Ideas for tweaking pug PvP

I wrote a post as a reply to the "PvP a day" thread, but realized near the end of it that it would probably be better to put it in a thread of its own.

Note that the ideas I'm proposing are nothing hugely drastic. This post outlines some of the issues I have and possible ways to fix them. I'm speaking in part from experience with MMO pug PvP in general. Those of you who are more experienced with PvP in this game may have some strong opinions about what should or should not happen. You're welcome to post them here, of course, as is anyone else.

I like pug PvP in this game, to a certain extent. Getting curbstomped for 10 minutes tho (or curbstomping others for 10 minutes) takes the wind out of my sails.

The main issues I take, which are issues I've seen in every MMO with instanced PvP, are as follows:
- Rewards in pug games give too much weight to winning. So rather than competition being the main motivator to win, people get really worked up about not getting full rewards. Which contributes to the creation of toxic attitudes and friendliness draining out of the game.
- Things like matchmaking never account for attitude, so don't-care-minded players often get mixed with everything-matters-minded players.
- Even among organized teams, in RL sports, sometimes teams get annihilated. In RL, these are people who practice together, work together, and have camaraderie. Pugs, however, rarely have a modicum of that unless they're curbstomping, and there's no locker room after a match to shoot the **** with each other (be friendly).

I think most issues in pug PvP would be alleviated if: A) People took winning less seriously (which is connected, in part, to rewards) and B) People had camaraderie (which is also connected to attitude).

Off the top of my head, a server-wide PvP channel (perhaps even private PvP chat channels that are easy to create) would go a long way toward opening people up to connecting more. If teams can be cross-faction, you'd want cross-faction chat for this as well.

People need a way to connect that is low investment and can be done from anywhere in the game. The reason behind this is that due to the nature of pug, instanced PvP, it's unlikely you'd be able to create anything akin to a post-match-locker-room that will actually have anyone other than hardcore PvPers in it. So by focusing on a way to connect that can be accessed anywhere, by anyone, at any time, you're adapting to the go-go nature of MMOs.

Rewards are a bit more complicated, since you don't want people blowing matches to get easy rewards. One way to get around this problem might be to focus rewards more on scoring points themselves, rather than the win outcome (I'm not sure if this is already the case at all, but if it is, highlight it!). The idea being that close matches will give the best rewards for everyone and giving in is the best way to secure the least rewards (whatever the base level of them is). It doesn't completely resolve the issue, as there would still be teams getting curbstomped and getting less out of it, but if focused in this way, letting a team win that is dominating is suddenly a lot less appealing (again, if this is already the case at all, it needs to be way more highlighted).

You might be inclined to say, "Winning should give the most rewards, plain and simple, no nuance needed. Otherwise, what's the point of winning?" But keep in mind that in pug, instanced PvP, winning often hinges on several rolls of a die (who you get teamed with). Few players are skilled enough to carry an entire team and even the ones who are cannot carry a team to victory if the other team has a couple of players just as good. So it's not as if skill is the defining factor in the first place. Luck plays a big role in the outcome.

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