cRPG

cRPG => General Discussion => Topic started by: Bjord on August 23, 2012, 10:59:51 pm

Title: Some thoughts on the new scoring system
Post by: Bjord on August 23, 2012, 10:59:51 pm
First of all, I'd like to state that this system is very, very good. I was very happy when it was introduced, because I felt there was something wrong with how only kills being rewarded and support classes getting overlooked. Now however, they are the top contenders for the new valour formula, which is also dependant on your score. Since this system, there's been an outbreak of hoplites. Before there was the thrust buff to all classes, mostly noticeable with the spear and shield(cav got a huge buff thanks to this), allowing hoplites to give 3-4 directional weapon users a challenge even in 1v1 situations(which they're not really meant to since they're extreme support classes). I understand devs took a liking to this highly versatile support class, and I don't blame them. It is a pretty sexy class. However, at the moment, they are enjoying a lot of benefits that mostly only include themselves.

Anyhow, the score making formula at the moment is not very accurate and not very fair. Classes with shields are for some reason score magnets. Leshma stated in a previous thread that it might be due to that shields, upon receiving damage, activate proximity based scoring. If this is true, then I think the same should be made for manual blocks, as it requires way more skill than simply holding RMB.

And lastly, still regarding the score system: Kills. I feel they are not rewarded enough. 2 points for killing a guy is just a plain "Fuck you." to players who focus on taking out dangerous targets so their team can enjoy high multipliers, I'd rather go hunt horses and let my team kill the dehorsed cavalry if I wanted to gain really high scores. There should be some relation to killing someone who has a high score, or has already scored more than than twice the average score of his team in the current round. This is so naturally logical that I wouldn't know what else isn't.

Also, please improve the valour formula. Lot of useless shielders in siege manage to get it simply by tanking hits.
Title: Re: Some thoughts on the new scoring system
Post by: Tzar on August 23, 2012, 11:05:31 pm
visitors can't see pics , please register or login

Title: Re: Some thoughts on the new scoring system
Post by: Bjord on August 23, 2012, 11:31:52 pm
Feel free to add your own thoughts(not Tzar, we heard enough for a few month's worth of "thoughts" from you :lol:) too.
Title: Re: Some thoughts on the new scoring system
Post by: cmp on August 23, 2012, 11:42:47 pm
Can't really give feedback because I haven't had time to play lately, but I can say with certainty that the part about shield damage is not true.
Title: Re: Some thoughts on the new scoring system
Post by: rustyspoon on August 23, 2012, 11:48:11 pm
At least on NA, shield users aren't score magnets. That may also be due to the fact that you can count the amount of good shield users on 1-hand.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 23, 2012, 11:51:54 pm
I disagree completely, and while proximity is a factor I think that your issue largely comes from the different styles of NA and EU.

In NA, especially in sieges where new valor has been implimented, Strength builds still are the end game. The point system has to do with the amount of damage you can do on a single life. Strength builds go around 1shotting people doing tons of damage (points) in one hit. Shielders get proximity bonus and can survive in clusterfuck situations longer while still dishing out hits.

I don't see how hoplites are getting any benefits? In close range they are still fucked most times, and they hit teammates a lot on accident. Not to mention they are so easily countered.
Title: Re: Some thoughts on the new scoring system
Post by: Bjord on August 24, 2012, 12:02:57 am
I disagree completely, and while proximity is a factor I think that your issue largely comes from the different styles of NA and EU.

In NA, especially in sieges where new valor has been implimented, Strength builds still are the end game. The point system has to do with the amount of damage you can do on a single life. Strength builds go around 1shotting people doing tons of damage (points) in one hit. Shielders get proximity bonus and can survive in clusterfuck situations longer while still dishing out hits.

I don't see how hoplites are getting any benefits? In close range they are still fucked most times, and they hit teammates a lot on accident. Not to mention they are so easily countered.

My issue? I never said it was an issue, in fact I'd be fine if things remained unchanged. I am only posting this thread to stimulate discussion about different ways to improve on this already ingenious scoring system. And for that, you need to problematize. So yes, the points I brought up are issues, but not necessarily my own.

I don't really care much for refuting the remainder of your post, it's pretty much uninteresting.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 12:10:32 am
My issue? I never said it was an issue, in fact I'd be fine if things remained unchanged. I am only posting this thread to stimulate discussion about different ways to improve on this already ingenious scoring system. And for that, you need to problematize. So yes, the points I brought up are issues, but not necessarily my own.

I don't really care much for refuting the remainder of your post, it's pretty much uninteresting.

Okay, sorry. They're not *YOUR* issues. They're *issues in general* according to you. My bad!

That being said, the rest of what I said directly addressed *the issues*. Hoplites are easily killed and countered, and I don't see them stacking scores. One handers are also pretty much universally outscored by str stacking 2handers and polearms. I think the point stacking simply comes down to a ratio of who can survive the most in battle and do decent damage. You're not going to see agi 1handers or even archers doing a ton of damage while surviving for extended periods in most cases.

Facts, dood. Cut out some of the nerd rage, I wrote well thought out responses to your points and instead of getting a reply I got dismissed. Kind of contrary to what you said about proposing a discussion? Or do you only want a discussion where people agree with you?
Title: Re: Some thoughts on the new scoring system
Post by: Horst_Kurmoottaja on August 24, 2012, 12:12:04 am


Anyhow, the score making formula at the moment is not very accurate and not very fair. Classes with shields are for some reason score magnets. Leshma stated in a previous thread that it might be due to that shields, upon receiving damage, activate proximity based scoring. If this is true, then I think the same should be made for manual blocks, as it requires way more skill than simply holding RMB.

And lastly, still regarding the score system: Kills. I feel they are not rewarded enough. 2 points for killing a guy is just a plain "Fuck you."

Really well said.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 12:13:15 am
Really well said.

How is that well said? if you poke someone with a peasant knife and kill someone with 2 HP left you should get bonus points? I don't think so.
Title: Re: Some thoughts on the new scoring system
Post by: Horst_Kurmoottaja on August 24, 2012, 12:16:44 am
You could poke this someone with whatever and prevent this someone killing bunch of your allies. One can kill many people with 1 hp even.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 12:19:01 am
You could poke this someone with whatever and prevent this someone killing bunch of your allies. One can kill many people with 1 hp even.

The reason people wanted the score system to begin with was the fact that only the kill whores got the credit. If you start giving bonus points for kills kill whores are going to continue to top the list and the whole point of the score system is irrelevant.
Title: Re: Some thoughts on the new scoring system
Post by: Horst_Kurmoottaja on August 24, 2012, 12:20:00 am
I do not agree.
Title: Re: Some thoughts on the new scoring system
Post by: cmp on August 24, 2012, 12:21:26 am
Getting the kill means nothing. Dealing lots of damage does.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 12:22:39 am
Getting the kill means nothing. Dealing lots of damage does.

