cRPG

cRPG => General Discussion => Topic started by: Juhanius on April 24, 2013, 02:21:21 am

Title: Ranged scoring
Post by: Juhanius on April 24, 2013, 02:21:21 am
Why was ranged scoring decreased. Explain.
Title: Re: Ranged scoring
Post by: Gurnisson on April 24, 2013, 03:59:31 am
It's a good thing point gain is lower, but it might be a bit too low. :|

Edit: typo
Title: Re: Ranged scoring
Post by: Gristle on April 24, 2013, 06:53:42 am
They don't want people playing ranged, but won't do the easy fix and just remove all ranged weapons.
Title: Re: Ranged scoring
Post by: Penguin on April 24, 2013, 06:57:38 am
This would be fixed by giving 10 points for every kill (ranged, melee, whatever) in addition to the damage points.
Title: Re: Ranged scoring
Post by: Macropus on April 24, 2013, 01:24:25 pm
It seems to me that the problem might be that melee fighter (probably) gains proximity points even when he hits enemy by himself.
I mean, for melee it is like:  2 points for damage + 1 point for proximity = 3 points;
for ranged: 2 points for damage = 2 points.
Just my suggestion...
The solution might be to make points gain depending strictly on damage dealt, nothing else.
Title: Re: Ranged scoring
Post by: tuttiritari on April 24, 2013, 01:38:34 pm
Yeah it's stupid that already one of the hardest classes for gaining points get nerfed while shielders can just stand near battle and top the scoreboard.
Title: Re: Ranged scoring
Post by: pepejul on April 24, 2013, 01:53:42 pm
Who cares about score there ? except kids ?  :mrgreen:
Title: Re: Ranged scoring
Post by: Wolfsblood on April 24, 2013, 01:54:56 pm
Who cares about score there ? except kids ?  :mrgreen:

well, score means valor, which means a keeping that multi :P
Title: Re: Ranged scoring
Post by: pepejul on April 24, 2013, 02:25:48 pm
valor and score are same thing ?
Title: Re: Ranged scoring
Post by: Grumpy_Nic on April 24, 2013, 03:10:20 pm
If score = high
then valour

OR

If player = 2h
autovalour
Title: Re: Ranged scoring
Post by: NejStark on April 24, 2013, 03:27:29 pm
I play ranged cav (I know I should die in a fire etc. etc.) and If I shoot someone 3 times I usually get 3 pts. The other day for a test I stood outside a building where there was a fight happening and got 5 pts for doing nothing, I didnt even have line of sight on the enemy, so it wasnt like i was distracting them either.

The whole being in range bonus encourages ppl to zerg (some for of team work i suppose), but at the same time punishes classes which by their very nature should not bunch up.
Title: Re: Ranged scoring
Post by: polkafranzi on April 24, 2013, 03:39:22 pm
[A]rrows incoming!
Title: Re: Ranged scoring
Post by: Molly on April 24, 2013, 03:53:52 pm
Proximity points might be not perfect but being close to the fight raises the risk to die significantly, doesn't it?

Standing on a hill, pewpewing all the time is pretty risk free compared to being in the middle of the melee clusterfuck.
Point system is fine. Ranged shouldn't get as many points as melee... imo.

Besides, where is the valour in attacking the enemy from afar?
Title: Re: Ranged scoring
Post by: Nordwolf on April 24, 2013, 04:04:16 pm
While playing my HA I can get quite some valour, mostly because of enemy cavalry.

But damn, that is 18/21 with +3 Yumi and arrows and still my effectivness is not more than a valour in 6-7 rounds.
I wonder what can 15/24 HA do.... nothing probably..... almost.
Title: Re: Ranged scoring
Post by: Strudog on April 24, 2013, 04:17:49 pm
currently throwing gets you 1-2 points per hit and there is not much ammo, but TH's get you -8 points which is ridiculous
Title: Re: Ranged scoring
Post by: Kamirane on April 24, 2013, 04:21:00 pm
Proximity points might be not perfect but being close to the fight raises the risk to die significantly, doesn't it?

