cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: ROHYPNOL on November 06, 2013, 01:45:43 am

Title: Valour System x5
Post by: ROHYPNOL on November 06, 2013, 01:45:43 am
When you have an x5 and you get valour it should increase your multiplier to x6 and so on. It should never have a cap, for this will make even people with an x5 still care about getting the next multi.

This would also make it a point to try and get better at the game so that you could get more experience for higher multipliers.
Title: Re: Valour System x5
Post by: Life on November 06, 2013, 01:51:23 am
no limit on how many multipliers you could get would be great. also, upgrade NA 1 server. it sux
Title: Re: Valour System x5
Post by: Heibai on November 06, 2013, 01:54:23 am
And what if his team doesn't lose and he got valour from time to time? x10? x20?

I still care about my x5 if i got one, because I don't want to lose it. So I would still try to win and get a valour, which rises my chance to keep the x5.

Just asking, because I think some people could really abuse this.

P.S.: Especially on siege mode.
Title: Re: Valour System x5
Post by: Xant on November 06, 2013, 02:03:20 am
Could just reset it back to x5 if no valor is gotten that round.
Title: Re: Valour System x5
Post by: Heibai on November 06, 2013, 02:13:30 am
Could just reset it back to x5 if no valor is gotten that round.

That's actually a good idea, some kind in the middle.
Title: Re: Valour System x5
Post by: Huscarlton_Banks on November 06, 2013, 02:20:05 am
Encouraging playing well is always good.

Alternatives:

If already at x5, you keep a "valour point" which gets used the next time you would lose your multi.

If already at x5, you instantly gain exp tick(s) based on player count and score difference.
Title: Re: Valour System x5
Post by: ROHYPNOL on November 06, 2013, 02:23:26 am
Encouraging playing well is always good.

Alternatives:

If already at x5, you keep a "valour point" which gets used the next time you would lose your multi.

If already at x5, you instantly gain exp tick(s) based on player count and score difference.

This sounds nice but I think it would be a lot harder to implement.
Title: Re: Valour System x5
Post by: Heibai on November 06, 2013, 02:35:24 am
If already at x5, you keep a "valour point" which gets used the next time you would lose your multi.

When I started to play cRPG I actually thought that valour was some kind of an "extra life" which you can stack up to avoid the next multi loses and count it as a win instead.
Well, close enough, maybe because I never paid attention at my multi when i got valour (pretty rare early), only when I lost with valour.
Title: Re: Valour System x5
Post by: Tydeus on November 06, 2013, 03:53:18 am
I like the concept that the DS games use for penalties. You die once, you lose your shit, but nothing permanent or severe happens. Die twice in a row though, gg. Mistakes are integral to improvement, so why penalize single mistakes rather than continuous mistakes, and reward improvement at the same time? For an example of how this could work in implementation: If you have a x5 and you lose, getting set back to x1 is obnoxious, but maybe if you won the round after you lost, you'd be able to get your x5 back. You could also do the same with valour. Lose one round when you don't get valour, you get a x1, get valour the next round though, and you get what you had before you lost.

Of course, this whole thing is undermined by how score is handled. The score system needs improved, most notably by reducing the proximity bonus
Title: Re: Valour System x5
Post by: Canuck on November 06, 2013, 04:03:21 am
Instead of going back to x1 just set the multi back by 1 or 2 every time you lose. It's so annoying to lose an x5 you helped earn and go back to x1 just because of a shitty round. If you have to earn multipliers 1 at a time it seems like you should lose them that way too
Title: Re: Valour System x5
Post by: MURDERTRON on November 06, 2013, 07:38:29 am
Instead of going back to x1 just set the multi back by 1 or 2 every time you lose. It's so annoying to lose an x5 you helped earn and go back to x1 just because of a shitty round. If you have to earn multipliers 1 at a time it seems like you should lose them that way too

