Why gain and loose max 3 pips?

Why gain and loose max 3 pips?

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Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

I have been thinking, why is the system like this? Why is it so that if I loose to a bad team I loose max 3 pips and why do I gain 3 pips for winning against a good team?

Why make it harder than needed (in my opinion).

My thought is this:
Why not just loose 1 pip for loosing and gain 1 pip for winning? And to make the game less unforgiving if you loose a tight fight with “close” score like 400 vs 500 you won’t loose a pip. This will make players not give up when they are loosing (yes I have seen that happen) and it won’t matter if the oponents are meant to be hard or easy, if the fight is a good one no team gets punished for it.

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

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Posted by: Pimsley.3681

Pimsley.3681

I like the part about not losing a pip in close matches. Or at least not make soloQers lose a pip against a premade when the final score is close, maybe within 50-100 points.

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Posted by: Kayberz.5346

Kayberz.5346

This is how they should have done it. Winning 2 pips is nice but no where near nice enough to make up for the frustration of winning 2 games then losing 1 and having the pips from the last 2 games invalidated because the other team was a “lower division”

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Posted by: Heimdallr.7021

Heimdallr.7021

I totally agree on not losing pips if the match score is close.
The part that i don’t like about this system is that the matchmaking supposedly tries to achieve a 50% victory rate for all players but then you are rewarded only by winning streaks because losing a match is almost always equal to losing a pip (at least).

norn warrior

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Posted by: The V.8759

The V.8759

I personally like the idea of not losing pips if the match is close. There is however one big probem. Let me explain:

Leagues are designed to have a win-lose ratio of 50%. From a mechanical view this is very logical, otherwise the ‘average’ player would be able to reach diamond. This is why you can stumble upon full premades. The game wants you to lose this match, however if you win, you get rewarded more and they get punished more.
Now back to the ‘Close game = no pips’ suggestion, this would mean that the winning team also should not get any Pips right? Otherwise 5 persons progress while other 5 dont move at all. Balance says that it basicly should be 0 when counted together (-2+2=0 for example). The exception here ofcourse are tier protection, but thats lost after sapphire.

Now again, let me make clear that I would like to see a change like this, giving more incentive to make a close match when losing. However I am pointing out that in order to implement this, some very deep roots have to be regrown in another direction (Ghehe it’s all about roots in HoT).

Greetings, Fvux.

One of the Firstborn Channel of Fvux

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Posted by: suffish.4150

suffish.4150

I like the idea of not losing pips to a close game, it would save the absolute agony I experience when I lose 500-490 when I am 1 pip away from tiering up. Those kind of losses really do dishearten me and sometimes after that I either just stop pvping for a while because I can’t face going back to 0 pips or i force myself to queue because I have already said to myself I WILL tier up that day but even when I do that I can’t put in 100% effort because I am so annoyed with myself that I lost to such a close score line.

This would also prevent people giving up, which I do see quite often because it would still give them an achievable target to aim for even when they realise they can’t win.

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