MMR has a fundamental flaw. The assumption that players with weaker rosters should not be matched up against stronger rosters and still get same rewards is a flaw rather than the solution. Fundamentally, the goals of MMR are that flaw prevents changes to MMR from working. A better premise for a game might be that everyone should be able to improve their roster an equal amount with an equal level of effort.
Part of the problem is that MPQ has tiered rewards that give better rewards for top performances. A typical 400-day roster from a competitive player might have 2 maxed 4* characters. To improve those rosters, veterans have to be scoring 1000+ points in a PVP. A 300-day roster is about ready to make the 3* to 4* transition. They need probably have 6 maxed 3* characters and need to score 700-900 each PVP. A typical 200 days roster is in the middle of the 2*->3* transition and needs to score 500 points and so on.
A “no-MMR” system works because players naturally stratify themselves into these levels. Veteran players with 3*/4* rosters breeze through the first 700 points. They fight for placement in about a 400 point band (between 700 and 1100). 3* players breeze throught the first 500 points and fight for placement between 500 and 800. 2* players breeze through 200 points and place between 200 and 600. Intuitively a world with no MMR works and provides a strong incentive to get a better roster. This isn’t a perfect system - top players have to do 28 easy matches to get into the 700 point range to actually start competing. This leads to weaker rosters getting hit by people that they can’t beat in retaliation. However, on the whole, the “No MMR” world works.
With MMR-systems, when those players are matched exclusively against people of the same roster strength, scoring bands form at much lower levels. However, this would provide no way for most rosters to improve since the rewards at those levels are not sufficient to improve that type of roster. It also provides little incentive to improve a roster. It does prevent weaker rosters from getting trampled. However, on the whole, a “MMR based world” doesn’t work.
In other words, we want a system that has 3 goals:
- Give players a way to continually improve rosters
- Give players a strong incentive to improve rosters
- Remove “trampling” of weaker rosters and get players into meaningful matches sooner.
- Remove “tanking” and playing of non-meaningful matches
There are many ways this might be done. One way is to take inspiration from sports and stratify players into “divisions” where each division has progressively better rewards. For example, you might have 4 divisions where the top 20% of each division get promoted to the next higher division every 4 weeks and the bottom 20% of the higher division fall back to the lower divsion (kind of like the English Premier League). For doing 5 PVP fights at one level, you get all the rewards from the previous levels. This would be a lot like starting all veteran 4* rosters out at 600 points under the current system, 3* rosters at 400 points, and 2* rosters at 200 points, and 1* rosters at zero. This would reduce the “trampling effect” and provide a strong incentive to improve a roster - to get into the highest division.
But does it work??
- Yes - It gives players a way to improve rosters (yes - you get a really good “door” prize for just showing up in the top brackets)
- Yes - It gives a strong incentive to improve and get to the next level (and spend HP/boosts to get there!!)
- Yes - It largely removes the trampling effect - players at all levels can be successful in their division
- Yes - It also removes tedium of “tanking” and playing lots of meaningless matches against weak teams.
But wait!! There are still some kinks to work out - shield hopping and alliance ranks.
Super high scores for PVP exist in the current system because players coordinate hops, attacking shielded friends, to avoid retaliations and get 30+ point victories. This is the type of ridiculous behavior that should be eliminated from a game. This is a bit harder to address without system changes. So, lets get rid of variable points for fighting higher level people. Every fight gives wins 1 point, losses negative 1/2 point. Change shields so they prevent lost points but don’t make people invisible and create rule that you can only attack people once per PVP. The more matches you play, the better your score - no more looking for 50 point fights.
For alliance scores - rate every player in the game. Give a bonus to everyone that played in an event based on difficulty of the divsion. Set scores so that top 20% of people in lower division score better than bottom 20% of people in higher division.