Probably too tricky.
You can’t have KPM change both MMR and CSR. It effectively double dips in the next game when MMR changes your CSR.
And I’m not sure they really want to put KPM front and centre to CSR changes.
It’s only a weighting. And it’s relative to your performance vs opposition MMR. You can go positive, with an impressive KD, and still fall short of expected KPM. That will just confuse people further.
We’ve already seen people here on Waypoint struggle with the concept of KPM vs KD.
I’m sure they have tried. But KPM isn’t an easy concept to sell to the masses.
Maybe they could start by introducing a medal for finishing the game with more than expected kills and less than expected deaths. That would at least introduce people to the concept.
I can see what you are after. And your intentions are good.
But I think it all falls apart when your CSR is above your MMR. You really don’t want your CSR going up too much in this case. You are only going to lose it all on the next loss. And if you introduce KPM to CSR they are going to have to either give you even more points that are only temporary - or inconsistently apply them depending on your MMR.
I think it would just confuse and aggravate people more.
It would work beautifully post placement. Your CSR would rush to meet your MMR faster on the back of good personal performance. But once you reach your skill ceiling and the grind becomes real - I think it would create too many problems.
I’m suggesting that the CSR scale isn’t a particular precise representation of your skill.
It’s supposed to be an average (or at least smoothing) or your MMR. It looks like the volatility of the MMR is left to fluctuate by 50 or more points a match (from Menke’s various MMR graphs).
At the moment players are accumulating and losing CSR points that are not reflecting game performance or change in skill. 10-15 points up or down has no contextual meaning. It’s just a visual rank oscillation.
But people are investing way too much emotional energy in these CSR blips. Both in terms of time and effort to “earn” them (including toxic play) and getting upset with the system when they lose them.
We know that your overall average rank doesn’t change on a game to game basis. For most people it doesn’t change day to day, or even week to week. So why are we making it look like your rank actually changed on the basis of that game?
If you had a smaller scale. Say 1 to 100. You can just get on with playing. Your MMR can jump around in the background as it needs to. And your CSR can fluctuate at a less stressful pace - drifting up or down over the course of ten or more games.