The ideas I’m going to be presenting here come largely from my experiences with the Chess ratings system, which uses the Elo ratings system to create extremely accurate ratings for competitors.
You can read about it here: http://en.wikipedia.org/wiki/Elo_rating_system
First off, I’d like to talk about where I think Arenanet has gone wrong with its leaderboard and tournament system:
Account bound leaderboard ranking:
This ranking discourages people from trying out new classes in tournament play. For example, I’m quite good at using my Necro main in Pvp (in the top 1k right now), but if I wanted to try playing my thief, my rating would easily crash to 50% in a day. This brings me to the second point
Match making based upon Pvp Rank:
If I decide to play on my thief, I’ll be matched against people who are rank 20, but I’ll have the experience on my thief of essentially a level 1. Not only is this unfair to my teammates, it’s unfair to me as well because it prevents me from being able to play against people with similar experience or time spent on their class.
In addition, Pvp Rank is NOT a good indicator of total skill, even if everyone only played one class to begin with. This idea that time spent = skill is just not true, everyone has different goals for pvping and different learning curves, as well as initial skill levels. For example, my dad plays chess almost every day for fun, his rating has not changed significantly in over a year, and that doesnt bother him, he just enjoys playing. BUT… with the current Gw2 rankings system he would be probably close to rank 40 or 50 and be getting consistently beaten by people who are much better than he is, and then he would probably quit the game, because getting destroyed is not fun.
In conclusion, I feel that the current system Anet has in place for tournament play is very limiting and forces people to pick a class and stick to it (unlike the main game). It relies on flawed logic for class making, resulting in frequent blowouts and general discontent.
Here is my fix:
First off, we need a character bound leaderboard. This will immediately encourage people to experiment with new classes and also be able to play tournaments whenever they want without worrying about their leaderboard ranking.
Next, we need an Elo ranking system. For example, in competitive chess, people are typically ranked anywhere from 1000-2800. People who are ranked around 1000 are generally beginners to the game, or casual players while those ranked around 2800 are part of the few elite grandmasters in the world and have a lot of respect.
The way an Elo tourney ranking system would work: A player decides to start playing tournaments. At the beginning he has a provisional rating of 1000, and he then has to play a total of 20 games to get a true rating. At the end of these first twenty games his provisional rating is finished calculating and he is placed in a skill pool of the correct level.
For matchups, the system would essentially work to create the closest skill matchup possible based off of rankings, resulting in two teams of equal combined skill level.
My fix does not deal with the inequality between PUGs and teams, but it would allow people of all skill levels to enjoy tournament play on a more balanced level, encourage class experimentation and I think overall create a more positive and respected pvp environment and rankings system.
Please, let me know if anything was unclear and if you support this idea.