One way to encourage participation in Battlegrounds (without messing with the competition)
I'm sure it is obvious to everyone playing BGs that participation is down, especially for lower progress players. This has made the competition skew higher, making progress more difficult for most players, and especially for lower progress players, even at lower VT tiers. And the more those players decide to opt out, the harder it becomes for those who remain, creating a positive reinforcement loop: the more players opt out, the more difficult and grindy it becomes, the more players are encouraged to opt out.
We need an opposite force pushing in the opposite direction. We need a way to encourage players to participate, and the fewer the number that do, the more incentive there is to return. People have suggested all sorts of changes to BG, most of which (I believe) are unworkable. For example, mandating "fair match ups" where lower progress players never have to face higher ones. We've already done that, we know it is totally broken, we shouldn't try it a second time. Another suggestion is to completely split up BG, give the lower progress players their own mode, and the higher players their own mode, so they never interact at all. This seems equally unworkable, not only because it has all the problems of equal roster match ups, but it adds an additional wrinkle that it punishes lower progress players who are exceptionally good. Where ever you draw the line, there will be players who fall into the lower bracket by virtue of their progression tier or roster strength but *could* compete in the higher bracket due to skill. This would punish such players.
One idea that might work is to use the mechanism that already exists to encourage participation: the objectives and non-competitive events, in particular the solo event. These systems reward players primarily for participation, but they can only give out so many rewards before they become unbalancing and detract from the point of the mode, which is to reward the strongest competitors with the best rewards.
But there actually is a competitive element to the solo event: besides milestone rewards, it also has ranked rewards. And they are pretty good rewards, especially at the top. The problem is that those rewards generally require enormous activity to get higher ranks for, and you're competing against everyone, including highly active very strong players. So what if you were not?
Suppose we split up the solo leaderboard, making rank rewards for each progression tier. Uncollected and lower (because sometimes lower tier players get a pass into BG), Cav, TB, Paragon and higher (because at the moment there aren't all that many Valiants: giving them their own leaderboard doesn't make sense when essentially everyone would place highly). Each progression tier would be competing for those rewards separately. The #1 UC would get the #1 rank rewards for UC, completely independent of the #1 Paragon and higher player getting the #1 reward for that separate leaderboard.
The idea here is that when there are a lot of players in a particular progression tier participating, the incentive for participating is relatively low, because you have a lot of players competing for those rank rewards. But when participation drops, and there are fewer players playing, the incentive to participate increases, because now there are fewer players chasing those rewards. The odds of placing higher grows, and the return on investment for time spent is also higher.
This has the opposite effect that the mode is currently facing where the more players opt out, the more hostile the mode becomes. Here, the more players opt out, the more rewarding the mode becomes for who's left. But only if they participate, because the solo event leaderboard rewards activity. If you're willing to compete, if you're willing to queue up and take your chances, that''s how you get those rewards.
This encourages participation without directly bribing players to play. And it still encourages players to win, because you score more points when you win. The system already exists, and it already exists to do exactly what I'm suggesting it do: it tries to encourage participation, whether you actually advance in VT or not. By making each progression tier independent, that encouragement gets focused on where it needs to go: towards the progression tiers that are being most turned away from the mode.
The biggest objection I can anticipate here is: it is not appropriate to give the #1 (active) UC player those huge rank rewards. Except they already have a shot at them now. We're all in the same leaderboard all shooting for the same rank rewards now. Everyone has a shot at those rewards, and apparently that's fine now. The difference here would be that a) Kabam would be giving out collectively more of them (by virtue of having multiple leaderboards) and b) lower participation equals more rewards concentrated into who's left still playing, which is intentional. I think this is a valid but not fatal objection. We're increasing reward flow into the game, but not by an unmanageable amount.