cRPG

cRPG => General Discussion => Topic started by: Plavor on August 06, 2012, 12:46:28 am

Title: Adjust the new scoresystem slightly - Feedback
Post by: Plavor on August 06, 2012, 12:46:28 am
Since the newest scoresystem, a lot of players get nice scores for supporting their team - awesome feature.

BUT : You get more points for hitting horses because they have more hp.

Example :  If I shoot a cavalry player off his horse with full hp, I get 5 points.
                 
                 If I shoot the cavalry player's horse I get 5 points and finish him off while he's dehorsed, I get additional 3 points - 8 points in total.

That is really weird because its way harder to hit a riding cavalry than his horse.

Discuss and maybe add more changes that could be done for the new pointsystem :)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Lt_Anders on August 06, 2012, 01:05:07 am
isn't score based on total damage dealt? It's not Health related in anyway as couching gets you more points because of its high damage.

I think.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Jarlek on August 06, 2012, 01:16:20 am
Question:

Why would you NOT want your team to target the enemy horses?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Jacko on August 06, 2012, 01:20:54 am
Finally an incentive for range to shoot cavalry. Easiest way to get a high score as ranged is to keep shooting dem horses. 
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Plavor on August 06, 2012, 01:42:26 am
I understand your point but it is a bit "unfair" since players who are shooting the cav directly should get bonuspoints for risking the chance to shoot the horse :P

range could abuse and farm points by just shooting horses  but I guess that's how you want it to work :/
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tennenoth on August 06, 2012, 02:13:20 am
Scored 1 point for a long ranged headshot kill that I felt proud about hitting, rather knocked down even further when I was docked 12 points for accidentally shooting an allies horse as it rode around a corner, that I had no chance of every seeing...

No thank you. Really doesn't accurately portray what I actually did... I hardly ruined the guys round by knocking the last 2 hp from his horse...

EDIT: Otherwise it's a wonderful addition and I hope to see it used for many other things! Although it was confusing at first as I ended a round with what I thought was a bugged K/D ratio of 72-5...  :rolleyes:

It's not really changed my game play. False ideas of how well you're doing though.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Cris on August 06, 2012, 02:28:18 am
Score system is good

I do have some opinions similar to Tenne.

Player shots ranther than horse shots should be encuaged for score as archer/crossbow/HA.

Reduce penalty to friendly horse shots. Some horses are really fast and will get hit by a friendly ranged player simply due to the rider getting in the way of the shot by chance even though when the missile was shot said horseman was no where to be seen. Please not, this should apply only to the horse, if it hits the rider, same penalty as usual.

I also do feel that harder shots (longer distance/HS) should get a better score, after all best ranged will rarely be able to kill 3+ melee players in a row as some of the best melee players can do.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Zanze on August 06, 2012, 02:30:08 am
I really enjoy the new point system as a support player. I've been at least in the top 3 every game even when I had less than half the kills of the people around me. Many times I laughed when I had more points with 6-12 kills than those that had 18-24 kills.

An ensuing small discussion came around when they were talking about how BS it was that I was topping the charts with half the kills of the cavalry players while I played a Hoplite. I simply said it was hard to kill as a hoplite and they replied with "Yeah, but damage doesn't matter. What if you hit their best player for 80% of his health but he then kills 4-5 more people." In that sense, no the damage does not matter. But when you play a support character you get to hit people for 80% of their health and hand feed the kill to your ally. You do this A LOT.

Tl;dr, I'm glad supports are now getting recognized.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Havoco on August 06, 2012, 02:42:18 am
Well for ranged, remember that shot difficulty system in native? Maybe make the score system based off that.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Yachdiel on August 06, 2012, 02:48:40 am
Needs to take a lot more points away if you Team Wound. I thought this system would help teamplay as everyone wants to be top scoreboard, but everyone has this overwhelming superior idea that "K/D DOESN'T MATTER GUIS! IM A TEAM PLAYER! LOOK AT MY SCORE!". So now that all these people that needed something to show them that their 'never kill nerfed agi' build was worth have a pointless number to jerk off to, they mosh pit to get a hit in on everything they see. Its like old cRPG all over again
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: sF_Guardian on August 06, 2012, 11:33:44 am
Just love that all this scorewhores run to every dead body and hit it, looks so funny :D
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Zandieer on August 06, 2012, 11:43:03 am
Finally an incentive for range to shoot cavalry. Easiest way to get a high score as ranged is to keep shooting dem horses.
:lol:
I've spend most of my career in cRPG killing horses, so fine for me!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: ArysOakheart on August 06, 2012, 11:48:55 am
Horses are easier to shoot than people, I love it. I dehorse one guy, great, on to the next neckbeard cav.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Royans on August 06, 2012, 11:55:15 am

range could abuse and farm points by just shooting horses  but I guess that's how you want it to work :/

Ahaha be prepare, in 1 week, server will be full of range, welcome back to counter strike :D
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 12:05:35 pm
I understand your point but it is a bit "unfair" since players who are shooting the cav directly should get bonuspoints for risking the chance to shoot the horse :P

I'm noticing an increase in points from shooting cavalry players on cav then if they are on the ground, and I highly suspect it is due to the damage bonus that their speed is lending my arrow, so basically you are being rewarded. If you really want to see an insane bonus in points, try a headshot on a riding cav, 15 point boost is rather nice.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Jacko on August 06, 2012, 12:11:30 pm
I agree of course, the amount of score you get from horses should be tweaked, but it's a step in the right direction.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 12:12:53 pm
I agree, the points for horses should be lowered. I get more points for stopping and killing a horse than for the rider. (Inf, polearm)

I think the problem is that horses have more hp then ppl. Maybe cutting horse points by half would solve the problem.

BTW: Killing a heavy horse should get you more points than a rider, because these are heavy beasts and hard to kill.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 12:17:34 pm
Just love that all this scorewhores run to every dead body and hit it, looks so funny :D

I do this since the afterdeath hits are in just as insult :mrgreen: You don't get points for hitting a dead body, do you?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Molly on August 06, 2012, 12:50:42 pm
I do this since the afterdeath hits are in just as insult :mrgreen: You don't get points for hitting a dead body, do you?
Used to give 1 point per hit on a corpse. Dunno if fixed yet.

And I don't completely agree on rider shots should give more points.
You're of more use to the team shooting a horse and hitting every shot than trying to shoot the rider and miss 75% of those tries.
And why should ranged get a bonus for a headshot? It has the same weight as a killing blow from a melee when it comes to the team. Killing blow is killing blow.
I agree on tweaking but with a common sense for the teamplay and less for the personal achievement.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Sagar on August 06, 2012, 02:20:53 pm
The new system is not bad, but needs tweaking. Current favors ranged players, if it does not improve then we will in future have cRPG Counter Strike.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Ganner on August 06, 2012, 02:23:55 pm
Remove the score penalty for after the round team damage :(
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Plavor on August 06, 2012, 02:28:34 pm
I agree of course, the amount of score you get from horses should be tweaked, but it's a step in the right direction.

This.

And @Ganner : This would allow clanmates and strangers to teamkill you after round  :((
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Ganner on August 06, 2012, 02:58:37 pm
This.

And @Ganner : This would allow clanmates and strangers to teamkill you after round  :((

Exactly!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 03:08:38 pm
I like the new point system, but I would still like to see the scoreboard sorted by kills.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Toodles on August 06, 2012, 03:31:20 pm
I think this could become very interesting if the points were tied to players' K/D ratio, or average score if it ever appears on the character page - I SHOULD be awarded more points for harming our team's main threat than a harmless peasant.

Just a thought.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Plavor on August 06, 2012, 05:44:46 pm
I don't know how difficult it is but maybe the developers could code a method which allows players to sort the scoreboard either for kills or for scorepoints.