Yea, isn't that how rage ball works?  If you don't contribute it rolls you back one.  You could use a similar concept.  And yes, proximity bonus needs to be reduced, especially for shielders.  Anyone remember that HOC guy who would never swing in strat battles?  He'd be at the top of the scoreboard and 0-20.
Title: Re: Valour System x5
Post by: Mr.K. on November 06, 2013, 02:23:21 pm
Score is not a good way to calculate one's contribution to the team. Cav has easy time getting valour, as do melee classes when they move as a group. But archers, xbows and so on rarely get points for their contributions to the team. Same for guys harassing enemy ranged either on foot (ninjas) or as cav (melee/ranged cav) or covering your own ranged from those threats. On siege the score system actually promotes stupid tactics like defending the front walls instead of the flag.

Either the point system has to be changed to better reflect your contribution to the team or extra multis for "best players" should not be a thing. Getting valour in a good team is already many times easier for a mediocre player than it is in the losing team.
Title: Re: Valour System x5
Post by: BlindGuy on November 06, 2013, 02:28:49 pm
But... archers and xbows dont DESERVE valor, at ANY point. Well, that's just MO of course. It's also my opinion that putting wpf into crossbows should immedietly lock your access to website, IP and CD key ban you from crpg, and bluescreen your PC. But we cannot have everything. But while were on the subject: trying to join EU1 with a thrower or a horse ranged when the pop is below 10 should get you a 1day ban, to think about what a cunt you are.... but there we are.
Title: Re: Valour System x5
Post by: Tydeus on November 06, 2013, 02:53:34 pm
Either the point system has to be changed to better reflect your contribution to the team
This, I don't think there is anything conceptually wrong with the score system. I think it just needs to reward more aspects of what can actually be considered "supporting ones team", and reward less, some of the others(simply following someone around).

But... archers and xbows dont DESERVE valor, at ANY point.
Pretty sure the word valor was arbitrarily chosen to represent the function. That is to say, ranged certainly deserve the same rights to a multiplier that melee/cav have.
Title: Re: Valour System x5
Post by: Torben on November 06, 2013, 02:57:08 pm
I'd like to see a reward system for teams that win a round by following commanders orders.  couldnt say how tho...
Title: Re: Valour System x5
Post by: MURDERTRON on November 06, 2013, 03:32:31 pm
Score is not a good way to calculate one's contribution to the team. Cav has easy time getting valour, as do melee classes when they move as a group. But archers, xbows and so on rarely get points for their contributions to the team. Same for guys harassing enemy ranged either on foot (ninjas) or as cav (melee/ranged cav) or covering your own ranged from those threats. On siege the score system actually promotes stupid tactics like defending the front walls instead of the flag.

Either the point system has to be changed to better reflect your contribution to the team or extra multis for "best players" should not be a thing. Getting valour in a good team is already many times easier for a mediocre player than it is in the losing team.

Cav only get their valor from damaging opponents personally.  They hardly ever get proximity points.  Not sure how you can say this about cav.

Anyway, I'd like to reiterate that Canuck's idea is pretty good.  It would help eliminate that either I have multi or I quit mentality as well as make it easier for everyone to quit even if they had multi.
Title: Re: Valour System x5
Post by: Mr.K. on November 06, 2013, 05:59:40 pm
Cav only get their valor from damaging opponents personally.  They hardly ever get proximity points.  Not sure how you can say this about cav.

I've played more cav than any other classes and it's easy to get valour as 1H cav. You'll have time to backstab people, fight other cav, bump people (gives proximity points). Best cavs on EU will get valour every second round. Maybe NA is a bit different with lance cav, but I doubt it's much harder there either.
Title: Re: Valour System x5
Post by: Gurnisson on November 06, 2013, 06:07:55 pm
Cav only get their valor from damaging opponents personally.  They hardly ever get proximity points.  Not sure how you can say this about cav.

If you're good cavalry, valour shouldn't be that hard to get. One slash/stab on another cav can give almost 10 points (hitting the horse and the rider)
Title: Re: Valour System x5
Post by: CrazyCracka420 on November 06, 2013, 06:10:07 pm
If you're good anything valor isn't hard to get, not limited to cavalry. 

