Quote Originally Posted by Nalien View Post
Stuff like that, obviously I'm not going to work exact values in there, but you get the idea. All of that is tallied, all completely transparently so you can look at it and go "Oh, I get points for using Sleep? Better start using Sleep then", then the final result acts as either a bonus or multiplier.
I can definitely agree with this, because added transparency in a competition is almost never a bad thing (unless it reveals an exploit or gives someone an unfair advantage). Personally, I'd like to see all this data anyway (including job rankings), just for the sake of comparing stats and player data. That said, l there are a few inherent problems in such a system, especially in an MMORPG like this.

The first problem is establishing weight of general actions. How do you determine the value of contributions? For example, is Dps rated higher on the multiplier than CC actions, or are they the same? If they're the same, a person could run around the entire match simply stunning people willy-nilly without any sense of tactics and score the same as a person who busted their butt to actually score a kill. That's an easy exploit for maximum ranking without any effort, which obviously is not a good thing. However, if they're not weighted the same, then you have the reversed situation in which players with high CC are scored lower just for using it, basically penalizing them for doing their jobs. You highlight Pld's and Blm's as jobs that would likely have an easier time climbing ranks, but in reality it could be the exact opposite. The fact that they have such a high CC and have to actively divide their attention across multiple things puts them at a disadvantage over players who's job it is to simply burst down a target (especially Pld's, who have to constantly juggle Dps support with Healer support with enemy Healer suppression). High CC players could score lower by default even when they are playing better.

Another problem is this:

Quote Originally Posted by Nalien View Post
Your team won, but all you did was Hide in the corner with Medals or die a lot? Hopefully you'll lose rating.
Don't get me wrong, I hate the current state of ninja's hiding with a stack of medals to secure a win. However, not every player who does this is being intentionally dishonest by exploiting the move. Sometimes they don't have a choice. Say, for example, the tank on the enemy team is an idiot and gets 9 stacks of vulnerability and dies. You could let his medal drop expire and work up from scratch, but you'll probably run out of time before that point; so, there's only really one option. Someone has to pick them up. That leaves the Tank, who's likely going to pop some serious buffs and play ring around the rosie on the staircase until the match expires, or the Ninja, who is likely going to hide. That player is actively doing exactly what they have to do to secure the win for their team, bu with this system they'd be punished for it instead of rewarded, especially if they happened to have a somewhat lack luster start to the match (sometimes you just get an off game).

I do like the system, and I would definitely want to see it implemented in some form or another. (even if just a leaderboards thing so that I could view my comparative stats). It's just that I would want to make sure that the implementation is fair if we're going to have it effect our rankings, especially when there are certain things that could potentially be exploited by dishonest players. Though, in the end, it doesn't really make a difference. I can't imagine SE implementing a system like this, simply because of the amount of work it would require to do so. They've given us enough gripe about system limitations and storage space that I can almost guarantee that this will never be a thing.