Would be nice.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: //saxon on August 06, 2012, 05:53:15 pm
no cav is power on the battlefield so you should get a big reward for the effort of killing them.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Plavor on August 06, 2012, 05:54:59 pm
You already get points for dehorsing cav. Now just reduce the amount of points and its fine
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Babelfish on August 06, 2012, 05:55:47 pm
I think this could become very interesting if the points were tied to players' K/D ratio, or average score if it ever appears on the character page - I SHOULD be awarded more points for harming our team's main threat than a harmless peasant.

Just a thought.

K/D ratio is a poor judge on a players worth. If they should adopt a system like that, they should base it upon the ELO system, like they do with the duel system.
(did read avg score;P)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 05:58:55 pm
K/D ratio is a poor judge on a players worth. If they should adopt a system like that, they should base it upon the ELO system, like they do with the duel system.
(did read avg score;P)

Points are a poor judge on a players worth. If they should adopt a system like that, they should base it upon the K/D system, like they do with EVERY GAME IN EXISTANCE AND CRPG UP UNTIL TWO DAYS AGO.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Babelfish on August 06, 2012, 06:05:09 pm
Points are a poor judge on a players worth. If they should adopt a system like that, they should base it upon the K/D system, like they do with EVERY GAME IN EXISTANCE AND CRPG UP UNTIL TWO DAYS AGO.

Every game that* judges its players, uses some form of the ELO ranking system.
- Dota (1-2)
- HoN
- LoL
- SC 2
- GW
- WoW arena
- CS: GO
+++++

In ingame scoreboard could still be sorted after k/d ratio, but score should be calculated using a tweaked ELO system.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Jacko on August 06, 2012, 06:15:30 pm
Lulz, damage dealt is old as hell. Nothing new here. Clearly superior then just k/d.

Good players will get a good k/d and a high score. Support players will get a higher score and frag stealers a lower, what's not to like?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 06:27:30 pm
Every game that* judges its players, uses some form of the ELO ranking system.
- Dota (1-2)
- HoN
- LoL
- SC 2
- GW
- WoW arena
- CS: GO
+++++

In ingame scoreboard could still be sorted after k/d ratio, but score should be calculated using a tweaked ELO system.

You listed five action rts games and CS:GO, which isn't even out yet. If there was a game mode that was clan on clan battles (not strat, more like sanctioned scrims) then an ELO rating for the clans would work. Individual ELO ranking in a pub is just dumb, and shows the weakness in the ELO rating system (variance).

Quote
Good players will get a good k/d and a high score. Support players will get a higher score and frag stealers a lower, what's not to like?

It is more or less impossible to compete with cav on the damage dealt scoring system.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: CrazyCracka420 on August 06, 2012, 06:47:22 pm
I haven't played since last Thursday, so haven't experienced the new scoring system.  But from the sounds of it, it still rewards strength builds (people who do more damage) than support and agility builds.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 06:51:39 pm
I haven't played since last Thursday, so haven't experienced the new scoring system.  But from the sounds of it, it still rewards strength builds (people who do more damage) than support and agility builds.

Actually it rewards cav more then anything, because couches count as 3-4 kills and you get points for bumps.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: WITCHCRAFT on August 06, 2012, 07:12:41 pm
Losing points for teamwounds will be a better a better preventative than the threat of I WILL PRESS M. As soon as points do something, that is. I don't normally fire willy-nilly into my teamates but now I take extra care to find a good position to fire from  :)

high PD longbow is funny. One-shot a horse for a boatload of points.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Smoothrich on August 06, 2012, 07:17:00 pm
but.. archery is underpowered.. we do no damage.. *fires 1 shot at stray horse or infantry, gets 30 points each time, tops scoreboard with 0-10 score*
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Babelfish on August 06, 2012, 07:31:08 pm
It is more or less impossible to compete with cav on the damage dealt scoring system.

If its impossible to compete with the damage output of a cavalry player, perhaps cavalry should be nerfed? System could still work, as is.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Crazyi on August 06, 2012, 07:37:50 pm
This thread has people saying cav is too powerful for scoring points, yet the thread is about nerfing the incentive to shoot the horse down and eliminate their threat. The archers should be focusing on the easy shot and taking the horse down, instead of the high miss chance to shoot the rider off and a chance for a kill. 

Other than some fine tuning I think the point system is excellent.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 07:38:21 pm
Starting to notice gross exaggerations here when it comes to points and claims.

I think we need more time for everyone to get used to the score system before we start demanding tweaks. I do agree that it is not exactly perfect and does need some tweaks, but this is starting to devolve into the usual absurd "sky is green because it suits me" thread when it comes to balance issues.

c-RPG Melee Gaming never responds well to new changes, give it a few weeks as usual.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Leshma on August 06, 2012, 07:41:31 pm
First time I managed to score over 100 points (23-4 k/d). Second is cav with 3/5 :lol:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: MrShine on August 06, 2012, 07:42:10 pm
but.. archery is underpowered.. we do no damage.. *fires 1 shot at stray horse or infantry, gets 30 points each time, tops scoreboard with 0-10 score*

Well I think this is more of an indication that the point system needs some tweaks, not that archers are overpowered.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Overdriven on August 06, 2012, 07:46:42 pm
Shooting horses should get you a ton of points. If you down a horse it removes a fairly significant threat from the battlefield. Seems fine to me.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 07:47:12 pm
Well I think this is more of an indication that the point system needs some tweaks, not that archers are overpowered.

Or an indication of gross exaggeration. I invite you to STF an archer build of your dreams and see what points you can achieve per individual shot.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: chadz on August 06, 2012, 08:08:47 pm
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: MrShine on August 06, 2012, 08:12:37 pm
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
this is the hitters score
- divide score by 2
- apply to everyone within 3m that is an enemy of the one who was hit

I just made a suggestion that is spookily close to what it seems reality is.  I had a few differences regarding priority of target & how to show "teamwork" closeness that may or may not be possible. (http://forum.meleegaming.com/game-balance-discussion/let%27s-expand-on-the-new-point-system!/)

But the current system seems good!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Penitent on August 06, 2012, 08:14:37 pm
I would suggest give a point or couple points for breaking a shield, if possible.

I would also suggest giving bonus points for an actual kill stroke.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 06, 2012, 08:16:23 pm
In my opinion we should gain y points only when  victim is dead!
some bonus for kill in nice to because it was you who kiled that guy ( he will be never damage anyone)
like x2 to points for that lethal blow or something
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Elindor on August 06, 2012, 08:17:46 pm
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit

Very nice.

Two questions:

1 - Losing points for hurting yourself (fall damage I guess?).  I never really liked how falling to your death resulted in not only a death but also losing a kill.  This is further penalizing falling to your death?  Just curious why that is necessary.

2 - Are there any point gains from objective fighting in Siege?  Such as capping flag, closing/opening gates, etc.  If not, is anything like that planned?  Again, just curious.

--

Also read something about players hitting dead bodies and gaining points, lol
We dont have that issue on NA2 lol - because we dont have the patch!  :?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: chadz on August 06, 2012, 08:20:19 pm
Some stuff I'd suggest myself:
- don't base it on the damage dealt, but on the bone: head 2 points, rest 1 point (peasants will automatically bring less points by going down in 1 hit)
- extend the teamplayer bonus to 4m and 100%, not 50%
- give an extra point for killing (a human)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 08:20:30 pm
Quote
1 - Losing points for hurting yourself (fall damage I guess?).  I never really liked how falling to your death resulted in not only a death but also losing a kill.  This is further penalizing falling to your death?  Just curious why that is necessary.

