cRPG

cRPG => Suggestions Corner => Topic started by: Ubereem on August 04, 2013, 08:13:24 pm

Title: Valor Reworking
Post by: Ubereem on August 04, 2013, 08:13:24 pm
Valor system is fubar. It needs to be more random with the top players and not only reward the mega 2h gangster who's outscoring everybody by 100. Current valor system is not friendly for team-play. Valor supports Rambo.
Title: Re: Valor Reworking
Post by: Grumpy_Nic on August 04, 2013, 08:15:41 pm
look up valour in a dictionary dude

"A reward for screaming teenagers with parkinson and huge butter knifes"
Title: Re: Valor Reworking
Post by: Phew on August 05, 2013, 08:49:54 pm
Valor system is fubar. It needs to be more random with the top players and not only reward the mega 2h gangster who's outscoring everybody by 100. Current valor system is not friendly for team-play. Valor supports Rambo.

The entire current reward system needs to change. Multiplier is too frustrating, valor is too boolean (guy with 80 points that round gets valor, but the guy with 79 points gets nothing?).

We need a progressive reward system that encourages teamplay/focusing on objectives, yet handicaps gear/level/skill differences. i.e. if a lvl 14 peasant with no looms kills a lvl 34 in full looms, they should get a massive reward. But killing peasants shouldn't have any reward.
Title: Re: Valor Reworking
Post by: Bulzur on August 05, 2013, 09:11:36 pm
Valor ?

Oh, that system that rewards HA with arrows doing 1dmg to an armored horse, and shooting it 40 times in a round, being useless.
Why does it need reworking, i don't understand ?
Title: Re: Valor Reworking
Post by: Necrorave on August 05, 2013, 09:25:37 pm
It actually is more favorable for shielders than any other class.  (If played right)
Title: Re: Valor Reworking
Post by: RandomDude on August 06, 2013, 06:39:26 pm
The entire current reward system needs to change. Multiplier is too frustrating, valor is too boolean (guy with 80 points that round gets valor, but the guy with 79 points gets nothing?).

We need a progressive reward system that encourages teamplay/focusing on objectives, yet handicaps gear/level/skill differences. i.e. if a lvl 14 peasant with no looms kills a lvl 34 in full looms, they should get a massive reward. But killing peasants shouldn't have any reward.

That's how it used to be and it used to cause some big tk problems i think ;)

EDIT - well i mean u got more xp for killing higher levels
Title: Re: Valor Reworking
Post by: En_Dotter on August 06, 2013, 08:04:51 pm
What is that valor u speak of? Witchery of a sort?? I be archer, i shoot dem stuff, i see valor not!
Title: Re: Valor Reworking
Post by: Sharpe on August 07, 2013, 08:19:40 am
What is that valor u speak of? Witchery of a sort?? I be archer, i shoot dem stuff, i see valor not!

Valor was not meant for archers sadly, I think I've got valor twice? Once when I headshotted 6 people on siege, and the other time is when I pretty much melee'd the entire round.
Title: Re: Valor Reworking
Post by: CrazyCracka420 on August 07, 2013, 06:26:33 pm
Valor seems fine to me, and working as intended.

To get valor, you need to get over double your team's average score for the last round.

Seems like a good way to rank valor to me.
Title: Re: Valor Reworking
Post by: Phew on August 07, 2013, 06:33:57 pm
Valor seems fine to me, and working as intended.

To get valor, you need to get over double your team's average score for the last round.

Seems like a good way to rank valor to me.

The easiest route to valor is to play an agility shielder and never attack, just run around staying close to the action. Take it for what it's worth; at least we have one game mechanic that doesn't favor 2h.
Title: Re: Valor Reworking
Post by: CrazyCracka420 on August 07, 2013, 06:45:46 pm
The easiest way is to be a shielder being useful.  Staying near the front lines, taking blocks for your 2h/polearm users, and hitting the enemy when you see an opening.  I'm not concerned with people turtle shielding for valor on the front lines round after round, I've yet to see it happen (and it wouldn't even bother me if it did, because it's still a good mechanic). 
Title: Re: Valor Reworking
Post by: San on August 07, 2013, 06:52:28 pm
Valor also heavily favors cav hunters. A good stab on a horse and rider can be 7-10 points by itself. When I hybrid cav, I could do something like get 15 points from attacking other cav and another 15 from being on foot for easy valor.

