A performance based rating system?
No. If that were the system, people would stop playing the game and trade caps and decaps to boost each other’s rating. Sad but true.
You can always set caps to certain points to prevent abuse of the system. Say you max out once you hit 300 offense points or defense points. Then you prevent cap trading for rating boosts and you still allow those who play to attain enough points to have a good impact on their score.
Edit: The conversion rate can also be tweaked however it needs to be to prevent abuse of any one feature.
No. If that were the system, people would stop playing the game and trade caps and decaps to boost each other’s rating. Sad but true.
Can you justify this response with any evidence or examples?
Otherwise I can completely destroy your argument by pointing out we already have a system that rewards players for camping owned points yet I’ve never seen someone abuse it without being interrupted. The determination of other players to win by their best known methods nullifies this motivation.
People play pvp to win because their score means nothing when they lose.
I can justify it with the example of the leaderboard sniping last season. This community has repeatedly demonstrated that it can and will exploit any loophole.
As to your second statement: “People play pvp to win because their (sic) score means nothing when they lose.” Exactly. This proposal would remove that barrier and reward things like point camping regardless of win or loss.
The vast majority of the “top” stats can be obtained in areas of the map that are irrelevant for winning the game.
What you propose will result in very zergy matches, where ppl fight whereever. Pretty much like deathmatch but worse. Ppl will be able to compensate their kittenty timing / inabilitie to kill someone with “doing as much damage as possible” for example.
The vast majority of the “top” stats can be obtained in areas of the map that are irrelevant for winning the game.
What you propose will result in very zergy matches, where ppl fight whereever. Pretty much like deathmatch but worse. Ppl will be able to compensate their kittenty timing / inabilitie to kill someone with “doing as much damage as possible” for example.
That’s why there could be a cap in every stat for point gain to prevent that type of “farming”. It would stop people from doing the whole spam as much damage as possible and call it a day thing and would reward those who play the game correctly. The conversion rate would have to be tweaked so that one can’t gain all the points necessary through 1 or 2 stats being farmed while allowing them to still have a significant impact. No system will be flawless so if you have more possible additions to add that could help I’d love to hear them and see what mods i can make to my post.
I can’t imagine how complicated and unintuitive such a system has to be to even be remotely fair.
Just take an example. A thief burst 10k damage and help secure a kill. Compared this to a healer ele who hits like a wet noodle but accumulates tons and tons of damage and healing by staying in a meaningless fight. How would you design a stats system to measure their performance.
This just sounds impossible to me. In the end, a lot of decision making is hard to judge without deep analysis. Looking at some numbers won’t give you even close to a complete picture of one’s performance.
Neither will win/loss ratio as we have seen from gw2’s matchmaking for the past 5 seasons. It’s too volatile and unbalanced to allow for an accurate skill rating to be drawn from wins and losses.
The ele staying in a meaningless fight will only die in the end and will get score subtracted ending up with a negative net score for that fight. Therefore in the end his rating will go down and you won’t see him again if you perform well enough to go up.
It won’t give a complete picture and I know that but it’s more accurate than a win loss based system. This at least accounts for individual performance not individual plus 4 ever changing team members who may or may not be awful. As I said, I’m open to more suggestions on how to improve the system to better reflect player skill and performance but I need suggestions, not people telling me why this isn’t a perfect system.