It is an anit griefing tool. Otherwise people would jump to their death at the last second to avoid the enemy killing them and them get a kill.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Crazyi on August 06, 2012, 08:27:08 pm
Yea I say extend the radius slightly more, even if you do change the amount given.
If you do change it based on where hits land versus damage delt, I think it would help out agi builds and archers a little more which I am in favor of. Str builds take a point penalty and I'm alright with that. If this does happen possibly provide a +1 for killing blows. If it remains dmg based I don't see a need to reward for KBs.
With the amount of people that cry about cav, I think an incentive should always remain to kill the horse and make him less effective versus trying a high miss/risk shot for a kill.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Grumbs on August 06, 2012, 08:28:09 pm
I'd like to know whether this will coincide with the multiplier system for team wins or if it will replace it (score determines xp/gold). If we still will have the multi system for the whole team win/loss then I will be more than happy with the current score system, if it it replaces it then we need a whole hell of a lot of stuff to tweak to make up for the vague "help team to win, get more gold/xp". People won't care so much about winning but to get close to the action to leach off people fighting, or to game the system in whatever other ways they can
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: chadz on August 06, 2012, 08:31:24 pm
Well, it might be correlated. First of all, there will be a base gain for losing (think x1) and for winning (think x2 to x2.5)
And on top of that, you will get a personal score (ranging from x0 to x3, maybe).

I understand that the current system is not ready for that, it will take quite some tweaking. It's a very early test. If the test doesn't work out, we'll look for something else.

However, it's important to note that this will be relative, not absolute (gaining 20 points means more when the enemy has 1 point, and less when the enemy has 200)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 08:36:49 pm
Well, it might be correlated. First of all, there will be a base gain for losing (think x1) and for winning (think x2 to x2.5)
And on top of that, you will get a personal score (ranging from x0 to x3, maybe).

I understand that the current system is not ready for that, it will take quite some tweaking. It's a very early test. If the test doesn't work out, we'll look for something else.

However, it's important to note that this will be relative, not absolute (gaining 20 points means more when the enemy has 1 point, and less when the enemy has 200)

I am guessing it would be too much to have the current xp/gold system with the personal score on top of that :)

Also, is it possible to make the scoreboard bigger, so that players still have the same amount of space for their names on it as it previously was? It is irritating to look at the scoreboard and having half of the player’s names covering their score.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Elindor on August 06, 2012, 08:37:37 pm
It is an anit griefing tool. Otherwise people would jump to their death at the last second to avoid the enemy killing them and them get a kill.

Archers do this 75% of the time already.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Elindor on August 06, 2012, 08:38:46 pm
Also, is it possible to make the scoreboard bigger....

This.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 08:40:11 pm
Archers do this 75% of the time already.

Well its there as an incentive for them not to. Otherwise there would be NO downside to it.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Elindor on August 06, 2012, 08:45:38 pm
Yeah only thing is it also penalizes people in siege (also battle but probably mostly siege) who fight (inevitably) on castle walls, ladders etc, and end up falling off.   Adding in negative points to that from the score system just may be overkill imho.

When a hit from an enemy directly hits you off they get the kill, which is better for you (and them) than falling to your death "by yourself"

I hate falling to my death :(
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Overdriven on August 06, 2012, 08:49:17 pm
I hate falling to my death :(

That horrible moment when you're not yet falling but you are to far gone to walk back onto the wall and you know it's coming.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Grumbs on August 06, 2012, 08:49:30 pm
Well, it might be correlated. First of all, there will be a base gain for losing (think x1) and for winning (think x2 to x2.5)
And on top of that, you will get a personal score (ranging from x0 to x3, maybe).

I understand that the current system is not ready for that, it will take quite some tweaking. It's a very early test. If the test doesn't work out, we'll look for something else.

However, it's important to note that this will be relative, not absolute (gaining 20 points means more when the enemy has 1 point, and less when the enemy has 200)

Thanks. I feel winning should be the overriding aim for players though, rather than the pad their score. As long as you stand to gain more just from your team winning, with a small bonus for your personal contribution the new system might work well. If we go too far towards personal gain however rather than rewarding the group effort we may get issues. People know atm that in order to get more gold/xp they need to help the team to win, no matter what that involves them doing. You can be as creative towards that goal as you like and you are rewarded for your efforts already. If it becomes less about the group victory it might mean people play more selfishly. No matter what detail you add to the score system it won't cover team work, it just can't be done with something as abstract as that

A mix of the new system and old should be good though, but personally I would err more to the current multi system, while lessening the impact of a loss and still trying to make people really care about it. When you're on x5 now you know you have to perform well to keep you gold/xp up and it makes it more intense, but it is too much I guess to go back to x1
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Penitent on August 06, 2012, 08:52:09 pm
Thanks. I feel winning should be the overriding aim for players though, rather than the pad their score.

I agree with this.  Its the virtue of the multi system.  It also adds incentive for sacrifice plays that wouldn't add anything to your score, but may help your team win.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 08:57:19 pm
Alright, now combined with my own observations as well as the scoring system being published (horses divided by five) I am completely certain that threads like this are near pointless until a few weeks have passed by for everyone to actually get used to the scoring system and not "see what they want to see" such as horses giving more points then riders.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Phew on August 06, 2012, 09:02:05 pm
The new score system needs some features specific to siege mode, i.e.:

-Points for breaking doors, opening/closing gates, etc
-Rather than getting points just for proximity to teammates' kills anywhere on the map, these points should be proportional to your proximity to siege objectives (flag, gate controls)
-Capturing or raising the flag should have a major point reward
-Standing on a ledge 20 ft from the flag shooting arrows while the enemy captures the flag should be -9000 points



Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 09:10:18 pm
Alright, now combined with my own observations as well as the scoring system being published (horses divided by five) I am completely certain that threads like this are near pointless until a few weeks have passed by for everyone to actually get used to the scoring system and not "see what they want to see" such as horses giving more points then riders.

Quote from: chadz
algorythm here:
http://forum.meleegaming.com/general-discussion/adjust-the-new-scoresystem-slightly-feedback/msg573046/#msg573046

locking this thread for a few hours so the discussion moves there


Sounds like chadz wants us to talk about it in this thread.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rhekimos on August 06, 2012, 09:12:44 pm
Alright, now combined with my own observations as well as the scoring system being published (horses divided by five) I am completely certain that threads like this are near pointless until a few weeks have passed by for everyone to actually get used to the scoring system and not "see what they want to see" such as horses giving more points then riders.

Horses give double points compared to players.

Score from damage done to players = damage done to players / 10

Score from damage done to horses = damage done to horses / 5

See?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 09:14:17 pm


Sounds like chadz wants us to talk about it in this thread.

Reading the majority of replies sounds like most people are not paying close attention to how they gain points given how many contradict the published scoring system (Seems like an issue of "looking" for a specific result and warping perception in most cases). So I still stand by that most people need to step back and play the game a bit more before continuing the discussion.
Horses give double points compared to players.

Score from damage done to players = damage done to players / 10

Score from damage done to horses = damage done to horses / 5

See?
Given how it was typed out as two separate instances instead of an OR operation, I read it as "Divide all damage by ten" then going to the next operator "if a horse divide by an additional 5." It seems like a modifier given the "if" since things like the teamwounds are also operating off of "ifs."

If they are two separate cases then it needs to be rewritten as follows:
Quote
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- if it is a player divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit
otherwise the divide by ten applies to all scenarios.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dynamike on August 06, 2012, 09:16:01 pm
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit

I don't like that this system penalizes cav and flankers who contribute an important part to the battle by picking off other flankers and archers away from the main force.

I understand that this is meant to reduce the incentive to pick of stragglers/peasants, but it does not completely fit the bill.

Otherwise good changes.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 09:18:28 pm
Given how it was typed out as two separate instances instead of an OR operation, I read it as "Divide all damage by ten" then going to the next operator "if a horse divide by an additional 5." It seems like a modifier given the "if" since things like the teamwounds are also operating off of "ifs."

This is how I read it as well.

(click to show/hide)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 09:20:41 pm
Edited my post for clarity on why as written it absolutely says all is divided by ten first before modifiers.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rhekimos on August 06, 2012, 09:23:03 pm
Given how it was typed out as two separate instances instead of an OR operation, I read it as "Divide all damage by ten" then going to the next operator "if a horse divide by an additional 5." It seems like a modifier given the "if" since things like the teamwounds are also operating off of "ifs."

If they are two separate cases then it needs to be rewritten as follows:otherwise the divide by ten applies to all scenarios.