Standing on a hill, pewpewing all the time is pretty risk free compared to being in the middle of the melee clusterfuck.
Point system is fine. Ranged shouldn't get as many points as melee... imo.

Besides, where is the valour in attacking the enemy from afar?

Archers are not designed to be extremely near to melee fighting and thats why they should get a disadvantage to gain valor?
And standin alone on a hill is everything else as risk free. Just think about Cav.
Title: Re: Ranged scoring
Post by: Gurnisson on April 24, 2013, 04:22:53 pm
currently throwing gets you 1-2 points per hit and there is not much ammo, but TH's get you -8 points which is ridiculous

Pretty much goes for all classes, the difference in points from team attack and normal hit, just hurts more for classes with low possible damage output and low RoF like throwers and arbalests.
Title: Re: Ranged scoring
Post by: Macropus on April 24, 2013, 04:30:45 pm
Proximity points might be not perfect but being close to the fight raises the risk to die significantly, doesn't it?

Standing on a hill, pewpewing all the time is pretty risk free compared to being in the middle of the melee clusterfuck.
Point system is fine. Ranged shouldn't get as many points as melee... imo.

Besides, where is the valour in attacking the enemy from afar?
The lower risk is already compensated by light armor/low melee capabilities.

Why shouldn't ranged get as many points as melee if we consider players with equial skill both in archery and melee?

The term "valour" has nothing to do with rewarding skilled players who did well in the fight through the round.
Title: Re: Ranged scoring
Post by: Zlisch_The_Butcher on April 24, 2013, 04:35:15 pm
Valor is a broken feature and should just be removed completely.
Title: Re: Ranged scoring
Post by: Gurnisson on April 24, 2013, 04:43:52 pm
The lower risk is already compensated by light armor/low melee capabilities.

It's perfectly possible to make builds with both decent melee and ranged capabilities, it's just that most people prefer not to. I have an 18/24 archer for example, but I've also tried 18/18 and 18/21 with melee capabilities. They all work quite well with a different niche for each build.
Title: Re: Ranged scoring
Post by: Teeth on April 24, 2013, 04:54:58 pm
May I ask in what why ranged scoring got nerfed? Are you talking about since the start of the score system or something more recent. If the former, this is not restricted to ranged. Couching 8 people in a round as Great Lance cav = 25 points  :(

Adjustment 1:
A big flaw is that the points system seems to reward lots of low damage hits more than a few high damage hits. Couching someone from full hp to death gives you 3 points mostly. Whacking Butan to death with a quarterstaff gives you like 30. I think it would be a lot better if every player would be worth 10 points, with the amount of points your hit gives you being the amount of hp you took away divided by the total hp times ten and then rounded up.

Example:

You slash 15 hit points of a 60 hp player  15 / 60 x 10 = 2,5 -> 3 points

You headshot a 60 hp player with an arbalest and he dies instantly  60/60 x 10 = 10 -> 10 points


You took another player out of the game, whether you did it in one shot or it would have been done in 4 seperate hits later, it has the same effect and therefore the reward should be the same in my opinion. The values are just examples, it should probably be more like 7 points per player to work with the current valour system. Perhaps armour should be taken into account some way or another to prevent low armour hunting. The base argument is, everyone should be equally and proportionally awarded for the damage they inflicted.


Adjustment 2
Probably wont have a huge effect, but it would be nice if the proximity points radius would be around the guy that inflicted the damage, not the one that received it. This way people protecting ranged get points and groups of ranged boost eachother's points similar to the way melee groups do.
Title: Re: Ranged scoring
Post by: Kamirane on April 24, 2013, 04:56:38 pm
It's perfectly possible to make builds with both decent melee and ranged capabilities, it's just that most people prefer not to. I have an 18/24 archer for example, but I've also tried 18/18 and 18/21 with melee capabilities. They all work quite well with a different niche for each build.

yup. thats the thing. i play C-RPG because i am able to play what i want and not only a few standard builds. Without this choice i could also play just a normal M&B multiplayer.

