"origDeathfly;c-1661066" wrote:
The downside that I see: ELO has a long memory. This is ok as long as the "teams" don't change much and no one tries to game the system. A weak guild that gets an influx of stronger players would have an advantage corresponding to the amount of power gained. A strong guild that loses a good group of members could be at a disadvantage for multiple TWs. Higher level guilds could game the system by rotating through an alt guild or 2. Tying rewards to ELO rating would help alleviate some of this problem.
Maybe the answer is to merge the current system with an ELO-based system. Mix the current match making system with an ELO system. This would provide stability from where we are but allow for a guild's record help define the next opponent (and possibly rewards)
(This assumes a guild-based ELO system. There are also member-based ELO systems that may be the best way to do this)
The "weak guild that gets an influx of stronger players" wouldn't be at an advantage from the rewards standpoint; they would probably win, but would be in a lower reward bracket. The real loser in this scenario is the team that gets steam-rolled by the previously weak guild. Agree that a mixed system is best for this; let rating have a (heavy) effect on matching, but still use whatever the current garbage system is.
Also agree that tying rating to members is better than tying to guilds. Mitigates the 192,384,761,209,347,189,234 variants of guild hopping that could game the system.