Maybe it wasn't the clearest explanation, but you can't get 11 points from killing or damaging a horse if it's:

About 110 hp for the usual horse, divided by 10, and again divided by 5:

110 hp / 10 = 11
11 / 5 = 2.2 points. Not much.

If you deal half damage to a 110hp horse under the real system:

60 hp / 5 = 12 points.

I'm pretty sure this is the correct formula.

Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: chadz on August 06, 2012, 09:25:41 pm
I'm pretty sure this is the correct formula.

It's not, it's an additional divide
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 09:26:32 pm
To be perfectly honest I've never noticed 12 point gains from horses, only riders.

When I am far away from everyone else with no chance of "proximity" contamination from bonus points from a third source, I can look at my score, fire an arrow and bring a horse down with a headshot, and I personally do not notice a 12 point increase. I've had big bonuses from blowing people away, but never the same scores from horses.

EDIT: Ninjaed by chadz.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rhekimos on August 06, 2012, 09:27:05 pm
It's not, it's an additional divide

That feels very strange, but thanks for clarifying.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 09:34:28 pm
First of all, this score system is amazing and it really changes the gameplay to the better in many ways.

A couple of things to think about though (I do not know if any of these things is the case already).
In general, not always (as it should still matter how much hp you take away):

- It should be more worth it killing someone rather than damaging someone
- It should be more worth it killing a rider than a horse
- It should be more worth it damaging a rider than a horse
- If you get the kill, the damage dealt shouldn't matter as much as if you just damaged without getting the kill

I also think that killing a riderless horse should give a minus score.
Not much, but enough for a player to reconsider it before just instakill a horse without even looking around if some teamate might want to mount it, which often is the case.
This will only improve teamplay while at the same time decreasing the risk of anyone killing a horse or any other animal IRL... :wink:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Jacko on August 06, 2012, 09:35:35 pm
I think basing it on damage is better then just hits. Purely hits promotes spam and devalues slow hitters (be it ranged or melee), more "just" would be keeping it to damage dealt. Hitting the head should be rewarded more, and body less. Just as hitting horses should be rewarded less then hitting the actual rider.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Leshma on August 06, 2012, 09:37:24 pm
Like slow hitters aka strength builds need more advantages...
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Mike_of_Kingswell on August 06, 2012, 09:38:18 pm
- give to everyone within 3m that is an enemy of the one who was hit
As archer i dont like this :(!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 09:39:24 pm
As archer i dont like this :(!

I do, it gives me even more of an excuse to fire into melee and always take the shot "Dude I was just trying to, like, you know, give everyone even more points, bro! I'm a real bro and will always wait for the enemy to close to melee with you before shooting him, I don't want to be greedy and steal all those points just for myself by killing them far away!"

Pew pew pew!  :mrgreen:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 09:45:52 pm
I also think that killing a riderless horse should give a minus score.

NO! Sometimes its very useful killing a straying horse, if the enemies is the only one having cav left for instance. And it can be annoying if you get trampeled by horses all the time. If you lose your horse, its your fault.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Turboflex on August 06, 2012, 09:46:48 pm
I also think that killing a riderless horse should give a minus score.
Not much, but enough for a player to reconsider it before just instakill a horse without even looking around if some teamate might want to mount it, which often is the case.
This will only improve teamplay while at the same time decreasing the risk of anyone killing a horse or any other animal IRL... :wink:

no way, I've seen way too many times where dismounted enemy cav got onto stray horse cuz no one killed them.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: IR_Kuoin on August 06, 2012, 09:56:58 pm
I think that if you hit a teammate you should not lose points untill he / she press (M) to report your teamwounding, was playing on eu4, a friendly rider rode into my battle (1v1) big surprise there, I hit his horse since he came from the side and I didn't see him, lost 6 point beacuse careless friendly cav. Anyway, teamwounding points should be added if the guy who gets hits report you.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Leshma on August 06, 2012, 09:58:18 pm
Hits giving points will fix everything. But only hits done by a weapon, no bumps.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Falka on August 06, 2012, 09:59:13 pm
Would be nice to have an option to arrange ladder according to kills, not to score. Default settings could be current one, but I'd like to have a choice between current scoreboard and the old one.  No idea if it's possible.

Score is too abstract for my dull mind.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: MrShine on August 06, 2012, 09:59:54 pm
My one additional request would be to find a way to value specific targets.

If we are moving to points, there should be a way to determine someone's average points per round (PPR)

If we use PPR as a way to rank 'skill'  (much like how KDR is viewed) then I think there should be a bonus to damaging/killing someone will a high PPR.  As it is you can deal 100 damage to a bunch of peasants, or you can deal 100 damage among some especially dangerous players, and you'd get the same score.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Penitent on August 06, 2012, 10:00:21 pm
Bumps should definitely give points.  Sometimes a cav can get no kills and barely any hits...but if they bump the right people at the right time it can literally change the course of the battle.  I've done it!  This should be rewarded.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 10:01:44 pm
NO! Sometimes its very useful killing a straying horse, if the enemies is the only one having cav left for instance. And it can be annoying if you get trampeled by horses all the time. If you lose your horse, its your fault.

You just hate animals, don't you?

I do get your point but teamates killing friendly horses is something that happens way too much to be ignored.
IMO it's much better giving a small minus score than letting people get away with animal abuse and griefing.

It hurts my eyes to see all these infantry players instakilling any horse crossing them, without hesitation. It's obscene and sick!
They totally lack respect for animals. How can anyone support that?

Bottom line:
It's not morally right that we should let this behaviour keep on going when we have the possibility to stop it.

/Against animal abuse
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 10:02:32 pm
Would be nice to have an option to arrange ladder according to kills, not to score. Default settings could be current one, but I'd like to have a choice between current scoreboard and the old one. No idea if it's possible.

I agree, I personally would still rather see it sorted by kills, and leave this score system as additional information to look at. Also, I would like to see the score inbetween death and ping. And like I said earlier make the scoreboard a bit bigger so names don't overlap the scores (kills if I could have it my way) as much as they are currently doing.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 10:04:11 pm
Hits giving points will fix everything. But only hits done by a weapon, no bumps.

That doesn't make sense. I totally disagree. Bumping should give 100% score.

For example, it doesn't take any skill killing some defenseless 2H player as an archer by kiting.
It's even more lame than bumping, still I don't complain about it.

We shouldn't make any difference in score by how you make the kill or deal damage (melee, ranged, bump etc).
That will make something simple uncessesary complicated and in the end cause balance issues and flaming between different classes.


What about giving 100% score if you kill an archer late round?
Now that would actually make sense. Hint: ROBINHOOD :wink:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 10:05:33 pm
You just hate animals, don't you?

Only horses in cRPG  :mrgreen:

If I see a friendly whistling for a horse I don't harm any. But if there are straying horses around I normally kill them. Sorry, but on EU1 there are around 20 cav all the time, you just have to hate them and as my main role is a cav killer, why should I leave them alone and make my life even harder?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 06, 2012, 10:09:29 pm
It hurts my eyes to see all these infantry players instakilling any horse crossing them, without hesitation. It's obscene and sick!
They totally lack respect for animals. How can anyone support that?

Bottom line:
It's not morally right that we should let this behaviour keep on going when we have the possibility to stop it.

/Against animal abuse

But you have nothing against humans slaughtering other humans, even if they surrender or are unarmed? Given how war horses were bred as weapons back then (and had the ability to crush your skull in with ease and all by itself with no commands) I think it is perfectly appropriate to try and take down a rampaging horse.

What about the cavalry players who are so "abusive" as to bring force an "innocent" animal to a battle, knowing full well it will probably get hurt, and even killed? Are they not even worse for the exploitation of animals?

Regardless, as interesting as this all is, it is veering off topic, and in a war-game set in a brutal setting, it would be appropriate to reward the brutality associated with battle (such as killing horses which are weapons of war in a medieval setting).
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Crazyi on August 06, 2012, 10:11:33 pm
It takes more skill to land a blow than to do high damage to your opponent with stacked str builds. So I think the hits should be rewarded and not the damage.

