@Devs Grade on a Curve
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?
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?
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.