All the ranking systems we use are based more or less on the Elo Ranking system, (originally from Chess) which is a system used to determine a players skill in a zero-sum game.
But yes it means the same thing in todays day and age.
And it a ranking system should be used to provide a balanced experience in any game-mode desired.
Only the poorest of the ranking systems use KDA to determine a players Ranking… KDA in most proper ranking systems is irrelevant. It is however often primarily displayed in game because low ranking players pride themselves on having a positive score despite being usually useless to the outcome of a game.
[In a team based game ofc… in 1v1 games you can use whichever metric u want]
20v20 indeed is a team based mode, but each player has an 5% impact on the outcome (or should)… if it was role based match making, they would have to perform within the role they qued for… good performance => in increase in rating. Bad performance => decrease in rating. Wins result in extra increase if performance is deemed positive.
Does not have to be extremly complex, just needs a bit of testing to make sure the ranking system works as intended.
Also alternatively they can have people set up “team” and que as a team, in which case they would have a major impact on the outcome of the game.
I just assume that u are refering to the current scoring method my bad
But to adress ur point anything in this universe can be quantified to a degree or another, now when talking about performance in a game that becomes much easier to do since u have access to all the variables in the system.
So lets look at what we know:
It’s a gamemode that revolves around controlling points.
So determining someones utility is fairly easy…
Primary performance quantifier !!! Point capure and defending said point/points.
Then we have roles:
Tank takes dmg - gets scored on that.
Tank mitigates dmg - gets even more score.
Tank inflicts CC on enemies while enemies on control point or around it - gets scored on that.
Support/Healer heals dmg (not counting overhealing) - gets scored on that.
Support/Healer removes debuffs - gets scorred on that.
Support/Healer inflicts debuffs on enemies - gets scored on that.
DDealer deals dmg to targets in or around control points - gets scored on that.
DDealer influcts cc-debuff-dots on targets in or around control points - gets scored on that.
Perform well, get good score… perform badly get bad score.
Get good score => increase rank points
Get bad score => decrease rank points
WIN Game => get 3x the rank points increase (if applicable)
Lost game => get 3x the rank points decrease (if applicable).
Easy peasy lemon squizy, in 5 minutes of thinking… and probably requires another 20 min in fine tuning and then some testing to make sure the values are correct and work well.
Also you can add the PvE-er role, where the player farms resources, upgrades and repairs and gets scored on that (with repairing being the highest scoring feature).
EDIT:
It can also be used as a tool to reinforce how the game should be played !
Rewarding good behaviour and team play, while pushing behaviour that is unintended.
Wouldn’t make a difference to the time it takes the games to pop. It would be to level up the teams, so, when the OPR queue gets to 32, the elo system would come into play and balance out the two teams!
It’s simply, effective and players love to compare themselves to others with a rating!
Being on one sided OPR games isn’t fun for either team. You can tell in the opening 2 min what type of game it’s going to be.
An near equal amount of life staff users per team is the only role I see that would be needed, the rest being random with team balance for player skill would be sufficient. Without getting too technical you could start with something very simply, like win rate. Over the course of a few weeks, the win ratio of better teams and players would start to take shape.
I think you’re making good points and you’ve changed my mind on this - that all sounds very reasonable and the game would be better off it it was implemented
Glad to hear it, lets just hope that when they decide to bring Cross-server OPR we can see somekind of ranked + role based match making, it would make it sooo much better and in my opinion it would make it so that MOST players of all skill levels will have a much better experience (would solve the problem of not having certain roles in OPRs and would solve the problem of people of all skill levels being mixed together, which usually results in people of lower skill level having a miserable experience).
Also as i pointed out previously, I believe that a system like this can also be used to reinforce certain hehaviours, and as a result create better players that understand the game better and ofc can perform better as a result.
They originally had a rating system for PvP but big streamers like Asmongold and Shrood and @katcontii complained that it made PvP too sweaty and stopped them from chatting with viewers mid-match.
So the devs cut out the rating system and now we’re stuck with a streamers pub stomping grounds dream.
There’s been dozens, scores, hell hundreds of posts or more since this game was released stating that VERY VERY obvious fact (No balance system) They don’t care. Or are not smart enough to implement a basic balance system. It doesnt need to be perfect…the point is there just neeeds to be ANYTHING. Weapon slot template per team, player skill rank, hours played by player gives rank… literally anything would move balance in the right direction more so then the nothing they offer
In fact they should scoring system and if war squad enters q wher elets say they are 5x 1800-1900 elo vs no other squad of same quality in q, they should stay in q.
Game can’t get better if we wont have elo system and proper match making. Its super bad experience for any player that tries arena or opr and goes vs premade veterans.