(click to show/hide)
want to up this 10000000000000000000000 times....
Title: Re: Ranged scoring
Post by: Turboflex on April 24, 2013, 05:09:40 pm
The whole being in range bonus encourages ppl to zerg (some for of team work i suppose), but at the same time punishes classes which by their very nature should not bunch up.

For the objective of team victory, bunching up in the first minute is MUCH more important than being a loner.

The team with 30 guys smashing into the other team's 15 bunched guys is going to smash through them, and that result will snowball the whole round and usually the next 1-2 minutes will just be cleaning up scattered people.

So it stands to reason that the system rewards people for actions that encourage strong grouping play for the initial confrontation between infantry formations which settles the outcome of the round 80-90% of the time.
Title: Re: Ranged scoring
Post by: Bars on April 24, 2013, 05:37:30 pm
its shit. to get valour u need minimal 25 points, its mean u need 25 hits with 30 arrows!!! its possible?! if u hit alies u get -3 points! this is crazy

sry for my bad english :mrgreen:
Title: Re: Ranged scoring
Post by: NejStark on April 24, 2013, 05:42:31 pm
For the objective of team victory, bunching up in the first minute is MUCH more important than being a loner.

The team with 30 guys smashing into the other team's 15 bunched guys is going to smash through them, and that result will snowball the whole round and usually the next 1-2 minutes will just be cleaning up scattered people.

So it stands to reason that the system rewards people for actions that encourage strong grouping play for the initial confrontation between infantry formations which settles the outcome of the round 80-90% of the time.

It is more important to do so, and in doing so succesfully they will be reward with multiplier. Eschewing how representative the scoreboard is of the actual player contribution is an indelicate solution, when it clearly penalises players who (rightfully) arent in the blob.

How it is now merely serves as an operant conditioner to keep people together (which is the right thing to do for inf). 

Teeth makes good suggestions with reward being proportional to the targets HP total.

BUT for cav ( I know, everyone hates cav, they dont need any help at all) if the radius/helper scoring is staying, the radius for ranged cav players should increase to represent their greater mobility and intentional isolation?)

Personally though, I think scrap radius. I can run around with powerful melee players and end up in top ten, and guys below me have been headshotting/decapitating people like champs.
Title: Re: Ranged scoring
Post by: MrShine on April 24, 2013, 05:47:21 pm
Proximity points might be not perfect but being close to the fight raises the risk to die significantly, doesn't it?

Standing on a hill, pewpewing all the time is pretty risk free compared to being in the middle of the melee clusterfuck.
Point system is fine. Ranged shouldn't get as many points as melee... imo.

Besides, where is the valour in attacking the enemy from afar?

My understanding was that valor was supposed to reward the players who have the greatest impact on their team's chances of winning.  If that's truly the goal, then it has failed. 

Proximity points are garbage IMO... it rewards melee classes disproportionately, and oftentimes it rewards people for doing something wrong (bunching up too much & interfering with teammate swings).

There are a lot of good ideas for how to fix this (I made a suggestion thread about it (http://forum.meleegaming.com/game-balance-discussion/let%27s-expand-on-the-new-point-system!/msg573045/) ) but I doubt devs are going to spend the time to improve it at this point.
Title: Re: Ranged scoring
Post by: Molly on April 24, 2013, 06:08:06 pm
(click to show/hide)

For this kind of play style they simply don't deserve a reward.


Oww, and best suggestion yet: Simply remove valour - it was stupid from the start.
Title: Re: Ranged scoring
Post by: NejStark on April 24, 2013, 06:24:13 pm
(click to show/hide)

For this kind of play style they simply don't deserve a reward.


Of course they do. Not everyone should be route-1 charging inf. They're playing to their strengths and should not be penalised.

