Well, sir, that's your problem right there.
Sorry, i don't mean to be harsh or come over as a troll, but seriously... if that's your attitude then the fault isn't with the game... it's with your inflated sense of entitlement.
Learn to live with losses or prepare to be annoyed in any game you play. Don't ever allow yourself to think you're better than the average player or that your presence on a 50 player team would result in a high win rate. Because if you do, you're bound to get frustrated... a lot.
On a more serious note: i feel that the 'harsh' reward system in cRPG is great. Screw personal achievements and rewards for the individual. Teamplay is where it's at.
Else we might as well go back to playing world of warcraft. *ducks and runs away*
Heck, we already have the "Thy valour hath been rewarded"-mechanic. Maybe there is room for more of that, i admit. But never lose the 'team fails -> you lose multiplier'-mechanic. It's awesome i say. Harsh games are more fun in the long run. Too much vanilla crap out here already.
Okay, it seems that people are in two camps and I think both are wrong. One side thinks we should have individual performance rewards and one side thinks that you should be rewarded if your team does well. I don't think either system works for reasons noted many a post ago.
First off, should players be punished for bad autobalancing? That happens all the time. One team is stacked with ranged and cav and clans and the other team is all two-handers. With the "teamwork" argument the fact that they get rolled for 5 rounds is because of bad teamwork. If only those poor chumps had better teamwork, they easily would have done well. Same scenario with individual rewards, nobody gives a fuck, just wildly swings and hopes to kill stuff.
However, what if we had a reward system based on both approaches?
Let's say that each player on each team receives a base amount of xp. Each player on the winning team gets bonus xp on top of that. They are rewarded as a team, for a win. Now let's add some additional bonuses, shall we?
Let's say for example that there is a bonus for killing the most enemy horses? In my above scenario, let's say some guys formed a group of pikemen and killed 10 horses. That was some good teamwork that helped their team, but they still lost. In the old system they'd be stuck with a x1 and making shit progress on their character. But if they get rewarded for killing horses, that's a reward for good teamwork and for your personal performance.
You could give bonuses for any type of team-based or individual-based performance depending on what the devs want. You can even subtract xp for team-killing or team-wounding if the devs would like to.
I just think that the current system is broken, unfair and ultimately rage-inducing. Why not reward players who help their TEAM whether they win or lose and then give additional bonuses to the winning team on top of it? I think players would overall be happier, people's attitudes would improve and no more people getting pissed off and quitting after rolling with a x1 for an hour.