Oh and stray horses should die and def not get a penalty for killing it.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 10:12:19 pm
Don't forget about all that cav, rushing to enemy spawn and slaughtering poor people who don't know whats going on.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 10:16:10 pm
But you have nothing against humans slaughtering other humans, even if they surrender or are unarmed?

To be honest, I value animal life above humans as long as it's not a child or a woman.
I'm not a vegetarian though. Nothing beats good meat.

What about the cavalry players who are so "abusive" as to bring force an "innocent" animal to a battle, knowing full well it will probably get hurt, and even killed? Are they not even worse for the exploitation of animals?

I rather win a war by sacrificing a few horses than lose it and get them all stolen or raped by some dirty footmen...
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Izual on August 06, 2012, 10:17:29 pm
My 2 cents:

- Closing/Opening gate (depending on the team you're in) NEEDS to give you score.
- Killing enemies near the flag could earn you more points than somewhere else (not much, but a few more).
- Giving the killing strike should not give you more points!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nessaj on August 06, 2012, 10:18:02 pm
Plenty of good suggestions for the points system in this thread. Body hits should be a priority imo.

Here's the few (sorry if I missed someone's post!) I haven't seen yet:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 10:19:38 pm
Nothing beats good meat.

Who doesn't enjoy beating their meat?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Leshma on August 06, 2012, 10:20:22 pm
Currently, I can't compare with good cav. But if they change it to hits, my low damage will give me an advantage over cav.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 10:21:09 pm
  • Give extra points for special kills/hits (such as kick slashing and chamber hits)

I thought this is a war game simulator and not Snooker with trick shots?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 10:23:12 pm
I thought this is a war game simulator and not Snooker with trick shots?

Just what I thought. Why not give extra points for fancy couch lancing as well?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nessaj on August 06, 2012, 10:25:50 pm
Nothing wrong in striving for excellence. It matters how the kill is made.

There's no such thing as 'fancy couching' though :P it's all just couching.

Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 10:26:23 pm
Currently, I can't compare with good cav. But if they change it to hits, my low damage will give me an advantage over cav.

What do you mean by hits? If its what I think, just spamming around with some cheap stick that doesn't do any damage would get you more points than one single hit that makes heavy damage?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Leshma on August 06, 2012, 10:27:03 pm
Body hits should be a priority imo.

No. No hiltslashing bundle of sticksry giving most points. One handers deserve buff. Head hits have priority.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nessaj on August 06, 2012, 10:44:25 pm
Yes, body hits, at the moment it is just 'hits' - body hits means specific points based where you hit, obviously headshot count most.

Some stuff I'd suggest myself:
- don't base it on the damage dealt, but on the bone: head 2 points, rest 1 point (peasants will automatically bring less points by going down in 1 hit)
- extend the teamplayer bonus to 4m and 100%, not 50%
- give an extra point for killing (a human)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 10:48:32 pm
No. No hiltslashing bundle of sticksry giving most points. One handers deserve buff. Head hits have priority.

I really don't see a reason why a certain body part should give you a different score?
I think it's totally irrelavant.

I'm not biased. As a lancer I always thrust at the head of footmen, thus most often 1-hit killing.
It's most hard hitting the head if you are ranged (melee can just overhead).

Is this what you want?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: oprah_winfrey on August 06, 2012, 10:49:19 pm
Yes, body hits, at the moment it is just 'hits' - body hits means specific points based where you hit, obviously headshot count most.

Don't body shots already deal more damage? So your suggestion is already implemented kind of.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nessaj on August 06, 2012, 10:53:40 pm
Don't body shots already deal more damage? So your suggestion is already implemented kind of.

Maybe, I haven't played enough with the new patch to notice that, but given chadz is suggesting that points should also be based on if you hit someone in the head or torso/rest-of-body, then I don't see the issue in reinforcing that statement, which is all I did.

hiltslashing bundle of sticksry

Also hilt slashing is not in any way silly nor is kicking in it self or chambers. They're hard to master skills that require extremely fast reactions and solid predictions.
What's silly is massive running speed included with dancing around like a monkey, fighting solely based on ranging and not blocking.
In fact, if it were possible to detect, a fight between people that would involve several blocks in a row, the following first hit should generate additional points due to the effort involved. Which in turn also punishes those who consider themselves speedy gonzales of sword/polearm fighting.

Don't get me wrong, it IS a play-style, but it should not be rewarded on equal footing as regular fighting, because it certainly ISN'T.

A feature like this isn't of any sort of major importance though, but it definitely should be on the table if it is possible.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nehvar on August 06, 2012, 11:28:40 pm
Some stuff I'd suggest myself:
- don't base it on the damage dealt, but on the bone: head 2 points, rest 1 point (peasants will automatically bring less points by going down in 1 hit)
- extend the teamplayer bonus to 4m and 100%, not 50%
- give an extra point for killing (a human)

I like it as a starting point but I don't think that damage dealt should be completely ignored.  The system you described above seems to favor spammy-weapon agility builds heavily while the system currently in place definitely favors big-weapon strength builds.  There has to be some middle ground that is fair to both.

Maybe somehow factor in a modifier to the damage-awarded points that takes into account the damage you did relative to your potential.  Like, just for example, you'd get 1X points for an average hit; 2X points for a hit scored with both the sweet spot of your attack animation and good speed bonus; and 0.5X for a hit that glances.  Something along those lines. 

Strength builds would still get credit for the raw damage they're putting out while the agility guys get rewarded for the footwork that is, arguably, more crucial to their builds.

This is still just a rough idea so don't jump down my throat just yet.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Silveredge on August 06, 2012, 11:32:07 pm
Some stuff I'd suggest myself:

- extend the teamplayer bonus to 4m and 100%, not 50%


Wouldn't this be coming full circle to what cRPG was before I even played the game?  I remember when I started, people talking about "how it used to be" with everyone just following around players like Goretooth to get points from the people they kill.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Penitent on August 06, 2012, 11:33:40 pm
I think it should just be damage done.  This will help account for sweet spots (sweet spots do more damage) and bone hits (headshots do more damage) so its the easiest solution.

Think agi builds get shafted?  I don't think so.  A slow str build might get 12 hits in at great damage, but a fast agi build might get 17 hits at medium damage....so in the end I think they'd have the same chance at points.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Silveredge on August 06, 2012, 11:36:13 pm
I like it as a starting point but I don't think that damage dealt should be completely ignored.  The system you described above seems to favor spammy-weapon agility builds heavily while the system currently in place definitely favors big-weapon strength builds.  There has to be some middle ground that is fair to both.

Maybe somehow factor in a modifier to the damage-awarded points that takes into account the damage you did relative to your potential.  Like, just for example, you'd get 1X points for an average hit; 2X points for a hit scored with both the sweet spot of your attack animation and good speed bonus; and 0.5X for a hit that glances.  Something along those lines. 

Strength builds would still get credit for the raw damage they're putting out while the agility guys get rewarded for the footwork that is, arguably, more crucial to their builds.

This is still just a rough idea so don't jump down my throat just yet.

This was my first reaction as well.  However, I realized if you compare it to two dps styles putting out the same damage over time, you begin to realize it is pretty balanced.  Since the intent is to have the damage capped at the health of the opponent, whether you do the damage in 1 shot or 3, its the same amount of points at the end.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 06, 2012, 11:38:15 pm
Wouldn't this be coming full circle to what cRPG was before I even played the game?  I remember when I started, people talking about "how it used to be" with everyone just following around players like Goretooth to get points from the people they kill.

Yeah... that will be like the XP barns, only score barns now. Do we really want that? Not me. I don't think we should be forced to play as a group. If I stay in the open to hold back cav away from the group I don't get any points from surrounding teammates. And everyone just running in the vicinity of the top scorers get points for free? Only because I'm standing beside someone doesn't necessarily mean I help them.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 06, 2012, 11:56:21 pm
I think it should just be damage done.  This will help account for sweet spots (sweet spots do more damage) and bone hits (headshots do more damage) so its the easiest solution.