I like the idea, I think that multi cap should just be removed entirely.  I don't mind going back to x1 when we lose...makes you not want to lose that much more.
Title: Re: Valour System x5
Post by: Grumbs on November 06, 2013, 06:27:35 pm
I think a cap is necessary to avoid abusing the system, and to have a hard limit on the xp/gold you generate per round

Maybe after x5 you get some modifier to your repair chance. So x6 would be 0.9x repair chance. Or you lose less multi on round loss

Valour works ok imo, team players and main damage dealers get rewards, which encourages teamplay and gives a reward to players that are valuable to their team

They could make valour reward ranged players more but then you will get more campers and anti team players
Title: Re: Valour System x5
Post by: ROHYPNOL on November 06, 2013, 10:45:23 pm
I think a cap is necessary to avoid abusing the system, and to have a hard limit on the xp/gold you generate per round

Maybe after x5 you get some modifier to your repair chance. So x6 would be 0.9x repair chance. Or you lose less multi on round loss

Valour works ok imo, team players and main damage dealers get rewards, which encourages teamplay and gives a reward to players that are valuable to their team

They could make valour reward ranged players more but then you will get more campers and anti team players

It is time for a nice change of pace in crpg, mainly to get more people involved. With a lot of nerfs and fun taken out of the game already, so many people have quit because of it. Some say there should not be

a cap at all, which would be nice, but I was suggesting it to be increased with valour in which I would like to see it either way. Currently getting valour with an x5 gives you no extra benefit for doing well. I

would like to see a change in this.
Title: Re: Valour System x5
Post by: Teeth on November 07, 2013, 12:18:40 pm
The only reason these problems exist is because the valour system has turned into utter bullshit. It used to be losing team only and those who got valour would maintain their multi instead of losing it. No idea why valour is now awarded to the winning team and +1's the multi, it's dumb and unnecessary. Even worse, the losing team star players often do not get valour because they get outscored by the winning team, entirely defeating the purpose of the system. The purpose being, rewarding those players that did a good job but lost because of a bad team.

Example for siege: Your team just barely gets a foothold in the defenders castle, you are the only one who gets anywhere. Your 80 score however, which is easily twice the average of your team, is eclipsed by the 100+ scores of multiple attackers who camped a ladder the entire round. Same can happen on battle, where one team's melee rapetrain completely obliterates your team and you got 25 points which is easily twice the average of your team, but they all got 40-50 points with proximity from the rapetrain.

Valour calculation does not look only at your team, it looks at the averages of both teams and rewards the players that have twice that average, which is completely dumb when teams are very skewed. The team that loses gets fucked over twice, because apart from getting wrecked, their star players don't get valour because uneven point distribution between the teams. Therefore only the losing team should get a valour calculation so the valour actually does what it is supposed to do. Save the multi of the people that deserved it.

Your suggestion is terrible even though I would benefit extremely from it. It encourages valour whoring like crazy and it is already bad enough. Doing away with the entire multi system would be the best course anyway.

Title: Re: Valour System x5
Post by: SugarHoe on November 07, 2013, 12:53:06 pm
Pretty sure the word valor was arbitrarily chosen to represent the function. That is to say, ranged certainly deserve the same rights to a multiplier that melee/cav have.
I disagree, ranged is low risk/low reward atm. You sit back and shoot into groups of people, get a few kills maybe and that's pretty much it if they're "playing their role" if they get into melee that isn't good, they aren't supposed to, infantry and cav have a much higher chance of dying due to ranged, infantry, cav etc etc. they do most the work which gets them the points.
Title: Re: Valour System x5
Post by: Butan on November 07, 2013, 01:58:41 pm
Valour calculation does not look only at your team, it looks at the averages of both teams and rewards the players that have twice that average

Easy fix : keep valour for winner/loser team, but calculate the average from both teams SEPARATELY  :)


I too think that the XP system could have a much bigger plateau, or even none.
The Biggest Strategus battles gives 40-80k XP each ticks... If valour + multiplicator system gets a buff, it will only decrease the incredible difference between cRPG gamemodes and strategus.


