Author Topic: Some thoughts on the new scoring system  (Read 5703 times)

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Offline Bjord

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Some thoughts on the new scoring system
« on: August 23, 2012, 10:59:51 pm »
+16
First of all, I'd like to state that this system is very, very good. I was very happy when it was introduced, because I felt there was something wrong with how only kills being rewarded and support classes getting overlooked. Now however, they are the top contenders for the new valour formula, which is also dependant on your score. Since this system, there's been an outbreak of hoplites. Before there was the thrust buff to all classes, mostly noticeable with the spear and shield(cav got a huge buff thanks to this), allowing hoplites to give 3-4 directional weapon users a challenge even in 1v1 situations(which they're not really meant to since they're extreme support classes). I understand devs took a liking to this highly versatile support class, and I don't blame them. It is a pretty sexy class. However, at the moment, they are enjoying a lot of benefits that mostly only include themselves.

Anyhow, the score making formula at the moment is not very accurate and not very fair. Classes with shields are for some reason score magnets. Leshma stated in a previous thread that it might be due to that shields, upon receiving damage, activate proximity based scoring. If this is true, then I think the same should be made for manual blocks, as it requires way more skill than simply holding RMB.

And lastly, still regarding the score system: Kills. I feel they are not rewarded enough. 2 points for killing a guy is just a plain "Fuck you." to players who focus on taking out dangerous targets so their team can enjoy high multipliers, I'd rather go hunt horses and let my team kill the dehorsed cavalry if I wanted to gain really high scores. There should be some relation to killing someone who has a high score, or has already scored more than than twice the average score of his team in the current round. This is so naturally logical that I wouldn't know what else isn't.

Also, please improve the valour formula. Lot of useless shielders in siege manage to get it simply by tanking hits.
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Offline Tzar

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Re: Some thoughts on the new scoring system
« Reply #1 on: August 23, 2012, 11:05:31 pm »
+4
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I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Bjord

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Re: Some thoughts on the new scoring system
« Reply #2 on: August 23, 2012, 11:31:52 pm »
-2
Feel free to add your own thoughts(not Tzar, we heard enough for a few month's worth of "thoughts" from you :lol:) too.
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Offline cmp

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Re: Some thoughts on the new scoring system
« Reply #3 on: August 23, 2012, 11:42:47 pm »
+4
Can't really give feedback because I haven't had time to play lately, but I can say with certainty that the part about shield damage is not true.

Offline rustyspoon

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Re: Some thoughts on the new scoring system
« Reply #4 on: August 23, 2012, 11:48:11 pm »
+3
At least on NA, shield users aren't score magnets. That may also be due to the fact that you can count the amount of good shield users on 1-hand.
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Offline TugBoat

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Re: Some thoughts on the new scoring system
« Reply #5 on: August 23, 2012, 11:51:54 pm »
-2
I disagree completely, and while proximity is a factor I think that your issue largely comes from the different styles of NA and EU.

In NA, especially in sieges where new valor has been implimented, Strength builds still are the end game. The point system has to do with the amount of damage you can do on a single life. Strength builds go around 1shotting people doing tons of damage (points) in one hit. Shielders get proximity bonus and can survive in clusterfuck situations longer while still dishing out hits.

I don't see how hoplites are getting any benefits? In close range they are still fucked most times, and they hit teammates a lot on accident. Not to mention they are so easily countered.

Offline Bjord

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Re: Some thoughts on the new scoring system
« Reply #6 on: August 24, 2012, 12:02:57 am »
0
I disagree completely, and while proximity is a factor I think that your issue largely comes from the different styles of NA and EU.

In NA, especially in sieges where new valor has been implimented, Strength builds still are the end game. The point system has to do with the amount of damage you can do on a single life. Strength builds go around 1shotting people doing tons of damage (points) in one hit. Shielders get proximity bonus and can survive in clusterfuck situations longer while still dishing out hits.

I don't see how hoplites are getting any benefits? In close range they are still fucked most times, and they hit teammates a lot on accident. Not to mention they are so easily countered.

My issue? I never said it was an issue, in fact I'd be fine if things remained unchanged. I am only posting this thread to stimulate discussion about different ways to improve on this already ingenious scoring system. And for that, you need to problematize. So yes, the points I brought up are issues, but not necessarily my own.

I don't really care much for refuting the remainder of your post, it's pretty much uninteresting.
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Offline TugBoat

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Re: Some thoughts on the new scoring system
« Reply #7 on: August 24, 2012, 12:10:32 am »
0
My issue? I never said it was an issue, in fact I'd be fine if things remained unchanged. I am only posting this thread to stimulate discussion about different ways to improve on this already ingenious scoring system. And for that, you need to problematize. So yes, the points I brought up are issues, but not necessarily my own.

I don't really care much for refuting the remainder of your post, it's pretty much uninteresting.

Okay, sorry. They're not *YOUR* issues. They're *issues in general* according to you. My bad!

That being said, the rest of what I said directly addressed *the issues*. Hoplites are easily killed and countered, and I don't see them stacking scores. One handers are also pretty much universally outscored by str stacking 2handers and polearms. I think the point stacking simply comes down to a ratio of who can survive the most in battle and do decent damage. You're not going to see agi 1handers or even archers doing a ton of damage while surviving for extended periods in most cases.

Facts, dood. Cut out some of the nerd rage, I wrote well thought out responses to your points and instead of getting a reply I got dismissed. Kind of contrary to what you said about proposing a discussion? Or do you only want a discussion where people agree with you?

Offline Horst_Kurmoottaja

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Re: Some thoughts on the new scoring system
« Reply #8 on: August 24, 2012, 12:12:04 am »
-1


Anyhow, the score making formula at the moment is not very accurate and not very fair. Classes with shields are for some reason score magnets. Leshma stated in a previous thread that it might be due to that shields, upon receiving damage, activate proximity based scoring. If this is true, then I think the same should be made for manual blocks, as it requires way more skill than simply holding RMB.

And lastly, still regarding the score system: Kills. I feel they are not rewarded enough. 2 points for killing a guy is just a plain "Fuck you."

Really well said.
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Offline TugBoat

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Re: Some thoughts on the new scoring system
« Reply #9 on: August 24, 2012, 12:13:15 am »
0
Really well said.

How is that well said? if you poke someone with a peasant knife and kill someone with 2 HP left you should get bonus points? I don't think so.

Offline Horst_Kurmoottaja

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Re: Some thoughts on the new scoring system
« Reply #10 on: August 24, 2012, 12:16:44 am »
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You could poke this someone with whatever and prevent this someone killing bunch of your allies. One can kill many people with 1 hp even.
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Offline TugBoat

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Re: Some thoughts on the new scoring system
« Reply #11 on: August 24, 2012, 12:19:01 am »
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You could poke this someone with whatever and prevent this someone killing bunch of your allies. One can kill many people with 1 hp even.

The reason people wanted the score system to begin with was the fact that only the kill whores got the credit. If you start giving bonus points for kills kill whores are going to continue to top the list and the whole point of the score system is irrelevant.

Offline Horst_Kurmoottaja

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Re: Some thoughts on the new scoring system
« Reply #12 on: August 24, 2012, 12:20:00 am »
-1
I do not agree.
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Offline cmp

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Re: Some thoughts on the new scoring system
« Reply #13 on: August 24, 2012, 12:21:26 am »
+7
Getting the kill means nothing. Dealing lots of damage does.

Offline TugBoat

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Re: Some thoughts on the new scoring system
« Reply #14 on: August 24, 2012, 12:22:39 am »
0
Getting the kill means nothing. Dealing lots of damage does.

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