How?
Peasants will be unable to level up because by not gaining any XP from kills, they will be perpetually stuck in peasant mode, which of course, will "kill the mod"
-1
You're encouraging killwhoring with your suggestion. You're going to see a huge increase in people blasting through teammates to get the kill.
Peasants will be unable to level up because by not gaining any XP from kills, they will be perpetually stuck in peasant mode, which of course, will "kill the mod"
Do you not realize the psychological effect that occurs when you are near more than one enemy? Just being in proximity of an enemy is an assist in a way because the enemy player has to focus on more than one player.Exactly what I was going to say. This should not be underestimated.
1 point for being near an enemy when they died.
2 points for dealing damage to an enemy or riden horse.
3 points for taking down a horse with a rider on it.
3 points for a kill.
25 points for being on the winning team.
Horse archery is even more fucked (disclaimer: I don't play one).
Well, what worries me personally is that the devs have said they plan to do away with the current gold/xp gain system, including multipliers. I am guessing the score system is a precursor to this change, meaning gold/xp will eventually be tied to it. So basically going back to the old proximity based system with dmg dealing also taken into account.
I wonder how killhungry that will make everyone. Maybe even the XP BARN will make a comeback.Most close quarter areas will return with mass camping, people will find previously unused areas to hide in just to get a wee bit more xp and gold
This proximity system is a good thing in my opinion. The reason is, like Oberyn said, in the next gold/xp system. I'd imagine proximity score evens out the score between cavalry and infantry. Cav deals massive damage and gets good score alone with the damage, but doesn't get too big of a slice from the proximity score.
3 or 4 meters from the enemy is very close for an archer. That's the range for the proximity score.
I guess 12/27 or similar super-kiters could manage it regularly.
So you have to be 3 or 4 meters away from the enemy? Or the gigant mob of friendlies? I imagined the proximity bonus area to be bigger.
Well good archers don't spam arrows from kilometers away so they most likely are going to be in the proximity area when they actually deal some damage.
Good archers know that the most efficient position on the battlefield is by flanking and keeping a safe distance (archers aren't xbowers, don't confuse things), be it by medium range, or long range, depending on the scene, and always keeping in mind the ability to support the melee group encounters. Not 3 meters from a melee jedi.
For score e-peen proposes I guess it's ok, but if proximity gets to weight on the future xp/gold gains, then the mod will be doomed by the obvious reasons, and past experiences. It is in no way, a viable measure to xp/gold gains.
Good archers know that the most efficient position on the battlefield is by flanking and keeping a safe distance (archers aren't xbowers, don't confuse things), be it by medium range, or long range, depending on the scene, and always keeping in mind the ability to support the melee group encounters. Not 3 meters from a melee jedi.
For score e-peen proposes I guess it's ok, but if proximity gets to weight on the future xp/gold gains, then the mod will be doomed by the obvious reasons, and past experiences. It is in no way, a viable measure to xp/gold gains.
Well if it is 3m proximity xp, we will see more 'melee jedis' and less pew pews
Good archers know that the most efficient position on the battlefield is by flanking and keeping a safe distance (archers aren't xbowers, don't confuse things), be it by medium range, or long range, depending on the scene, and always keeping in mind the ability to support the melee group encounters. Not 3 meters from a melee jedi.
For score e-peen proposes I guess it's ok, but if proximity gets to weight on the future xp/gold gains, then the mod will be doomed by the obvious reasons, and past experiences. It is in no way, a viable measure to xp/gold gains.
You won't see pewpew's at all. Or simple pure STR pewpews with PD 999 and Longbows.
Honestly I don't know what the fuck the god damn developers are trying to do with this game anymore...Well obviously they are trying to develop it :wink:
Well obviously they are trying to develop it :wink:The wrong way
Well, what worries me personally is that the devs have said they plan to do away with the current gold/xp gain system, including multipliers. I am guessing the score system is a precursor to this change, meaning gold/xp will eventually be tied to it. So basically going back to the old proximity based system with dmg dealing also taken into account.
