It's just me, but why do people really use alts in the first place? I would think it is much easier to try to level up and gain more good gear by staying on one account, while pounding new/weak players can't be that fun.
It's sort of a cousin of scumming. Everything jsilva and cknsalad said is correct, and I see the appeal of it, but ultimately that's part of the problem. The rank is, in theory, there to represent your overall skill. That means your skill in SZ, RM, and TC across all maps. If you play multiple weapons it should represent your combined performance with all of them. Or that's what it proposes to represent.
The ones that want to "blow off steam" etc, is basically trolling when they should be playing TW, some of them are clanners that want to experiment but don't want to risk their rank. I can understand them doing that, especially where they have clan requirements for minimum rank, but it's stupid having clan players who are in most cases BETTER than non-clan S+ players due to the rigidity of practice etc masquerade as lower ranks. That actually probably affects squads more than solo though, which doesn't seem to be as broken for some reason.
But ultimately it lets people "scum" their rank by only playing their ideal modes on ideal map rotations with their ideal weapons to get their letter grade up while doing most of their otherwise ACTUAL play on a different account. So while they may be "S+ rank", they're only "S+ rank" on Mahi/Depot TC with a Luna Blaster and they may well stink horrendously when they play Zones. So that's another reason a rank doesn't mean so much. Does an A+ who plays ONLY zones on favorable rotations count as a better/higher rank player than an A- who plays EVERY mode and rotation on their main account? And it might explain a little of why some players in high ranks suck, and/or why some players in lower ranks don't suck. Some of the higher rank ones got there by cherry picking rotations but stink in others. Some of the lower ones are consistent no matter the rotation.
I don't like the idea - I just do all my experimentation on my main, rank be darned. If I drop to B which I did a few weeks ago (almost to B-!) so be it. I don't have patience to go play the campaign again to get my dynamo on an alt, anyway :p
The blame partly goes to Nintendo though, like I said, there's little incentive to play on your main account instead, and there's zero way to experiment with weapons, modes, strategies outside of the ranking system, so if you want to try something different and see how it works, you either get to tank your rank or create an alt. I'm re-learning sploosh atm. Loved it long ago but never played it right. I've learned some new techniques that are DEVASTATING in TW, but I'm injecting it into RM, where i really want it in my kit, piece by piece. I'm likely to lose when I do since I'm experimenting with approaches by map and there's no safe way to do it short of an alt. It won't replace my octobrush for RM but I'd like to have options for unfavorable rotations.
When you think about it it's actually a potentially effective way to balance the ranks in a floating system. By knocking players down in rank it reduces the amount of players who are not good enough to be in the rank, whether by undeserved winning streaks or a change of overall player skill. Extremely annoying for us, and perhaps the system (assuming that's what it's doing) overcompensates as well.
Even if rank balancing is part of what we see I feel like there's more going on though.
Oh I don't think there's any intent at "reducing the amount of players who are not good enough" That might be a side effect, but the only intent I suspect if that's being used is pure and simple list management. It needs a way to keep everyone from just moving upward indefinitely. The scoring should be enough for that. But the player base is never going to be even. Particularly there's likely to be a natural split between the group that simply sucks and will always suck, and the skilled group that will generally continue increasing in skill over time. The middle will always feature only transient passers by and become sparse. Brute force redistribution is almost the only way in a floating, non-resetting ladder to force that. That's why ladder resets are needed. It's ok if everyone just migrates up and up and up - it gets reset again and the skill level of each tier is redefined after each reset by the current meta.
I think a really good solution would be to have unranked Tower/RM/Zones where you do not lose points. Right now, players that want to relax more or practice different weapons only have a choice of turf war, squads, or alt solo ranked. This additional mode would help mitigate the issue even further I feel. I think Starcraft II: HOTS implemented this a while back for the new/newer players to the RTS genre.
Agreed entirely. That's kind of what I had in mind a while back that Nintendo should have done. I think the reason they didn't is the same reason as most of the rest of this mess: Not enough players. Not only would it split the ranks into an unranked version of those modes which could leave the pools thin in one or the other or both, it would also siphone some of the TW player base. A lot of ranked players would NEVER play TW if that existed. But I don't think they factored the idea of alts in at all.
A middle ground might have been an option to join ranked as "solo" or "participant" - where you play the exact same ranked pool exactly as if it were ranked, but you gain or lose no points. The downside is you'd get trolls that "camp" in a given rank even though they're top tier players. Alternately maybe squads could be entirely unranked. Just as it is for S/S+ - no points in squads either way. make squads like private battles - a mode that has nothing to do with rank.
Or just fix the ****** point system so it's a lot harder to arbitrarily derank due to luck or an off rotation! :D