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cRPG is at a point where we can and could forget about "balance" when we speak of character customization possibilities. We are so few left, give the few more fun.
Those who wants to play tincan/plated charger all day can if they want.

- increased XP
- decreased upkeep
- free respec/unlooming
- adding extra gameplay (nudges, commanders, all good things)
- overhauling of strat

Cant hurt  :wink:
Title: Re: Valour System x5
Post by: Zlisch_The_Butcher on November 07, 2013, 10:09:00 pm
cRPG is at a point where we can and could forget about "balance" when we speak of character customization possibilities. We are so few left, give the few more fun.
Those who wants to play tincan/plated charger all day can if they want.

- increased XP
- decreased upkeep
- free respec/unlooming
- adding extra gameplay (nudges, commanders, all good things)
- overhauling of strat

Cant hurt  :wink:
The fuck are you talking about? There are plenty of people left, and free respecs/unlooming while keeping the leveling system and looming system would just shit all over everyone who aren't level 34-36 with exactly 9 MWs.
Title: Re: Valour System x5
Post by: Butan on November 07, 2013, 11:17:46 pm
The fuck are you talking about? There are plenty of people left.

You've been here for some years, how can you honestly say that Zlisch  :|



So when you accept that we have a population that barely keeps 2 EU and 2 NA servers alive, you will think about why the hell should someone keep a lvl 35 build and 9 MW's that he doesnt want to use anymore.

(click to show/hide)
Title: Re: Valour System x5
Post by: Zlisch_The_Butcher on November 07, 2013, 11:29:46 pm
You've been here for some years, how can you honestly say that Zlisch  :|



So when you accept that we have a population that barely keeps 2 EU and 2 NA servers alive, you will think about why the hell should someone keep a lvl 35 build and 9 MW's that he doesnt want to use anymore.

(click to show/hide)
I'v been here for some years, at the prime of when I started we'd have 120 people on EU_1, 20 people on EU_4, and 90 or so people on EU_2 for about 5 hours a day. We got about half the people we used to have, the main population groups we've lost (I don't know about siege) were the EU_4 community (cause devs killed our servers, fuck even I play in NA and siege instead of EU_1 when I can) and GK anyhow (often had 20-30 people on at once, 1-2 of which still play), the EU_4 loss doesn't affect EU_1, and I doubt most of us miss GK. Saying that we barely keep the siege servers alive is complete bullshit, since the respawn time changes there have been more siege players than battle players when battle has around 20-30 players, it's also insanely hypocritical that you complain about dying servers when you play a delaying horsearcher and often along with other horseranged kill EU servers 2-3 hours before they usually die singlehandedly. Also that level 35 with 9 MWs can respec and trade his looms, that also avoids shitting on anyone who isn't level 35 with 9 MWs and making him feel at a big disadvantage.

The single biggest issue with battle servers is that the ranged amount is almost always the same, whether there are 20 or 60 or 120 players on there are gonna almost be the same amount of ranged. And siege is doing better than ever.
Title: Re: Valour System x5
Post by: Molly on November 08, 2013, 12:09:58 am
The only reason these problems exist is because the valour system has turned into utter bullshit. It used to be losing team only and those who got valour would maintain their multi instead of losing it. No idea why valour is now awarded to the winning team and +1's the multi, it's dumb and unnecessary. Even worse, the losing team star players often do not get valour because they get outscored by the winning team, entirely defeating the purpose of the system. The purpose being, rewarding those players that did a good job but lost because of a bad team.

