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Originally Posted by ex-genj I just love how people just throw out that the wow pvp system is shit and needs a "revamp". OK einstein's when you figure out how to fix it speak up. I'm hardly a blizzard fanboi but I think they did the best the could except for a few obvious errors like the AV free epix and DK system (and fucked up grouping dimin returns). The real problem with wow pvp is server population imbalances.
What really needs to happen is cross server and weighted (JAG vs JAG instead of pugs) bg pairings in 2.0. I would like to play my main again more than 5 hours a week, but I refuse to spend an hour in queue to smash a pug. |
Completely agree with you. And here's how I think they should make it happen.
Players queue up with people on their own server and faction, whether randomly, or by organised groups (basically the same system they have now).
Once those groups are formed; its listed on the cross battlegrounds server.
Here's the catch. Each group will have an approximately skill/ranking level (ranking is misleading; the idea isn't to have a system where people occupy discrete, occluding spots, like in a real ladder) which is a sum of the skill level of the team.
That group is then paired to the closest available skill level group*, regardless of faction/server. So you could potentially have alliance vs alliance matches, or horde vs horde matches. It doesn't matter if the story can't quite cope with the idea (it somehow managed to cope with it in the Warcraft games), the real benefit is that it completely and utterly ignores the effect of population imbalances in factions. It also grants a massive pool to draw appropriate opponents from; so basically the wait that individual players would have to go through between matches would be the wait for their server/faction side to pool up enough people to form a single team for the appropriate game.
*Matched against the closest available skill level; with an algorithm that basically searches for the closest, then after about 30 seconds, searches a bit further out... so that after about 5 minutes, while unlikely to require to wait that long, if need be groups of disparate skill levels are matched up, so that no one is ever standing around for way too long scratching their nuts if they want to be playing.
Skill for the player is then modified by the total skill level of the opposing team, modified by a win modifier or a loss modifier, then divided between all members of the team.
So the skill level for each player then is a sum of all the skill points recieved from games they've participated in, divided by the number of games they've participated in.
The win modifier basically means players move up, the loss modifier means they move down.
The more consistently they win, the further up they move; the higher skilled opponents they'll be pitted against, the more points they'll stand to gain or lose in the matches (the skill banding is logarithmic in skill points)
The other important part is that, skill standings aren't rankings... they're independent of the honor system in the sense they don't offer rewards. Only match ups.
That said, it would only make sense for higher skilled matches to grant more CP for players.
If players take a break from PVPing; their rating decays; but they're still recognized as their highest attained ranks ever (with the title to match). Just that if they wish to resume, they need to PVP back the rating decayed before they can gain anymore rating.
Additionally a players rating can only ever decay to half of the maximum of what they've achieved.
Along with some other logical inclusions such as extra maps for a single game type; corresponding with different group sizes (e.g. WSG with maps supporting 5v5, 10v10, 15v15 and 20v20).
And I think pretty much all the BG problems (outside of class balance, which are extremely minor compared to the problems solved by this suggestion) will be fixed, allowing players to enjoy the original intent of BGs.