Resetting the mmr is just asking for endgame players to farm newer players no contest. Its boring for both sides, I can only waste so many hours sitting in que just to end up in 5 min games where I go 30/0 before I just afk outside enemy spawns during matches because players don't drop down.
EDIT: here's my MMR post:
ESO is not a competitive game by any means, so you first need to make a
simple functional MMR system that is actually implementable before talking about the combat aspects. Because there shouldn't be 8v8 or 4v4 or 4v4v4 games where new pvp players ever fight someone with 5000+ hours of pvp. We shouldn't have to reset mmr for any reason.
There are really only
2 main metrics that should matter for MMR. One being your K/D/A and another being your Healing. The next question is should these be character or account bound?
- K/D/A should probably be account bound as it will signify if someone is a higher tier player or not over time. If someone is repeatedly going 40/0/15, they should be bumped up. The KDA of a match signifies whether you should be bumped up or down the ladder value. New characters would place you on your account mmr but not raise your account mmr until you match the previous value. You can split up the ladder value wise however you like. This is where you could make ranks like bronze/silver/gold/platinum/diamond.....People LIVE for achieving these titles in games.
- Healing mmr should be character bound. At least in this case games could pair different teams with players who tend to play healer. I can't think of another simple way of balancing out healers. The problem comes when a character switches builds. Perhaps simply save the last match's healing data for the next que. So after the overall match is paired up from KDA you would then sort the teams based on the healing mmr variable saved. Now healers don't exactly get kills, so you would also need to make a system to determine who is a healer and then weigh their kills and assists oppositely.
We all know
the leaderboard is pointless, the bg "score" means nothing. I honestly don't even know how to see the leaderboard, havent cared since the first week bgs came out. Just delete it entirely or completely separate it from the MMR system. We should not be resetting the MMR system because of the leaderboard rewards. Zos doesn't have the time or knowledge to make a more complicated system that other competitive games can tailor on FAR less complicated combat systems.
Having a functional MMR system and ranking system could setup ESO for some crazy features. Quite a few mmos have Moba style matches where you have longer format games of 20-30mins with pvp and pve aspects to win. Its content that literally writes itself and keeps people logged in the game. Without having to inflate player numbers with fake daily writ logins.
Different ques separating group, solo, 4v4, and 8v8. You quite literally need an addon to be able to que up for all ques at the same time. Otherwise you will spend 4x the time sitting in que just because the game doesn't have enough players participating in ques. IMO with a functional running mmr system you don't need these different solo/group ques. 4v4 and 8v8 could also be baked together and be more of a preference setting.
Spawning is another major issue where players should spawn in defined waves together to incentivize regrouping. However even if wave spawns artificially regrouped players the next issue is dropping out of spawn breaking up the groups
Dropping out of spawn is a guaranteed death sentence. Typically we could assume the losing team is the one that died and is stuck in spawn. So now the losing team is expected to drop 2-3gcds down into an enemy team that already killed them before? You essentially are starting out a group fight down multiple players and at half health against enemies that already beat you before. ASSUMING the whole team even drops at the same time. Ideally zos changes spawn zones to be at level with the ground through a 1 way wall. This way the hesitant players can stay balled up and trail out of spawn. Many other games do soft walls with turret and heal mechanics protecting the spawns such that they can come back from a loss together. The only game mode where this could be an issue is probably chaos ball, but that could be adjusted to require the chaos ball holder to walk to objective points across the map to turn in the ball instead of camping at their spawn with it.
Incentivizing objectives. It is no secret that players like to pvp to pvp. The problem right now is that objective game modes end the game so fast if you participate. So endgame players who have been in que for 20+ minutes don't want their game to end quickly. It would be better to make the game end after a set time frame like 10 minutes or 15 minutes instead and then give AP or other rewards for completing objectives and scoring the most during the time period.
If other topics come up in discussion I can add them to this original post here