Example for siege: Your team just barely gets a foothold in the defenders castle, you are the only one who gets anywhere. Your 80 score however, which is easily twice the average of your team, is eclipsed by the 100+ scores of multiple attackers who camped a ladder the entire round. Same can happen on battle, where one team's melee rapetrain completely obliterates your team and you got 25 points which is easily twice the average of your team, but they all got 40-50 points with proximity from the rapetrain.

Valour calculation does not look only at your team, it looks at the averages of both teams and rewards the players that have twice that average, which is completely dumb when teams are very skewed. The team that loses gets fucked over twice, because apart from getting wrecked, their star players don't get valour because uneven point distribution between the teams. Therefore only the losing team should get a valour calculation so the valour actually does what it is supposed to do. Save the multi of the people that deserved it.

Your suggestion is terrible even though I would benefit extremely from it. It encourages valour whoring like crazy and it is already bad enough. Doing away with the entire multi system would be the best course anyway.
This, this and this so many fucking times. Valour was probably the most stupid idea they ever came up with. And it's not just stupid, it's even completely retarded to give Valour to the winning team. What for? We all know that it's piss easy to do good in a good team. But doing exceptional in a bad team is way harder and actually deserves recognition... Suggestion sucks...
Title: Re: Valour System x5
Post by: Butan on November 08, 2013, 03:39:04 pm
at the prime of when I started we'd have 120 people on EU_1, 20 people on EU_4, and 90 or so people on EU_2 for about 5 hours a day.

Even though you forget EU_5, Pecores, Nordmenn, melee server and other "special-private" servers, and that they were all completely filled in prime time (you even HAD to go to smaller servers since there was no open slots), you basically provide arguments against yourself.

The rest of your post provide absolutely 0 insight on the matter at hand, shitposting at its best better done in PM's.


(click to show/hide)
Title: Re: Valour System x5
Post by: Zanze on November 08, 2013, 07:02:06 pm
I think valor is fine for both teams, and even to incorporate Rohy's idea of an increased multi. Without a doubt keep separate calculations(I thought they already did this?) so that winning team and losing team both get a chance at valor. For the winning team, just an extra multiplier is fine for the round, losing it after if you don't get valor again. Tiny boost, nothing ground breaking but a nice pat on the back for your efforts. For the losing team, I would not mind decreasing the requirements for valor slightly to have it open for more people and of course to keep multi's going. This encourages most people to fight better now that they have a better, discourages clan-wide rage quits at multi-loss, and ultimately gives both teams a chance to increase their rewards based off the effort they put in. (Also, distinction between classes is a big no no.)
Title: Re: Valour System x5
Post by: CrazyCracka420 on November 08, 2013, 07:05:25 pm
http://forum.melee.org/suggestions-corner/calculator-valour-separately-for-both-teams/new/#new
Title: Re: Valour System x5
Post by: Zlisch_The_Butcher on November 09, 2013, 02:15:09 am
Even though you forget EU_5, Pecores, Nordmenn, melee server and other "special-private" servers, and that they were all completely filled in prime time (you even HAD to go to smaller servers since there was no open slots), you basically provide arguments against yourself.

The rest of your post provide absolutely 0 insight on the matter at hand, shitposting at its best better done in PM's.


(click to show/hide)
I don't recall what EU_5 used to have, know it was pretty much always empty when I joined though. When Pecores, Nordmen, or the melee only server ha people it was always just the EU4s on another server, and while you had to go to smaller servers that doesn't change the fact that the EU4 community had  barely shrinked before the server died, at which point most of us stopped playing, siege is alive and lives well into the  night, and besides GK (who everyone hated) the EU_1 playerbase isn't that smaller than before. You're overreacting and being retarded.
Title: Re: Valour System x5
Post by: Butan on November 09, 2013, 01:48:42 pm
The EU4 community had  barely shrinked - the EU_1 playerbase isn't that smaller than before.

I wish there was a "player" statistics somewhere that I could refer to... Until then I can only tell you you are blind  :P
Anyway the "less players, so give us more fun" argument isnt the only reason why you would want to have more freedom to custom your characters (xp/upkeep/looms/respec/retire/etc..), I think it would add more incentive to play, and the valour system should be one of the many thing that keep the playerbase happy.


