dalen wrote: ↑Sat Jul 17, 2021 11:25 am
But even more rewards for losing isn't the way to go really IMHO.
It's not so much about "more rewards", than keeping the players queuing even after defeats. If you incentivize the will to play with no "penalty" to mmr, players can actually see their progress, and even if it will take much longer, they know that in the end their efforts, even losing constantly, are still worth something.
Exactly like RvR and scenarii, you got minimal rewards, and you are not penalized for losing against stronger opponent. It just take much longer to earn renown and/or currencies, and you are still encouraged to play better, either to make matches more fun (since you will focus less on the win/lose) or ease the grind (if you're aiming for stuff).
Currently the ranked system is not encouraging the best efforts, even against stronger/more organized team ; plus the randomness of the comp, and the unbalance between classes make the system inevitably inoperant for the "balancing" aspect.
You cannot make the matchmaking perfect, nor making too much restrictions on team comp, only to ensure "fair matches" all the time.
You cannot "fix" neither playerbase nor classes meta through matchmaking only, being brackets or any other form of matching (mmr value is NOT representative for one player's performances, only the reflection of their luck and/or "dodging/sniping" on the queue).
The only thing you can do is to get players a carrot, but they have to feel it's a carrot they can eat at the end.
It can be either by smoothing the mmr gains/losses to have better visibility over what is needed to achieve the goal (displaying negative MMR maybe ?), or rewarding players efforts to get through a difficult/long match, even from a 0-50 loss after 10 mins of fight.
If 6 people are penalized for ONE mistake leading to a very close defeat, it's kinda unfair knowing their tried their best and will be as penalized as if they throwed the match on first engagment.
Currently, getting obliterated after 1 minute 0-500 is exactly the same as fighting without a kill for 9 minutes, then losing from one death at the very last seconds.
It's frustrating and not rewarding at all for the stress and struggle it took, especially for the losing side.
You'll have to reward, at least a bit, for good and fair fights, and give degrees to losses and wins, since clearly it's not the same getting crushed than fighting to death until the end.
Hence my suggestions (in blue, first page, that you probably already saw

).
As for example, I started with 13 loss in a row with my SM, 80+ 2H Full sov and experienced. I know how to switch guard, how to challenge, M2 and such. Yes I probably could have built a more offensive build to support the burst, but I played my role as a tank, and I think with an appropriately high level for ranked.
But for some reason, either being "non meta" comps, unexperienced teammates or more competent/geared opponent, I kept losing matches. It could have been matchmaking getting me with non appropriate matches or a lack of "luck" from my side, but I dont think I was the weak spot here (except one match I struggled with 2 fps, should have restarted before... :/).
Now I'm sitting over 55 matches with about 100 mmr. By this rate, i'll got to 1k after 500 matches, and it's only the start for even the smallest vanity item I could get from it.
I think currently it's not worth the hassle and stress, and while I'm not asking for easy way, at least keep me wanting to do ranked, even it requires me to do 1000 more matches, reward my team efforts to get the victory ; if my team got crushed with ease, I want to know the opponent did no effort either, and will not be greatly rewarded for easy matches. Now you encourage grouping more, and discourage stomping by dodging/sniping/tradewinning/etc.
It could also naturally lessen the "assassin" behavior, or even players xrealming to afk on the opposing side, since the reward for winners will be minimal too.
However, when we fight like berserks for 10 mins, to finally manage one kill, I want to know both teams will be rewarded for their best efforts on a thight win.
Now with a system like suggested, you will get into fight and really do your best to fight as long as possible, knowing the reward will be on par with the efforts it took.
It's I think perfectly doable to reward players based on such criterias as time spent fighting, moment of kill, sustained damage, coordination, etc. And it is also badly required to keep people playing their best instead of quitting after some losses.