People playing and enjoying different classes is one of the things I love about this mod. Sure I'm not alone.
Title: Re: Ranged scoring
Post by: Teeth on April 24, 2013, 06:39:27 pm
It's just that some classes are enjoyable only for the guy playing it, and thoroughly annoying and lame for everyone else. Surely discouraging people from playing those classes is justified for the sake of gameplay?
Title: Re: Ranged scoring
Post by: NejStark on April 24, 2013, 06:51:14 pm
The diversity of classes is one of the things that make this game/mod better than others, for me anyway.
 
If some archer is up in the rocks raining arrows down, and headshots me then well played him imo.

Same as if a 2h or polearm in the thick of the blob slicing ppl up and he takes me down when i try to bump him.

I dont think people should be penalised for playing with personality, even if it is annoying.

Title: Re: Ranged scoring
Post by: MrShine on April 24, 2013, 06:57:16 pm
It's just that some classes are enjoyable only for the guy playing it, and thoroughly annoying and lame for everyone else. Surely discouraging people from playing those classes is justified for the sake of gameplay?

Well if you are using that argument, we should also discourage people from playing:

plate crutchers
str crutchers
agi s-key crutchers
glaive crutchers
cav crutchers
1h cav crutchers
ranged cav crutchers
loom crutchers
crushthrough crutchers
throwing crutchers
2h hiltslash spam crutchers
pike wiggle crutchers
hoplite shield crutchers
steel pick crutchers
13 shield skill crutchers


..afterall, I imagine those classes get more enjoyment out of killing people than the people they kill do.
Title: Re: Ranged scoring
Post by: CrazyCracka420 on April 24, 2013, 07:04:56 pm
Well if you are using that argument, we should also discourage people from playing:

plate crutchers
str crutchers
agi s-key crutchers
glaive crutchers
cav crutchers
1h cav crutchers
ranged cav crutchers
loom crutchers
crushthrough crutchers
throwing crutchers
2h hiltslash spam crutchers
pike wiggle crutchers
hoplite shield crutchers
steel pick crutchers
13 shield skill crutchers


..afterall, I imagine those classes get more enjoyment out of killing people than the people they kill do.

Exactly what I was thinking. 

One class or another (that is a counter to your class, or can take advantage of one of your weaknesses) could always be argued is "not enjoyable" to the person getting killed.  I imagine archers don't enjoy 2h'ers getting in melee range and crushing their heads in.

Ridiculous seeing people bitch over and over again about "someone's ruining my fun" just because the other person is playing the game.  Everyone tries to minimize exposure to their weaknesses, and a melee infantry player is always going to be weak to ranged.  Sorry if that's not enjoyable to you, but that's your problem, not the guy playing an archer.

Title: Re: Ranged scoring
Post by: Kafein on April 24, 2013, 07:06:04 pm
Well if you are using that argument, we should also discourage people from playing:

plate crutchers
str crutchers
agi s-key crutchers
glaive crutchers
cav crutchers
1h cav crutchers
ranged cav crutchers
loom crutchers
crushthrough crutchers
throwing crutchers
2h hiltslash spam crutchers
pike wiggle crutchers
hoplite shield crutchers
steel pick crutchers
13 shield skill crutchers


..afterall, I imagine those classes get more enjoyment out of killing people than the people they kill do.

Except when it comes to melee, your opponent may be a total dick with double your stats, you can play and potentially win or at least defend yourself.
Title: Re: Ranged scoring
Post by: CrazyCracka420 on April 24, 2013, 07:07:49 pm
Except when it comes to melee, your opponent may be a total dick with double your stats, you can play and potentially win or at least defend yourself.

not if you're an archer, a 27 strength player in platemail is not going to be enjoyable fighting melee vs melee.  why should the guy playing melee be the only one who "gets to have fun"?  And I think it's a bad argument to begin with (whether someone is having fun or getting gayed shouldn't even be part of the discussion).  Just because someone takes advantage of a weakness of my class or playstyle, doesn't mean that I'm not enjoying the game.  I try to not let it happen next round.
Title: Re: Ranged scoring
Post by: Dezilagel on April 24, 2013, 07:30:25 pm
not if you're an archer, a 27 strength player in platemail is not going to be enjoyable fighting melee vs melee.  why should the guy playing melee be the only one who "gets to have fun"?  And I think it's a bad argument to begin with (whether someone is having fun or getting gayed shouldn't even be part of the discussion).  Just because someone takes advantage of a weakness of my class or playstyle, doesn't mean that I'm not enjoying the game.  I try to not let it happen next round.

