cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Ylca on June 02, 2011, 10:50:54 pm
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Is this possible to do? Seems like if there were a display of how people helped out we wouldn't have as much "x build doesn't do y". If a crossbowman hits 7 people but kills 0 he's still doing something. Would also quickly point out "suicide leechers" the people who have a weapon but just run hands down towards their doom.
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It's possible with using a constantly running on_agent_hit trigger. Yet I don't how big the impact on server performance is with that.
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It's possible with using a constantly running on_agent_hit trigger. Yet I don't how big the impact on server performance is with that.
Couldn't hurt to try!
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why not just run a parser to track all dmg/kills/stats etc and post it to a website?
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It's possible with using a constantly running on_agent_hit trigger. Yet I don't how big the impact on server performance is with that.
I suggest a test server.
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I suggest Tears_of_Destiny and chadz make a baby together with all the ability to mod and all the right ideas rolled into one supremely-adorable being.
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I suggest Tears_of_Destiny and chadz make a baby together with all the ability to mod and all the right ideas rolled into one supremely-adorable being.
I have not laughed so hard in a week. +1 to you for as long as I'm here...
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I really like the assist idea and has been suggested MANY times by numerous of people. The one this mod lacks is assist points ( and strat of course! chadz you donkey butt we want strat or info :twisted: ) But yeah, you will see more teamwork and support builds. Also the idea of catching the people who run into battle is a GREAT idea. +1 For the hell of it
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Yeah I always thought it should track assists, damage absorbed with shields, flag caps, doors broken, gates opened/closed, siege towers pushed, ladders used, etc. Definitely needs some sort of overall scoring system like you'd see in most team based objective games like tf2 or battlefield.
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Yeah I always thought it should track assists, damage absorbed with shields, flag caps, doors broken, gates opened/closed, siege towers pushed, ladders used, etc. Definitely needs some sort of overall scoring system like you'd see in most team based objective games like tf2 or battlefield.
yea, would be cool. However, in siege there are a million of those things that not necessary help the team. Like opening the 6th backdoor instead of just rushing the flag. Could be like "500 EXP 100GOLD - you were the first to break down a door in this siege" One could also get some sort of teamwork points that doesnt do anything ( like k/d ratio) but just shows on your character page so you can see how much of an asset you are to your team. This score could also be based on your win/loss statistics. (since not all things you do to help the team is able to track)
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It's possible with using a constantly running on_agent_hit trigger. Yet I don't how big the impact on server performance is with that.
Is it possilble to add this funcionality to test build and test it?
Just add a line\variable to server.txt to turn it on\off?
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Don't forget that chadz is lazy.
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Don't forget that chadz is lazy.
Haha, that was well timed good sir :D
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imagine having player stats.. drool... drool.. slurp.
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Maybe damage given to enemy count as score instead of frags.
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Well i was aiming simple, but if team actions could be traced, that would be amazing. One of the best decisions I've seen in gaming in a while was the decision to base the scoreboard in Bad Company 2 on team points, rather than kills. The developers gave different point values to different actions, incentivzing heavily actions that would lead toward team play, while still giving modest points for kills- which are necessary after all. I think it's one of the reason that in a fast paced action style FPS you see some of the most co-operation from total strangers. Of course there's always that round everyone goes recon...
At any rate, I know CRPG is nothing like BC2, but the concept is the same. Give incentives for desired behaviors and players will trend towards those actions. Assists, Gates Closed (Defense), Gates Opened (Offense), Objectives Captured, Total Damage, etc would do wonders towards convincing people that perhaps banding together is a good thing for everyone involved. Intentional harassment could be disincentivized by removing double the amount gained for negative team actions Team Kill, Team Wound, Gates Opened (Defense), Gates Closed (Offense). Even if players did not care about these metrics, they would provide an easy way to track and separate consistently malicious team hindering players from those who are merely having an off day, or just being a whimsical trickster on occasion.
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Do it
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I support this!
I've primarily played archer in my time. There is nothing more frustrating than pumping 4 arrows into a guy only for another archer to put one in and take the kill, or a footman to jump in an poke him once with a sword.
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This would also allow you to remove points from those idiot spammers who are always wounding teammates.