Author Topic: Adjust the new scoresystem slightly - Feedback  (Read 13384 times)

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Offline MrShine

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #45 on: August 06, 2012, 08:12:37 pm »
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Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
this is the hitters score
- divide score by 2
- apply to everyone within 3m that is an enemy of the one who was hit

I just made a suggestion that is spookily close to what it seems reality is.  I had a few differences regarding priority of target & how to show "teamwork" closeness that may or may not be possible. (http://forum.meleegaming.com/game-balance-discussion/let%27s-expand-on-the-new-point-system!/)

But the current system seems good!
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Offline Penitent

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #46 on: August 06, 2012, 08:14:37 pm »
+1
I would suggest give a point or couple points for breaking a shield, if possible.

I would also suggest giving bonus points for an actual kill stroke.
« Last Edit: August 06, 2012, 08:21:49 pm by Garison »

Offline Rebelyell

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #47 on: August 06, 2012, 08:16:23 pm »
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In my opinion we should gain y points only when  victim is dead!
some bonus for kill in nice to because it was you who kiled that guy ( he will be never damage anyone)
like x2 to points for that lethal blow or something
« Last Edit: August 06, 2012, 08:25:18 pm by Rebelyell »
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Offline Elindor

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #48 on: August 06, 2012, 08:17:46 pm »
+1
Current system:

- take the damage dealt
- cap it by what HP the enemy has left
- divide by 10, round down
- if it is a horse and has a rider divide by 5,
- if it is a horse without rider set to 0
- if it's a teammate multiply by -2
- if you hurt yourself * -1
- give this score to the one who did the damage
- divide score by 2
- give to everyone within 3m that is an enemy of the one who was hit

Very nice.

Two questions:

1 - Losing points for hurting yourself (fall damage I guess?).  I never really liked how falling to your death resulted in not only a death but also losing a kill.  This is further penalizing falling to your death?  Just curious why that is necessary.

2 - Are there any point gains from objective fighting in Siege?  Such as capping flag, closing/opening gates, etc.  If not, is anything like that planned?  Again, just curious.

--

Also read something about players hitting dead bodies and gaining points, lol
We dont have that issue on NA2 lol - because we dont have the patch!  :?
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Offline chadz

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #49 on: August 06, 2012, 08:20:19 pm »
+5
Some stuff I'd suggest myself:
- don't base it on the damage dealt, but on the bone: head 2 points, rest 1 point (peasants will automatically bring less points by going down in 1 hit)
- extend the teamplayer bonus to 4m and 100%, not 50%
- give an extra point for killing (a human)

Offline oprah_winfrey

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #50 on: August 06, 2012, 08:20:30 pm »
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Quote
1 - Losing points for hurting yourself (fall damage I guess?).  I never really liked how falling to your death resulted in not only a death but also losing a kill.  This is further penalizing falling to your death?  Just curious why that is necessary.

It is an anit griefing tool. Otherwise people would jump to their death at the last second to avoid the enemy killing them and them get a kill.

Offline Crazyi

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #51 on: August 06, 2012, 08:27:08 pm »
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Yea I say extend the radius slightly more, even if you do change the amount given.
If you do change it based on where hits land versus damage delt, I think it would help out agi builds and archers a little more which I am in favor of. Str builds take a point penalty and I'm alright with that. If this does happen possibly provide a +1 for killing blows. If it remains dmg based I don't see a need to reward for KBs.
With the amount of people that cry about cav, I think an incentive should always remain to kill the horse and make him less effective versus trying a high miss/risk shot for a kill.

Offline Grumbs

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #52 on: August 06, 2012, 08:28:09 pm »
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I'd like to know whether this will coincide with the multiplier system for team wins or if it will replace it (score determines xp/gold). If we still will have the multi system for the whole team win/loss then I will be more than happy with the current score system, if it it replaces it then we need a whole hell of a lot of stuff to tweak to make up for the vague "help team to win, get more gold/xp". People won't care so much about winning but to get close to the action to leach off people fighting, or to game the system in whatever other ways they can
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Offline chadz

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #53 on: August 06, 2012, 08:31:24 pm »
+3
Well, it might be correlated. First of all, there will be a base gain for losing (think x1) and for winning (think x2 to x2.5)
And on top of that, you will get a personal score (ranging from x0 to x3, maybe).

I understand that the current system is not ready for that, it will take quite some tweaking. It's a very early test. If the test doesn't work out, we'll look for something else.

However, it's important to note that this will be relative, not absolute (gaining 20 points means more when the enemy has 1 point, and less when the enemy has 200)

Offline oprah_winfrey

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #54 on: August 06, 2012, 08:36:49 pm »
+1
Well, it might be correlated. First of all, there will be a base gain for losing (think x1) and for winning (think x2 to x2.5)
And on top of that, you will get a personal score (ranging from x0 to x3, maybe).

I understand that the current system is not ready for that, it will take quite some tweaking. It's a very early test. If the test doesn't work out, we'll look for something else.

However, it's important to note that this will be relative, not absolute (gaining 20 points means more when the enemy has 1 point, and less when the enemy has 200)

I am guessing it would be too much to have the current xp/gold system with the personal score on top of that :)

Also, is it possible to make the scoreboard bigger, so that players still have the same amount of space for their names on it as it previously was? It is irritating to look at the scoreboard and having half of the player’s names covering their score.

Offline Elindor

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #55 on: August 06, 2012, 08:37:37 pm »
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It is an anit griefing tool. Otherwise people would jump to their death at the last second to avoid the enemy killing them and them get a kill.

Archers do this 75% of the time already.
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Offline Elindor

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #56 on: August 06, 2012, 08:38:46 pm »
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Also, is it possible to make the scoreboard bigger....

This.
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Offline oprah_winfrey

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #57 on: August 06, 2012, 08:40:11 pm »
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Archers do this 75% of the time already.

Well its there as an incentive for them not to. Otherwise there would be NO downside to it.

Offline Elindor

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #58 on: August 06, 2012, 08:45:38 pm »
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Yeah only thing is it also penalizes people in siege (also battle but probably mostly siege) who fight (inevitably) on castle walls, ladders etc, and end up falling off.   Adding in negative points to that from the score system just may be overkill imho.

When a hit from an enemy directly hits you off they get the kill, which is better for you (and them) than falling to your death "by yourself"

I hate falling to my death :(
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Offline Overdriven

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Re: Adjust the new scoresystem slightly - Feedback
« Reply #59 on: August 06, 2012, 08:49:17 pm »
+3
I hate falling to my death :(

That horrible moment when you're not yet falling but you are to far gone to walk back onto the wall and you know it's coming.