Please read what the person you're responding to has written before posting.

Title: Re: Ranged scoring
Post by: Tonyukuk on April 24, 2013, 07:35:34 pm
Please read what the person you're responding to has written before posting.

traitor
Title: Re: Ranged scoring
Post by: Kafein on April 24, 2013, 07:47:07 pm
not if you're an archer, a 27 strength player in platemail is not going to be enjoyable fighting melee vs melee.

That is precisely where you are wrong.

Some people may not enjoy the melee gameplay (in which case the only reason they are here is to shoot at defenseless targets, great individuals), but no matter whether you like it or not, you can influence the outcome of a melee combat. When someone is shooting at you, it's 5% dodging and 95% luck. In other words, your own power over the outcome of that is orders of magnitude lower.

Just because someone takes advantage of a weakness of my class or playstyle, doesn't mean that I'm not enjoying the game.

It's not about class advantages or disadvantages. As a 1h/shield/thrower, archers are and xbow are a pain. As a 1h/lance cav, they are obnoxious. Yet the general consensus seems to be that shielders and cav are decent counters to ranged.

Conversely, defending myself with just a crappy 1h sidearm against a behemoth that surprised me as archer or xbowman is quite fun, sometimes even more than a simple melee fight because enemies don't take you seriously.

I try to not let it happen next round.

Except with ranged you are not given the choice. People will shoot at you unless you are being useless in a map corner.
Title: Re: Ranged scoring
Post by: Turboflex on April 24, 2013, 07:53:14 pm
My understanding was that valor was supposed to reward the players who have the greatest impact on their team's chances of winning.  If that's truly the goal, then it has failed. 

Proximity points are garbage IMO... it rewards melee classes disproportionately, and oftentimes it rewards people for doing something wrong (bunching up too much & interfering with teammate swings).

There are a lot of good ideas for how to fix this (I made a suggestion thread about it (http://forum.meleegaming.com/game-balance-discussion/let%27s-expand-on-the-new-point-system!/msg573045/) ) but I doubt devs are going to spend the time to improve it at this point.

But the players with the greatest impact ARE melee players fighting well in formation at the beginning. In the majority of rounds if your team wins the initial heavy infantry clash decisively they have the round wrapped up most of the time. So it makes perfect sense these same players who fight exceptionally well get valor. 

If the round is in the minority and isn't settled decisively by the initial heavy infantry clash, cuz it is a draw or the scattered team has some outlier heroes who perform well, then they have a chance to claim valour over the next 4 minutes and in this case you do see archers/throwers or HA/HX do it.


Title: Re: Ranged scoring
Post by: bruce on April 24, 2013, 07:53:40 pm
What melee infantry sticking together does determines 75% of round outcome. It is fair.

Melee players sticking together instead of playing solo heroics is also good gameplay, and should be better rewarded as such.
Title: Re: Ranged scoring
Post by: MrShine on April 24, 2013, 08:07:15 pm
I agree that when 2 melee blobs clash the blob that survives is often the winning team, but that doesn't mean everyone in the blob contributed to the fight.  My point is you can sit there and hold your shield up within a blob and you'll rake in points while contributing nothing more than your physical presence (which counts for something, but points received are disproportionately high). 

