You would probably want a combination of kills and damage done. I know, for example, when playing battlegrounds in world of warcraft it was quite easy to top the charts on kills without even doing the most damage if you just went out of your way to get the finishing hit. I played that game for a few months a while back and I certainly recall games where I would be first place with 50+ kills with second place in the twenties, but I'd only be 2nd or 3rd in damage dealt.
Yeah for your position on the ladder of course, I just mean that both kills and damage would be on the ladder recorded, so that you could mesasure yourself in terms of individual contributions. So you may have done less damage to someone, but you could say you got more kills or something. Certain jobs have a harder time getting higher points sadly, but that's once again not a problem with this suggestion.
I don't think that they should reset it weekly. That is really too quick for anyone who doesn't play the game constantly to feel like they're working toward something. They'll probably end up resetting it occasionally as scores blow up, but if done correctly it would probably be every 1-2 months, not every week. This would be for a ranking system. If it's simply a score like the one I proposed earlier, it would probably be something with a running average with some limit on games/time period to start "dropping" scores out of the average so that people aren't being ranked on how they performed a year ago or such.
Agreed, it would be a silly system especially for clans, if a clan maintains a decent spot for a long time, new clans would have to play for as long as that old clan to stand a chance of getting on the ladder, when the old clan could have just played for longer (therefore it's not recording the skill of the clan/individual). I don't know another way to do it so it constantly changes without building up over time. Perhaps the results you have could remain persistant, so that you could have your kills/damage/heals always recorded but you would be a given a rating based on current performance? And the rating would go up to a number, say? Do you know what i mean?
And perhaps for getting and holding a 1, 2, or 3 spot you could get some sort of strike on your account, just something to represent the fact that you did it, so that when/if the ladder resets you still have it recorded that you have attained that position (and it's showable to others somehow, I don't know about this idea, it's just an additional musing).
The way that you support people playing correctly is giving a bonus when things are done near the objective (crystal) or when people complete/assist in the objective (damage/heal the crystal). If people get more points if it's done near the crystal, then people will tend to be closer to the crystal. Furthermore, assuming people like winning (pretty safe assumption...) they will do the objective. Making a system that rewards it just helps with that. The ranking system doesn't innately make people less likely to do the objective. Some people will go off to try to boost their personal rank, but since the rank doesn't directly influence their reward for the game, and tends to give points for doing what the current system rewards them for, I don't see why there would be much difference.
Agreed.
Give bonus percentages to people on higher rankings. Received extra honor points for example, unique quests depending on the rank. Points for retaining no.1 rank etc.
I really this idea, or some variation of it.
I would actually love to see this be implemented in game on some kind of daily scoreboard of the participants. It would definitely bring up the morale of the gameplay giving players something to strive for while farming and earning better gears. I know I'd have a hell of a fun time trying to get on some kind of ladder . I hope a DEV or a CM would be able to comment on this on their own personal thoughts about it.
You've got it pal! I think the potential returns for the investment of time and money into this suggestion far greater than many additions of content or rebalances (although those things are obviously important), just because they're a motivating factor - something lacking in the current game.