A good first step for changing valor would be to split it between the two teams. Right now, you need to get above twice the amount of points of the average of 2 teams. Currently, if your team performed poorly, yet you still got a decent amount of points despite overwhelming odds, the other team amassed so many points that you won't get valor.

The next step would be to factor points into the level/skills of the player instead of some HP sponge. You should get a good amount of points for taking out the top archers and light infantry. Right now, it's easiest to try to find the least skilled heavily armored players/cav. This would also indirectly buff ranged/ranged hunters, since they get more points for killing the skilled ranged/ lightly armored players on the other team. Hopefully, this also inherently fixes the low points from headshots issue.

Finally, points from being near the battlefield should be diminished and changed so that you get points for being close to anyone on your team who is getting points.

(click to show/hide)
Title: Re: Valor Reworking
Post by: Phew on August 07, 2013, 06:59:31 pm
Valor also heavily favors cav hunters. A good stab on a horse and rider can be 7-10 points by itself. When I hybrid cav, I could do something like get 15 points from attacking other cav and another 15 from being on foot for easy valor.

A good first step for changing valor would be to split it between the two teams. Right now, you need to get above twice the amount of points of the average of 2 teams. Currently, if your team performed poorly, yet you still got a decent amount of points despite overwhelming odds, the other team amassed so many points that you won't get valor.

The next step would be to factor points into the level/skills of the player instead of some HP sponge. You should get a good amount of points for taking out the top archers and light infantry. Right now, it's easiest to try to find the least skilled heavily armored players/cav. This would also indirectly buff ranged/ranged hunters, since they get more points for killing the skilled ranged/ lightly armored players on the other team. Hopefully, this also inherently fixes the low points from headshots issue.

Finally, points from being near the battlefield should be diminished and changed so that you get points for being close to anyone on your team who is getting points.

(click to show/hide)

Good points on all accounts. I love those Strength 2h guys in full plate that can't block; I'll use my least damaging weapon, make sure I don't hold attacks or hit the head, and just wail away on their torso. You can get like 15 points for one kill that way.
Title: Re: Valor Reworking
Post by: San on August 07, 2013, 07:02:47 pm
Getting those lucky hits on Miley, Frugfrug, or Chucky_Tosser and get 2-3 points.
Title: Re: Valor Reworking
Post by: Phew on August 07, 2013, 07:06:02 pm
Getting those lucky hits on Miley, Frugfrug, or Chucky_Tosser and get 2-3 points.

Landing a clean hit on Frug could yield a free loom point, but I wouldn't know.
Title: Re: Valor Reworking
Post by: CrazyCracka420 on August 07, 2013, 07:19:44 pm
Good points san, really like the idea that if you're next to a teammate who's getting points, you also get some sort of indirect points for it (so you can guard archers as a shielder/piker and get points when they do).

Also I've heard other people say what you are, that you need to get over double the average of both teams score for the round to get valor, I thought it was only your team.  if it's both teams, then yeah that should change right away so it's only getting double or more the average score of your team, not the enemies also. 

And it shouldn't be points given for how much damage you do the enemy, everyone should have a fixed amount of points (or fixed amount of points per level of their char) and if you take away 1/2 their HP, you get half the points allotted to the player.  I also noticed if I go for horses (not the riders) I can rack up more points than killing the rider (if you get horse + rider, even better).  I think horses have too many points allocated for them.
Title: Re: Valor Reworking
Post by: Phew on August 07, 2013, 08:15:19 pm
And it shouldn't be points given for how much damage you do the enemy, everyone should have a fixed amount of points (or fixed amount of points per level of their char) and if you take away 1/2 their HP, you get half the points allotted to the player. 

