Credit where credit is due
Mantrain42
Join Date: 2012-11-08 Member: 168403Members
<div class="IPBDescription">Spread out points.</div>Am I the only one feeling that the point system is a little flawed? I dont care about global ranking or unlocks, levels or whatever. But I like my ingame score to actually reflect how I do.
I'm not completely sure how this works, but it seems to me only one player gets credit for a kill / structure destroyed / structure build.
So I we are five skulks om nom noming an extractor, the one getting the +10 score is the one getting the killing blow. How about making it more incremental, so you for instance get +1 for every 10% damage you do to a structure? Same for marines building something.
Also, if you do 50% damage on an enemy, get points for assist.
If you're reading this and thinking of posting "stat ###### n00b ######" - please just move on to next topic.
edit: seems like I cant delete this - probably should have been posted in suggestions.
I'm not completely sure how this works, but it seems to me only one player gets credit for a kill / structure destroyed / structure build.
So I we are five skulks om nom noming an extractor, the one getting the +10 score is the one getting the killing blow. How about making it more incremental, so you for instance get +1 for every 10% damage you do to a structure? Same for marines building something.
Also, if you do 50% damage on an enemy, get points for assist.
If you're reading this and thinking of posting "stat ###### n00b ######" - please just move on to next topic.
edit: seems like I cant delete this - probably should have been posted in suggestions.
Comments
Not the end of the world as you say, but I would also like the credit to be spread correctly.
there needs to be a system that better differentiates between welders, mine droppers, gorges, lerks etc and people who are simply afk :P
Because when a lot of people damage a structure, using your system there are cases where nobody except the one killing the structure would get points.
Also, people who die before the task got completed would practically get no points. So maybe a 5 or 10 second time span where you still receive support points would be fair. As a gorge, you practically receive no points at all until you begin wrecking structures with bile bombs. No points for healing friends and structures back to full when you actually contributed largely to your teams success is sometimes pretty frustrating.
As points should reflect how well you do, there should be a (small at the beginning) penalty for dying all the time I think. Lets say someone killed a good amount of enemies and structures, but dies ten times before his target bites the dust. So the system would subtract 5 points every 10 deaths, and that value would increment by 2.5 each time you die ten more times.
Of course, since they are working on it, lets hope they come up with a fair and motivating system.
@Mantrain42, you could probably ask an admin or moderator to move your post to suggestions.
Every 1000 points of health you cause damage / healing / welding / building / repairing would be 1 point.
This stops this nonsense of last hit gets the kill.
After this basic rule, they can add points for special cases like dropping a hydra or stuff.
Agreed, also there should be an option to draw healing like you can have damage numbers on the screen, would give some more feedback to healing. With assist points coming in too it might make gorge healing more 'fun' for people.
<!--quoteo(post=2024730:date=Nov 16 2012, 03:17 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Nov 16 2012, 03:17 AM) <a href="index.php?act=findpost&pid=2024730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think a good base for the system would be:
Every 1000 points of health you cause damage / healing / welding / building / repairing would be 1 point.
This stops this nonsense of last hit gets the kill.
After this basic rule, they can add points for special cases like dropping a hydra or stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
Point values for kills are different based on what you killed, it would have to be that you get a percentage of the total available points for the kill based on the amount of damage dealt. Doing half the damage to a killed unit would get you half the point value of the kill as score. There would have to be something like a decay on the accumulated damage you've done if you don't damage them for a while or the damage you did gets healed. It might be more trouble than its worth.
AFAIK TF2 just takes the one that landed the killing blow and gives them the kill, and gives an assist to whoever contributed the most to the kill (damage to the target or healing to the people killing the target) which would be much simpler to implement. Assists could be half the point value of the kill? The proportional assist scoring thing would probably be more 'fair' though and give more than 2 people points for the kill but would it be worth the time?
patients, bug fixing takes priority, it will be changed.
<img src="http://topnews.in/health/files/patients.png" border="0" class="linked-image" />
Yes, patients and bug fixing are the priority.
leave K/D and thats it. the points system is counter productive to what the game wants to achieve.
<strike>All the time</strike> every time Mantrain42's team lost, he posted scoreboard screenshots to <i>point out</i> that HE had amassed the most Science Collaboration Points which clearly meant that everyone else was rubbish except him.
When nobody wanted to play with him anymore, he couldn't understand why. After all, he just pointed out where credit was due, didn't he?
<strike>All the time</strike> every time Mantrain42's team lost, he posted scoreboard screenshots to <i>point out</i> that HE had amassed the most Science Collaboration Points which clearly meant that everyone else was rubbish except him.
When nobody wanted to play with him anymore, he couldn't understand why. After all, he just pointed out where credit was due, didn't he?<!--QuoteEnd--></div><!--QuoteEEnd-->
Poor example. You would have a good example if there were no points and the argument was to add in points...but points <i>are</i> in the game but do not reflect reality. If they are there, they should do so in a more accurate way.