CMP AGREES WITH ME. I WIN ARGUMENT.
Title: Re: Some thoughts on the new scoring system
Post by: Horst_Kurmoottaja on August 24, 2012, 12:23:40 am
Getting the kill means nothing. Dealing lots of damage does.

This is somewhat true but then again why do we have k/d ratio shown and damage dealt not shown on our character information?
Title: Re: Some thoughts on the new scoring system
Post by: Lech on August 24, 2012, 12:36:26 am
Bjord, tell me which useless shielders are score magnets ? Me ? Quatal ? Evo ? When i play on siege, and i play it almost exclusively, 2h heroes who know how to play have usually better score than shielders.  For example Lux, Rufio, Kulin, Rantrex (when not leching) all get awesome score thanks to rounding down formula which favor heavy hitting classes (military pick, 2h, poles). I can assure you that without that rounding down (using for example floats instead of integers, or just reduce rounding down in formula by doubling/tripling points awarded) those heavy hitting classes would have relatively less points compared to low-damage weapons.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 12:38:16 am
Bjord, tell me which useless shielders are score magnets ? Me ? Quatal ? Evo ? When i play on siege, and i play it almost exclusively, 2h heroes who know how to play have usually better score than shielders.  For example Lux, Rufio, Kulin, Rantrex (when not leching) all get awesome score thanks to rounding down formula which favor heavy hitting classes (military pick, 2h, poles). I can assure you that without that rounding down (using for example floats instead of integers, or just reduce rounding down in formula by doubling/tripling points awarded) those heavy hitting classes would have relatively less points compared to low-damage weapons.

Finally some common sense!
Title: Re: Some thoughts on the new scoring system
Post by: Bjord on August 24, 2012, 12:41:12 am
Okay, sorry. They're not *YOUR* issues. They're *issues in general* according to you. My bad!

That being said, the rest of what I said directly addressed *the issues*. Hoplites are easily killed and countered, and I don't see them stacking scores. One handers are also pretty much universally outscored by str stacking 2handers and polearms. I think the point stacking simply comes down to a ratio of who can survive the most in battle and do decent damage. You're not going to see agi 1handers or even archers doing a ton of damage while surviving for extended periods in most cases.

Facts, dood. Cut out some of the nerd rage, I wrote well thought out responses to your points and instead of getting a reply I got dismissed. Kind of contrary to what you said about proposing a discussion? Or do you only want a discussion where people agree with you?

The "*problem*" are not hoplites, I never said that. I was saying that they are enjoying benefits due to this new scoring system. A lot of known hoplite players on EU are often getting valour and 100+ scores. They are not that "easily countered", because they have tough shields that don't break together with either high agi and thus high shield skill(Gravoth), or high STR, board shield and lots of armour(Sultan Eren). If you ever muster the courage to play on EU(joke :wink:), keep an eye out for those two and watch them impact on outcome of round.

This is all due to the fact that when team play due to slowness is a deciding factor for the outcome of rounds, which spears naturally excel at, hoplites will reap the benefit twofold with their amazing survivability and support capability. A shield, to counter archers(more or less), a long spear, to counter cavalry and disrupt 2h heroes. It is pretty much a cakewalk, if played properly.

Anyway, this thread is not about hoplites or any other class but the point system. I was just including some related thoughts as examples.

Please don't wet your pants if I choose not to discuss with you about things I feel belong in another thread, calling it nerdrage is just projecting your own frustrations on me even more.

Back on-topic please.

Getting the kill means nothing. Dealing lots of damage does.

Yes, I agree somewhat. I am not saying kills should be in any way superior to dealing damage score wise. But I've one hit riders a countless times with a headshot from a thrust and all I got was a lousy 4-5 points. Pretty early in the round too so don't think they were low on health.

However, _killing_ a player means you boot him out for the duration of that round. Regardless if he was on low health, this is very helpful to your team. With this in mind, some tweaks could be made for when you score a kill.

By the way, question to you cmp. Is score based on damage accumulative or arbitrary? As in, does my total damage count in the score or only for every hit dealt on enemies? For example, if I deal 19 dmg first I get 1 score, if I deal 21 next time, do I get another 3 points? Excluding overkill dmg.

Bjord, tell me which useless shielders are score magnets ? Me ? Quatal ? Evo ? When i play on siege, and i play it almost exclusively, 2h heroes who know how to play have usually better score than shielders.  For example Lux, Rufio, Kulin, Rantrex (when not leching) all get awesome score thanks to rounding down formula which favor heavy hitting classes (military pick, 2h, poles). I can assure you that without that rounding down (using for example floats instead of integers, or just reduce rounding down in formula by doubling/tripling points awarded) those heavy hitting classes would have relatively less points compared to low-damage weapons.

Well, one shielder from the top of my head, Yanicar. Pretty lousy player, but I regularly see him getting valour while he has 2:9 score. I get that damage is more important, but seriously. If I have 130 points, I'll have killed more than 2 people.

And agreed, 2h are also enjoying the new score system, especially great maulers or any mauler really, thanks to the high dmg output.
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 12:47:56 am
The "*problem*" are not hoplites, I never said that. I was saying that they are enjoying benefits due to this new scoring system. A lot of known hoplite players on EU are often getting valour and 100+ scores. They are not that "easily countered", because they have tough shields that don't break together with either high agi and thus high shield skill(Gravoth), or high STR, board shield and lots of armour(Sultan Eren). If you ever muster the courage to play on EU(joke :wink:), keep an eye out for those two and watch them impact on outcome of round.

This is all due to the fact that when team play due to slowness is a deciding factor for the outcome of rounds, which spears naturally excel at, hoplites will reap the benefit twofold with their amazing survivability and support capability. A shield, to counter archers(more or less), a long spear, to counter cavalry and disrupt 2h heroes. It is pretty much a cakewalk, if played properly.

Anyway, this thread is not about hoplites or any other class but the point system. I was just including some related thoughts as examples.

Please don't wet your pants if I choose not to discuss with you about things I feel belong in another thread, calling it nerdrage is just projecting your own frustrations on me even more.

Back on-topic please.

Yes, I agree somewhat. I am not saying kills should be in any way superior to dealing damage score wise. But I've one hit riders a countless times with a headshot from a thrust and all I got was a lousy 4-5 points. Pretty early in the round too so don't think they were low on health.

However, _killing_ a player means you boot him out for the duration of that round. Regardless if he was on low health, this is very helpful to your team. With this in mind, some tweaks could be made for when you score a kill.

