We all told Dstahl how terrible the in-game voice chat implementation was last time around, and he plugged his ears and implemented it anyway. Lo and behold absolutely nobody uses it. What makes you think things can be any different now?
And then you have what you had in (takes way way too seriously) StarCraft 2, where players purposely lose games so they can get on the lower ladders.
And you still haven't fixed the premades vs. pugs problem. StarCraft 2 still has a problem of multi-player PVP games where players on the same ladder scheme still get ROFLstomped by premades because guess what, da da da da, your buddies aren't always online when you're online so you still spend a majority of your time pugging.
Can't say I've played Star Craft 2.
And sure it isn't a perfect suggestion. There are bound to be loop holes. I kinda thought about that very possibility while making the suggestion. There could be a set limit to how much you could lose in a single day/week/month, etc.. So that way you couldn't spiral your way down too quickly.
For example, say your first 5 matches per day are Ranked.. And then the rest are not. Your still stuck in that ranking win or lose more then likely for at least a week depending on how many points a loss would be considered vs a Win. If Starting points were say ... 600 out of say 2k It could take some time to get to Top tier ranking if your earning only say 10-15 points per win. Same for going down rankings.
They queue could eaisly be made, to avoid "I have no one to fight" sceneros by allowing lower ranked teams to still have a chance to run into higher ranked teams out side their "Tier" but it would be a much lower chance.
Rankings could also be seperated into Tiers of say.. 200 points each. 0-200 = Tier 0, 201-400 = Tier 1, etc.. or If you want to make things closer.. 500 points per tier instead 0-500 = Tier 0, 501-1000 = Tier 1, etc..
Also obviously, it wouldn't just be a single individual that determined the ranking of a team of players, but the average of the team together.
So lets say you had the following team using the above example for Ranking:
Player 1: 2,000
Player 2, 300
Player 3: 635
Player 4: 425
Player 5: 1125
The Average ranking for a team like this would be: 897
Still enough of a challange for Player 5, Player 1 would find it probably too easy, almost like a pug stomp, while Players 2 and 4 might feel its tough.. Player 3 probably wouldn't notice much. Of course that is in a perfect world (Ha ha) mean while in reality we will have the griefers, the guys who are probably on their.. 5th or more character, who have characters at the max ranking and are at this point just trying out a new concept.
A Ranking system could also unlock better gear sellers, maybe unique ship skins or even ships themselves. Something similar to how the Fleet System works now, but your ranking would be the requirements to purchase something, instead of the fleet level. They could even keep Ship modules and use them for such a ranking system for some of the ships they could decide to offer. Maybe even some new "Fleet" or "PVP Ranked" version of the Bug Ship or other ships. One Requiring you own the Bug, have 4 Fleet Modules, and PVP Ranking 2000 (Using the ranking example above) (And Yeah.. yeah.. I know.. we don't NEED a fleet version of THAT ship.. :P) Hey look.. monetizing PVP..
Ranking obviously will never truelly promote how skillful a player is. How ever a ranking system could, in my very humble opinion, improve the PVP Queue environment... I am not saying it would be the end all be all fix that PVP finally needs, but could go a looong way towards making things better. Because lets face it, most PVPers we have ever run across have some form of Ego that needs stroking. Other wise we wouldn't be PVPers.
Now of course they (STO development team) still needs to get around to improving how often they (The Queues) pop.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
^Lol I totally support such a system but make ranking account wide :P. That way it would only take the most dedicated PvPer to create new account (new grind) and try roflstomp newbies XD.
While it might put off some folks from creating alts to roflstomp newbies, it would also put folks off from creating alts in general...their own newbies would get roflstomped.
Comments
Can't say I've played Star Craft 2.
And sure it isn't a perfect suggestion. There are bound to be loop holes. I kinda thought about that very possibility while making the suggestion. There could be a set limit to how much you could lose in a single day/week/month, etc.. So that way you couldn't spiral your way down too quickly.
For example, say your first 5 matches per day are Ranked.. And then the rest are not. Your still stuck in that ranking win or lose more then likely for at least a week depending on how many points a loss would be considered vs a Win. If Starting points were say ... 600 out of say 2k It could take some time to get to Top tier ranking if your earning only say 10-15 points per win. Same for going down rankings.
They queue could eaisly be made, to avoid "I have no one to fight" sceneros by allowing lower ranked teams to still have a chance to run into higher ranked teams out side their "Tier" but it would be a much lower chance.
Rankings could also be seperated into Tiers of say.. 200 points each. 0-200 = Tier 0, 201-400 = Tier 1, etc.. or If you want to make things closer.. 500 points per tier instead 0-500 = Tier 0, 501-1000 = Tier 1, etc..
Also obviously, it wouldn't just be a single individual that determined the ranking of a team of players, but the average of the team together.
So lets say you had the following team using the above example for Ranking:
Player 1: 2,000
Player 2, 300
Player 3: 635
Player 4: 425
Player 5: 1125
The Average ranking for a team like this would be: 897
Still enough of a challange for Player 5, Player 1 would find it probably too easy, almost like a pug stomp, while Players 2 and 4 might feel its tough.. Player 3 probably wouldn't notice much. Of course that is in a perfect world (Ha ha) mean while in reality we will have the griefers, the guys who are probably on their.. 5th or more character, who have characters at the max ranking and are at this point just trying out a new concept.
A Ranking system could also unlock better gear sellers, maybe unique ship skins or even ships themselves. Something similar to how the Fleet System works now, but your ranking would be the requirements to purchase something, instead of the fleet level. They could even keep Ship modules and use them for such a ranking system for some of the ships they could decide to offer. Maybe even some new "Fleet" or "PVP Ranked" version of the Bug Ship or other ships. One Requiring you own the Bug, have 4 Fleet Modules, and PVP Ranking 2000 (Using the ranking example above) (And Yeah.. yeah.. I know.. we don't NEED a fleet version of THAT ship.. :P) Hey look.. monetizing PVP..
Ranking obviously will never truelly promote how skillful a player is. How ever a ranking system could, in my very humble opinion, improve the PVP Queue environment... I am not saying it would be the end all be all fix that PVP finally needs, but could go a looong way towards making things better. Because lets face it, most PVPers we have ever run across have some form of Ego that needs stroking. Other wise we wouldn't be PVPers.
Now of course they (STO development team) still needs to get around to improving how often they (The Queues) pop.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
While it might put off some folks from creating alts to roflstomp newbies, it would also put folks off from creating alts in general...their own newbies would get roflstomped.