LOCK – Tarnished Coast
https://forum-en.gw2archive.eu/forum/game/wuv/Guide-Maximizing-WXP-Gain-for-Rankups/
While i agree with Anet’s want to progress players forward at an expedited rate from the lower leagues, i however do not see why such a punishing system is needed to achieve this. I personally have no problems with losing, but i want a somewhat even match, that means score differentials less than 200 by end of match.
So the changes i would suggest are pretty simple
1) if there is a score differential of 400 points or over (ie a single player wont turn the tide of the match) the losing team should not lose a pip. The winning team still gets their point and moves on. Look at it as an error matchmaking.
2) if the score has a differential of less than 50 points The losing team will once again not lose pips, but thanks to a hard fought match rather than a matchmaking error.
These changes will not impede progression through the ranks for those who deserve to be the higher tiers, nor do i feel it will let people who dont deserve it progress further than they should. The divisions are supposed to seperate people by their skill level, not whether or not you should play unranked instead. The way if feels now is very elitist, and waiting for a third of the season for the system to settle is a slap in the face to those of us who arent horrible, but keep getting teamed with people who have no idea what spvp is.
I always approved of not losing a pip if your team scored at least 400 and still lost. It was a very good incentive for players to keep playing even if they knew they were going to lose.
Now that said incentive is no longer play, you see a lot more people going AFK.
The idea is good but they have no interest in making such changes
The goal now is to promote ESL and not normal pvp.
The whole system was made to promote players who are interested in ESL.
The rest well they are either joyriding on the mmr system and the rest is just screwed.
Eventually the game will die out.
I regret buying this game.
First option, while theoretically seems reasonable, is, i’m afraid, impractical. All it would lead to in many matches is for one team to surrender as soon as the other side reached (or got close to) 100 points with even a small advantage.
Must better option would be to, in case of the massive mmr difference, for the losing team to simply not lose pip regardless of the result, but with the team not having the way of knowing they qualify for it until the end of the match. Or maybe having the number of points that need to be reached (as per the second suggestion) in order to not lose pip be dependant on the mmr difference (with certain minimum, there aren’t many matches where a team truly cannot get any points). Again, without the teams being able to see where that point threshold is until the end of the match.
Second is a definite yes. There must be an incentive to do better even in a clearly losing match.
PS: It’s actually funny that Anet decided to abandon the previous system of assigning won/lost pips according to the victory chances (because they noticed that it was mostly unused in the season 1), and then introduced a new matchmaking that would make that system actually really useful.
(edited by Astralporing.1957)
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