Author Topic: New version: 0.287  (Read 25186 times)

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Offline Crazyi

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Re: New version: 0.287
« Reply #90 on: August 06, 2012, 02:08:02 am »
0
If the system was designed to give you score according to your KDR, then there would be no point to it. Play with your team and you might be surprised.

Offline Silveredge

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Re: New version: 0.287
« Reply #91 on: August 06, 2012, 02:26:39 am »
+1
This.

I see people with 0 / 0 having 30 score when I with 3 kills / 0 deaths have 10. lol.

You guys don't understand, if you hit a guy 3 times, then some teammate takes the kill, you kill a horse and hit the rider on the ground then a teammate takes the kill, etc etc etc...  You're still getting the score for all the contribution you made.  You guys are concentrating on "who got the last hit".

Offline Akynos

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Re: New version: 0.287
« Reply #92 on: August 06, 2012, 02:45:30 am »
0
What we mean is, taking account the fact that one might score damage but not score the critical blow, the difference in score is nonetheless unrealistic.
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Offline Nehvar

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Re: New version: 0.287
« Reply #93 on: August 06, 2012, 03:02:59 am »
0
Nah, we understand pretty well actually.

It´s just the raw numbers and high difference, how a guy with 0 kills can have double or triple the points of a guy with 3 kills. Just that.

Because the guy with zero kills has substantially outdamaged the guy with three kills.  How is that not fair?
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Offline Akynos

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Re: New version: 0.287
« Reply #94 on: August 06, 2012, 03:24:26 am »
-5
because sometimes its unrealistic. Why can't you grasp that? Lets exagerate so you can understand: Mr J killed 100 people, he has a score of 1000. I kill 20 people, I got a score of 2000. That means that I produced DOUBLE the damage but I killed only a fifth of his kills. Unless I especially aim to NOT kill anyone, this type of score is simply impossible.. This means that damage is not the only main factor, which means that other
variants are taken in, which means that it will advantage some players over others.
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Offline Jarlek

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Re: New version: 0.287
« Reply #95 on: August 06, 2012, 04:06:59 am »
0
because sometimes its unrealistic. Why can't you grasp that? Lets exagerate so you can understand: Mr J killed 100 people, he has a score of 1000. I kill 20 people, I got a score of 2000. That means that I produced DOUBLE the damage but I killed only a fifth of his kills. Unless I especially aim to NOT kill anyone, this type of score is simply impossible.. This means that damage is not the only main factor, which means that other
variants are taken in, which means that it will advantage some players over others.
Mr. J killed 100 unarmoured people, he has a score of 1000. I kill 20 people in armour, I got a score of 2000.

Please tell me why Mr. J should have more points then me?

Also include hitting people so they are stunned and your teammate kills them, hitting people who then you or they run away, shooting an arrow or a bolt into an enemy who then later gets one-hit killed in melee, piking a horse so it rears then have a mauler buddy kill the horse and rider. All of these are really good for your team. Let it be shown on the scoreboard.

I retired right before this update and since EU_5 was empty, I went to EU_1 and have been running around with a light crossbow, stunning people right before my ally hits. Whenever I end up in melee I hit the enemy 5+ times before they die, but mostly I get in 3 or 4 before an ally comes and backstabs/take over and kills them. Please tell me why I shouldn't get a score for doing this? Am I not helping out the team? If killing a lot of enemies isn't good enough for you because the score doesn't show a high enough number, then why not just focus on the kills then? Why give a crap about the score? Oh, right. You want to wave your e-peen around.
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Offline seddrik

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Re: New version: 0.287
« Reply #96 on: August 06, 2012, 04:40:52 am »
0
You already got benefited by helping.  You get the multi.  Now... its just a mess of numbers.    If u wanna put a list of total damage, fine.  But dont change the list priority based on that.  Leave the kills as the order of the list.  Thatll make more sense to people imo.

Also, did this patch affect WPF or maybe lag?  I have a 154 wpf thrower.  It was hard enough before due to nerfs to use accurately, but now its even worse.  I can waste 23 axes and they just miss miss miss.  And just forget throwing lances... I'm already so sick of it I dont even wanna play the game again.

Offline Tears of Destiny

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Re: New version: 0.287
« Reply #97 on: August 06, 2012, 04:44:30 am »
+2
If u wanna put a list of total damage, fine.  But dont change the list priority based on that.  Leave the kills as the order of the list.

I personally like seeing it ordered based on the score, as if you are a "killer" then you should be up there anyways.
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Re: New version: 0.287
« Reply #98 on: August 06, 2012, 05:22:44 am »
+4
I think the killing blow need to be accorded more importance. Even if the dude was black barred and you ''stole'' the kill as some would say, because in the end, even if i get damaged by some dude for 75%, as long as he dont kill me, i still can kill 2-3 people before i die. Looking at it like that, i think it makes sense that the dude that took the last 25% of my like gets a bit more points because now that i am dead, i cannot go around and still fuck people up.

my 2 cents
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Offline //saxon

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Re: New version: 0.287
« Reply #99 on: August 06, 2012, 05:27:56 am »
+3
i was on siege earlier today and i had a score of 33kills 9deaths and i was below someone with a score of 10kills 4deaths.

i think this system is just boss. now kills really do mean NOTHING!

people might actually start contributing to the team now.

