Proposal: Solo Ranked Rating Graded on a Curve By Class

I put this idea in Eric's Win-traders, Exploits, and Actions Being Taken thread, but I figured I would start a new thread to get some more critique.

Please Note
a. I understand that rewards are based on highest earned rating and the leaderboards do not display that information, but this is the best that I can do with the data that I have. It's just an example of the process.

b. I know that we have the token system now, which is awesome. But the number of games that one has to play in order to get the top end rewards makes it impractical for many players.

Introduction
One of the most commonly stated issues with PVP in any game is the issue of class balance. In SWTOR, we have a solo ranked game mode in which the reward tiers (gold, silver, bronze) are issued using the same measuring stick, regardless of class balance. This does not make sense. I believe that there is a better way.

Proposed Solution
Grade advanced classes against themselves, not against other advanced classes. Sorcs should be graded against other Sorcs, Mercs vs other Mercs, Juggs vs other Juggs. This can be accomplished by granting gold, silver, and bronze tier only to a certain percentage of a given advanced class. So, if there are three thousand Sorcs in the pool, only a certain percentage of those three thousand will get gold, silver, and bronze. This effectively moves the required rating up or down, based on the performance of that advanced class as a whole. The same is done for every other advanced class.

Example Using Data from The Harbinger
Spoiler

I'm using only data from the Harbinger server for two reasons:
1. I feel that there are opportunities on smaller servers to work the system and skew the data points.
2. It's easier for me to look at only one server than to have to go through many more pages when including data from all servers.

Perhaps I'll look at all servers combined at some point. But for now, it's just the Harbinger.

As of May 2, the number of 1600+ on the Harbinger is as follows (merging factions to Imp names only):

Sorcerer: 31
Powertech: 13
Marauder: 4
Mercenary: 4
Operative: 4
Assassin: 4
Juggernaut: 2
Sniper: 2

Please note that I could be slightly off because I had to manually look at the leaderboards, so I may have double counted a duplicate somewhere, but I feel that these numbers should be mostly in line with what the leaderboards show.

Now, let's go through an example and compute the gold tier rating requirements for each advanced class. First, Bioware would have to come up with a percentage of players that should receiver gold tier per each Advanced Class (AC). Let's just go ahead and use the completely arbitrary value of 3%. Then the Formula used would be as follows:
Code:

(# participants of given AC) * 0.03 = n
Round the n value up or down to the nearest whole number, then find the nth ranked player of that AC. This will set the rating requirement for gold tier.

Let's go ahead and apply this formula, using data that I manually read from the leaderboards on May 2. The gold tier thresholds would then be as follows:

Powertech: 1707
Sorcerer: 1611
Operative: 1525
Sniper: 1497
Mercenary: 1485
Marauder: 1469
Assassin: 1417
Juggernaut: 1360


Problems
1. As pointed out by DarthRaika here, it may be better to set the upper bar at their normal ~1600 rating for all Advanced Classes in order to not punish over-performing classes, but rather to help out the under-performing ones. Also, Dzillah pointed out that in the case of Powertechs, the fact that PT tanks seem to be doing so well really makes things much more difficult on the other specs. The same would be true for healing Sorc vs Madness.

2. Also pointed out by DarthRaika, the huge ELO swings in the first handful of matches would make it very easy for a player of an under-performing class to get lucky and hit gold within the first 10 or 15 games. This would mess things up quite badly. Bioware would have to do away with that.

3. Players would certainly try and abuse this system by simply playing a bunch of characters of a given advanced class in order to increase the size of the pool and therefore lower the threshold. This could be mitigated by only using characters that have played a certain minimum number of games in the calculation.

4. Under-representation. Currently, snipers suffer from a lack of total players and the handful of very good ones seem to raise the average. The hope is that the lower rating requirement for an under-represented AC would encourage more participation for that AC and thereby correct this problem.

5. Players want to know where the bar is going to be set. Having a single number for gold, silver, bronze makes it much easier for players to get a pretty good idea of when they have hit their desired tier. This proposal could be much more dynamic from season to season, depending on class balance. It may become more difficult to know when you have hit your desired tier.

P.S. I would be tempted to apply the same formula to each faction. In other words, Sentinels are graded against other Sentinels (not Marauders), etc. However, I fear that this could be abused somehow. I'm also not convinced that it would change anything in terms of faction representation in solo ranked.

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