A more accurate rank system

A more accurate rank system

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Posted by: Delweyn.1309

Delweyn.1309

The rank system is atm completly broken and stupid because it continues to work as if players where playing as a whole organized teams of 5.

So the reward/lose is nearly the same for all 5 players from the same team even if some ppl are better. In fact the game don’t reward people for their skill and effort.
It’s why people are going afk more and more. Why continue to fight if you are convinced that you will lose ? Being afk or playing as if your life were brought into play, it will be the same result.

For solo, the game should take into account the individual performances to calculate the points reward (or lose). Not only taking into account the first place in each category, but the overall place in all categories, so that every style of gameplay can be valorized (not only big numbers of damages or heal).

So even if a player lose because of his teammates, if he plays at 110%, he will lose much less points than people who were dying 15 times, went afk halt the time or fighting outside the points.

This system is the only solution to push people to play everymatches at 100% in a random pug mode.
————————————
At the end, there would be X ratio depending on the difference between our team’s score and ennemy team.
- If we lose and the difference is huge (so hard game) a ppl who play well will gain more points
- If we win or lose and the difference is small (balanced game) no ratio
- If we win with a huge difference (se ez game) every players of the team will gain less (depending on each stats individually obviously)
————————————
The game should separate 2 modes :
1 – random pugs with indivudal stats for points calcul
2 – teams with current system.

(edited by Delweyn.1309)

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Posted by: Fluffball.8307

Fluffball.8307

Those stats are an utterly useless way to judge skill at conquest, unless you want to identify afkers, and you don’t need those stats to identify afkers.

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Posted by: Delweyn.1309

Delweyn.1309

The stats are usefull because it will take into account everything :
- Number of decap – Damages – Finishing kills (for thief)
- Time spend at defending point – Damages guarded – Heals – Revives (tank)
- Damages – kills – Damages near defending points (for damages dealers)
- Heals – Revives – number of condi clean – Defend points (for supports)
- If someone hase good place in numerous categories then it means that he caried the game. So more points for him.

- Reduce by number of deaths -

And it’s just exemples. So there is ways to evaluate more accurately the work done by every players in the match.

(edited by Delweyn.1309)

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Posted by: LouWolfskin.3492

LouWolfskin.3492

Maybe it’s because i’m on the EU servers, maybe i’m a weird player but i think the matchmaking works with the current system.

Quite honestly the biggest problem i could see is too small a playerbase to draw matches out of and that’s not something you’ll fix by introducing more and more filters into the search.
Sure, your perceived result will be more accurate but in this case that is not something you want to that level.

Your changes would lead to an incredible increase in queue times as the system would have to look all that over and find people exactly in your range, the possible sample to look into though would get smaller and smaller with each round, and, worst case, different characters played by the same person.

If anything A-Net should do a per character rating and, as sadly was voted out, lock the character relog at the start of a round.

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Posted by: HeadCrowned.6834

HeadCrowned.6834

The problem I experience is that this system is fluctuating too much. At one point in time you are top 100, then you lose 3 matches in a row and you can be nearly out of the leaderboards. In this way, the leaderboard does not accurately reflect someones skill level, which is actually the whole point of a leaderboard. Besides, get rid of DuoQ.

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Posted by: Delweyn.1309

Delweyn.1309

Maybe it’s because i’m on the EU servers, maybe i’m a weird player but i think the matchmaking works with the current system.

Quite honestly the biggest problem i could see is too small a playerbase to draw matches out of and that’s not something you’ll fix by introducing more and more filters into the search.
Sure, your perceived result will be more accurate but in this case that is not something you want to that level.

Your changes would lead to an incredible increase in queue times as the system would have to look all that over and find people exactly in your range, the possible sample to look into though would get smaller and smaller with each round, and, worst case, different characters played by the same person.

If anything A-Net should do a per character rating and, as sadly was voted out, lock the character relog at the start of a round.

Not at all because if the game match us with ppl much higher or lower of our level, because there is no other players, it’s not a problem. In all case him and you will gain points depending on what u do in the game.

With this system, people will less care to be with bad teammates because they will know that if they are doing well, they will gain more points (or lose less).

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Posted by: Tomiyou.3790

Tomiyou.3790

Maybe it’s because i’m on the EU servers, maybe i’m a weird player but i think the matchmaking works with the current system.

Quite honestly the biggest problem i could see is too small a playerbase to draw matches out of and that’s not something you’ll fix by introducing more and more filters into the search.
Sure, your perceived result will be more accurate but in this case that is not something you want to that level.

Your changes would lead to an incredible increase in queue times as the system would have to look all that over and find people exactly in your range, the possible sample to look into though would get smaller and smaller with each round, and, worst case, different characters played by the same person.

If anything A-Net should do a per character rating and, as sadly was voted out, lock the character relog at the start of a round.

Not at all because if the game match us with ppl much higher or lower of our level, because there is no other players, it’s not a problem. In all case him and you will gain points depending on what u do in the game.

With this system, people will less care to be with bad teammates because they will know that if they are doing well, they will gain more points (or lose less).

I don’t think that is a good idea. Simply using these stats is not enough. You never take into account that sometimes moa and portal change the fate of the game. Or stealing a beast, rather than just killing it by yourself.
You can’t make a matchmaking system like that, it has way too many factors, otherwise other more popular and games with more money in the competitive PvP scene would have made it by now. And still everyone uses MMR.
We need more incentive to play PvP → more players → better matchmaking. It’s the same with the esports. You need people who will watch it first, before you can improve the whole scene.

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Posted by: Abazigal.3679

Abazigal.3679

This isn’t a good system because the game will have to know what is considered " a good performance ".

I already pointed the example multiple times : if we assume i’m playing thief and opponents are constantly chasing me, there’s a big chance i won’t fight on points, kill many players, while my teammates will be 4v2-4v3 for the rest of the game. Does that mean i will get less points than them ? Alternatively, is following players the whole game with some OP 0 risk build, leading to defending and fighting a lot, a good play?
We can find many other situational examples, but there will be objective and subjective analysis on this, and the system won’t work.

To me, to make it easier, there are 2 solutions :
- Keep the actual system, but remove seasons : we will avoid luck on placement match, and on the long term, everyone will be at his true rank
- Keep the actual system, keep seasons, but make everyone start on the same point.

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Posted by: Fluffball.8307

Fluffball.8307

The numbers are 100% completely useless, they tell you nothing. I’ve literally never once looked at my numbers after a match, and I’ll happily argue anyone who truly cares about their numbers probably isn’t a very good player.

If you have 2 menders staff druids auotattacking each other for 10 minutes off point their damage and healing numbers are going to be totally off the charts, but they accomplished nothing.

  • I don’t care how much damage I did, I care that the guy who needed to be killed was killed. Perhaps my contribution was a clutch interrupt or lockdown.
  • I don’t care how much healing I did, I care that I saved my teammate when he needed help (think smoke field, AoE stun break, other types of peels.)
  • I don’t care how often I fought on a point, I care that we held points. If we’re holding 2 points I will intentionally fight off point the entire game.

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Posted by: megilandil.7506

megilandil.7506

the sistem proposed is useles, S1 system in a pure solo q environement(without smurf acount manipulation kitten whith mixed q) is more suitable:
1 evaluate team
2 system guess a expected outcome
3 reward team who performs better than expected not only winer