Think agi builds get shafted?  I don't think so.  A slow str build might get 12 hits in at great damage, but a fast agi build might get 17 hits at medium damage....so in the end I think they'd have the same chance at points.

Exactly.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Mithus on August 07, 2012, 12:13:14 am
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit

what about players that manual block while others swing by behind and get the points, manual block an enemy would give at least a tiny fraction of the current player that kill it if is done in the last seconds..
A small bonus to who stays alive at end of each round and did damage to the enemy..
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Penitent on August 07, 2012, 12:18:59 am
what about players that manual block while others swing by behind and get the points, manual block an enemy would give at least a tiny fraction of the current player that kill it if is done in the last seconds..
A small bonus to who stays alive at end of each round and did damage to the enemy..

That's where being within 3m comes in handy.  Blocking or distracting the player gets you points.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 07, 2012, 12:31:17 am
That's where being within 3m comes in handy.  Blocking or distracting the player gets you points.

Yeah, I agree.

If you would get points for just blocking, some players would definately abuse it.
Friends in opposite teams standing in a corner of the map or some other place where they won't get disturbe just taking turn in hitting and blocking to get points :wink:
Not that I care about them getting points in an unfair way, but there is already enough friends in opposite teams hiding somewhere making love.

Make war not love.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: CtrlAltDe1337 on August 07, 2012, 12:38:08 am
Can we get points for:

destroying ladders
capping flags in strategus
holding the flag in siege mode

etc.  Basically other support activities.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Taser on August 07, 2012, 12:43:19 am
Yeah... that will be like the XP barns, only score barns now. Do we really want that? Not me. I don't think we should be forced to play as a group. If I stay in the open to hold back cav away from the group I don't get any points from surrounding teammates. And everyone just running in the vicinity of the top scorers get points for free? Only because I'm standing beside someone doesn't necessarily mean I help them.

Only if you care about your score really. The old crpg was all about the xp and gold. Which led to xp barns and xp bridge and so forth.

So I suppose if you care enough about your score then yes you are forced to work with the team more but not necessarily. You can still have a decent score on your own.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Zerran on August 07, 2012, 05:15:44 am
I assume there is something in the algorithm to avoid spreading negative points via TW/TK? Otherwise if I hit a teammate I end up spreading negative points to others.  :lol:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 07, 2012, 05:29:33 am
I assume there is something in the algorithm to avoid spreading negative points via TW/TK? Otherwise if I hit a teammate I end up spreading negative points to others.  :lol:

I did not think of this, well done  :lol:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Oberyn on August 07, 2012, 07:57:01 am
To be honest, I value animal life above humans as long as it's not a child or a woman.

Completely off-topic, but fuck you, you white-knighting retard. I guess you don't see how offensive and paternalistic it is to put women on the same level as animals and children, like some sort of mentally challenged sub-human. Or of course that you value animal life over a man's...totally sociopathic, but accepted by society, congrats. I guess in your head it's some sort of noble gesture.
Unless of course you're just trolling, in which case ignore me.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 07, 2012, 08:32:55 am
Only if you care about your score really. The old crpg was all about the xp and gold. Which led to xp barns and xp bridge and so forth.

Well as I understood it, XP and gold might be bound to that score. If that happens, everyone will care about its score...  :|

I prefer the current multi system over this as the score is only a visible reward for your play.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Molly on August 07, 2012, 08:45:53 am
Only if you care about your score really. The old crpg was all about the xp and gold. Which led to xp barns and xp bridge and so forth.

So I suppose if you care enough about your score then yes you are forced to work with the team more but not necessarily. You can still have a decent score on your own.
I miss the xp barn :(
The "re-make" that sometimes happens isn't as fun as it used to be...
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 07, 2012, 08:47:10 am
Completely off-topic, but fuck you, you white-knighting retard. I guess you don't see how offensive and paternalistic it is to put women on the same level as animals and children, like some sort of mentally challenged sub-human. Or of course that you value animal life over a man's...totally sociopathic, but accepted by society, congrats. I guess in your head it's some sort of noble gesture.
Unless of course you're just trolling, in which case ignore me.

Well, maybe I was overexxagerating. I also think you take things way to serious...
Anyway, you can cut the children and women part and add evil in front of human. Fuck nobility.

If you still think it's fucked up, then, well, fuck you too.
You will just be another one to add to the list of targets on the battlefield. I actually liked you until now Oberyn.

It disturbs me if you rather give your support to an evil human who has been stealing, raping, robbing and so on than a neutral wild life tiger.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: BeastSVK on August 07, 2012, 09:03:07 am
there should be some special bonus point of team play like if i am crosbow i will get bonus point for shoting into full metal. If i am pikman getting more points for killing horse or killing rider, etc.. this will increase usefullnes of builds with its main fuction
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Oberyn on August 07, 2012, 09:04:16 am
Well, maybe I was overexxagerating. I also think you take things way to serious...
Anyway, you can cut the children and women part and add evil in front of human. Fuck nobility.

If you still think it's fucked up, then, well, fuck you too.
You will just be another one to add to the list of targets on the battlefield. I actually liked you until now Oberyn.

It disturbs me if you rather give your support to an evil human who has been stealing, raping, robbing and so on than a neutral wild life tiger.

I've always liked you too, and still do, if only for your skill ingame, despite the fact that we will never agree. Apparently all human are thieves, rapists and robbers to you. I don't want to imagine the type of people you surround yourself with. Out of everyone you know, how many people fit in that category? No need to answer, I'm going to guess practically none, and you're just spouting neo-malthusian misanthropic bullshit because it makes you feel like your opinions are noble and pure, as opposed to psychopathic. Have you ever actually lived in "nature", without the support of any of the evil things humans have built for themselves over the centuries? Nature isn't kind or glorious or fair. It's uncaring, deadly and unjust. There is no Lion king circle of life, sorry Dysney lied to you.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: chadz on August 07, 2012, 09:25:48 am
Totally agree with Oberyn, he explained it better than my -1 ever could  :wink:

Anyway, ontopic again!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Havoco on August 07, 2012, 09:56:21 am
500 points for killing al_adin on his flying carpet.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Taser on August 07, 2012, 10:33:22 am
Well as I understood it, XP and gold might be bound to that score. If that happens, everyone will care about its score...  :|

I prefer the current multi system over this as the score is only a visible reward for your play.

If that's true then yes it will matter much more to people.. at the moment its just nice to see how people are contributing to the team.

As for nature..

(click to show/hide)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nessaj on August 07, 2012, 11:07:57 am
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Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 07, 2012, 11:10:56 am
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That is 100% valid in China  :mrgreen:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Havoco on August 07, 2012, 11:11:12 am
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Don't show that to king alligator.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Belatu on August 07, 2012, 02:05:45 pm
- give to everyone within 3m that is an enemy of the one who was hit

I would add

- divide score by 4
- give this score to everybody who hitted that enemy

Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 07, 2012, 02:58:14 pm
Mark best player in the enemy team so cav and ranged can fuck him up in no time
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Michael on August 07, 2012, 05:34:23 pm

Anyway, ontopic again!


At the moment you get more score points for killing a horse than for killing the rider and conquering the horse for your teammate. That doesnt make sense.
(Didnt read all the posts in here, if it was already mentionned, then again)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: chadz on August 07, 2012, 05:34:47 pm
new score system on EU1 for testing
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 07, 2012, 05:35:58 pm
Nvm, was responding to Michael.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: //saxon on August 07, 2012, 05:36:12 pm
new score system on EU1 for testing
great!
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Werfried on August 07, 2012, 05:47:29 pm
new score system on EU1 for testing

The scores are very high now, does it reflect damage output 1:1 ?
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 07, 2012, 05:48:14 pm
new score system on EU1 for testing
suck gang damange is broken

you can just stand close to the fight and milk shitload of points, have to say then KD was way more accurate like that  now


I got 40 points after my death -_-
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 07, 2012, 05:59:51 pm
... :oops:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Mike_of_Kingswell on August 07, 2012, 06:16:41 pm
- give to everyone within 3m that is an enemy of the one who was hit

I would add

- divide score by 4
- give this score to everybody who hitted that enemy

This sounds good.