By the way, question to you cmp. Is score based on damage accumulative or arbitrary? As in, does my total damage count in the score or only for every hit dealt on enemies? For example, if I deal 19 dmg first I get 1 score, if I deal 21 next time, do I get another 3 points? Excluding overkill dmg.

Well, one shielder from the top of my head, Yanicar. Pretty lousy player, but I regularly see him getting valour while he has 2:9 score. I get that damage is more important, but seriously. If I have 130 points, I'll have killed more than 2 people.

And agreed, 2h are also enjoying the new score system, especially great maulers or any mauler really, thanks to the high dmg output.

From the way you talk it seems every class is enjoying new score system.
Title: Re: Some thoughts on the new scoring system
Post by: Bjord on August 24, 2012, 12:54:33 am
From the way you talk it seems every class is enjoying new score system.

Seeing you've gone down to this level of argumentation, without even bothering to read my post properly(obviously your comprehension is lacking judging by above post), I have nothing more to say to you.

And to make things clear, the problems aren't the fucking classes or any class having more benefits, it's making the point system more accurate and rewarding to those who truly deserve it. For that, this scoring system needs some fine tuning.
Title: Re: Some thoughts on the new scoring system
Post by: Teeth on August 24, 2012, 01:17:27 am
A kill should not give bonus points at all, I don't see how getting the last hit should be rewarded anymore than doing the hit before the last hit.
Title: Re: Some thoughts on the new scoring system
Post by: SixThumbs on August 24, 2012, 01:17:49 am
It seems to be working alright. I was third on a team today with a score of 2-3 and a similar rank when I was 9-1 or something like that.
Title: Re: Some thoughts on the new scoring system
Post by: Bjord on August 24, 2012, 01:26:24 am
A kill should not give bonus points at all, I don't see how getting the last hit should be rewarded anymore than doing a hit earlier.

A lot of factors come into play of course, and the kill itself shouldn't bring that many points. But it's very circumstantial. And AFAIK, one shot headshots that kill someone are rewarded with only 3 points.

Maybe if there was some sort of chain hit timer? Hitting more than one people in quick succession could give 10-15% more score for every hit, and killing them during a chain hit grants an additional 2-3 points on top of 2 points for killing someone. Then chain time window could be something like 2 seconds.

That way, players who dish out a lot of damage in short time are rewarded even more, for example skilled cavalry players(they are not as common as you'd think, as much as I hate Oberyn, he can do some serious damage in a few seconds and that's pretty badass) who plow through enemy archers, or an infantry player outnumbered by 3-4 guys. Either way, TWEAK TWEAK TWEAK.
Title: Re: Some thoughts on the new scoring system
Post by: Tai Feng on August 24, 2012, 01:35:52 am
Getting the kill means nothing.

Then new patch should make it impossible for hit points to drop below 1. It won't make any difference since kills don't mean anything.
Title: Re: Some thoughts on the new scoring system
Post by: Dach on August 24, 2012, 02:03:29 am
A kill should not give bonus points at all, I don't see how getting the last hit should be rewarded anymore than doing the hit before the last hit.

because an enemy with 1hp can still kill people, someone with 0hp cannot.

I'm ok with a tiny small bonus for the last hit but not more. Otherwise it will go back to kill whoring again  :wink:
Title: Re: Some thoughts on the new scoring system
Post by: Corwin on August 24, 2012, 02:06:09 am
I 'll tell you one thing, new system seems to hate xbow. It makes sense, because two hander can deal 5 times 30 dmg in five seconds, to xbowman to fire five shots it takes a minute or so.

But it is not fair. Today at Strat battle, I was checking to see peoples scores. At one moment I notice a score of DaveUKR, which was 35:3 at that time. With 35 kills and only three deaths he was at the middle of the scoreboard, while there were only two guys in the whole team with more kills than him. But, if this was a regular battle, he wouldn't be getting valor. That doesn't sound right to me, I think additional bonuses for kills should be introduced.
Title: Re: Some thoughts on the new scoring system
Post by: Froto_the_Loc on August 24, 2012, 02:08:12 am
I find that it is an incentive to use a strength build over a balanced or agility build.
Title: Re: Some thoughts on the new scoring system
Post by: Tzar on August 24, 2012, 02:16:22 am
I find that it is an incentive to use a strength build over a balanced or agility build.

Sad but true...
Title: Re: Some thoughts on the new scoring system
Post by: Dach on August 24, 2012, 02:33:28 am
I 'll tell you one thing, new system seems to hate xbow. It makes sense, because two hander can deal 5 times 30 dmg in five seconds, to xbowman to fire five shots it takes a minute or so.

But it is not fair. Today at Strat battle, I was checking to see peoples scores. At one moment I notice a score of DaveUKR, which was 35:3 at that time. With 35 kills and only three deaths he was at the middle of the scoreboard, while there were only two guys in the whole team with more kills than him. But, if this was a regular battle, he wouldn't be getting valor. That doesn't sound right to me, I think additional bonuses for kills should be introduced.

what I've been saying all day long... remove the proximity bonus point... problem solved!  :wink:
Title: Re: Some thoughts on the new scoring system
Post by: Corwin on August 24, 2012, 02:35:44 am
Wth is proximity bonus?
Title: Re: Some thoughts on the new scoring system
Post by: Dach on August 24, 2012, 02:40:55 am
you get point for being near someone who kill an enemy like in the old c-rpg xp system (if you played before december 2010)
Title: Re: Some thoughts on the new scoring system
Post by: Elindor on August 24, 2012, 02:44:38 am
Bjord I love when I agree with you.  Pretty much good points all around.
Title: Re: Some thoughts on the new scoring system
Post by: Memento_Mori on August 24, 2012, 03:22:58 am
I like the idea of killing very valuable players(highscoring? high kills? both? idk) of the opposite team gaining you more score. even if it's just a 1hp glance from a long spear after being in the middle of a gank squad at the end. Sometimes those little things save a bunch of your team mates depending on who it is you're bringing down.

(maybe make the score given proximity based, so all those guys ganging up on the MVP get a bonus for doing the right thing and focusing on a dangerous target)

Maybe even add getting the last hit on low-low levels doesn't give score or gives less score, since ganking peasants isn't the best way to go about winning, might see more groups letting just one guy handle a peasant instead of all chasing after him like an angry mob. Just my thoughts atm.
Title: Re: Some thoughts on the new scoring system
Post by: rustyspoon on August 24, 2012, 03:31:51 am
I like the idea of killing very valuable players(highscoring? high kills? both? idk) of the opposite team gaining you more score. even if it's just a 1hp glance from a long spear after being in the middle of a gank squad at the end. Sometimes those little things save a bunch of your team mates depending on who it is you're bringing down.

