I think FL in particular is currently being held back because the rewards (particularly roulette XP) are too generous and too evenly distributed, along with the fact some players seem to need every glam and mount in the game. That said, I agree with you that if performance-based rewards actually increased effort (both short-term in match participation and long-term in players trying to improve), then they should be encouraged. I'm also more than happy for people who are more effective at positively influencing a match receiving a reward boost, but as discussed above, this is challenging to implement. Worse, the simples solutions could even be counter-productive.
Here's an example. Suppose there was a far larger difference in XP for first, second and third. At first sight, this would appear to encourage people to try to win. Now suppose your premade with its 55% win-rate is on the field. Definitionally, this means in most matches the two teams you are not on will not take first. Moreover, depending on the map, this is obvious from the first encounter or two. (Magnified when someone types in chat" "Oh no, it's Olivia, we're playing for second.")
So what happens when there is a significant XP gap between first, second and third? The two non-you teams conclude they maximize EV by beating up each other and playing for second, thereby removing the primary counter to your premade and not actually playing to win at all. How has this helped?

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