This first post will be about changes I think should be made to the way rank points are rewarded. My second post will be about changes that could be made to the overall game mode/mechanics, both which I think can promote more fun and competitive matches.
Hotjoin is a nightmare with people that wait out the beginning of the match to see who builds the early lead, team swappers (not autobalancers), team droppers, and spawn AFKers that apparently bother to click to join a team and then just walk away or tab out… Anyone that doesn’t leave spawn within 20 seconds should be automatically moved to spectate.
The emphasis now is entirely on being on the winning team, whether you really contributed or not, because of the 250% rank point increase. Whereas before, the emphasis was on simply farming points by zerg rolling for the objective assaulter/defender and skirmisher bonuses, and winning or losing was entirely meaningless.
The auto balance popup is now a race to see who can click volunteer first for the automatic 525 points, and you can literally spend the rest of the match dancing. Even worse, if all you care about is rank points and you feel no sense of responsibility to the team you just balanced, it’s in your best interest to not help so the match doesn’t drag on any longer than the 7 minutes it has to, and you can quickly get into another game to farm more rank points.
Winning should only matter for rated arena matches. In hotjoin, everyone should get a baseline 300 rank points for playing at least 5 minutes of a match, and all rank points should be weighted for less playtime, including bonus points. The win bonus should be 25 rank points.
There should be a bonus of 75 rank points for any player joining a team that’s losing by 100 points or more. If you joined a team losing by 100 points or more and they end up winning, you should get an additional 100 rank points. This will encourage people entering mid match to join the losing team and attempt a comeback. A strong player may also swap teams in a 5v4 or 4v3 blowout situation to attempt a comeback for extra rank points and not have to worry about possibly sacrificing a massive win bonus.
If a match ends with at least 80% retention of the original players that were there at the start, all of those players should get a bonus 200 rank points. This encourages people to play out an entire match from start to finish even if things aren’t going well, because in this situation a loss still equates to the same 500 rank points as a win under the current system, while allowing up to 2 dropped players in a 5v5 for disconnects and people needing to leave early for personal reasons.
In this system, optimal rank points are earned by being in a match when it starts and mostly everyone remaining in the match until it ends. The maximum amount of rank points can be earned by joining or swapping to a team that’s at a significant score deficit and helping lead them to a comeback victory. This doesn’t punish the team that was once winning by taking rank points away from them, but instead rewards the players that tried to promote a competitive match.
Summary of rank point earnings for 5+ minutes of play:
300 base, 325 for winning
500 where 3/4 to 8/10 players are retained, 525 for winning
575 when swapping on a 100pt deficit while 80% original players retained
375 when joining mid game on a 100pt deficit
500 when joining mid game on a 100pt deficit and winning
700 when swapping on a 100pt deficit and winning while 80% original players retained
(edited by SKATE.1394)