(maybe make the score given proximity based, so all those guys ganging up on the MVP get a bonus for doing the right thing and focusing on a dangerous target)

Maybe even add getting the last hit on low-low levels doesn't give score or gives less score, since ganking peasants isn't the best way to go about winning, might see more groups letting just one guy handle a peasant instead of all chasing after him like an angry mob. Just my thoughts atm.

I like this and if I remember correctly, that's how it worked in the old, old xp system. Higher level people were worth more points. I miss the old system. It was fun watching your gold and xp rack up during the round. Well, unless you lost and then you would cry as you saw most of it go away...
Title: Re: Some thoughts on the new scoring system
Post by: v/onMega on August 24, 2012, 09:50:32 am
My thoughts:

The Witcher: Enhanced Edit is a great game. I currently enjoy it a lot, it was laying around for 1 year....stupid me.

Part 2 will be played soon, too.
Hoping for an even better game.

About the pts. system:

Whenever I dont kill 5 ppl. or more, the round is wasted to me.
My killstealing is very proficient, though, my A game can be really good too.
No fear of not getting enough points....in case ill play something else then the witcher in the next weeks.
Title: Re: Some thoughts on the new scoring system
Post by: Laconicus on August 24, 2012, 10:12:07 am
Kills shouldnt be worth more at all, as they wouldn't be achieved without the damage already dealt to that person. The arguement that a killing hit is worth more just doesn't make sense.

The reason you see hoplites do well is because they are primarily a support class. I get many kills and high score to finish high on scoreboards, perhaps some people here need to focus more on their teamplay rather than being self proclaimed heroes landing killing blows.
Title: Re: Some thoughts on the new scoring system
Post by: Cyclopsided on August 24, 2012, 10:19:22 am
Headshot kills still only give 2 points regardless of damage done. It is bugged, please fix. Due to this, point system actively nerfs skillful shots.
If i bodyshot the same person twice I'd get 6 to 9 points for my damage done.

only complaint.
Title: Re: Some thoughts on the new scoring system
Post by: Idzo on August 24, 2012, 10:38:47 am
Free Panos?
Cmpxgfthzdk1996 for president?
Title: Re: Some thoughts on the new scoring system
Post by: Laconicus on August 24, 2012, 10:45:13 am
Argument would not be making sense if the actual damage would be wounding(reducing capabilities to fight).

In cRPG damage dealt does nothing except lower HP, and, like I said, someone with 1% HP left can kill many.

You don't seem to get it. If someone required say 10 hits to kill, one player had dealt 9 of those and the other 1, why should the 1 hit be entitled to more points? I understand the last hit has disabled the player but such a system is too circumstantial to be considered fair. The last hit couldnt have happened without the hard work of the other player.
Title: Re: Some thoughts on the new scoring system
Post by: Teeth on August 24, 2012, 10:58:27 am
because an enemy with 1hp can still kill people, someone with 0hp cannot.

I'm ok with a tiny small bonus for the last hit but not more. Otherwise it will go back to kill whoring again  :wink:
It's not like you know the hp of your enemies. You should be rewarded for what you accomplished, getting a hit. Whether it's a kill or not is not something you accomplish or something that is up to your skill, that is basically down to luck. Your teammate does 20 damage and gets him to 1 hp, you do 20 damage and get the last hit. Your teammate did exactly the same thing as you did, so the reward should be the same.

Besides, the kill you get on the scoreboard and in your K/D on the website is reward enough for getting the lucky last hit.
Title: Re: Some thoughts on the new scoring system
Post by: DaveUKR on August 24, 2012, 10:59:20 am
My personal thoughts and observations:

1) Horses still give too much points. I don't like it because in any possible way horsemen should give more points than a horse. It's the same as if it would give points for breaking a shield more than for killing a shielder. I like the idea of giving points for damage to horses but it should be lowered.

2) Proximity based points. As far as I can understand it gives points in 3m radius of that who was attacked not who dealt damage. If it is so - then it makes no sense at all. I can just do nothing and stand close to enemies who got shot by ranged and get points. You should make it so that points are given to those who are in 3m radius of that who dealt damage. This will encourage archers to stay closer and give them some bonuses on strat while standing in formation. This will also encourage shielders and pikemen to protect archers against enemies. Charging horde has nothing common to teamplay, remember this.

3) Ranged is inferior scorewise. I understand that ranged should be given a smaller amount of points but archers suffer from this new score system, especially on open field as their team charges and they have only 2 options - follow the crowd or die from cav because nobody stays to defend them. The situation is even worse for crossbowmen (probably the worst class scorewise atm) since DPM of crossbowman is much lower than archer and drastically lower than melee player. According to the fact that you can make only 6 shots per minute with 180 wpf using your Arbalest makes it sad. The real situation demands movement and aiming from crossbowmen (amount of open maps is frustrating, there is only 1 city map without huge open spaces - Riot in Swadian city) and I get most of my points by killing player in melee fights. So it's impossible in most cases to make even these 6 shots.

4) Points for kills. Yes, I understand the statement that damage is everything, kills are nothing. But I kindly disagree. I'll mention some situations where damage means nothing and kills mean everything.
1. Horse Archer or Horse Crossbowman riding around and killing players. Damage doesn't mean anything at all since it doesn't affect him. He will do the same thing in the same way until he gets killed. And it's kind of frustrating when I'm making a perfect shot killing a rider in 50 meters who killed 6 our players and I get only a couple of points.
2. Hero who is killing my teammates all around. This is the most common case: a hero with great fighting skills eliminates the half of my team, he received a random ranged damage from my teammates so he has low HP but keeps killing my teammates one by one. I make a headshot and take almost nothing.
3. Rider who got his horse damaged to 1 HP but still he can ride, he will stop and change his horse to the one which has full hp.

I think this system needs some kind of tweaking.
Title: Re: Some thoughts on the new scoring system
Post by: Teeth on August 24, 2012, 11:15:31 am
Would be awesome if a value like score/round would be tracked and displayed on the website. And that people with a high score/round would award more points if you damage them. This way there would be an incentive to hunt down the players that deal a lot of damage usually. Ofcourse getting 6 points from damaging a lvl 2 peasant does not help your team as much as doing 6 points worth of damage to a game changer.

Headshot kills still only give 2 points regardless of damage done. It is bugged, please fix. Due to this, point system actively nerfs skillful shots.
If i bodyshot the same person twice I'd get 6 to 9 points for my damage done.

If this is true this needs a fix asap. If killing someone with 3 hits gives you 10 points than getting a headshot kill should also give ten points. Perhaps this might fix the lower ranged points a bit.
Title: Re: Some thoughts on the new scoring system
Post by: Laconicus on August 24, 2012, 11:38:01 am
First of all, I don't know anybody who needs to hit someone 10 times to kill, unless they aren't a melee class.

In that context, people usually die in 3-4 hits, and that is why I believe that disabling the player altogether is much more important than just taking off the damage from him, where he still poses threat to your team.

