You gain a variable number of pips depending on the difficulty your match-up (from -3 to +3). The majority of games (even matches) are +1/-1 for winning/losing. The odds of winning a match is based off of division standing between the two teams involved and roster sizes. If you’re heavily disfavored in a match-up (the system predicts that you should lose), you could potentially gain up to 3 points for winning. You also gain partial points as you cross point thresholds, so there’s always a reason to keep trying even if you don’t win. The system also works the other way around. If you’re favored to win, but lose, you’ll lose more pips than you would in an even match.
Now to the crux of the issue – it’s not entirely clear why you’re winning or losing X amount of pips after a match, as the odds are not displayed to the player. We’re looking at making changes to the in-game UI to communicate this more clearly, but this won’t be in for season one.
So…by the developers own admission, the current matchmaking system is EXTREMELY broken. This is evidenced by
:High MMR people making new guild groups to face easier non grouped players (as if grouped players did not already have enough advantages)
:A teammate can disconnect for up to 2 minutes, will NOT get dishonor. You will lose and therefore will lose pips. Consequence for teammate-lower MMR (which was their goal to make future matches easier.
:It is almost impossible to prevent people playing to lose to lower their MMR. I know that there is hope that some kind of system will EVENTUALLY be in place. However human behaviors and matches are complicated so it will not detect any but the most egregious behaviors
The cause IF matchmaking was working properly, you should win half of your games. Now, we understand that in random events there will be hot and cold streaks. But in order to change tiers you have to beat the MMR 5 times above average. (half wins and half loses). This causes a perverse incentive to lower your MMR. You do so when you are NOT in a position to lose pips yourself-but you hurt the other four players on your team.
The answer -stop pip lose for all but the highest level. It stops the perverse incentive to lose. It removes the time and headache for Anet on trying to monitor bad behavior, allowing them to redirect their resourses
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.