PGI has run into problems with either the brackets being too narrow and ultra high Elo players not finding matches, causing feelings of disenfranchisement and brackets being too wide, thus pairing players whose Elo's are too widely contrasted, resulting in unfulfilling game play for both parties. In a nutshell... We are trying to placate the needs of a player base without taking into consideration their personal preference. As such, here is my elegant logic-based solution that does not unceremoniously impose artificial walls without the player agreeing to them.
Option #1: More Options.
This solution is simple, in the same way PGI allows players to define what type of matches to drop into... I suggest allowing players to also select the scope of the draw pool they wish to drop into.
- Open: Elo is not considered in match-making. Allowing players from top to bottom to potentially meet on the field of battle. = Fastest draw results.
- Relaxed: Elo criteria is enforced but set with widest criteria possible. = Ensures top-tier and green noobs do not meet but leaves enough flex over the middling pool making it fairly easy to draw match pairings.
- Default: Elo criteria is enforced but set with the most logic based parameters (i.e. close to what we have now) = Well, pretty what we have now....
- Tight: Elo criteria is tightened to only allow reasoned flex outside the origins draw scope. = Players will largely be paired with players within an arms reach of their Elo bracket. Higher potential for failed matching but greatest chance of player equity.
- Elite: Elo brackets are strictly enforced with no flex. Guarantees match pairing within players Elo bracket but comes at a cost of high potential of failed match.
This allows players to decide if they want to give up expedient match & drops versus longer searches and higher potential for match failures as well as agreeing to how stringent the Elo scope is applied.
In short... Individual players have some control over their game-play experience.
Thoughts?
Edited by DaZur, 06 February 2014 - 02:23 PM.