You're nit picking to suggest I even think 10 hits would be required it was simply an example. Like teeth has said, you never have an indication on how wounded someone is so why should you be rewarded for luck? Anyone trying to hit another player is trying to kill them, actually causing them to die is fortunate nothing more.

I do however think there is a problem with ranged calculation though
Title: Re: Some thoughts on the new scoring system
Post by: BlackMilk on August 24, 2012, 11:44:25 am
is it only me or does topping the scoreboard with an arbalest seems to be almost impossible?
Title: Re: Some thoughts on the new scoring system
Post by: Tzar on August 24, 2012, 11:46:09 am
Its a gangbang valour system atm.

So ranged is kinda fucked at this moment i say remove the proximity shit an make people grind their own valour instead of this....
Title: Re: Some thoughts on the new scoring system
Post by: DaveUKR on August 24, 2012, 11:46:15 am
you never have an indication on how wounded someone is

It's wrong actually. Blood on the armour, arrows/bolts/spears sticking in the body. If you see someone with 4 arrows in the body - you can count that he needs 1 hit to die most of the time.
And you see who got ganked, who got hit a lot of times etc.
Title: Re: Some thoughts on the new scoring system
Post by: Laconicus on August 24, 2012, 11:50:18 am
Sorry Dave its still guesswork to a degree.
Title: Re: Some thoughts on the new scoring system
Post by: Micah on August 24, 2012, 12:35:36 pm
Scoreboard is a minigame in the game - kinda sidequest to earn points. (why is it not proclaimed as such ?)

The approach aims to controle metagame through "score hunting".

Multiple goals of the minigame implicitly claim to be well defined due to the inner structure of the "score formula"  :
1) cause as much damage as possible to the enemy team (! atm its NOT killing as many enemies as possible! - as in including k/d in some way )
2) stay close to other attacking team members (3 meters afaik)
3) do not cause damage to your team or yourself

The current state clearly favours teamplay for melee close combat roles with especially short weapon length (1h, mauls) OR support classes (as in pikemen and maulers)  that CAN stay very close in a gank formation. Thats because their natural role playstyle does conform with all three of the current goals.
Other roles - long arc wepon class , ranged classes, cavalry, loner roles overall - can not yet effectively fullfilll the current goals without leaveing their natural role's playstyle and thus would only be able to play subefficient if they would try to do so. Thus there is need for class specific score rewards. Even better would be role specific rewards.
Furthermore the scoreformular is obviously far from being fit to distribute XP/gold in a fair way in its current state.

Overall the concept is capable of encouraging certain teamplay styles to some degree.
The same could be achieved by directly supporting teamwork with tools as improved grouping (improved flags), grouping bonuses (shieldwall bonus, attack/ATH bonus ) etc

The concept is particulary NOT capable of encouraging free minded tactical behavior, smart teamstructuring and communication BECAUSE its appealing on egoistic intent to maximise the score, contrary to cooperative decisionmaking ( im not stateing that cooperation, tactics and teamplay are contrary to maximising personal payoff in a game ).These items are heavily undersupported in the current gameplay , eventhough there would be serveral "easy to do" tools to improve team communication and tactics (commanding, (voice)chat improvements, grouping etc).

However, i see interresting and positive opportunities in combineing the scoreboard and direct support by tools.
Title: Re: Some thoughts on the new scoring system
Post by: Kuujis on August 24, 2012, 02:51:58 pm
Sorry Dave its still guesswork to a degree.
Sorry Laconicus, it is not. It is VERY obvious to see who had some love from enemies, and who didn't. Exceptions are the "falling" victims, but... fukit 8-)
Title: Re: Some thoughts on the new scoring system
Post by: Laconicus on August 24, 2012, 02:55:01 pm
Sorry Laconicus, it is not. It is VERY obvious to see who had some love from enemies, and who didn't. Exceptions are the "falling" victims, but... fukit 8-)

You know how much ironflesh they have etc? Sure you can see someone has been hit, but you will never know what it would take to finish them off.
Title: Re: Some thoughts on the new scoring system
Post by: Arrowblood on August 24, 2012, 03:57:31 pm
I also like the new scoresystem, BUT:

First minutes of a new siege map.
(click to show/hide)
Search for the fail and fix it.Fix it.

And i say that arround 25 of my arrows hit people. When i shot this pic  a few mintues ago was my quiver already empty so i should have dealed alot of dmg.
Title: Re: Some thoughts on the new scoring system
Post by: Tindel on August 24, 2012, 04:06:44 pm
So the system rewards you for staying in the heat of battle and working for the team.
It doesnt reward lone heroes, it doesnt reward frag hunters, it doesnt reward ranged.

Is it really a bad thing? Alot of people clamor for more teamplay and more tactics and formations etc.
This could be good, this could steer people toward a playstyle that is more about mutual support and staying with the team.

Im not sure myself yet, i want to give it more time and see how it works. But so far it looks like you are really rewarded for contributing, with valor being given too people who actually was in the  SHIT.



Title: Re: Some thoughts on the new scoring system
Post by: Arrowblood on August 24, 2012, 04:13:17 pm
Ah ok my fail sorry that im  a Archer. I respec to 2 hand sword swinging Hero cos its so cool and  i feel like a boss.





(click to show/hide)
Title: Re: Some thoughts on the new scoring system
Post by: Tzar on August 24, 2012, 04:24:00 pm
Ah ok my fail sorry that im  a Archer. I respec to 2 hand sword swinging Hero cos its so cool and  i feel like a boss.





(click to show/hide)

You cant block so plz dont try.

Yours truly a concerned 2h hero.

(click to show/hide)
Title: Re: Some thoughts on the new scoring system
Post by: GuiKa on August 24, 2012, 04:28:43 pm
What's wrong with you ? Kills matter, it's a good thing that you get rewarded as you're making damage but remember :

  A wounded enemy can still kill a potential infinite number of teammate, a dead enemy cant. If you hit with a bolt an xbower doing 90% of his life, if this xbower doesn't die in the round your hit could have done nothing to help your team but if you kill someone it will certainly help.

  Also i think it should be really fun to win score on kill based on the victim's score (or k/d ratio on the database), i mean when you Headshot with a javelin Chase in the first minute of the game you should be rewarded (and the inverse for the oposite scenario). It would also make assassin build more fun and rewarding.
Title: Re: Some thoughts on the new scoring system
Post by: cerkosan on August 24, 2012, 04:30:33 pm
Lame system for range calss. Very little points for dedicated archers & xbowers.
Their k/d ratio in siege is top 5 but none of them in top 10. Middle section is reserved for best.
No fun beeing unable to get to the middle for a noob archer like me  :oops:


Title: Re: Some thoughts on the new scoring system
Post by: Cepeshi on August 24, 2012, 04:51:43 pm
I liked how ranged were bitching on melee to "just get a shield" to be able to survive. Want high score and valor? Grab yourself a pickaxe and go smash some stuff.