I should also note that archers & other ranged could have a very large (and sometimes critical) part in determining the result of the melee blob battle with their support fire, but they don't receive as many points.  Ironically it's their allies in the melee blob who gain the proximity points from the damage the ranged fire is inflicting.
Title: Re: Ranged scoring
Post by: Juhanius on April 24, 2013, 08:39:46 pm
Just wondering what is the logic all this ranged nerfing. Last couple patches there has been some stupid flip flopping with ranged classes. First you give jump shoot back and next patch you removed it. And now ranged scoring is decreased!? I feel like development team is just rubbingin it in, laughing those who still dare to play ranged.

I personally would like to see "score radius" (or what hell it is called) removed. This game is lot about tactics, often it does not look like it but trust me it plays great deal where you are positioned in battlefield. For that reason I don“t like "score radius" because it robs your points if playing ranged mounted/foot or even stealthy ninjas.

I think best scoring system would state how many kills and how much damage you are dealing. This would remove all that radius foolery and would also give some insight how to improve you character damage wise. And best of all it would not give you a disadvantage if you are dealing damage from long a distances.

Ps. for all typos in this rant blame me being mad as hell and boozing.



 

Title: Re: Ranged scoring
Post by: NejStark on April 24, 2013, 08:41:30 pm
thing more than your physical presence (which counts for something, but points received are disproportionately high). 

I made a 1h inf STF character the other week and did that as a test to see how much I'd get. Ended up in the top ten players, did nothing, died.

People 20 space below me fighting like champs.
Title: Re: Ranged scoring
Post by: tuttiritari on April 24, 2013, 08:44:48 pm
(click to show/hide)

For this kind of play style they simply don't deserve a reward.


Oww, and best suggestion yet: Simply remove valour - it was stupid from the start.

Ninja backstabbing style does? :D
Title: Re: Ranged scoring
Post by: Juhanius on April 24, 2013, 08:59:05 pm
Ninja backstabbing style does? :D

Dude that is not how ranged usually plays you cant get enough dmg dealt from long distances and accuracy is just bad. This is just smart playing using map terrain to get tactical advantage. I would do the same especially stalemate situations like that.
Title: Re: Ranged scoring
Post by: Teeth on April 24, 2013, 09:05:50 pm
And now ranged scoring is decreased!?
I still don't know why you are saying this, please elaborate.
Title: Re: Ranged scoring
Post by: Juhanius on April 24, 2013, 09:16:30 pm
I still don't know why you are saying this, please elaborate.

I like to also see patch notes
Title: Re: Ranged scoring
Post by: Turboflex on April 24, 2013, 09:32:47 pm
I agree that when 2 melee blobs clash the blob that survives is often the winning team, but that doesn't mean everyone in the blob contributed to the fight.  My point is you can sit there and hold your shield up within a blob and you'll rake in points while contributing nothing more than your physical presence (which counts for something, but points received are disproportionately high). 

I should also note that archers & other ranged could have a very large (and sometimes critical) part in determining the result of the melee blob battle with their support fire, but they don't receive as many points.  Ironically it's their allies in the melee blob who gain the proximity points from the damage the ranged fire is inflicting.

The myth of a shielder getting valour by just holding right key in a block is really overdone, I would hope this is because us shielders ourselves make an ironic joke out of it to spread it cuz surely people aren't coming to this conclusion through their own careful gameplay analysis???  You might collect some points doing that but won't get enough for valour. Go spectate the better shielders (or melee players in general) who do get valor consistently. At the beginning they are usually in the thick of the fight attacking very aggressively and chopping down people left and right. When I encounter a guy like this I usually go out of my way to check him cuz I know if I leave him alone he'll rip through my teammates, he's my #1 concern not the guy holding up a shield, and not the archer 50 feet away on the side.