DONT FORGET THE ARCHERS (yet again :/ )
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Chasey on August 07, 2012, 07:01:03 pm
 The new system is basically whoever can stay in the big group/horde the longest gets the most points. I tested 2 rounds 1 where i went off by myself, got serverall kills and assists and the other where i sat in the horde holding up my shield not attacking. The difference was huge with about 5 kills and quite a bit of other damage i barely got 60 points, but just sitting in the horde i got over 200 from  1 round. I suppose this supports team play, as people are just sticking in huge groups now but i dont think this is the way it should be achieved as getting kills solo, or doing anything solo feels kinda pointless atm.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 07, 2012, 07:07:56 pm
The new system is basically whoever can stay in the big group/horde the longest gets the most points. I tested 2 rounds 1 where i went off by myself, got serverall kills and assists and the other where i sat in the horde holding up my shield not attacking. The difference was huge with about 5 kills and quite a bit of other damage i barely got 60 points, but just sitting in the horde i got over 200 from  1 round. I suppose this supports team play, as people are just sticking in huge groups now but i dont think this is the way it should be achieved as getting kills solo, or doing anything solo feels kinda pointless atm.
that sytsem is  like old gold system and that suck

points-KDR 0-2

btw I don't care then some nubs will -1 me because he can topscore now by doing totally nothing
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Lt_Anders on August 07, 2012, 07:20:36 pm
that sytsem is  like old gold system and that suck

points-KDR 0-2

btw I don't care then some nubs will -1 me because he can topscore now by doing totally nothing

And? You still have to KILL to win. I can whore points all I want, but if my team doesn't kill it doesn't matter. I'm still x1.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Strudog on August 07, 2012, 07:23:01 pm
New score system sucks, i could make a 13 shield skill charchter and not attempt to kill anyone and top the scoreboard, requires no skill anymore, this mod is rapidly going down hill
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Overdriven on August 07, 2012, 07:26:14 pm
that sytsem is  like old gold system and that suck

points-KDR 0-2

btw I don't care then some nubs will -1 me because he can topscore now by doing totally nothing

I -1 you because KDR as a score system is outdated and a poor representation of peoples actions on the battleifield. The new system may not be perfect, but the fact chadz has introduced changes within a short space of time shows it's being tweaked. Naturally something is going to go wrong when it is under test. Just going KDR 0-2 means nothing and isn't helpful. Perhaps you should make some constructive criticism of the system?

I can't topscore because I'll be furthest from the fight  :rolleyes:
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 07, 2012, 07:29:22 pm
(click to show/hide)

It seems you love reading books, professor Oberyn.
You really expect me to google all this gibberish up?

white-knighting
paternalistic
mentally challenged
sub-human
sociopathic
neo-malthusian
misanthropic
psychopathic
Lion king circle of life
Dysney

I got a name change suggestion for you, my friend:
Oberyn_the_omniscient

(click to show/hide)

Kind regards,
Riddaren_the_savage
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 07, 2012, 07:30:05 pm
And? You still have to KILL to win. I can whore points all I want, but if my team doesn't kill it doesn't matter. I'm still x1.

matter because peps will follow stupid crowd shield up,hiding doing nothing  tactic,
that doesn't reward peps useful for team,
Points for doing nothing are simply stupid.
now you can td tk like crazy and you still will get high score by doing nothing useful for your team if you are smart,
Points only for damage, bonus for kill.
I love to see situation when we can get points only after target is dead because if he isn't dead that change nothing for team.


Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Strudog on August 07, 2012, 07:39:16 pm
Make it simple though:

A kill = 10 points

Assists:
High Damage:8 points
Medium Damage: 5-6 points
Low Damage: 2 Points
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Grumbs on August 07, 2012, 07:42:33 pm
The new system is basically whoever can stay in the big group/horde the longest gets the most points. I tested 2 rounds 1 where i went off by myself, got serverall kills and assists and the other where i sat in the horde holding up my shield not attacking. The difference was huge with about 5 kills and quite a bit of other damage i barely got 60 points, but just sitting in the horde i got over 200 from  1 round. I suppose this supports team play, as people are just sticking in huge groups now but i dont think this is the way it should be achieved as getting kills solo, or doing anything solo feels kinda pointless atm.

Maybe people in the area should just get minor assist points, with the majority of points coming from individual kills and damage. I don't like the idea of having people getting close to you and getting in the way, just because they want to get more points rather than because they want to help. People who genuinely want to play as a team will do so anyway, just because you get more gold/xp as a team for winning the round. Trying to force team play with points won't result in real team work imo
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Chasey on August 07, 2012, 07:59:01 pm
Well i was thinking a solution if devs really wanted to keep this system, is to decrease the points you get in big zergz depending on the size of the group. A bit like the way shield skill bonus works, if your in a big group you all get a smaller amount of points than you would if you were alone, say for example capped at  50 % in the largest sized group and 100% on your own. This way it still promotes teamplay without forcing people to stay in the big zerg through fear of not getting any points.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 07, 2012, 08:02:56 pm
Make it simple though:

A kill = 10 points

Assists:
High Damage:8 points
Medium Damage: 5-6 points
Low Damage: 2 Points

No. That would increase the peasant killing.

You have the level of the target: T = Target
You have the level of the one hitting: A = Attacker
You have the damage dealt: D = Damage

The calculation will go faster just bringing all these values into one dynamic alghoritm.
Your own level will be taken into account as well, but not so much that it should be worth it being lower level.

Also, getting score just by being close to someone really needs to be minimal.
Do I need to remind you about the terrible old blob vs blob system...
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: //saxon on August 07, 2012, 08:09:22 pm
fix the balance.

one team had 40 players and the other team had 60+.

sorry dont have screenshot.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: callahan9119 on August 07, 2012, 08:18:31 pm
Why have proximity awarded points anyway?

It should be damage, kills and maybe other things like breaking shields etc. If you are going to award points based on just being near a fight, it should be a very small award.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Michael on August 07, 2012, 08:23:55 pm
I disliked most of your changes you made over the last years but I have to admit with the new score system crpg folks finally got what they wanted and deserved.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Nessaj on August 07, 2012, 08:42:33 pm
fix the balance.

one team had 40 players and the other team had 60+.

sorry dont have screenshot.

(click to show/hide)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Crazyi on August 07, 2012, 08:44:21 pm
Proximity points encourage team play if you want to score extra points. This is in no way a bad idea. This doesn't mean you HAVE to be near people. You should be awarded points for being with teammates, but it should be less than the points given to the people scoring them. I say 25% to 50% of what is being scored should go to 3-5m.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tears of Destiny on August 07, 2012, 08:51:20 pm
I would prefer a 25% proximity reward, personally, no more then the original 50% at most.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 07, 2012, 09:06:53 pm
I would prefer a 25% proximity reward, personally, no more then the original 50% at most.

I think 10% is enough.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Rebelyell on August 07, 2012, 09:10:28 pm
10% in 3 or 2 meter radius
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: The_Bloody_Nine on August 07, 2012, 09:18:06 pm
what are the changes after the mini-patch? are there any?

edit: nevermind, same minute: patch announcement.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: callahan9119 on August 07, 2012, 09:25:37 pm
I think 10% is enough.

I agree completely...by trying to force people into a specific playstyle, you will just encourage people to game the system by actively leeching. You should get a minimal reward/encouragement to stay with the group...nothing more. Ten percent is fine.

Personally, I'm shit at this game for the most part and I'm one of the people who stand to benefit most from proximity awarded points, yet I don't think they are a good idea.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: CrimsonPigII on August 07, 2012, 10:12:56 pm
Really enjoyed my first game in 2 months - got 103pts in battles by swinging and supporting with my 1h blade

Thumbs up for me :)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Havoco on August 07, 2012, 10:22:12 pm
(click to show/hide)
Some nord stole Egans forum name! Wtf
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Pandemona on August 07, 2012, 10:36:49 pm
(click to show/hide)

So 4 points per kill ?