HA!

But otherwise, yeah, the system is flawed.
Title: Re: Some thoughts on the new scoring system
Post by: CrazyCracka420 on August 24, 2012, 05:12:23 pm
My personal thoughts and observations:

1) Horses still give too much points. I don't like it because in any possible way horsemen should give more points than a horse. It's the same as if it would give points for breaking a shield more than for killing a shielder. I like the idea of giving points for damage to horses but it should be lowered.

2) Proximity based points. As far as I can understand it gives points in 3m radius of that who was attacked not who dealt damage. If it is so - then it makes no sense at all. I can just do nothing and stand close to enemies who got shot by ranged and get points. You should make it so that points are given to those who are in 3m radius of that who dealt damage. This will encourage archers to stay closer and give them some bonuses on strat while standing in formation. This will also encourage shielders and pikemen to protect archers against enemies. Charging horde has nothing common to teamplay, remember this.

3) Ranged is inferior scorewise. I understand that ranged should be given a smaller amount of points but archers suffer from this new score system, especially on open field as their team charges and they have only 2 options - follow the crowd or die from cav because nobody stays to defend them. The situation is even worse for crossbowmen (probably the worst class scorewise atm) since DPM of crossbowman is much lower than archer and drastically lower than melee player. According to the fact that you can make only 6 shots per minute with 180 wpf using your Arbalest makes it sad. The real situation demands movement and aiming from crossbowmen (amount of open maps is frustrating, there is only 1 city map without huge open spaces - Riot in Swadian city) and I get most of my points by killing player in melee fights. So it's impossible in most cases to make even these 6 shots.

4) Points for kills. Yes, I understand the statement that damage is everything, kills are nothing. But I kindly disagree. I'll mention some situations where damage means nothing and kills mean everything.
1. Horse Archer or Horse Crossbowman riding around and killing players. Damage doesn't mean anything at all since it doesn't affect him. He will do the same thing in the same way until he gets killed. And it's kind of frustrating when I'm making a perfect shot killing a rider in 50 meters who killed 6 our players and I get only a couple of points.
2. Hero who is killing my teammates all around. This is the most common case: a hero with great fighting skills eliminates the half of my team, he received a random ranged damage from my teammates so he has low HP but keeps killing my teammates one by one. I make a headshot and take almost nothing.
3. Rider who got his horse damaged to 1 HP but still he can ride, he will stop and change his horse to the one which has full hp.

I think this system needs some kind of tweaking.

110% agree with points 2-5 (especially #2 for ranged class...it should be how close you are to the person dealing damage, not to the enemy receiving damage).  I also whole heartedly agree with the killing blow sentiment.  Damage dealt is very important, but I've seen many str-heavy builds (or horse xbow and other classes) who are eventually killed with a glancing or light blow, but were able to go on a rampage before dying.  If you have 1 health and are still alive, you can still deal a lot of damage to the enemy team.

Your first point however is slightly different than shielders.  Horsemen rely on their horse for transportation.  I'm not nearly as efficient at picking my engagements, or my targets if I'm on foot, rather than on horse.  If I dismount a fellow cavalry lancer, I am satisfied that I neutralized a major threat to our team for that round (unless he finds another horse).

The best cavalry lancers are the most deadly on horse, you dismount them, and you have taken away their main source of killing your team.
Title: Re: Some thoughts on the new scoring system
Post by: kongxinga on August 24, 2012, 05:18:54 pm
110% agree with points 2-5 (especially #2 for ranged class...it should be how close you are to the person dealing damage, not to the enemy receiving damage).  I also whole heartedly agree with the killing blow sentiment.  Damage dealt is very important, but I've seen many str-heavy builds (or horse xbow and other classes) who are eventually killed with a glancing or light blow, but were able to go on a rampage before dying.  If you have 1 health and are still alive, you can still deal a lot of damage to the enemy team.

Your first point however is slightly different than shielders.  Horsemen rely on their horse for transportation.  I'm not nearly as efficient at picking my engagements, or my targets if I'm on foot, rather than on horse.  If I dismount a fellow cavalry lancer, I am satisfied that I neutralized a major threat to our team for that round (unless he finds another horse).

The best cavalry lancers are the most deadly on horse, you dismount them, and you have taken away their main source of killing your team.

Think it is WAD. Killing horses to obtain cavalry superiority is the top priority on most balanced maps. If infantry engage without at least being able to deny cav superiority to the other team, their friendly cav and HA can do a valiant job, but would not be able to screen friendly infantry enough to prevent the enemy cav from scoring backstabs. IE dont engage until enemy cav is neutralized, which is what this scoring system encourages. AS HA once I dehorse someone I pop 1 or 2 shots to see if he is paying attention, then move on to other horses. I leave the dismounts for the crunchies to use my arrows on high value targets like enemy light cavalry lancers.
Title: Re: Some thoughts on the new scoring system
Post by: Turboflex on August 24, 2012, 05:22:53 pm
So the system rewards you for staying in the heat of battle and working for the team.
It doesnt reward lone heroes, it doesnt reward frag hunters, it doesnt reward ranged.

Is it really a bad thing? Alot of people clamor for more teamplay and more tactics and formations etc.
This could be good, this could steer people toward a playstyle that is more about mutual support and staying with the team.

Im not sure myself yet, i want to give it more time and see how it works. But so far it looks like you are really rewarded for contributing, with valor being given too people who actually was in the  SHIT.

The heavy fighting usually happens in the first minute of a battle round. If a team wins this decisively, emerging with a 20-40% advantage in player numbers, they are probably winning the round 80-90% of the time. As such, if you are kicking ass in that heavy fighting, at the critical moment of the battle, you deserve to be well rewarded.

Sorry archers, but the guy who only lives one minute, but manages to go 5-1 and pick up assists and leading to his team to clobber and break the main enemy mass and gaining a 35 to 20 number advantage is doing A LOT more towards victory than some archer who gets as many hits, but from sitting on a rooftop over 4 minutes, after his team is already down 30% relative to enemy and facing outnumbered fights all over the map.
Title: Re: Some thoughts on the new scoring system
Post by: CrazyCracka420 on August 24, 2012, 05:29:37 pm
Yeah I kind of think of gaining cav superiority similar to WWII trying to maintain air superiority.  You need an army (ground troops) to take and hold areas on a map (similar to infantry in WWII).  However air support (cav support) is very useful for taking out targets of interest and other cavalry.
Title: Re: Some thoughts on the new scoring system
Post by: kongxinga on August 24, 2012, 05:39:45 pm
Pretty much agree with you 100%. We have our infantry support cav (1 handers or low ride high PS builds high armour) and anti cav cav, although both can play the other role to some extent. However it is very hard to do infantry support if enemy cav is still not neutralized. Lancers have to line up their charges, 1 handers may have to go low and slow to slash (and in cav versus cav speed is life), HA have to slow to land trot or stopped snap shots to avoid tks. And when you are slow, that high speed enemy anti cav lancer will pick you apart in a slashing attack.

