Author Topic: Adjust the new scoresystem slightly - Feedback  (Read 12117 times)

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Offline Grumbs

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #150 on: August 07, 2012, 07:42:33 pm »
+2
The new system is basically whoever can stay in the big group/horde the longest gets the most points. I tested 2 rounds 1 where i went off by myself, got serverall kills and assists and the other where i sat in the horde holding up my shield not attacking. The difference was huge with about 5 kills and quite a bit of other damage i barely got 60 points, but just sitting in the horde i got over 200 from  1 round. I suppose this supports team play, as people are just sticking in huge groups now but i dont think this is the way it should be achieved as getting kills solo, or doing anything solo feels kinda pointless atm.

Maybe people in the area should just get minor assist points, with the majority of points coming from individual kills and damage. I don't like the idea of having people getting close to you and getting in the way, just because they want to get more points rather than because they want to help. People who genuinely want to play as a team will do so anyway, just because you get more gold/xp as a team for winning the round. Trying to force team play with points won't result in real team work imo
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Offline Chasey

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #151 on: August 07, 2012, 07:59:01 pm »
+3
Well i was thinking a solution if devs really wanted to keep this system, is to decrease the points you get in big zergz depending on the size of the group. A bit like the way shield skill bonus works, if your in a big group you all get a smaller amount of points than you would if you were alone, say for example capped at  50 % in the largest sized group and 100% on your own. This way it still promotes teamplay without forcing people to stay in the big zerg through fear of not getting any points.
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Offline Riddaren

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #152 on: August 07, 2012, 08:02:56 pm »
0
Make it simple though:

A kill = 10 points

Assists:
High Damage:8 points
Medium Damage: 5-6 points
Low Damage: 2 Points

No. That would increase the peasant killing.

You have the level of the target: T = Target
You have the level of the one hitting: A = Attacker
You have the damage dealt: D = Damage

The calculation will go faster just bringing all these values into one dynamic alghoritm.
Your own level will be taken into account as well, but not so much that it should be worth it being lower level.

Also, getting score just by being close to someone really needs to be minimal.
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Offline //saxon

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #153 on: August 07, 2012, 08:09:22 pm »
0
fix the balance.

one team had 40 players and the other team had 60+.

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Offline callahan9119

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #154 on: August 07, 2012, 08:18:31 pm »
+4
Why have proximity awarded points anyway?

It should be damage, kills and maybe other things like breaking shields etc. If you are going to award points based on just being near a fight, it should be a very small award.
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Offline Michael

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #155 on: August 07, 2012, 08:23:55 pm »
0
I disliked most of your changes you made over the last years but I have to admit with the new score system crpg folks finally got what they wanted and deserved.
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Offline Nessaj

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #156 on: August 07, 2012, 08:42:33 pm »
+1
fix the balance.

one team had 40 players and the other team had 60+.

sorry dont have screenshot.

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Offline Crazyi

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #157 on: August 07, 2012, 08:44:21 pm »
0
Proximity points encourage team play if you want to score extra points. This is in no way a bad idea. This doesn't mean you HAVE to be near people. You should be awarded points for being with teammates, but it should be less than the points given to the people scoring them. I say 25% to 50% of what is being scored should go to 3-5m.

Offline Tears of Destiny

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #158 on: August 07, 2012, 08:51:20 pm »
0
I would prefer a 25% proximity reward, personally, no more then the original 50% at most.
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Offline Riddaren

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #159 on: August 07, 2012, 09:06:53 pm »
+2
I would prefer a 25% proximity reward, personally, no more then the original 50% at most.

I think 10% is enough.

Offline Rebelyell

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #160 on: August 07, 2012, 09:10:28 pm »
0
10% in 3 or 2 meter radius
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Offline The_Bloody_Nine

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #161 on: August 07, 2012, 09:18:06 pm »
0
what are the changes after the mini-patch? are there any?

edit: nevermind, same minute: patch announcement.
« Last Edit: August 07, 2012, 09:21:37 pm by The_Bloody_Nine »

Offline callahan9119

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #162 on: August 07, 2012, 09:25:37 pm »
+2
I think 10% is enough.

I agree completely...by trying to force people into a specific playstyle, you will just encourage people to game the system by actively leeching. You should get a minimal reward/encouragement to stay with the group...nothing more. Ten percent is fine.

Personally, I'm shit at this game for the most part and I'm one of the people who stand to benefit most from proximity awarded points, yet I don't think they are a good idea.
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Offline CrimsonPigII

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #163 on: August 07, 2012, 10:12:56 pm »
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Really enjoyed my first game in 2 months - got 103pts in battles by swinging and supporting with my 1h blade

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Offline Havoco

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #164 on: August 07, 2012, 10:22:12 pm »
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