There is no need for it. There should only be points awarded based on kills, damage done to players and enemy horses. I should not be awarded points for being near an enemy who is killed by a teammate, it makes no sense. It's a fundamentally flawed decision if its only intent in to promote players clumping together. I still see the same behaviors of players, but now being passive in a group is rewarded. Also, the poor bastard who decides to undulge in horse archery is even more fucked (disclaimer: I don't play one).
I think what most players wanted was their work recognized, support characters for the damage done, even if they didn't get the kill and the guys who get that good feeling when they fucking destroy a horse and see the rider careen to his soon to be death rewarded for their actions.
Proximity based awards seemed shoehorned in, for no real purpose than whatever new multiplier that may be envisioned.
I'm shit at this game, average at best...so I stand to gain the most from proximity points, but I think they are a bad idea. I want to be awarded
"points" for the damage I do and the kills I get...I don't want arbitrarily awarded points that have no reflection on what I contributed to the fight.
Well, what worries me personally is that the devs have said they plan to do away with the current gold/xp gain system, including multipliers. I am guessing the score system is a precursor to this change, meaning gold/xp will eventually be tied to it. So basically going back to the old proximity based system with dmg dealing also taken into account.
While I really don't like the multi system, it does allow for different types of play styles, like Shine said.
Also, being scored for proximity means its actually easier to leech than with the multi system. All you need to do is follow a group, contribute nothing and you get rewarded more than a crappy x1. On one map I went off on a flank got 4 kills in one round and found myself in the bottom third accordring to points. Next round I followed the mob, got maybe one or two slashes in because of the constant worry about slashing a teammate and found myself in the top third. I don't see how I was a bigger contribution.
how about play to win, and not worry about your score. i may not always be at the top of the boards, but my team wins. thats all that matters, really.
I say that because the multiplier system is imo what ruined the game's friendly pre-january atmosphere. Now we all are a bunch of competitive minmaxing jerks exactly like the communities of bazillions of FPS and RTS games. Splitting our time between calculating our best build, raging about failures and bragging about victories.
Victory shouldn't be the only thing that matters. Actually, fun should. Being competitive is only a part of that.
I've played shielder several gens. Blocking, pinning, distracting an enemy, and absorbing blows ALL contribute towards killing an enemy. By giving support players like this some points, you encourage team play and sacrifice plays.
Same thing for manual blocking some guy while your teamie stabs him in the back...or standing next to the enemy with a held attack, making him focus on your while youfriends cut him down. All these types of activities are useful and should be rewarded.
I just see bunch of people who didn't play old cRPG crying how proximity rewards suck.
No they don't, they are awesome.
XP barn ftw!
Funny how assumptions make you look like a jackass, don't they? Or does this come naturally for you?
And since you have no idea what the future system of getting xp and gold is, you're simply making more assumptions which means you're speaking from your ass.
We're not using it atm but we will use it in the future.
Here was I thinking that the domain rename to "melee gaming" was a clue strong enough. :lol:
Well, what worries me personally is that the devs have said they plan to do away with the current gold/xp gain system, including multipliers. I am guessing the score system is a precursor to this change, meaning gold/xp will eventually be tied to it. So basically going back to the old proximity based system with dmg dealing also taken into account.
I'm not against the proximity system, I'm against it being the sole generator of gold and XP because it certainly has faults.
I just see bunch of people who didn't play old cRPG crying how proximity rewards suck.
No they don't, they are awesome.
XP barn ftw!
I'm not against the proximity system, I'm against it being the sole generator of gold and XP because it certainly has faults.
What Lech said is correct, at least in the current version we or I have in mind. Yes, it's not perfect, but there is simply no perfect solution. This at least allows peasants to be somewhat helpful and feel rewarded by trying to help the old ones.visitors can't see pics , please register or login
Also, XP barn and the like will obviously not work anymore - if everyone has a higher score, no one gains more because of that, because it's all relative.
