First off: the representativeness of the sample.
People using the term ‘easy’ to refer to 2 hours every reset or ‘lazy’ to people who can’t give that sort of time are clearly a skewed sample. People who have signed up for the forum, esp those on this thread, are not a representative sample–It is an incredibly small percentage of people that can commit that amount of time especially considering it’s in addition to the other aspects of the game and that there is almost always a PvP tournament going on.
My proposal would be two-fold:
(1) Ranking be based not on absolute score (as proposed) or relative ranking (as exists) but on quantiles.
Players in the lowest quintile get x, next quintile get 1.5x, third quintile 2x, etc etc and then ranking in the top Y positions (eg 100) earns additional points (similar to what OP proposed).
This way, being passed by players over time is counteracted by new players making it to the low end of div 1 and the result is the scoring bracket you’re in doesn’t change as much as it otherwise would.
(2) The second part of the proposal is being able to ‘lock in’ your ranking. If you work to make it into the nth quantile, you should be able to lock in your ranking at a position near there instead of having to constantly prove you deserve to be there. Eg:
If you work to be in the 88th percentile, you should be allowed to lock in (possibly at a cost of some PvP gems?) at, say, the 83rd percentile and get the rewards of whichever quantile that corresponds to.
I apologize if this is a bit technical, I could elaborate but the tl;dr is this:
- With rewards allocated via absolute scores (proposed) devs need to guess how hero limitations, hero modifiers, player participation, etc will affect score distribution and end up using guesswork to estimate how to have rewards match up well w said distribution (everybody getting the highest prize is no good, same as nobody getting said prize)
- With relative ranking (current) you have the issue of the only thing mattering being whose ahead of you as opposed to how you compare to all players. This results in relentlessly fighting to hold rank and anxiety that wears people down.
- With quantile ranking (counter proposal) players are rewarded based on how well they perform relative to all players. This way rewards are allocated relative to the distribution ensuring that the ideal proportion of people get each reward. (This is also aided by the optional use of ‘locking in’ your percentile rank)