@Devs Grade on a Curve

@Devs Grade on a Curve

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Posted by: Savvy.3258

Savvy.3258

So I made this thread and realized what the answer was…
https://forum-en.gw2archive.eu/forum/game/pvp/Balance-and-Matchmating/first#post6433426

Grade on a curve specific to each team. I won’t repeat my earlier points but just putting them on paper was exhausting, but truthfully the answer is very simple: if you want skilled players to progress and not be reliant on rng (my god people are so bad at rotating), you need to devise a system that measures player performance relative to his teammates and progresses those who constantly outperform.

It being relative to your own team is very important, considering the massive point differentials by which some games are won and lost. Chances are that if the different is 100 points or more, someone is getting outnumbered somewhere. If you’re on a team that losses by 350 points, there isn’t much you can do, and if fact if you win by 350 it happens to fast there isn’t much you can do either.

You need a better matchmaking system and you need a better grading system. This is it: grade on a curve, relative to your own team (or both, weighted, depending on the final score difference). Maybe that way experienced players won’t quit

@Devs Grade on a Curve

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Posted by: Savvy.3258

Savvy.3258

And just to make it perfectly clear: it isn’t about ranking nor the badge nor the prestige, it’s about the quality of the experience. It’s awful to play those one sided matches. GW2 pvp can be insanely good or amazing at how bad it is. Sometimes it’s a blast, sometimes it feels like a blast of sand to your eyelids.

Maybe it’s player skill, team composition, knowledge of the maps and rotations in general, or whatever it may be, all of the above. The bottomline remains, however: matchmaking is non-existent and individual contribution a joke.

It could be so much better with so little effort, why not make it so?

@Devs Grade on a Curve

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Posted by: Savvy.3258

Savvy.3258

Not trying to bump, don’t see an edit button and keep coming up with more thoughts.

So here’s the cherry on top: you can keep the win-loss based system but add a differential. If you outperform your peers, you get more points from a win and less from a loss. If you underperform your peers, you get a full loss’ worth and less points from a win. Your relative skill in any given tier, compared to other who have reached that tier, will be the determining factor in whether you progress or don’t. It’s as simple as that.

It rewards battlefield awareness and point contribution as well as individual skill level. Now, was that so hard to come up with?

@Devs Grade on a Curve

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Posted by: Aveigel.2601

Aveigel.2601

visit my thread on The Economy of worth and add your ideas there.

https://forum-en.gw2archive.eu/forum/game/pvp/The-economy-of-worth-in-PvP-Discuss

They need to get something constructive to help them. Pointing at an open wound and stating it’s an open wound doesn’t help it heal it’self, it’s just stating the obvious.

I started that thread hoping to get people to part take in in and ideally to also have their economist take a look and give it some thought. Economy is currency and choice based, well time is currency and you constantly make choices in game, could get into other examples but you get it.