The ranking system is a detriment to team based Quake. Countless games (and attitudes - ego - of players themselves) has been damaged by those caring for their stats over the gameplay itself.
For those thinking 'ignore elo': You can't. It has effected so many players it's become a part of QL.
For those thinking 'lolca': Many of us love team based public games. I don't care for ELO, I care for the quality of Quake. There are 4.2m duels ranked on QLRanks, and 3.5m CA games, showing just how popular it is.
The solution (for *team* based games, CA):
1) Scrap ELO as a ranking system
2) Increase the tiers to 6
3) Place in tier by overall time played / DMG rating*
4) Have a game where people are matched much better with skill, and care far less about losing
* time/DMG can be calculated overall, and per game (the last X games can determine your tier placement).
While 'ranked', it circumvents the failings of public team based Quake today. It will then not matter if you're on the losing team. It won't matter if you join the losing team to try and balance the game. It won't matter if you join a game with only a few rounds left. All that matters is how much you achieved in the time you played.
It will encourage fair play, and more importantly, to get out there and PLAY QUAKE - DO DAMAGE, in order to 'progress' through the tiers (if you're so inclined to do so).
Damage should be the primary ranking.
Note: vanne posted something similar in a reply in another thread, they were my own thoughts and spurred me to 'promote' the idea to it's own thread.
Note 2: Yes, kills are important, but damage is more so. You can't kill someone unless they have been severely damaged. Mopping up at the end with a stack and the LG/SG is MUCH easier than dishing damage at the start; there are far less variables to consider.
Note 3: Just noticed that ELO is one letter from EGO. How apt :¬)
Note 4: You would obviously still score points for team wins and kills.
Note 5: Yes, I understand QLRanks CA != QL. But it's effect has permeated the game to its core.
For those thinking 'ignore elo': You can't. It has effected so many players it's become a part of QL.
For those thinking 'lolca': Many of us love team based public games. I don't care for ELO, I care for the quality of Quake. There are 4.2m duels ranked on QLRanks, and 3.5m CA games, showing just how popular it is.
The solution (for *team* based games, CA):
1) Scrap ELO as a ranking system
2) Increase the tiers to 6
3) Place in tier by overall time played / DMG rating*
4) Have a game where people are matched much better with skill, and care far less about losing
* time/DMG can be calculated overall, and per game (the last X games can determine your tier placement).
While 'ranked', it circumvents the failings of public team based Quake today. It will then not matter if you're on the losing team. It won't matter if you join the losing team to try and balance the game. It won't matter if you join a game with only a few rounds left. All that matters is how much you achieved in the time you played.
It will encourage fair play, and more importantly, to get out there and PLAY QUAKE - DO DAMAGE, in order to 'progress' through the tiers (if you're so inclined to do so).
Damage should be the primary ranking.
Note: vanne posted something similar in a reply in another thread, they were my own thoughts and spurred me to 'promote' the idea to it's own thread.
Note 2: Yes, kills are important, but damage is more so. You can't kill someone unless they have been severely damaged. Mopping up at the end with a stack and the LG/SG is MUCH easier than dishing damage at the start; there are far less variables to consider.
Note 3: Just noticed that ELO is one letter from EGO. How apt :¬)
Note 4: You would obviously still score points for team wins and kills.
Note 5: Yes, I understand QLRanks CA != QL. But it's effect has permeated the game to its core.
Edited by *b0se at 04:28 CDT, 15 July 2014 - 7470 Hits