Last night i got 30 points in 1 round (EU1) just by wounding people and horses. Can we get better point when we wound someone before we kill ?


I need to say this, a new score system like this is good, but i don't think 15 kills deserve just 60 points ( most of them was headshot if i remember right, so damage i did was probably good)
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Mosquito on August 07, 2012, 10:44:20 pm
i didn't like the really heavy proximity weighted bonus, it was too much. Now its gone and immediately people have spread out more. It seems that it is extremely possible to influence playstyle with smallish tweaks even to something that is only an illustration and doesn't actually decide whether you are more less likely to win or lose.

Would it be possible for a bastardised proximity bonus? something that adds a small percentage to the existing damage points if they are scored within 4m proximity of a certain amount of your teammates? This would only be to the ppl that actually score the damage though, no 'splash area points'? I think taking the problem in reverse will still make 'battelines be formed' and indeed it should and i would intend that it does still reward skilled players that are the ones actually doing the damage/killing the enemy as this is indeed the point of the game. For example Chase is in the middle of a shieldwall vs sheildwall encounter surrounded by at least 33% of his teams remaining players and he hits Nuuk on the other team in the face. I would like to see him get his damage points as they are already allocated plus a small amount (maybe just an arbitary +1point if it would be simpler) because he is in the middle of the action helping his team. Next time Nuuk sneaks around his enemy and slays several of their isolated archers easily on his own, while Nuuk should be rewarded for the damage as now if he isn't within the 4m proximity of a certain % of HIS team his kills gains no additional team bonus.

Maybe it wouldn't be possible? but i think it would still encourage good players to work in their team but wouldn't also encourage proximity leaching? What do you guys think?
*the ppl and places represented in this story are entirely fictional and used for illustrative purposes only**sorry Chase and Nuuk*
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: dodnet on August 07, 2012, 10:54:44 pm
I think 10% is enough.

+1, else you are punished for going alone - vs cav for example or archers
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: XyNox on August 10, 2012, 08:58:33 am
(click to show/hide)


I dont know what those people with 2 Kills have done exactly for the team and granted, some of my kills were onehits on people who arrive at flag with low hp but it seems kinda off.


Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Smoothrich on August 10, 2012, 09:13:31 am
Yeah, the scoreboard is basically painful to look at now, haphazard and random, nothing to do with who is playing well just who is hanging it out in blobs the most.

Don't really care either way about points, but I think it should still be sorted by kills until the point system is balanced more. 

Going 23-3 is supposed to make you top dog on the charts in most siege matches, now as you can see despite strong playing you get sandwiched in between random dudes who can afk with a shield up next to strength builds and get triple your points.  The art of scoreboard.jpegs has been ruined and points are an arbitrary mishmash of damage and AoE passive assist that has no indication of performance or skill.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Moncho on August 10, 2012, 09:16:46 am
(click to show/hide)


I dont know what those people with 2 Kills have done exactly for the team and granted, some of my kills were onehits on people who arrive at flag with low hp but it seems kinda off.

As ranged, or someone with low PS, it is pretty easy to get those scores. Example:
(click to show/hide)
I am atm a 15/18 Shielder/Hybrid, and during that round in particular I tried to shoot either into melee to stun and give an ally a free hit, or through the gates, with the bad luck that I managed to only kill 2 people in all of the round and a half. It can be seen however, that I hit many other people and did quite a lot of damage, and thats what I was missing on the kill system.

Also, I was not in the big blob, but on the roof on the left from defenders view.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Belatu on August 11, 2012, 02:22:32 am
Make the ranged amno inserted in an enemy as it were the one who throwed it at the thing of getting points less some % for the lamerism

(sorry my englush  i am a bit drunk(

Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Leshma on August 11, 2012, 02:39:17 am
Scoreboard is fine. Chase is first most of the time, Royanss as well. Muffin was first today for one map. I'm usually in top 5 (which is good for a kill stealer), sometimes off the charts. Cav are usually first, but it was like that before.

Only difference is that some cav with 30-3 can have only 150 points while I with 15-5 can have just 10 points less. System works very well.

And dealing with horses gives ton of points, dehorse one or two riders and you won't have to kill anyone to get 30 points per round which is very good.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: SoA_Sir_ODHarry on August 11, 2012, 04:19:49 am
beeing first with 0 kills just feels awesome

disappering from scoreboard suckz :(
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Horst_Kurmoottaja on August 11, 2012, 05:42:31 pm
I think score should be renamed as damage dealt and it should record only damage done...That simple.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: San on August 11, 2012, 06:09:22 pm
I think it's pretty difficult as ranged, especially for snipers who like to shoot far away.

For shielders, it's probably the easiest or one of the easiest imo. As long as you stay up front and get a few hits in each round, you'll be at the top.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Turkhammer on August 11, 2012, 08:13:25 pm
I really enjoy the new point system as a support player. I've been at least in the top 3 every game even when I had less than half the kills of the people around me. Many times I laughed when I had more points with 6-12 kills than those that had 18-24 kills.

An ensuing small discussion came around when they were talking about how BS it was that I was topping the charts with half the kills of the cavalry players while I played a Hoplite. I simply said it was hard to kill as a hoplite and they replied with "Yeah, but damage doesn't matter. What if you hit their best player for 80% of his health but he then kills 4-5 more people." In that sense, no the damage does not matter. But when you play a support character you get to hit people for 80% of their health and hand feed the kill to your ally. You do this A LOT.

Tl;dr, I'm glad supports are now getting recognized.

And this is why characters should be gimped if wounded.  Then damage would mean a lot more.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: XyNox on August 12, 2012, 05:17:49 pm
I just logged in with my pole alt on EU2. Round begins and I prepare to stab some heads with my long spear from higher ground at ladder entrance. I fell off the ledge, landed in between 10 people chopping at each other and died in about a second while not having hit a single enemy so far. Open the score board just to see I got 36 points from that.

(click to show/hide)

This aoe score gain seems kinda silly.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Kajia on August 12, 2012, 05:36:36 pm
disappering from scoreboard suckz :(
this.
not high priority, but really annoying!
it needs to be fixed, and be it just for the reason to see who of the disappearing guys (who could be game changers) is dead or not ....

and i would love to see the score taken into account inside a new value that can be shown next to the k:d on the website.
and please add a score column in the strategus battle charts.

so far i'm actually pleased with the system as it goes, although i'm still in favor of taking away ALL scores tbh, but ye ... it's okay :P
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Riddaren on August 12, 2012, 08:47:09 pm
this.
not high priority, but really annoying!
it needs to be fixed, and be it just for the reason to see who of the disappearing guys (who could be game changers) is dead or not ....

and i would love to see the score taken into account inside a new value that can be shown next to the k:d on the website.
and please add a score column in the strategus battle charts.

so far i'm actually pleased with the system as it goes, although i'm still in favor of taking away ALL scores tbh, but ye ... it's okay :P

Yeah, this is very annoying. I constantly dissapear from scoreboard on EU_1.
It's not just that you can't see the score (and show it off). I regularly check scoreboard to see who is alive to get an understanding of the situation. Looking for good players in my team and enemy team.
This is no longer possible as Kajia said. Hope this gets fixed soon.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Micah on August 13, 2012, 11:47:37 am
... although i'm still in favor of taking away ALL scores tbh, but ye ... it's okay :P
+1
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Tzar on August 13, 2012, 11:52:20 am
+1

-1

That would horrible boring...
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Zeniues on July 26, 2013, 07:29:37 pm
Now a year later we can conclude that half the players don't care about the score system, and the other half don't know how it works.
Title: Re: Adjust the new scoresystem slightly - Feedback
Post by: Swaggart on July 26, 2013, 09:37:32 pm
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