Post#8 » Fri Jul 16, 2021 11:16 am
Or you can just make mmr only increasing over played matches :
- Zero/very small increase for a loss (depending of relative mmr and loss degree)
- Average increase for a draw / close victory
- High increase for a win
- Decrease gains after streaks of victories, to discourage farming same ppl over and over.
And increase the gain for a fully played match to incentivize fighting instead of throwing, ie. If your team got obliterated after the first engagment, it may be zero to very small mmr gain for losers, but very small gains for winners too since they didnt had to put many effort to win.
Reward hard fights with close wins and long skirmish, in proportion to the efforts needed to earn your victory (while rewarding the fight back too).
I imagine a system like this (numbers are for example purpose ofc) :
- You fight for the whole 10 mins, and got one kill on the last seconds : Winner got 100, loser got 80 , something like that. Everyone was obviously trying their best until the very end when one error was made. Well played from both teams, good match = reward both sides from pulling their asses out.
- You fight for the whole 10 mins, with a draw at the end (with or without kills) : Both teams got 50 . Everyone was obviously trying their best and did well throughout the match, despite not having the focus to crack opponents they did well and balanced = both teams are equally rewarded.
- You fight for 5-6 mins, then got 1-2 kills, but opponent managed to stabilize and survive until the end, maybe doing 1 kill back : Winner got 60, loser got 40 . Close match with a potentiel backflip, and a close victory with well played moves. Both teams are rewarded for a good fight.
- You fight for 1 min, and got 6 kills, then flag capped : winner got 20, loser got 10. Obviously it was either bad comp, bad gear or bad play, or a throw wich means nobody deserve much for that. No big effort, no big rewards.
Something around these, to not discourage players from queuing, while not penalizing them from facing better/more geared/meta comp with cannot be avoided with current system (its very random atm).
This way, you'll get more "casual" ranked, obviously, since people will still queue despite their results, knowing they will ultimately get the insignas after X played matches.
But now you encourage everyone to fight their best to ease the grind, instead of just quitting since they lose all previous gains from bad luck/bad comp/etc.
"L’important dans ces olympiades, c’est moins d’y gagner que d’y prendre part" - Pierre De Coubertin, 1908