I often try to go infantry support, but more often screen the crunchies from the enemy cav if they are still around, an enemy cav going for infantry support duties is often easy to pick off if your team cav is a credible threat.

I just often wish the crunchies did not rush in that 1st minute and swing wildly. Cav will screen to their best ability, but sometimes just lack the position (for lancers) or firepower (for HA) to take down all the enemy cav when they go for back stab.
Title: Re: Some thoughts on the new scoring system
Post by: CrazyCracka420 on August 24, 2012, 05:53:16 pm
Trying to be anti-cav as cavalry is very hard, and all you really can do is screen for your infantry.  You're typically not going to be physically stopping them (I ride a +3 courser and it's still hard to anticipate the enemy cavalry position as the circle and move in).

I honestly think the best anti-cav have to be on foot with spears.  I think the best use of your own cavalry is taking out enemy infantry, and I think your team's cavalry is being wasted if they go after enemy cavalry.

I notice if myself and a good cavalry player run around the first couple minutes playing anti-cavalry that our team does worse than if we were to just go on the offensive and pick off stragglers until the infantry collides and then start flanking the enemy. 
Title: Re: Some thoughts on the new scoring system
Post by: TugBoat on August 24, 2012, 06:11:25 pm
Getting the kill means nothing. Dealing lots of damage does.

I love how I say same thing as cmp with more details and I get minuses, and he says it and gets pluses.

EU bias against NA!
Title: Re: Some thoughts on the new scoring system
Post by: Ganner on August 24, 2012, 06:16:25 pm
I dont think the system is that flawed just needs a bit of tweaking.  As mainly support class on my alts and my mains, i can regularly top the charts in whichever role it is.  Really though as an ranged unit or skirmisher you cant expect to have the same amount of points as an infantry support or cav support in the main melee.  They are down there in the thick of it getting kills and assisting teammates.  While ranged units in the back can pick off 1-3 targets a round and hit a few more than that, your not going to be dealing near as much damage as the 2h or shield heroes up front nor should you.

Really the simple fact is: the more damage you deal the more points your gonna get.
Title: Re: Some thoughts on the new scoring system
Post by: CrazyCracka420 on August 24, 2012, 06:18:33 pm
Well he's technically wrong :P  Killing someone prevents them from doing any more damage to your team.  The killing blow is what is necessary to stop them from being able to hurt your teammates.  Being black barred you can still kill a lot of people, and survive the round.
Title: Re: Some thoughts on the new scoring system
Post by: Tears of Destiny on August 24, 2012, 06:24:55 pm
I dont think the system is that flawed just needs a bit of tweaking.  As mainly support class on my alts and my mains, i can regularly top the charts in whichever role it is.  Really though as an ranged unit or skirmisher you cant expect to have the same amount of points as an infantry support or cav support in the main melee.  They are down there in the thick of it getting kills and assisting teammates.  While ranged units in the back can pick off 1-3 targets a round and hit a few more than that, your not going to be dealing near as much damage as the 2h or shield heroes up front nor should you.

Really the simple fact is: the more damage you deal the more points your gonna get.

Mainly this, though headshots need to be fixed (2 points for a HS is bullcrap if I am slamming a MW Rus MW Bod into you with 170wpf and 8PD from a mere 6 meter distance, that DOES do damage, proof is in the dead dude on the ground, yet 2 points meant it thinks I did just 20...). I also think the proximity bonus is set a smidge too high.
Title: Re: Some thoughts on the new scoring system
Post by: Protemus on August 24, 2012, 06:51:38 pm
Mainly this, though headshots need to be fixed (2 points for a HS is bullcrap if I am slamming a MW Rus MW Bod into you with 170wpf and 8PD from a mere 6 meter distance, that DOES do damage, proof is in the dead dude on the ground, yet 2 points meant it thinks I did just 20...). I also think the proximity bonus is set a smidge too high.

If you ask me,range doesn't deserve ANY points for it cowardly bundle of sticksry,so I'm definetly fine that those fucking random headshots get 1-2 points
Title: Re: Some thoughts on the new scoring system
Post by: Tindel on August 24, 2012, 06:52:08 pm
Its not about damage dealt, fuck its not about kills either.

Your contribution to the teams succes, that is what matters
Title: Re: Some thoughts on the new scoring system
Post by: RiPLeY_II on August 24, 2012, 07:03:09 pm
I agree that individual kills should be better rewarded, right now, giving the killing blow gives you just the amount of points you get from the damage you deal, and if the enemy is nearly dead, you get like 1 point for a kill, which is ridiculous in every way, no matter you only dealt 1 damage, it's a killing blow and therefore should be rewarded. I mean, your blow could be a 50 damage one, but as the enemy is just 1hp left, is scored as a 1 damage blow. To resolve this, a "special award" for a killing blow should be made, say, like 3 or 4 EXTRA score for a killing.

About hoplites being favoured, i think the main cause is that dealing damage to horses is too-well rewarded (12 points for killing a horse sometimes, without touching the rider), and hoplites is the class that more likely will do it. It's the same for 2h or 1h, but they will not kill horses so often, so that's why they don't get the score. Pikers are in the same group of hoplites here, no need for a shield.

Having said that, Bjorn, your perception of Shielders being score-magnets, is partly caused by EU having great shielders ;D. Survibavility is a really important factor in this game, and shielders have a good amount of that.

Title: Re: Some thoughts on the new scoring system
Post by: Angantyr on August 26, 2012, 03:29:12 pm
shieldRPG
Title: Re: Some thoughts on the new scoring system
Post by: Bryggan on August 26, 2012, 07:38:27 pm
Taking out the last few hit points on a nearly dead guy takes a lot less skill and courage than taking on a fully healthy 'game changer'.  If I see a guy with four arrows and a jarid sticking out of him, I know I just got to get one lucky hit and he'll stop hitting me back.  You face a full health guy and its going to take a lot longer (especially for a hybrid one-hander like me), and there's a better chance some of his buddies might show up.  Conversely, your buddies might show up, which is great, unless they steal your kill points after you got your shield smashed, lost 3/4 of your health and developed carpal tunnel syndrome from dancing around.