But like Teeth said, the Valour system is borked, it needs to be tweaked to something different. Valour to both teams OK, Valour averaged with the scores of both teams NOT OK.
Title: Re: Valour System x5
Post by: Zlisch_The_Butcher on November 09, 2013, 02:00:26 pm
I wish there was a "player" statistics somewhere that I could refer to... Until then I can only tell you you are blind  :P Yeah I'm blind, EU_1 wasn't on 59 players 11am this morning (note that with EU_1 I always state that one major group left, GK, who usually had 20-30 people on when the servers were full, but besides that, not much change) either (ofc there is always the possibility of you thinking I've played longer than I have, but otherwise, you're wrong.
Anyway the "less players, so give us more fun" argument isnt the only reason why you would want to have more freedom to custom your characters (xp/upkeep/looms/respec/retire/etc..), I think it would add more incentive to play, and the valour system should be one of the many thing that keep the playerbase happy. If it was up to me looms and xp and levels and gold would be removed, so don't claim I want to limit customization or that I love griding, your idea is simply a massive fuck you to anyone who bought training lessons, sold their looms for training lessons, retired or respeced at level 34-36, it'll also raise the average level and MWs used at once amount lowering the incentive for new people to stay even further (and yes, staying as a new player was probably harder back in old cRPG, but back then I'm also guessing there were generally more new people, who had new people fun together, and who could stand a chance against said new people, Warband is old, the amount of people who come is less now than it was two years ago, even if the amount of people who stay is slightly higher).


But like Teeth said, the Valour system is borked, it needs to be tweaked to something different. Valour to both teams OK, Valour averaged with the scores of both teams NOT OK. Valor should be averaged to both teams, otherwise it'd be to easy to get imo if you're a decent player on a shit team, however proximity should be nerfed, and people on the winning team shouldn't be able to get valor.
Title: Re: Valour System x5
Post by: Elindor on November 10, 2013, 07:14:54 am
I think the point of valour is supposed to be that you still get rewarded as a decent/good player if you end up stuck on a shit team...
So therefore it would make more sense separated by teams, not calculated from everyone on the server.

I could be wrong.
Title: Re: Valour System x5
Post by: Zlisch_The_Butcher on November 10, 2013, 07:54:16 am
If you're on a team with 5 200 pings against a team with 3 200 pings and 3 40 pings (I've had this happen before several times) it shouldn't be guaranteed that I get valor if I hit one of their 200 pings, valor should reward doing great on a shit team, not doing average while everyone else on your team does shit.
Title: Re: Valour System x5
Post by: pine on November 28, 2013, 04:52:33 am
the problem is that its not just the valour system that's messed up its the whole points system as well. I think that valour should be calculated seperately for both teams AND should be calculated purely by damage done and a small proximity bonus.
Title: Re: Valour System x5
Post by: San on November 28, 2013, 05:02:29 am
 ^yes. Proximity should be any damage dealer including ranged. If that can't be done, just remove it. (except for enemy tws). Whatever value your enemy has for banner balance or some other value system should also affect points acquired.
Title: Re: Valour System x5
Post by: Tydeus on November 28, 2013, 05:27:26 am
Right now proximity bonus provides 2/3 points that were accumulated from the initial hit, to friendly players within 3m of the damaged opponent. Should probably change that to 1/4 and provide that same bonus to players within 5m or 6m of an archer/crossbowman that lands a hit on an opponent as well. Rather than having raw damage*.1 we'll probably have to change that to .2 or .3 as to make sure proximity bonus is still proving at least 1 point for decent hits. Finishing blows need to grant additional points on battle, as well as siege when near a flag. Defenders/attacks should probably get points passively for being around a flag, something small like 1 point every 15 seconds for defenders, and 1 point every 5 seconds for attackers, with an additional ~5 points for winning the round while being on the flag(attackers only).

