Braindance, on 22 June 2013 - 06:13 AM, said:
I. Removing MMR
a. Shorter queues – high rated players meet lower rated players and vice versa, with the same net effect on the speed with which team rating is gained (for the more experience players)
b. Much harder to abuse. There have been countless examples of how MMR has been exploited in the past. I don’t remember such stories from BC, apart from the traditional win-trading
c. Discourages team hopping. This might seem bad to streamers/high rated players, but it also makes lower rated players take care of their team, strive harder to maintain w/l and increases overall activity since you have to work harder for your rating. Also increases glad spots due to less disbanded/inactive teams
d. Much harder to snipe due to (1)
e. Effectively kills boosting, since it requires much more effort and time. This safeguards players from unemployed leeches that sell pixelated titles, and actually forces them to play the game themselves
Every new team will start at 1500. I can't see how this will result in shorter queues on high ratings, maybe on the low/mid rating ranges, but are queues a problem there anyway [I play on Outland, so I might be spoiled]?
The speed at which rating is gained is definitely going to be much slower. You can get up to ~90-something rating per win while your personal and team rating are catching up to the teams matchmaking rating. How does this even compare to winning the normal 16-20 rating vs equal teams while you're in the 1500-2200 range, where you'll get matched up vs plenty of teams, both slightly higher and lower? I played shitloads in TBC, and leveling a new team took 30-40 games at least. Games of crushing noobs, mind you - not exactly healthy to attract new players to PvP, is it?
You don't remember such stories from TBC? Before personal rating, you could get Gladiator just by having enough % played in the team - people sold it for gold in Season 1 on trade channel. Season 2 was probably the biggest scum season of all, because leaving queue after pop resulted in a game not happening at all, so wintrading was trivial even during primetime - you could literally find a couple of randoms on trade channel, give them one of your high rated teams and instruct them on what to do, and wintrade between your own teams (I know someone who did this, I shit you not). This existed the entire season. For every legit S2 rank 1, there's a dozen wintraded ones, let alone Gladiator. Don't you remember that selling 2k teams on trade was actually a thing? I don't remember what exactly we did in S3 and S4 after personal rating was introduced, but we somehow boosted people in 2v2, and these boosts were the main source of gold for me.
This won't affect boosting in any way. It's all about team and personal rating right now, it'll still be without MMR.
I'm not saying that the current matchmaking system is perfect, but removing MMR and using the TBC system is definitely not the way to go. They introduced MMR for very specific reasons. If anything, I think it's team and/or personal rating that have to go or change. I'd love to see a simpler matchmaking system, with less ratings, less "locking" to teams. Also, I feel like they changed the math somewhere during MoP, as queues feel a lot shorter now - even if you look at streams of 2.5k players, it's much better than it used to be in Cataclysm.
I agree that achievements/statistics/rewards have to change, though. I've talked about the reward system plenty of times before, you know my point of view on this anyway.