Something like Level/3+total loom points equipped/3=total point value per player. That way a peasant is worth <3 pts, and a lvl 33 with full looms is worth like 15-20 points. This way everyone would go after the high level/gen juggernauts instead of chasing peasants across the map.
Title: Re: Valor Reworking
Post by: Ronin on August 07, 2013, 08:17:06 pm
Something like Level/3+total loom points equipped/3=total point value per player. That way a peasant is worth <3 pts, and a lvl 33 with full looms is worth like 15-20 points. This way everyone would go after the high level/gen juggernauts instead of chasing peasants across the map.
http://forum.meleegaming.com/general-discussion/crpg-goal-completed/
Title: Re: Valor Reworking
Post by: Phew on August 07, 2013, 08:37:29 pm
http://forum.meleegaming.com/general-discussion/crpg-goal-completed/

The "king of the peasants" should have a bounty worthy of his title  :lol:
Title: Re: Valor Reworking
Post by: Ubereem on August 10, 2013, 03:33:53 am
I must add that no person on winning team should get valor.
Title: Re: Valor Reworking
Post by: Macropus on August 10, 2013, 09:20:21 am
Valor system is fubar. It needs to be more random with the top players and not only reward the mega 2h gangster who's outscoring everybody by 100. Current valor system is not friendly for team-play. Valor supports Rambo.
Bullshit. The best way to get valour is teamplay.
If you think 2h heroes get valour too often, it's another issue about class balancing. As for valour reward, it works just fine.
PS: although San's suggestion looks very good.
Title: Re: Valor Reworking
Post by: BlueKnight on August 10, 2013, 12:43:36 pm
(click to show/hide)

When I read San's posts I want to be USA
Title: Re: Valor Reworking
Post by: Butan on August 10, 2013, 01:47:09 pm
Quote from: Phew
The easiest route to valor is to play an agility shielder and never attack, just run around staying close to the action.


Quote from: Bulzur
Oh, that system that rewards HA with arrows doing 1dmg to an armored horse, and shooting it 40 times in a round, being useless.


Quote from: En_Dotter
What is that valor u speak of? Witchery of a sort?? I be archer, i shoot dem stuff, i see valor not!


Summary :

- remove "proximity" points
- remove points from hitting horses
- add scales to ranged hits (from 1 to 3 points)


Then the valor will be given to those who really fights (and kill) and not only those who damages a lot of horses and/or stay near the heat of battlefield.
Title: Re: Valor Reworking
Post by: Tzar on August 10, 2013, 01:52:42 pm
Valour is working fine atm.

Quit crying because you wanna play a ranged dude who stays out of the combat half the round, and thus dont get valour points for being near the action..

BTW My main is a ghey xbower, i dont except to get valour even if i shoot 7 people in 1 round. Why? Because im not really in danger when i pew pew

The guys in the action packed heat of the battle should get valour, thats how i see it. Also that´s also how the devs see it i take it.
Title: Re: Valor Reworking
Post by: Lennu on August 10, 2013, 02:15:58 pm
IMO Valor rewards players using top tier armors too much = more armor->longer in melee->valor->more gold->more armor etc.

So separate gold and exp multipliers. And make valor effect only the exp multi, this way skill will be awarded with more exp, but not boosted by allowing skilled player to use more expensive equipment.
Title: Re: Valor Reworking
Post by: Ronin on August 10, 2013, 03:11:51 pm
The problem is not in the valor, the problem is in the metagame. Archers can't get valour because they are actually less useful (excluding strat).
Title: Re: Valor Reworking
Post by: Ubereem on August 10, 2013, 08:07:20 pm
Valour is working fine atm.

Quit crying because you wanna play a ranged dude who stays out of the combat half the round, and thus dont get valour points for being near the action..

BTW My main is a ghey xbower, i dont except to get valour even if i shoot 7 people in 1 round. Why? Because im not really in danger when i pew pew

The guys in the action packed heat of the battle should get valour, thats how i see it. Also that´s also how the devs see it i take it.
dont you underrstand that you or I can be in the heat of battle, be kicking ass, be top 5 in scoring, have good k/d ratio, win rounds cap flags etc etc and you still won't get valor. I like siege and in siege I have great rounds of 50-70+ points and 4-8+ kills and still no valor because some crazy jedi is getting 100+ points a round. all I am saying is divide the valor better among the top players, I'm not suggesting valor for lowly xbowers.