halp wrote:
Well, you're in charge, but if it were me, I'd remove stats from pvp entirely. Something I already see now is that some players will run up their kill ratio and kill-death score while doing things that aren't great for the team. I don't think that's going to improve if stats are tracked across games.
I think this is a very good point. I feel stats from PvP should not be carried over to one's co-op score. I've seen it in PvP before: some players spending the game "farming" and not contributing to the team objective. This was a pointless thing to be doing anyway, since RP wasn't being carried over across games. It wouldn't be pointless if it was contributing to one's overall game score that carried across games.
I had been thinking that the persistent rank insignia idea you suggested would be an interesting way of showing some form of long-term progress in PvP. But I can't help but feel halp is right that you'd end up having some players who wouldn't play a team game and who'd end up playing some solo score-accruing game, They'd eventually end up as generals, while the players that are fighting hard to actually win the games are lower-ranked (although some might say the army's like that in real life

).
If carrying across score from PvP games would not work, bringing one's rank from co-op I don't think would work either. You might have someone who plays a lot of co-op and is a general who then plays a PvP game and seriously outranks another player who only plays the PvP mode.
I think that for this mode it needs to be focused around the team: there is no I in team! All that matters is the result of the battle - not improving one's personal score or K/D ratio, not collecting loot for the armory to build up one's RP or getting one's beloved rare weapon safely through the battle to the next map.
So I think a blank slate for players for each PvP game looks to be the most workable option, certainly for RP and inventory.
Right now, the only way I could think of rank working in PvP is to have a Kill stat that records a player's lifetime enemy human kills in PvP (and so not friendly human players!) and have ranking linked to that. Even that, though, would probably lead to players working on that stat rather than the objectives of the game (although they aren't necessarily mutually exclusive).
There could be a stat for a player's overall game win percentage, but even that could be abused by a player who played in the server at off-peak hours, say, when there were no other players playing. Indeed, the whole idea of residual progress in PvP looks a bit broken if people are able to work on their profile when there are no other humans present.
halp wrote:
You might argue that you get XP for capping, which is true, but you get the XP just for being in the zone, not for being one of the critical players who actually makes it happen. Players who stay back and just snipe from behind cover get the same XP from capping if they run into the zone at the last minute, and they get way more XP from kills-deaths.
This is the reason I suggested in another thread that in the PvP format earning RP (and perhaps XP) from capping and other things could be redistributed as bonuses to all other friendly players. Because PvP's a team game, and that often involves doing stuff around the battlefield that means you're not in the right place at the right time to get the RP/XP reward.