
Originally Posted by
Malackye 
You bring up a very good point and its very sound advice. Just needed to vent and get it off my chest. Just gets tiresome sometimes.
And yes, ELO should go back to being invisible. If its nothing more than a matchmaking variable, why even show it like its anything remotely useful?
Because Rift pvp doesnt have a measurable variable for players to measure themselves. MMO's are all about progression and watching your character and skill grow. Leaderboards satiate this in a small way, but its not perfect, and people who play more look better. Making ELO visible I think was meant to give players some idea of their own shot at winning. A higher ELO to an extent is meant to predict a players contribution in a match. This can be both good and bad, because the ELO system balances teams based on total ELO. It's all predictive. This system was developed for chess originally by a dude named Arpad Elo and uses a lot of variables to predict outcomes. It's not perfect for MMO's because it doesn't account for other erroneous variables, like latency, immediate wins that the player actually didn't play, 2 team PM ques late at night (this is the one where you see two 5 man PM's on opposing teams dominating on every warfront just about), and many other pieces of the proverbial pie.
I'd be all for at least having one or two gametypes that normalize gear if not rift PVP in general. Because in my opinion PVP shouldn't be about who has the best gear. Right now if a player hits 65 and wants to PVP, he really can't unless he's a mage and wants to dom. If I catch a 60k hp player in PvP, I'll gun for them, just to get my blood thirsty proc up. Because I know I can blow them up in 2-3 seconds. This should not happen. Good players who are playing fresh alts, generally do better, because as I've said before, PVP isn't always about DPS and HPS numbers, but ultimately, you're going to be at an extreme disadvantage at this gear level.
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