
Condition Stamina System: Entering a match consumes 1 Stamina point to maintain daily gameplay balance.
Victory Win Rewards: Gain 1 Star | Defeat: Lose 1 Star (unless Star Shield is active).
Scoring Match Performance: Solo Kill +1 Point | Team Kill +2 Points
2. Party & Matchmaking Rules //
Party Formation Guidelines
Players must be on the same In-game Friends list to invite each other to a party.
Rank difference between party members cannot exceed ±2 Major Tiers (e.g., Gold, Platinum, Diamond) to prevent boosting.
Matchmaking Criteria
Rank Distance: Search initially targets a tight ±1 Major Tier range before gradually expanding.
Win Streak Priority: Players with a win streak of ≥5 games are prioritized to match against each other.
Behavior Score: Matches are calibrated to pair players with similar win rates and behavior scores.
Queue Time Relaxation Protocols:
> 2 Minutes: Relax Win Streak criteria (expands acceptable streak variance).
> 5 Minutes: Relax Rank distance (expands acceptable tier variance).
> 7 Minutes: Relax Behavior Score criteria (allows matching across different groups).
*Note: Even with relaxation, the system will prioritize matching similar Win Rates as a primary factor.
3. Team Balancing //
Once players are gathered, the system automatically distributes teams to achieve maximum parity:
Average Win Streak: Team A ≈ Team B
Average Rank Tier: Team A ≈ Team B
Secondary Modifiers: Win Rate, Behavior Score, and Latency are considered for the most stable experience.
4. Protection Points (PP) //
A safety net system designed to prevent rank demotion. Players earn points upon defeat, which eventually trigger a Star Shield to negate star loss in a subsequent match.
PROTECTION DATA TABLE
Rank Range
Max PP
On Loss
MVP Bonus
Rookie / Bronze
100
+50
+10
Iron / Silver
200
+40
+10
Gold
200
+30
+10
Platinum
300
+30
+10
Diamond
400
+20
+10
*IMPORTANT: When PP reaches "Max," it is converted into 1 "Star Shield," which automatically protects your rank in the next defeat. This system is disabled for Master tier and above. Protection is not retroactive; it applies only after points are capped.
5. Tier & Stars Progression //
Tier Level
Stars Required Per Rank
Rookie / Bronze (I - III)
3 Stars
Iron / Silver / Gold (I - V)
5 Stars
Platinum / Diamond (I - V)
7 Stars
Master (I - V)
10 Stars
Grand Master+
TOP 1% LEADERBOARD
Reach star cap → Immediate Rank Promotion
Negative stars (below 0) → Rank Demotion (Excluding Rookie I floor)
6. KING OF CLASS (KOC) //
A parallel ranking system to find the elite of every "Class Category," calculated by individual match performance:
STREET CLASS
Taekwondo, Muay Thai, Boxing, Capoeira
RUSH CLASS
Prowrestling, Judo, Hapkido, Sambo
TEAM VICTORY: KOC POINTS BY PERFORMANCE
Rank 1
2
3
4
5
6
7
8
+10
+8
+6
+5
+4
+3
+2
+1
TEAM DEFEAT: KOC POINTS BY PERFORMANCE
Rank 1
2
3
4
5
6
7
8
+5
+4
+2
+1
-1
-2
-4
-5
Note: For the losing team, achieving a high individual rank (1-4) still rewards positive points to encourage persistent individual effort. Conversely, low-ranking performance in a loss results in penalties to deter AFK behavior.
SOCIAL: FACEBOOK //
SOCIAL: DISCORD //
SOCIAL: INSTAGRAM //
VERSION: 2.0_RANKING   |   © MAXION GAME CO., LTD.
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