So, after reading a large amount of posts on the forums, I wanted to iterate over the current mechanisms in place in PvP and why all of the problems are closely related. Please consider the following:
Players who are complaining about afk/idle players:
I have noticed the majority of these players try in the beginning, yet eventually stop playing. Why do they stop? Unfortunately, because this game only rewards wins and not your personal score or effort. Basically if you are stuck in a bad match, it doesn’t matter how well you play.
There needs to be a reward to players for effort….things such at captures, kills, anything on the map that is objective-based…and I don’t just mean personal score, but more than that. The lead contributor of the losing team can have a higher score than the last place players on the winning team if you make it effort-based….which leads us to…
Rank players up according to their contribution, not their lucky lottery draw of a team.
This will keep more players coming back…even if they lose a match…because the loss will not matter as much and only how well they personally did will. No one wants their success to depend on variables (other people) which they have ZERO control over.
Eliminate “leeching” …
Players who leech from seasoned players are perpetuating a bad cycle. They advance when they shouldn’t and thus the league system is not a true reflection of talent or perseverance. The above scenario will ensure that these players are in their proper rank and must step it up in order to advance.
I thought about making this a lot longer, but realistically the reason people stop playing PvP isn’t necessarily because they don’t WIN every match, but rather because they aren’t rewarded properly when they lose. People should be rewarded for effort, as it takes some people longer than others to advance….but discouragement will simply encourage a lack of players which is not good for subscriptions/revenue.
So, to summarize positive changes to the PvP system:
PLAYERS SHOULD BE REWARDED FOR THEIR PERSONAL CONTRIBUTION, NOT AS A RESULT OF RANDOM TEAM ASSIGNMENT
ELIMINATE IDLE PLAYERS BY REWARDING ACTIVE PLAYERS AND PUNISHING IDLE PLAYERS
ALLOW SEPARATE SOLO QUEUE AND TEAM QUEUE OPTIONS.
(solo players could still be allowed to queue in team queues, however they would receive a warning message that they will be fighting teams. Solo queue instances however would prevent other players from using premade strategies and TeamSpeak coordination to gain the advantage over other players, thus ensuring randomness rather than stacked matches.)
ALLOW PLAYERS TO LEAVE MATCH AT THE END, OR JOIN PARTY, BUT NOT FORCING THEM TO REMAIN IN GAME AFTER THE FINAL SCORE…MAKE THIS AN OPTION…NOT FORCED