[quote who="transitive" reply="23" id="2252005"]exactly as HateForest said.
skill must be rewarded in competitive games. the appropriate solution to rage-quitting is to properly match player skill BEFORE A GAME STARTS. any mechanic designed to compensate after a game starts is a bad idea.
rubber-banding mechanics such as the one described in the OP blunt the impact of skill. simply put is against the spirit of fair competition. rubber-banding mechanics make games closer but less competitive. it irons out the wrinkles in the game. but its the wrinkles that are the source of the fun. Demigod is based fundamentally on INEQUALITY of competitors. why else would it feature a levelling system or a gold system? this ain't chess. inequality is the desired state of the game by design.
You have completely misinterpreted the system and missed the point. This is not a rubberband system. If you are losing due to skill you are not going to magically bounced back by a mysterious force.
Skill is not how little you make mistake, it's how good you are in adapting to change base on situation. Even good players can make mistakes. Currently DG is a system Mathematicians will hate and call it a chaotic system, where small changes amplifies and leads to dramatic consquences. If a team is 60% better than the other team, but due to initial build order choice of equipment is unluckily bad versus the less skilled team, and initially lost few kills, the less skilled team is going to win, no question, simply because current game mechanics does not award clever rebound of strategy, since it amplifies on early differences in exponential way.
That's even not the point. The point was bring a system to give the losing team some hope. It is STILL competitive, as there's No buff to the losing side, there's NO nerf to the winning side either. The only change is when you score a kill, it may be a clever strategy change from the losing team, this system will properly awards it. As with before, it wasn't even fair.
Now you tell me, a level 10 DG killing a level 8 DG, how's that competitive? You would argue why the lv8 DG wasn't "skillful" enough to gain equal exp/gold before. But base on the current mechanics, you can't guarantee that, since even "luck", small differences, could have diverged and have exponential differences. You can say after first two kills, it's mostly decided which team is going to win. How's that competitive and fun?
If you are saddistic yes fun is when you are level 20 bashing a level 10 team. To a Pro, fun is about challenge and about how your change of strategy swinged the tide of battle. Believe me, no major change in strategy can turn a level 8 team to win against a level 10 team at the current affairs. (Believe me, I had that before, see footnotes) The system awards "skill" in the starting 3 minutes of the game, and the rest you don't need any. Most people would rage quit later when completely outclassed, no hope of a change of tide, a total despair, not many people are masochistic and hence they rage quit.
EDIT:
My system properly awards consistent skills, if you are skillful, you get less gold per consistent kill but there's no harm done to you. If you are consistently skillful and adapt to strategy, you will be fine and you will win. On the other hand, if you lost first 3 minutes for whatever reason, if you are skillful enough to adapt and coordinate with your team, you have a small chance of coming back, compared to absolutely none in current game mechanics. Tell me, how is this bad.
Foornote:
Example, I had a game where we lost few unlucky kills, due to DG choice and bad initial BO paths. The level gap grew and we could do nothing about it. We were not much less skilled than the enemy. Despite huge (3-4) level differences, we capped flag most of the time. Our citadel was at a higher war rank. We changed our strategy to focus on citadel upgrades. We sacrificed our expensive equipments and sold them. We got giants and had them for 2 minutes before enemy had any. We maxed citadel upgrades for armour and attack power. Despite this, we couldn't make a come back. The enemy UB was at level 20. We were level 13-15. The level difference gap as I mentioned only grew. There's nothing we could have done about that base on current game mechanics.