Ignoring valour, what else about score should be adjusted?
Title: Re: Valour System x5
Post by: Huscarlton_Banks on November 28, 2013, 05:35:45 am
Getting more points by purposely using a weak weapon seems on the strange side, but without valour points are useless anyway except for the epeenz.
Title: Re: Valour System x5
Post by: Mr.K. on November 28, 2013, 06:22:17 am
Archers get really low points for hitting anything at long range. 1/4th of that to the piker next to him would be 0 points most of the time. I don't know if we can or should use score as an incentive to give protection for ranged anyway, but surely it won't work unless you actually get more points than that :wink:

On siege the whole point system should have a proximity bonus to the flag. That way people would actually fight on the flag on maps where it's needed. Maulers will still defend the wall because it's fun and gives kills, so it wouldn't be game breaking anyway.
Title: Re: Valour System x5
Post by: Jona on December 02, 2013, 05:28:45 pm
Archers get really low points for hitting anything at long range. 1/4th of that to the piker next to him would be 0 points most of the time. I don't know if we can or should use score as an incentive to give protection for ranged anyway, but surely it won't work unless you actually get more points than that :wink:

On siege the whole point system should have a proximity bonus to the flag. That way people would actually fight on the flag on maps where it's needed. Maulers will still defend the wall because it's fun and gives kills, so it wouldn't be game breaking anyway.

Personally I think that just standing within the flag-cap region should give you X points per second as an attacker. This way when you are the only guy on your team who makes it to the flag, and has to fend off 3 defenders all alone, you can still get enough points for valor even though you aren't on the ladder-camping team. Also this provides an incentive to go for the ninja cap. As of now, if you team is doing shit, a ninja cap is a risky move... you can go for it, and pray that you succeed and win the round for your team, or you can hop into the fray and just valor whore, which is usually pretty easy.
Title: Re: Valour System x5
Post by: Phew on December 02, 2013, 08:47:01 pm
Right now proximity bonus provides 2/3 points that were accumulated from the initial hit, to friendly players within 3m of the damaged opponent. Should probably change that to 1/4 and provide that same bonus to players within 5m or 6m of an archer/crossbowman that lands a hit on an opponent as well. Rather than having raw damage*.1 we'll probably have to change that to .2 or .3 as to make sure proximity bonus is still proving at least 1 point for decent hits. Finishing blows need to grant additional points on battle, as well as siege when near a flag. Defenders/attacks should probably get points passively for being around a flag, something small like 1 point every 15 seconds for defenders, and 1 point every 5 seconds for attackers, with an additional ~5 points for winning the round while being on the flag(attackers only).

Ignoring valour, what else about score should be adjusted?

Good start, but the whole multiplier+valour system needs to just go away, and instead give XP/gold proportional to points earned, with a large point bonus to the winning team each round (you could still award point bonuses for consecutive wins to emulate the multiplier system). With the tweaks above, a peasant could still earn plenty of points and contribute to the team just by defending the flag/protecting archer allies/etc.

Also, points should be a function of the level+gear value of the target. Right now, you get about the same points for one-shotting a peasant as beating a fully loomed lvl 35 hero. Alternatively, you could track the average points earned per round for each player, and assign their "point value" based on this metric; either approach would accomplish the same thing of rewarding players for damaging/killing high value targets.
Title: Re: Valour System x5
Post by: Jarold on December 05, 2013, 07:32:57 am
I agree that there should be a way of making high value targets actually give you a high value of points back when you kill them.
Title: Re: Valour System x5
Post by: Jona on December 05, 2013, 02:38:47 pm
I agree that there should be a way of making high value targets actually give you a high value of points back when you kill them.

