So far there don’t seem to be any plans to generate a ladder from this Elo or even show it to the players.
My issues with this are as follows:
If the system works as it should, players will always win about 50% of their games, no matter what they do. If you try hard and play better, you just get better opponents until you lose again. If you don’t give a **** , mess around and lose, you get weaker opponents (or opponents that don’t care themselves) so that you will soon win again. What’s the point of even trying to win then? With this system there is literally no incentive to try to do your best.
This also means that your income of C-bills no longer depends on your performance. Over a longer period of games, everybody will roughly earn the same amount of C-bills per game, irrespective of what he does in the games. Time invested will be the only major factor that influences C-bills earned. This is a huge difference from now, where your performance is very important for your C-bill income. It is also an important issue, because C-bills are in a way worth real money, as you can pay for a C-bill bonus.
What has to be done about these problems in my opinion:
- The minimum thing that has to be done is show the Elo to the player. This would mean the player would at least know how well he is doing. If he improves, this will be reflected by rising Elo. Without this, he would never know if he improves or not, as his win percentage would always stay at around 50%. He might actually do really good, get better and better opponents, but not even realize this and feel bad about losing so often, if the Elo is not shown.
- Even better would be to create a ladder from the Elo, which comprises all players. It doesn’t need to be a ladder of Elo per se; some point system that derives from it might also be ok. Some kind of ladder is used in all games that I know of that use an Elo system for matchmaking (for example Sc2 or LoL). This would create a much bigger incentive to win and would increase competition by a lot.
- Even with a ladder that provides incentive to try to win, the problem remains that every player will earn about the same amount of C-bills per game, no matter if he tries to play well or not. To alleviate this, there could be a (maybe small) bonus in C-bills earned for the player the higher his Elo is. For example, for every 100 Elo above the average 1300, the player would get a bonus of 5% on the C-bills earned per match. So players at 1600 Elo would earn 15% more than the average players at 1300 Elo. This would still be a way smaller C–bill advantage for the good players than now, but it’s something at least.
These were all my points about this; I hope PGI will address some of them. Please share your own opinions.
Also, excuse my mediocre wording and grammar, English is not my first language.
Edited by Redoxin, 16 February 2013 - 08:07 AM.