Author Topic: Some thoughts on the new scoring system  (Read 5708 times)

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Offline Corwin

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Re: Some thoughts on the new scoring system
« Reply #30 on: August 24, 2012, 02:35:44 am »
0
Wth is proximity bonus?
I mean, what have you got to lose? You know, you come from nothing, you're going back to nothing, what have you lost? Nothing!

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Offline Dach

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Re: Some thoughts on the new scoring system
« Reply #31 on: August 24, 2012, 02:40:55 am »
0
you get point for being near someone who kill an enemy like in the old c-rpg xp system (if you played before december 2010)
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Offline Elindor

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Re: Some thoughts on the new scoring system
« Reply #32 on: August 24, 2012, 02:44:38 am »
0
Bjord I love when I agree with you.  Pretty much good points all around.
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Offline Memento_Mori

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Re: Some thoughts on the new scoring system
« Reply #33 on: August 24, 2012, 03:22:58 am »
+3
I like the idea of killing very valuable players(highscoring? high kills? both? idk) of the opposite team gaining you more score. even if it's just a 1hp glance from a long spear after being in the middle of a gank squad at the end. Sometimes those little things save a bunch of your team mates depending on who it is you're bringing down.

(maybe make the score given proximity based, so all those guys ganging up on the MVP get a bonus for doing the right thing and focusing on a dangerous target)

Maybe even add getting the last hit on low-low levels doesn't give score or gives less score, since ganking peasants isn't the best way to go about winning, might see more groups letting just one guy handle a peasant instead of all chasing after him like an angry mob. Just my thoughts atm.

Offline rustyspoon

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Re: Some thoughts on the new scoring system
« Reply #34 on: August 24, 2012, 03:31:51 am »
0
I like the idea of killing very valuable players(highscoring? high kills? both? idk) of the opposite team gaining you more score. even if it's just a 1hp glance from a long spear after being in the middle of a gank squad at the end. Sometimes those little things save a bunch of your team mates depending on who it is you're bringing down.

(maybe make the score given proximity based, so all those guys ganging up on the MVP get a bonus for doing the right thing and focusing on a dangerous target)

Maybe even add getting the last hit on low-low levels doesn't give score or gives less score, since ganking peasants isn't the best way to go about winning, might see more groups letting just one guy handle a peasant instead of all chasing after him like an angry mob. Just my thoughts atm.

I like this and if I remember correctly, that's how it worked in the old, old xp system. Higher level people were worth more points. I miss the old system. It was fun watching your gold and xp rack up during the round. Well, unless you lost and then you would cry as you saw most of it go away...
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Offline v/onMega

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Re: Some thoughts on the new scoring system
« Reply #35 on: August 24, 2012, 09:50:32 am »
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My thoughts:

The Witcher: Enhanced Edit is a great game. I currently enjoy it a lot, it was laying around for 1 year....stupid me.

Part 2 will be played soon, too.
Hoping for an even better game.

About the pts. system:

Whenever I dont kill 5 ppl. or more, the round is wasted to me.
My killstealing is very proficient, though, my A game can be really good too.
No fear of not getting enough points....in case ill play something else then the witcher in the next weeks.

Offline Laconicus

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Re: Some thoughts on the new scoring system
« Reply #36 on: August 24, 2012, 10:12:07 am »
-4
Kills shouldnt be worth more at all, as they wouldn't be achieved without the damage already dealt to that person. The arguement that a killing hit is worth more just doesn't make sense.

The reason you see hoplites do well is because they are primarily a support class. I get many kills and high score to finish high on scoreboards, perhaps some people here need to focus more on their teamplay rather than being self proclaimed heroes landing killing blows.

Offline Cyclopsided

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Re: Some thoughts on the new scoring system
« Reply #37 on: August 24, 2012, 10:19:22 am »
+4
Headshot kills still only give 2 points regardless of damage done. It is bugged, please fix. Due to this, point system actively nerfs skillful shots.
If i bodyshot the same person twice I'd get 6 to 9 points for my damage done.

only complaint.
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Offline Idzo

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Re: Some thoughts on the new scoring system
« Reply #38 on: August 24, 2012, 10:38:47 am »
0
Free Panos?
Cmpxgfthzdk1996 for president?
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Offline Laconicus

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Re: Some thoughts on the new scoring system
« Reply #39 on: August 24, 2012, 10:45:13 am »
0
Argument would not be making sense if the actual damage would be wounding(reducing capabilities to fight).

In cRPG damage dealt does nothing except lower HP, and, like I said, someone with 1% HP left can kill many.

You don't seem to get it. If someone required say 10 hits to kill, one player had dealt 9 of those and the other 1, why should the 1 hit be entitled to more points? I understand the last hit has disabled the player but such a system is too circumstantial to be considered fair. The last hit couldnt have happened without the hard work of the other player.