and no i must have team-hit like maybe twice and my score was lower than his.
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Offline MrShine

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Re: New version: 0.287
« Reply #100 on: August 06, 2012, 05:29:09 am »
0
I think the killing blow need to be accorded more importance. Even if the dude was black barred and you ''stole'' the kill as some would say, because in the end, even if i get damaged by some dude for 75%, as long as he dont kill me, i still can kill 2-3 people before i die. Looking at it like that, i think it makes sense that the dude that took the last 25% of my like gets a bit more points because now that i am dead, i cannot go around and still fuck people up.

my 2 cents

I agree killing blow should have some sort of additional point bonus, regardless of how minimal the damage was. An enemy with 1% hp remaining can do just as much damage as an enemy with 100% hp remaining.
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Offline Tydeus

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Re: New version: 0.287
« Reply #101 on: August 06, 2012, 06:01:25 am »
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Not sure if the scoreboard adds additional points for rearing a horse, rather than just killing it, but it should, especially if the rider or the horse itself dies because of it. Same with chain hitting an enemy to directly cause his death. If you're the first to hit in a chain of hits that causes the enemies death, you should get additional points as without your hit, he likely would have died in a completely different way. The first hit is the most important in many situations like these two, but it is the least beneficial, score-wise it seems.

Also, this:
I agree killing blow should have some sort of additional point bonus, regardless of how minimal the damage was. An enemy with 1% hp remaining can do just as much damage as an enemy with 100% hp remaining.

Maybe don't do this for siege as kills are naturally less important, but for battle, ultimately they're all that matter. Battle is entirely about killing the opposite team so getting the finishing blow on someone is directly completing a mission objective.
« Last Edit: August 06, 2012, 06:16:22 am by Tydeus »
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Offline Nehvar

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Re: New version: 0.287
« Reply #102 on: August 06, 2012, 06:18:40 am »
+1
Not sure if the scoreboard adds additional points for rearing a horse, rather than just killing it, but it should, especially if the rider or the horse itself dies because of it. Same with chain hitting an enemy to directly cause his death. If you're the first to hit in a chain of hits that causes the enemies death, you should get additional points as without your hit, he likely would have died in a completely different way. The first hit is the most important in many situations like these two, but it is the least beneficial, score-wise it seems.

Since this new feature is in its infancy right now the equation is probably pretty simple.  I'd definitely like to see some conditions for bonus points added to it so I'm with you in that regard.  In siege, for example, it would be nice if we got bonus points for being on the flag as it goes down (or up if defending).

because sometimes its unrealistic. Why can't you grasp that? Lets exagerate so you can understand: Mr J killed 100 people, he has a score of 1000. I kill 20 people, I got a score of 2000. That means that I produced DOUBLE the damage but I killed only a fifth of his kills. Unless I especially aim to NOT kill anyone, this type of score is simply impossible.. This means that damage is not the only main factor, which means that other
variants are taken in, which means that it will advantage some players over others.

Wow.  You're needlessly offensive; and not worth my time.
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Offline mandible/splinteryourjaw

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Re: New version: 0.287
« Reply #103 on: August 06, 2012, 06:32:59 am »
+1
Also I thinkt aht archers should be penalized extra for hitting team mates, and get a few more points for hitting enemies. Hitting enemies with arrows is extremely useful and since they wont get proximity bonus they need some sort of incentive. Also hitting allies most times is a result of simple greed and bad choices.

You would be amazed at how many tw/tk by archers/xbows are due to the actions of the person that gets tw/tk;

1.  walking in front of a drawn bow/aimed xbow
2.  arrows are so slow you shoot and your teammate actually runs into the path of your arrow
3.  your aiming and a teammate runs from the side of a building into your arrow's/bolt's path
4.  you get 2 arrows in a guy and then your teammate runs up to get the killshot just as you release your arrow

there are so may things that happen during the "fog of war" that the archer can't control.  I had a guy get really mad because I teamwounded him.  I was across the town and had shot a xbower (who was on a wall) twice.  I aimed the arrow at his head and released once more.  Just as I did a teammate jumped down from a higher wall and killed the player right as my arrow reached its target (and instead hit the teammate in the back.)  I was penalized for the hit (reported) but how could I predict the actions of the other guy.  My path was clear to shoot when I released.

You are not going to get a perfect system, unless you just do away with scores altogether and let people play.  Scores do take some fun out, but they also keep us playing in a well regulated way; rather than just a free-for-all.

Offline dodnet

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Re: New version: 0.287
« Reply #104 on: August 06, 2012, 08:02:12 am »
+1
The system is fine, it just needs some finetuning. I do heavy damage to enemies, esp. to cav by downing their horses and hitting the rider on the ground but often I don't get the final blow on them because if they have a shield my lance is almost useless against them. So if someone kills them after he does get only a small reward because most of the work was done by me. And my work is shown on the board. If I kill some enemy from behind, that was pinned down by a few of my teammates for some time already, I only get a small reward because they did most of the work already. I find that fair.

Also archers are rewarded now. I wasn't surprised to see Tiborur (or some similar name) on top of the board even higher than Chase. I watched him a few times in the past and he did much damage to different target while getting only few kills. He (and others ofc) deserve it.
« Last Edit: August 06, 2012, 08:06:17 am by dodnet »
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