Thus spake the Google:
pro·gres·sion
prəˈɡreSHən/
noun
the process of developing or moving gradually towards a more advanced state.
By this definition (the topmost at Google, and one that makes obvious sense) the point-based “progression” rewards for Versus are patently not “progression”, because you can’t reliably “progress” from the beginning (no rewards) to the end (full rewards). With win-based progression rewards, someone like me with a life (40 hour a week job, wife and kid, extracurricular responsibilities, etc.) could play games here and there when time permitted, and I could reasonably expect to eventually achieve the progression rewards for my CL.
My experience with the points-based PvP “progression” in the past is that there was a hidden equilibrium point (usually somewhere around 750 points) that essentially there was nothing I could possibly do to break through, and the topmost “progression” rewards were 100% out of reach. As a result, I would typically play a burst of games (the earlier the better) with as aggressive a team on offense as I possibly could to reach the 2nd Hero Points reward, and then ignore the event from then on. Having something to work toward in the win-based (i.e. actual) progression rewards system kept me interested, and I ended up playing more than 40 games, as I would get sucked into the placement race.
Which reminds me… when the top player in the placement has a score of around 750-800 in my bracket, does it even make sense to have a reward for 1200 points? Does anybody ever even get that reward? Apparently at the higher brackets you can earn that many points, but at CL 4 I never see anybody with a score even close.
I have read a couple of threads on this topic, and it seems that there are other issues at higher CLs that might reasonably make players reluctant to play a full 40 games per event. I am 100% in support of fixing those issues, whether they involve a gradual compression in numbers of wins actually required to achieve the top rewards so that the highest CLs aren’t a slog, tweaking the rewards themselves so that players with well-developed rosters aren’t incentivized to slum the lower CLs, etc. I don’t see any inherent incompatibility with a win-based progression system and graduated rewards to keep those veteran players engaged in the CLs that they are intended to be in.
What I don’t understand is how “progression” rewards can rationally be based on a score that fluctuates up and down, with hidden equilibrium points that essentially cap the achievable rewards, or why I would want to play any more than the absolute minimum number of games with which I can feel satisfied in such a system.
/rant