cRPG

cRPG => General Discussion => Topic started by: Sniger on April 05, 2014, 07:56:09 pm

Title: Score system
Post by: Sniger on April 05, 2014, 07:56:09 pm
Is it fair with a score based on damage?

A 1-hand or lower damage 2-hand/archer/you name it, may be a bigger asset for the team than the Ivanish (new term! :p) high-damage high-score player.
Title: Re: Score system
Post by: San on April 05, 2014, 08:03:27 pm
It's easier to get hits with the faster, weaker weapons. It's also easier for shielders to get proximity points. Makes sense for the more powerful, slow, and inaccurate (ranged) to get more of a bonus per hit from their increased damage.

Once proximity changes from the damage receiver to the damage dealer, I think it would be in a good place without any more large changes.
Title: Re: Score system
Post by: Sniger on April 05, 2014, 08:11:55 pm
The amount of polearms and 2h have increased radically the previous few weeks and it will keep increase.

Wanna bet?  :P

Also, this thread is in relation to the valour-thread. You see my point yes.
Title: Re: Score system
Post by: Johammeth on April 05, 2014, 09:30:58 pm
The score system will never be perfect, and who cares about internet numbers?

cRPG's mechanics are incredibly satisfying, so playing well is its own reward.
Title: Re: Score system
Post by: Sniger on April 05, 2014, 10:20:39 pm
The score system will never be perfect, and who cares about internet numbers?
agree. but there is valour mixed up in this as well as xp gain. i care about xp.

cRPG's mechanics are incredibly satisfying, so playing well is its own reward.
indeed agree again BUT (theres always a but) its very hard to do anything when you are facing stompmachine. playing well gets harder and harder. its not about skill anymore.

i claim that a 1h hit can be as effective as 2h or polearm hit not damage wise.
Title: Re: Score system
Post by: Tydeus on April 05, 2014, 11:16:44 pm
i claim that a 1h hit can be as effective as 2h or polearm hit not damage wise.
Explain, because you already get a score bonus for non-lethal hits, something that again, mostly benefits those capable of landing a higher number of hits. As San stated, shielders also have an easier time obtaining proximity bonus than anyone else.
Title: Re: Score system
Post by: Sniger on April 06, 2014, 09:17:50 pm
even by running you can do huge impact!
Title: Re: Score system
Post by: Tydeus on April 06, 2014, 09:23:10 pm
even by running you can do huge impact!
Not directly. The most you can ever accomplish by running, is allowing the rest of your team the ability to accomplish their current objectives. That is, you only accomplish anything so long as your team is there to make the real contributions. Should we reward afk players because they attract cav to them, which keeps them from focusing players that are actually attempting to make real contributions?
Title: Re: Score system
Post by: Sniger on April 06, 2014, 09:24:51 pm
i have (too? :p) many enemies and they all die to kill me and they all know how i look like. im a fast runner, faster than they are! :) its not hard to pull a good chunk of them around leaving their mates defenseless.

edit (i hate it, i read my stuff a 2nd time and then i come up with shit i have to add ><): my point is just that with the current score/valour system its exactly like the banner balance/multiplier system.

with this score/valour/multiplier/banner balance system we will eventually end up with crpg full of players where far majority is in the same clan and they are all polearm or other high damage dealer. the rest is cav and range.
Title: Re: Score system
Post by: Tydeus on April 06, 2014, 09:25:44 pm
i have (too? :p) many enemies and they all die to kill me and they all know how i look like. im a fast runner, faster than they are! :) its not hard to pull a good chunk of them around leaving their mates defenseless
Read the above. I was talking about this exact situation.

Edit: I believe the best possible reward for these situations, comes through in the multiplier provided to them when their team wins the round.
Title: Re: Score system
Post by: Sniger on April 06, 2014, 09:30:40 pm
it was just an example to explain how other classes/play styles than high damage spam can be just as effective. i just dont think its fair to the rest of the classes.
Title: Re: Score system
Post by: Tydeus on April 06, 2014, 09:48:41 pm
it was just an example to explain how other classes/play styles than high damage spam can be just as effective. i just dont think its fair to the rest of the classes.
Okay, so give me some examples, because the reason I'm having this conversation, is because I'm the one making the changes. I'm not going to make a change I don't agree with at all, so you have to convince me that such examples really exist. The previously mentioned example was shot down, so lets move on to the next.
Title: Re: Score system
Post by: MURDERTRON on April 07, 2014, 06:31:35 am
It's a bonus for valour, not cowardice.
Title: Re: Score system
Post by: tisjester on April 07, 2014, 11:39:15 pm
Agile can top score board. Argument invalid.