Offline Teeth

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Re: Some thoughts on the new scoring system
« Reply #40 on: August 24, 2012, 10:58:27 am »
0
because an enemy with 1hp can still kill people, someone with 0hp cannot.

I'm ok with a tiny small bonus for the last hit but not more. Otherwise it will go back to kill whoring again  :wink:
It's not like you know the hp of your enemies. You should be rewarded for what you accomplished, getting a hit. Whether it's a kill or not is not something you accomplish or something that is up to your skill, that is basically down to luck. Your teammate does 20 damage and gets him to 1 hp, you do 20 damage and get the last hit. Your teammate did exactly the same thing as you did, so the reward should be the same.

Besides, the kill you get on the scoreboard and in your K/D on the website is reward enough for getting the lucky last hit.

Offline DaveUKR

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Re: Some thoughts on the new scoring system
« Reply #41 on: August 24, 2012, 10:59:20 am »
+8
My personal thoughts and observations:

1) Horses still give too much points. I don't like it because in any possible way horsemen should give more points than a horse. It's the same as if it would give points for breaking a shield more than for killing a shielder. I like the idea of giving points for damage to horses but it should be lowered.

2) Proximity based points. As far as I can understand it gives points in 3m radius of that who was attacked not who dealt damage. If it is so - then it makes no sense at all. I can just do nothing and stand close to enemies who got shot by ranged and get points. You should make it so that points are given to those who are in 3m radius of that who dealt damage. This will encourage archers to stay closer and give them some bonuses on strat while standing in formation. This will also encourage shielders and pikemen to protect archers against enemies. Charging horde has nothing common to teamplay, remember this.

3) Ranged is inferior scorewise. I understand that ranged should be given a smaller amount of points but archers suffer from this new score system, especially on open field as their team charges and they have only 2 options - follow the crowd or die from cav because nobody stays to defend them. The situation is even worse for crossbowmen (probably the worst class scorewise atm) since DPM of crossbowman is much lower than archer and drastically lower than melee player. According to the fact that you can make only 6 shots per minute with 180 wpf using your Arbalest makes it sad. The real situation demands movement and aiming from crossbowmen (amount of open maps is frustrating, there is only 1 city map without huge open spaces - Riot in Swadian city) and I get most of my points by killing player in melee fights. So it's impossible in most cases to make even these 6 shots.

4) Points for kills. Yes, I understand the statement that damage is everything, kills are nothing. But I kindly disagree. I'll mention some situations where damage means nothing and kills mean everything.
1. Horse Archer or Horse Crossbowman riding around and killing players. Damage doesn't mean anything at all since it doesn't affect him. He will do the same thing in the same way until he gets killed. And it's kind of frustrating when I'm making a perfect shot killing a rider in 50 meters who killed 6 our players and I get only a couple of points.
2. Hero who is killing my teammates all around. This is the most common case: a hero with great fighting skills eliminates the half of my team, he received a random ranged damage from my teammates so he has low HP but keeps killing my teammates one by one. I make a headshot and take almost nothing.
3. Rider who got his horse damaged to 1 HP but still he can ride, he will stop and change his horse to the one which has full hp.

I think this system needs some kind of tweaking.

Offline Teeth

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Re: Some thoughts on the new scoring system
« Reply #42 on: August 24, 2012, 11:15:31 am »
+1
Would be awesome if a value like score/round would be tracked and displayed on the website. And that people with a high score/round would award more points if you damage them. This way there would be an incentive to hunt down the players that deal a lot of damage usually. Ofcourse getting 6 points from damaging a lvl 2 peasant does not help your team as much as doing 6 points worth of damage to a game changer.

Headshot kills still only give 2 points regardless of damage done. It is bugged, please fix. Due to this, point system actively nerfs skillful shots.
If i bodyshot the same person twice I'd get 6 to 9 points for my damage done.

If this is true this needs a fix asap. If killing someone with 3 hits gives you 10 points than getting a headshot kill should also give ten points. Perhaps this might fix the lower ranged points a bit.

Offline Laconicus

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Re: Some thoughts on the new scoring system
« Reply #43 on: August 24, 2012, 11:38:01 am »
+1
First of all, I don't know anybody who needs to hit someone 10 times to kill, unless they aren't a melee class.

In that context, people usually die in 3-4 hits, and that is why I believe that disabling the player altogether is much more important than just taking off the damage from him, where he still poses threat to your team.

You're nit picking to suggest I even think 10 hits would be required it was simply an example. Like teeth has said, you never have an indication on how wounded someone is so why should you be rewarded for luck? Anyone trying to hit another player is trying to kill them, actually causing them to die is fortunate nothing more.

I do however think there is a problem with ranged calculation though

Offline BlackMilk

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Re: Some thoughts on the new scoring system
« Reply #44 on: August 24, 2012, 11:44:25 am »
+2
is it only me or does topping the scoreboard with an arbalest seems to be almost impossible?