And good archers can be very helpful, but no way is their damage per second anywhere equivalent to a melee STR build swinging a big weapon every 2 seconds at least in that critical opening sequence with targets constantly in reach.
Title: Re: Ranged scoring
Post by: MrShine on April 24, 2013, 09:55:55 pm
The myth of a shielder getting valour by just holding right key in a block is really overdone, I would hope this is because us shielders ourselves make an ironic joke out of it to spread it cuz surely people aren't coming to this conclusion through their own careful gameplay analysis???  You might collect some points doing that but won't get enough for valour. Go spectate the better shielders (or melee players in general) who do get valor consistently. At the beginning they are usually in the thick of the fight attacking very aggressively and chopping down people left and right. When I encounter a guy like this I usually go out of my way to check him cuz I know if I leave him alone he'll rip through my teammates, he's my #1 concern not the guy holding up a shield, and not the archer 50 feet away on the side.

And good archers can be very helpful, but no way is their damage per second anywhere equivalent to a melee STR build swinging a big weapon every 2 seconds at least in that critical opening sequence with targets constantly in reach.

Speaking as someone who has played a lot of shielder, I agree getting valor while doing nothing but blocking would be very hard.  Still though, you can get a lot of points doing nothing but block, so it makes valor easier to obtain if you are able to land hits & contribute more.  I'll do some video testing later today if I CBA.

Speaking as someone who has played a lot of archer, I agree archers don't have the DPS potential melee has (nor should they).  Still though, it is VERY hard to accrue points as an archer.  I usually get 1-3 points per landed arrow.  I would argue that a shielder doing nothing but block in the fray of a fight will outperform an archer landing a lot of hits at ranged more often than not.

Speaking as someone who gets a lot of valor, yes ganging up against other players is a great way to get points in melee, since you're gaining points for the damage you and your buddies deal.  Valor isn't completely broken - good players often get it - but it's still broken for ranged.
Title: Re: Ranged scoring
Post by: Turboflex on April 24, 2013, 10:50:19 pm
Nothing wrong with ganging up (aka teamwork), it should be rewarded since it is the best way to kill players quickly and efficiently (especially really badass duelists) assuming you are not teamwounding at the same time.

Title: Re: Ranged scoring
Post by: MrShine on April 24, 2013, 10:55:27 pm
Nothing wrong with ganging up (aka teamwork), it should be rewarded since it is the best way to kill players quickly and efficiently (especially really badass duelists) assuming you are not teamwounding at the same time.
I agree, the problem is archers don't get rewarded for their teamwork since they aren't close enough to benefit from shared damage on a target :)
Title: Re: Ranged scoring
Post by: bruce on April 24, 2013, 11:07:04 pm
It reminds me of a "light" version of the old xp/gold system which was really good.

(Melee) cavalry which supports infantry and melee infantry get valour most often, because they make or break matches. This is a good thing.

I would get valour for much less kills when infantry then I would with a HX, but you know which class IS harder and more demanding to play? Which class do we exactly want to encourage?
Title: Re: Ranged scoring
Post by: Prpavi on April 24, 2013, 11:37:53 pm
BUFF RANGED!!!!
Title: Re: Ranged scoring
Post by: Turboflex on April 25, 2013, 12:11:06 am
I agree, the problem is archers don't get rewarded for their teamwork since they aren't close enough to benefit from shared damage on a target :)

never take the shot
Title: Re: Ranged scoring
Post by: Carac on April 25, 2013, 12:47:04 am
Because the devs don't give two flying shits if it isn't 2h
Title: Re: Ranged scoring
Post by: Tayzzer on April 25, 2013, 01:22:00 am
It's just that some classes are enjoyable only for the guy playing it, and thoroughly annoying and lame for everyone else. Surely discouraging people from playing those classes is justified for the sake of gameplay?

AkA only play two hander so we can  have massive duels
Title: Re: Ranged scoring
Post by: Molly on April 25, 2013, 10:36:52 am
Ninja backstabbing style does? :D
How often do you actually see a Ninja getting valour, huh?

Nearly never when we actually try to backstab (except Khorin when he makes it to the archer ranks and chops them all down :P )
When you see a Ninja getting valour, he sticked to the mob like a normal melee guy.