Since every high level player isn't necessarily better than a common level 30 player, you can't base points off of someone's level. I would guess the best way to go about doing this is that the amount of points you get per kill (or per hit, I guess) is some percent of what your victim's current score is. Of course during the earlier rounds when everyone has low score, this isn't as effective, so perhaps once someone gets over 50 score or something like that, this could go into effect. Really just whenever you would start getting more score than the current system.
Title: Re: Valour System x5
Post by: kinngrimm on December 05, 2013, 02:57:19 pm
...most notably by reducing the proximity bonus
is this real, a proximity bonus? I thought it was a support kill bonus. Like in f.e. "I have scratched that dude another one kills him, we share the points"
Proximity bonus is like when i started cRPG with the big clsuterfucks, no wonder people tend to make gank squads again -_-

EDIT:
I'd like to see a reward system for teams that win a round by following commanders orders.  couldnt say how tho...
time of round in proximity to flag, set by commander. If the player has been 90% within the proximity of those flags, additional bonus is granted.


I wish there was a "player" statistics somewhere that I could refer to...
NA has had such a thing i believe you have in mind.

ALSO I WANT A HALL OF SHAME FOR ALL THE FUCKING THs/TKs AND
NOT TO BE BOTHERED ABOUT FUCKING PRESSING "ctrl+M", are we in the fucking stone ages here or what. Devs you have burdened us with lots of micromanagment in strategus, dont give us such shit in cRPG too.

Valor rework pointers
- team independent
- dependent per team on their team performance and in comparison to that average then valor being granted;
- for those in the loosing team perhaps slightly easier to achieve with the notion that if the team really sucks, a good player has a tougher time
- valor, needs(?) to be fair to ranged.
- either get rid of proximity complettly or exchange it with "participated with dmg at a kill" logic. Only because someone showed up for the party aint worth jack shit. If the player did damage to a player who then got killed, he needs to be rewarded in taking that player down. Then again, if someone showed up for the party and made the opponent block constantly in one direction, and others killed him ... Isn't there a way also to registrate the blocks a person did against whom in a certain amount of time while he was hit from others?

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while the finetuning you mentioned is ok, if you could read out,
- the dude provoking the enemy to make a certain block(constant open strike within close range), while a team member then finishes the enemy
- the enemy actually blocks and gets killed by another one, the dude whos attack was blocked .. can you read that situation out?



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+1; even ranged ^^ may then decide to try caping


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this, perhaps defined as XP modifier
if lvl eq 30 => 100%
if lvl lt 30 => 100%- lvl as %
if lvl gt 30 => 100% +(lvl -30) as %

The modifier could be used either

a)
XP for dmg = dmg dealt *modifier
b)
valor(y/n)
y= if own dmg 3 times of average team dmg


somehow the strikes overall, hits, miss ratio(blocked and/or outmanouvered miss)
Title: Re: Valour System x5
Post by: Jona on December 05, 2013, 05:11:06 pm
EDIT:time of round in proximity to flag, set by commander. If the player has been 90% within the proximity of those flags, additional bonus is granted.

Only problem with that, besides from a troll commander, is that it would encourage people to just sit next to a flag and do nothing all round. Also, once the commander is dead and can't move flags, they will become irrelevant very quickly, but those wanting easy points won't budge. Good idea, just very easily exploitable I think. Really not sure how rewarding good followers could be implemented in a successful way...
Title: Re: Valour System x5
Post by: kinngrimm on December 05, 2013, 05:22:56 pm
Only problem with that, besides from a troll commander, is that it would encourage people to just sit next to a flag and do nothing all round. Also, once the commander is dead and can't move flags, they will become irrelevant very quickly, but those wanting easy points won't budge. Good idea, just very easily exploitable I think. Really not sure how rewarding good followers could be implemented in a successful way...
Perhaps allow commanders to still comand when dead, but his perspective then fixed to the location and point of view of the flag. He wouldnt have bird but infantry perspective. Still be able to move around the flags location and while not being able to smoothly change perspective as in free observer mode or straving as infantry, but bound to the flags every movement.

Also perhaps for the last 1-2 minutes, comander would be disabled (if he is already dead), that way people are encourged to find&fight the remaining enemies.