As for archers, this is good enough nerf for them.  People bitch about too many archers; maybe their getting less points will cause a few to change classes.  I do like the idea of proximity points for being near the guy doing the damage, mainly because when I'm pretty wounded but still have a strong shield I'll find an archer and stand by him, protecting him from arrows, causing melee who don't know how weak I am to think twice before trying to chase him down, and keeping cav at bay with my jarids.

And you can never get enough points for killing cav.  Anti-cav support classes have been getting low scores long enough now while really helping their team.  As a thrower, you usually can just keep the enemy cav away from your rear, as most cav have learned not to charge throwers (I miss those days- nothing like the thrill of throwing a jarid into a lancer's head at the very last second.  Well worth getting trampled by its rider-less steed).

So everything is wonderful, except I don't have my fast internet hooked up to experience all of this.  And hooray for hoplites and hybrids!
Title: Re: Some thoughts on the new scoring system
Post by: Angantyr on August 27, 2012, 06:11:51 pm
With the current score system it seems we have in general continuous valour xp for shielders in battle and for strength crutching maulers on siege.
Title: Re: Some thoughts on the new scoring system
Post by: Tibe on August 27, 2012, 07:11:47 pm
I dont feel like writing an essay, so im just gonna say that its awesome.
Title: Re: Some thoughts on the new scoring system
Post by: seddrik on August 27, 2012, 09:46:16 pm
Im not heavy armor.  Im not a shielder.  Im not cav.  I used to get valor before, but never now - even though I can get 2-4 kills per round at times on my main.

New system... lame.
Title: Re: Some thoughts on the new scoring system
Post by: GuiKa on October 03, 2012, 09:12:44 pm
Im not heavy armor.  Im not a shielder.  Im not cav.  I used to get valor before, but never now - even though I can get 2-4 kills per round at times on my main.

New system... lame.

I was getting valour much more often before the score system but by aim for it my playstyle was sometime teribad for the team. To get valour you had to hide somewhere for few minutes being useless and then come out in the end to aim for wounded/bad players ....

Not anyone was doing this but this was much more common, now you have to actualy be usefull to your team to get valour which is really good. Of course the new system is not perfect, ranged player are not rewarded like they should and heavy strengh based shield user get too much score for what they are doing.

This is the old system which is lame ...

Title: Re: Some thoughts on the new scoring system
Post by: Taser on October 03, 2012, 09:59:44 pm
I was getting valour much more often before the score system but by aim for it my playstyle was sometime teribad for the team. To get valour you had to hide somewhere for few minutes being useless and then come out in the end to aim for wounded/bad players ....

Not anyone was doing this but this was much more common, now you have to actualy be usefull to your team to get valour which is really good. Of course the new system is not perfect, ranged player are not rewarded like they should and heavy strengh based shield user get too much score for what they are doing.

This is the old system which is lame ...

I'm ok with that  :P

But I do agree that while the point system isn't perfect, it does help make support classes feel involved and not worthless. I like that since it makes people more inclined to do support classes.

Also yes it is annoying when you kill someone in one hit and get 2 points but usually its because they were a peasant thus don't deserve more points. Not always though. A headshot by an archer should get a few more points but I don't think the game can allow for more points for headshots versus hitting them elsewhere.
Title: Re: Some thoughts on the new scoring system
Post by: Bjord on October 03, 2012, 10:08:54 pm
Don't necro ffs.
Title: Re: Some thoughts on the new scoring system
Post by: BlueKnight on October 03, 2012, 10:30:39 pm
I didn't read all posts but what I noticed is that you are getting points for the damage that is dealt close to you to some other people. Therefore if you stand close in the clusterfuck in giant gangbangs where shielders (because of survivablity) and guys with long weapons (because of better ability of supporting) spend most of the time, you will get a lot of points. You just have to stand close to people dying (those are like the assist points that you get) and you will collect a lot of points.

Also if an archer that is good in melee hits an enemy like 8 times before he finally kills him with his hand axe, archer will collect 1 point for every hit that deals any dmg. If archer couldn't hurt the enemy he wouldn't get any points for hitting him, if archer was dealing like 5 dmg with every hit, he would collect 1 point each time he hits.

The new valour system is punishing the cav and archers because they stand away from clusterfuck. Therefore as a Cav I had 7 kills and 18 points or something like that. Even if I kill some kind of good enemy that had an influence on the field of battle, I am not rewarded by more than a few points (2-4 or sth like that).

Bjord, you are wrong in your first post stating that shielders get points because of the shield. It's standing close to people dying which makes you get much more points. Just a while in a clusterfuck can make you get valour.
Title: Re: Some thoughts on the new scoring system
Post by: Tzar on October 03, 2012, 11:03:33 pm
System works just fine.

Also necro posting should give 1 week or maybe 2 weeks mute.  :lol:

Title: Re: Some thoughts on the new scoring system
Post by: Malaclypse on October 03, 2012, 11:20:44 pm
Punching gives a hilariously high amount of points. Wound up getting valor a few times while being 0 kills 5 deaths due to the sheer amount of points gained from punching with Plate Mittens + Steel Shield.
Title: Re: Some thoughts on the new scoring system
Post by: Banok on October 03, 2012, 11:44:30 pm
I find that it is an incentive to use a strength build over a balanced or agility build.

yeah I like the new score system, and I often top it/valor on my 12 str ninja. but can't help thinking it must be so easy to farm score points with a high HP, heavy armour & shield.

I haven't played range with it but seems like if your not in the mele your not scoring as much points. seems a bit unfair but im currently quite happy with, especially considering valor used to be for arbalest users camping until end of the round.
Title: Re: Some thoughts on the new scoring system
Post by: Bjord on October 04, 2012, 12:55:02 am
I didn't read all posts but what I noticed is that you are getting points for the damage that is dealt close to you to some other people. Therefore if you stand close in the clusterfuck in giant gangbangs where shielders (because of survivablity) and guys with long weapons (because of better ability of supporting) spend most of the time, you will get a lot of points. You just have to stand close to people dying (those are like the assist points that you get) and you will collect a lot of points.

Also if an archer that is good in melee hits an enemy like 8 times before he finally kills him with his hand axe, archer will collect 1 point for every hit that deals any dmg. If archer couldn't hurt the enemy he wouldn't get any points for hitting him, if archer was dealing like 5 dmg with every hit, he would collect 1 point each time he hits.

The new valour system is punishing the cav and archers because they stand away from clusterfuck. Therefore as a Cav I had 7 kills and 18 points or something like that. Even if I kill some kind of good enemy that had an influence on the field of battle, I am not rewarded by more than a few points (2-4 or sth like that).

Bjord, you are wrong in your first post stating that shielders get points because of the shield. It's standing close to people dying which makes you get much more points. Just a while in a clusterfuck can make you get valour.

Cool story, check the dates.

And again, I do not care about your usual bitching. Go make more useless suggestions.