Not to mention that we don't use heavy armour (like you), we don't use a long and high damage axe (like you) and we don't play a strength oriented build (like you).

So, please, if you wanna troll us, try harder and make it at least look a bit smart next time. Now you're just looking stupid in my book.
Title: Re: Ranged scoring
Post by: Prpavi on April 25, 2013, 01:38:34 pm
How often do you actually see a Ninja getting valour, huh?

Nearly never when we actually try to backstab (except Khorin when he makes it to the archer ranks and chops them all down :P )
When you see a Ninja getting valour, he sticked to the mob like a normal melee guy.

Not to mention that we don't use heavy armour (like you), we don't use a long and high damage axe (like you) and we don't play a strength oriented build (like you).

So, please, if you wanna troll us, try harder and make it at least look a bit smart next time. Now you're just looking stupid in my book.


Molly you are giving this little turd way to much attention, much more than he deserves so i suggest just ignoring him, will make you look wiser.

as for this thread. it's full of hippy bullshit  "let them play the way they want, the diveristy is what makes this mod, crap crap..." probably by the people that do it themselves and just try to justify their fggotry in this way.

fuck it give every archer auto valor, i don't give a crap anyways.
Title: Re: Ranged scoring
Post by: NejStark on April 25, 2013, 03:12:02 pm

as for this thread. it's full of hippy bullshit  "let them play the way they want, the diveristy is what makes this mod, crap crap..." probably by the people that do it themselves and just try to justify their fggotry in this way.


(click to show/hide)
Title: Re: Ranged scoring
Post by: tuttiritari on April 25, 2013, 04:49:38 pm
How often do you actually see a Ninja getting valour, huh?

Nearly never when we actually try to backstab (except Khorin when he makes it to the archer ranks and chops them all down :P )
When you see a Ninja getting valour, he sticked to the mob like a normal melee guy.

Not to mention that we don't use heavy armour (like you), we don't use a long and high damage axe (like you) and we don't play a strength oriented build (like you).

So, please, if you wanna troll us, try harder and make it at least look a bit smart next time. Now you're just looking stupid in my book.

This is just video game mate... I didnt't troll or say there is something wrong in ninja style :D Calm down
Title: Re: Ranged scoring
Post by: tuttiritari on April 25, 2013, 04:57:39 pm

Molly you are giving this little turd way to much attention, much more than he deserves so i suggest just ignoring him, will make you look wiser.

as for this thread. it's full of hippy bullshit  "let them play the way they want, the diveristy is what makes this mod, crap crap..." probably by the people that do it themselves and just try to justify their fggotry in this way.

fuck it give every archer auto valor, i don't give a crap anyways.

Saying you don't give a crap and commenting here doesn't make you look wiser.  :|
Title: Re: Ranged scoring
Post by: Phantasmal on April 25, 2013, 06:55:53 pm
never always take the shot

Fixed it for you Turbo!
Title: Re: Ranged scoring
Post by: Rumblood on April 25, 2013, 07:43:41 pm
I'm a Horse Archer, which according to this thread should doubly penalize my points. If it does, I must be truly awesome!  :rolleyes:

On maps that aren't city streets, I often rank near the top of my team in points and have gotten valour quite a number of times. Perhaps that is due to playstyle?

I don't circle off at the edges of the map trying to plink from afar. I'm either chasing other horses with my mounted teammates, or I'm circling close to my team to kill off the enemy cavalry that tries to break their lines. If no enemy cavalry is around, I'm near my teammates to put some stun arrows into the enemy so they can get a kill, or taking the opportunity bump to knock them down so the teammates can get a kill.
Foot archers can't extricate themselves from a bad situation as easily, but they don't have to spend a ton of points into riding and HA either, so it should balance out overall. Stick close to your infantry, pull out your own sword in sticky situations so you can block attacks, then pull out your bow again when you and the infantry have eliminated the immediate threat.

I think ranged scoring is just fine. Playstyles to maximize your scoring effectiveness is probably what needs to be tweaked if you care about your score.