You only get points towards leveling up if you win the match.
Approved.
I like this idea.
> You only get points towards leveling up if you win the match.
My only problem with this is that it would probably make the quitting problem that much worse. Maybe maybe giving the winning team a good sized bonus along with making the objects worth more and giving the full team xp for objective captures ( hopefully this would promote team work) might work slightly better in my opinion.
That would make more sense. I’m doing terribly, but somehow I keep leveling up. I don’t want to level up so that I’m playing infinitely better players ALL the time.
My K/D ratio is bad enough!
W/L > K/D
> > You only get points towards leveling up if you win the match.
>
> My only problem with this is that it would probably make the quitting problem that much worse. Maybe maybe giving the winning team a good sized bonus along with making the objects worth more and giving the full team xp for objective captures ( hopefully this would promote team work) might work slightly better in my opinion.
I say put in strict penalties for quitting. I think JIP should be compensation for teams who’s teammates have quit on them, not incentive to quit. But that’s another thread.
How bout you get exp based on objective related medals no matter if you win or lose? I’m iffy on that idea though to be all honest, because it might compensate certain objective behaviors while ignoring just as valuable ones. PERHAPS a combination of that and your idea would work. Idunno though. I say just make quitting suck big enough, and people will suck it up.
Solution… RANKED if you lose… You play with other lo… “Players who didnt win”
it should have been that way from the beginning…
1: Only the winning team gets XP.
2: The faster the game is won, the more XP the winning team gets.
3: ???
4: Profit
It would be a good start, and it’s how it’s should have been from the beginning.
How wound not giving XP to half of people playing the playlist fix it’s small population? Lack of logic in here.
Not to mention this wave of quits when losing team members see they don’t achive anything by finishing the match…
> How wound not giving XP to half of people playing the playlist fix it’s small population? Lack of logic in here.
>
> Not to mention this wave of quits when losing team members see they don’t achive anything by finishing the match…
It’s not about getting people to play the Objective playlist.
It’s about getting people to help with the objectives in-game, in the playlists. There are a lot of stat padders there who only farm kills.
Did you ever play Multi-Team on Reach? KotH, always, always had atleast one team that sat outside the hill and went only for the kills. If they had any points, it was by mistake. Even when there was 12 votes for KotH.
A lot of players avoid the objective in objective playlists like the plague, just so they can farm their precious kills.
Also, for quitting.
If a player quits a match, that player does not recieve any XP in any match that would give XP. Quit three matches, then three wins without XP.
Disconnected? Tough luck.
Incentives to win, and incentives to not quit.
Unfortunately there are a lot of players who simply don’t care about the win (be it slayer or objective) all they play for is their K/D. Even if they do care a little about winning it’s hardly enough to convince them that dying 10 times is worth it.
Not getting experience for quitting (or not winning if it were changed to work like that) would do little to discourage anyone. I mean, i am SR130 so I don’t even get any XP for any of my matches ever. AN ANALYSIS OF QUITTING AND HOW TO PREVENT IT < see this for more info on quitting and why XP penalties are little to no use in preventing it.
The only solution is more restrictions on TrueSkill when setting up the match ie: Ranked Playlists
The players who win in ranked objective playlists would have a higher skill and hence get matched up with other players who have high skill (because they also play for the win). Players who simply go for kills would never (or hardly ever) win and stay in the lower skill bracket and out of your games.
Ok then, I understand. Much better solution would be if points for killing in objective gametypes were not counted. Not into XP, not into stats, not anywhere. More points for doing objectives would do the work too.