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Kain Spero
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Posted - 2015.01.15 10:54:00 -
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Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets.
Player that lands a kill shot gets an assist and a new "final blow" wp reward.
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Kain Spero
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Posted - 2015.01.15 11:11:00 -
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Jonny D Buelle wrote:Kain Spero wrote:Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets.
Player that lands a kill shot gets an assist and a new "final blow" wp reward. I can see a lot of people being upset at this while also a lot being for this. My argument for this is how will it show up on the killboard as it only shows us K/D WP? Also what if it was a situation that if someone didn't finish my opponent I would of died, who deserves the kill then? Also what if I did die, would I still get the kill? If so how would that be fair?
Maybe you tie it just to the WP reward and not the stat itself? I'm on the fence about who gets the kill stat on the leaderboard, but giving the WP to most damage seems to be reasonable.
In regards to the who geta the kill for statistical purposes I'd like to hear other folks opinions though.
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Kain Spero
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Posted - 2015.01.15 12:00:00 -
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Lightning35 Delta514 wrote:No. This is a team game, not a solo player. Yes it's sometimes annoying, but deal with it.
Not really a matter of dealing with it. I think you are missing the point behind adding a "Final Blow" reward.
I'll use an example:
Three squad mates engage a target. We'll call them Joe, Bob, and Frank. Bob does 60% of the damage while Frank does 10% and Joe does 20%. Joe lands the kill shot and points are rewarded like so:
Bob: +50 WP "Kill"
Frank: +25 WP Kill Assist
Joe: +25 WP Kill Assist, +25 WP "Final Blow" (+10 WP if it's a Headshot)
Godin Thekiller wrote: To Lightning: I've thought of 17 situations why this does in fact make sense, many of them having to do with ISK. You want to **** people of ISK?
This is actually another important issue if "keep what you kill" is implemented. With money on the line doesn't it make sense that the person who did the most damage gets the ISK? Or does it make more sense that the increased ISK payout goes to the person that landed the final shot?
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Kain Spero
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Posted - 2015.01.15 12:28:00 -
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Roman837 wrote: Interesting idea Kane..but...The kill should go to the person who got the kill. It sucks when somone "steals" your kill...but...that's part of this game it's not a 1v1 game.
It would be nice tho to get a most damage done reward assist or even a bonus if you get a solo kill..
The major issue you will run into is the time or the kill. Did somone just fight the guy....and the opponent died....then you come a long and finish him. Does the other dead guy get the kill? If so why he died.
As much as people think they may have killed the person without somone swooping in and kill stealing. You never will know. Plus. The kill mail and kill feed always tell you what you died from...what would it say?
Maybe that is the way to go about this. Again, I'm not super torn up about how the stat itself counts, so I'm fine with who gets the kill stat as is. Kill feed would also be unaffected as well by this change in the way I imagine it.
In terms of the time of the kill and damage you would just have it follow the current logic in the game around a kill assist.
I really think the area where this would be the most applicable is the destruction of installations and vehicles, and as Godin pointed out in any kind of ISK system that rewards for what has been killed or destroyed on the battlefield.
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Kain Spero
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Posted - 2015.01.15 13:13:00 -
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Kuruld Sengar wrote:Mare assist points multiply the percentage of damage you did to the target by 50 so that the kill gets 50 and the assist can get up to 49 wp with enough damage dealt. Or as little as 1. Would be script intensive...
Battlefield 3 did assist points this way and is somewhat where the idea came from although I was looking at simplifying it somewhat. Someone mentioned in a squad that I was in that Battlefield 4 awards kills based on damage though.
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Kain Spero
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Posted - 2015.01.15 22:20:00 -
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Godin Thekiller wrote: Most work= most pay.
That was kind of my thought on the issue in terms of where the ISK goes in a "keep what you kill" system.
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Kain Spero
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Posted - 2015.01.16 00:01:00 -
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Imp Smash wrote:Kain Spero wrote:Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets.
Player that lands a kill shot gets an assist and a new "final blow" wp reward. Personally I think the system they use in BF4 works very very well.
I was reading up on this: http://bf4central.com/battlefield-4-point-system/
Does this mean that two people can get a kill?
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Kain Spero
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Posted - 2015.01.16 00:53:00 -
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Godin is doing some live fire exploration of how the Battlefield 4 assist system works right now.
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Kain Spero
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Posted - 2015.01.16 02:21:00 -
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cris bleu wrote:I dunno. I think this may be a solution to a problem that doesn't exist.
If 3 mercs are going round in a group pumping plasma into the other side, say one has great gun game and typically does 60% damage to each opponent they encounter, each of the other two does 20%. Well, on average, the killing blow is going to be landed 60% by the first guy, 20% by each of the other two. In other words, they're going to end up getting kills in proportion to damage dealt anyway.
Also, I agree with posters that suggest the concept of "stealing kills" doesn't feel fight in a mature team game.
From looking at how some other games handle this is seems like the solution is that if you do over X% of damage you get a kill as well as the person who fires the kill shot. This would work for tanks and turrets as well. If it's a situation where you wouldn't currently get an assist then you can cross the threshold to get a kill.
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Kain Spero
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Posted - 2015.01.16 22:37:00 -
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What do folks think about up to 2 people getting a kill count on their stats? The final blow and if someone does more than X% of damage (like over 50 or 75%) or the person that does the most damage?
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Kain Spero
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Posted - 2015.01.16 22:40:00 -
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Booby Tuesdays wrote:What happens when Harry chases Steve down, but Steve "fell and died". How many WP would be awarded under this system?
Similar scenario, what happens when you have an explosive user near death, and they "committed suicide"?
Not only would Harry still get WP equal to the damage he did but also a kill on his stats.
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Kain Spero
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Posted - 2015.01.17 02:00:00 -
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JUDASisMYhomeboy wrote:It happens. Get over it
Next time actually go through and read the thread. This isn't about getting over anything but improving the game play for everyone. This issue also becomes a lot more important if CCP does move to a keep what you kill system.
Imp Smash, the more I read up on BF4's system the more I like it. I just wonder if UE3 can handle point tracking like this.
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Kain Spero
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Posted - 2015.01.18 00:23:00 -
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deezy dabest wrote:Kain Spero wrote:Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets.
Player that lands a kill shot gets an assist and a new "final blow" wp reward.
EDIT: From some systems that others have pointed out rather than add final blow etc. change the assist system to be based of % damage. If you do over 75% you get a kill as well (or vehicle destruction in the case of a vehicle/turret). This is a terrible idea. This would throw the impromptu team work out the window. How many times has a blue berry attempting to steal your kill saved your life? How many times has a blue berry stealing your kill been the entire reason you were able to take down that heavy in the first place?
Heh, for the people that play with me you'll know that my main concern is that the target is down. The kill stealing term was used to be intentionally inflammatory to start a discussion, so please read the actual mechanics and explain how encouraging teamwork and rewarding players by the work put into a target and rewarding the player that has the initiative to complete the engagement (final blow) is a bad thing.
Imp Smash hit it on the head though as these mechanics become more important in a "keep what you kill" environment.
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