
Originally Posted by
BloodRubyXII
Rating decay is not designed to continuously measure skill, it's to ensure that people cannot sit on a rating for rewards which is detrimental to queue activity.
If the point of a rating is to measure skill as accurately as possible, changing it in any way except to reflect changes in skill goes against the point of having it in the first place, as it dilutes the accuracy.
More reasoning below, in spoilers since it's drifting off topic.
I gladly agree that a lot of modern games use it - Because their ratings aren't meant to accurately reflect skill in the first place. Since you brought up LoL, LoL uses a hidden MMR as "skill rating" to match you, which has nothing to do with your visible League rating. They are quite aware that it's stupid to change a skill rating when skill isn't even concerned, so they implemented a separate progression system so they can punish you for misbehavior (like queue dodging) without affecting your skill rating.
And this split is something you can abuse to a degree, I did that one myself for the lulz once: You could dodge your promo series in champ select and it would count as a loss. Your MMR was unaffected. If you kept playing and winning, your MMR would rise and you'd be matched with better players, but by dodging, you stayed a dirty bronze scrub as far as the League system is concerned. And then you scrape Diamond and everyone is losing their minds over the bronze guy in their group.
It was a world of fun! You got WTF messages every other game. And it was probably the reason why they later implemented the automatic promotion - They probably didn't enjoy people leading their smoke and mirror league system ad absurdum all that much.
Not sure how other games handle it - Once a feature is "established", a lot of developers simply copy it without thinking about it and the ranking system in this game is probably one of the better examples of that. They aren't much better than normal people in that regard.
That said, since this game's rating doesn't have much to do with skill either - there are people not just rising, but rising into the highest echelons by losing more often than they win since Season 1 - there is no harm in making it even less so. I just find the ranking as such increasingly pointless, but I suppose it is a form of progression system and people don't really care about it being more.
That aside... 20 games per reset? Assume 5 minute match length, 15 minute queue (optimistic guess) and you end up with almost 7 hours playtime dedicated solely to holding your Feast rating every week. Yikes! That's a lot.
For perspective, even in League of Legends Master and Challenger tiers (Top 0,07%), you only need to play roughly 1 game a day (7 a week), with up to 10 bank slots. Gold and below (85%) doesn't have a decay at all and the rest between doesn't start decaying until 28 days of inactivity, even 1 game will suffice to clear that. In other words: For 99,93% of the ranked playerbase, the rating decay will amount to one game a month at most. That doesn't increase queue activity much, does it? If we generously assume 10,000 players play Feast and translate the numbers, only the top 7 players would have to play more than 1 match a month. My, that's gonna speed up queues tremendously!
More than that, all ranks above gold only get the same rewards gold gets in a different color, yet gold doesn't have decay at all. The main reward spots that award the exclusive skin aren't even affected by decay. For them, that's ~ the top 40%. For us, that would probably be the top 100 reward.
In the light of this... do you really think they do their rating decay to prevent people from sitting on rewards and increase activity? Do you think it a practical measure? One game a month at most for 99,93% of the population? Practical? Really? It isn't. Translate the numbers to our playerbase and you can easily see how tiny the effect on activity actually is. If they really do it for that reason, it isn't fulfilling its purpose very well - I'm more inclined to think they simply want some movement in those highly visible top spots. I can't think of any game that has rating decay as strict as you suggest, most of decay implementations have such a small effect on activity that it's doubtful that is their main purpose.
That all said: That still doesn't help on the way to find an endgame. Segregation requires participation, which, in lieu of people playing it for the heck of it, requires rewarding said participation. At the same time, you don't just want to reward participation alone, because you also want people to try. And any reward you do use is only a temporary drive. Odds aren't exactly great.