Quote Originally Posted by Dizhonor View Post
1. Kick the offending players: But this requires people to select "yes." In my experience, you're going to have "don't tell me how to play" trolls who are going to click "no" because they think you are being a playstyle-nazi, or you won't get sufficient votes because too many of the people who can vote are the offending players you are trying to vote-kick (if half of your team are AFK'ers and bots, then you're out of luck).
My experience has always been the opposite. People always hit Yes without considering whether the person actually deserves to get kicked. If the Vote Dismiss thing says they're AFK, everyone will assume they're AFK and they'll get kicked.

Quote Originally Posted by Dizhonor View Post
3. Tie rewards to individual-effort: There's many ways to win a match. Sometimes the 'effort' that contributes to a win isn't measurable. For example, by harassing the enemy by constantly being a presence around their base, making them divert people to make sure you aren't going to capture it. So if rewards were tied to individual-efforts, then many of the non-tangible/non-measurable efforts would go unrewarded. It would also punish individuals for thinking creatively rather than being rewarded for mindlessly following a zerg.

4. Tie rewards to final points: The only result that matters is the final points. And points are acquired through killing the enemy, shattering crystals, and so on. Because current rewards are tied to place, points are only valuable insofar as they secure place, and in any case arbitrary. For example, in one match 2nd place may be acquired by 1500 points. But in another match, it may be acquired by 500 points. So if 2nd place is worth (say) 500K experience, then you can acquire 500K experience with 1500 or 500 points. So the current system promotes defeatism; after all, why continue fighting f you can get 2nd place with 500 points? Therefore, by tying place to points, you make acquiring points relevant even if you're on the "losing" side, because you get more exp by finishing with more points. This would discourage defeatism for many. It might discourage minimalism for some. It might do nothing at all about AFK'ers or bots.
You seem to be arguing against your own point here. As you said, many actions that could lead your team to victory aren't going to show up on the scoreboard, so tying rewards to personal points seems like a bad idea. There are two other major problems with this solution, as well:
1. It would be incredibly difficult for the devs to set up a system that calculated rewards based on Kills/Deaths/Assists/Damage done to players/Damage done to Ice/Amount of time spent on objectives/Healing done/Damage mitigated etc.
2. Even if they did do that, people would quickly find out what gave the most rewards for the least effort. You might wind up with people healing each other in spawn the entire match, because you get higher rewards for Healing Done.

As an aside for "Which GC is better?" Since the PVP changes, Frontline has been anyone's game, at least on Aether. Sometimes Maelstrom will dominate, sometimes they'll lose spectacularly. The same is true for the other two GCs. Sometimes it'll be a tight three-way race. Sometimes two teams will be neck and neck with the third struggling in last place. From my own experiences, I've noticed absolutely no GC consistently doing better or worse since the update.