You did play old cRPG but it took you 6 months to register on forums. Yeah right...Well, it can happen. I can only speak for myself, but I played the earliest versions of cRPG but didn't register until much later (as the early cRPG didn't have the competitive atmosphere that Native had back then, being heavily grind based and with a largely inexperienced playerbase a few Native vets aside).
The competitive atmosphere was there from the start, it's one of the things that drew me in, and I'm guessing at least some other people as well. People have a tendency to put on role-colored glasses, it could just be that the game was still fresh in your eyes at that time, and the community smaller.
Remove the score board, multi and leveling completely and I swear you half to all of the players will quit and never come back. There has to be a kind of competition or its boring. This is not Wendy's Pony Paradise, this is WAR!
I think one should receive more points when actually killing someone. People typically play much more defensively when they are low on health. There were times when I was 2-2 and 120 points, and 14-1 and ~106.
I agree with this san.Nah at the moment top of team wont have any score because it wont be shown if it gets too high :)
I am glad that the score system avoid 100% focus on the KDR but it seems now that kills are not valued at all in the system. I feel like when the score system FIRST came out (couple days before it was patched) it seemed to be taking kills into account but offsetting those results with some other factors, but scoreboard still mostly represented most kills at top and least kills at bottom. Now it has no such correlation as far as I can tell. Top of team might be someone that is 1-1 with 56 points, and someone that is 8-3 might be half way down with 12 points.
What Lech said is correct, at least in the current version we or I have in mind. Yes, it's not perfect, but there is simply no perfect solution. This at least allows peasants to be somewhat helpful and feel rewarded by trying to help the old ones.
What about support characters like archers, throwers, horse archers etc who will be left out of the whole proximity aspect of scoring?
Yes, it's not perfect, but there is simply no perfect solution. This at least allows peasants to be somewhat helpful and feel rewarded by trying to help the old ones.
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Let's admit that, kill whoring was better than score whoring, why should i headshot enemy archers when i can get more points by wounding horses ?
I do agree, killing an archer should give you more points than wounding a horse.
However, it shouldn't matter at all if it's a headshot or anything else.
It won't help your team more if you killed the archer with a headshot than an arrow to his knee.
Score should be based on team contribution. Not fancy ways of killing someone. IMO.
Also, as ranged i cba to fight near of the enemy or our melee players, since i'm ''ranged''. But i want to have high scores, so what i'm going to do ? With this score system i'm not supporting my team well if you look at the scoreboard, because i'm so far to my team.
shoot horses
Also, as ranged i cba to fight near of the enemy or our melee players, since i'm ''ranged''. But i want to have high scores, so what i'm going to do ? With this score system i'm not supporting my team well if you look at the scoreboard, because i'm so far to my team.one could invent class based proximity :
Headshots should be x3 and headshits x2 regular hit points, on top of damage they do. Buff for shielders and precise archers.Head shits???
It's hard to find horses in siege :P
one could invent class based proximity :
for archers/xbow = 30meters
cav = 10 meters
melee footmen = 3 meters
Is it too hard to hit people climbing ladders in siege with masterwork arbalest? :wink:
For me (talking about strategus) killing enemy archers is more useful, since they're more dangerous for me and most of my team.
When I was on today a guy who was -1 had third place.
When I was on today a guy who was -1 had third place.
What Lech said is correct, at least in the current version we or I have in mind. Yes, it's not perfect, but there is simply no perfect solution. This at least allows peasants to be somewhat helpful and feel rewarded by trying to help the old ones.
Also, XP barn and the like will obviously not work anymore - if everyone has a higher score, no one gains more because of that, because it's all relative.
They said they won't go away totally from current system. They just said that you gain x1 to x2.5 for winning/losing (analogue to current x1 to x5, i think it will be directly taken as it is) AND additionally x0 to x3 for your score compared to your team and enemy team score.
For some reason I think that levels have something to with amount of points you get.
Why do you care about peasant so much? I don't see them on the battlefield at all. There are only some players who pretend to be peasants with their lvl35 and 30 strength.
Do you not realize the psychological effect that occurs when you are near more than one enemy? Just being in proximity of an enemy is an assist in a way because the enemy player has to focus on more than one player.