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Arirana
Negative-Feedback.
998
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Posted - 2015.06.13 04:54:00 -
[1] - Quote
I don't think I'm the only person to wonder about this. Sure kill stealing is a wonderful tear jerking sport as old as time.
However lately, it seems most people are so desensitized to it that they mostly just accept it when it happens to them yet still feel just enough disappointment to fall into a slightly worse mood.
The day when stealing a kill yields no harvest-able tears is the perfect time to swap to a smarter, more unique mechanic.
Not only is the kill stealing tear drought here, but from the standpoint of balance shield weapon users are more likely to get their kill stolen from them than armor weapon users. (please use your pretty brain and don't make me explain that one)
So here's my idea for how the new kill reward mechanic will work:
Each kill is worth 75 war points. 50wp for the kill, 25-45wp (depending on how many people help, more people the more wp) for the kill assist.
Kills are awarded to the highest damage dealer, encouraging players deal as much damage as possible to their enemies, rather than last hit with an armor weapon. The person who gets the kill gets the full base 50wp + defense bonus if applicable and squad order modifier if applicable.
The kill assist is divided up among everyone who assisted via dealing damage to the killed target, based on how much damage they dealt compared to the other assistants. So a = assistant 1's damage dealt, b = total damage dealt to the killed target, c = the damage dealt by the one awarded the kill, and x = assistant 1's kill assist wp reward. The Assist wp reward equation will look like this (x will be rounded up):
x = [a / (b-c)]25 + 1
So heres an example: you and 15 blueberries shoot at 1 redberry with 3350hp. You deal 350 damage, and are rewarded the +50wp and the kill. Everyone else deals 200 damage exactly. How much wp is each kill assistant awarded (aka find the value of x)? (they all get the same because they dealt the same damage) So a = 200, b = 3350, and c = 350.
x = [200 / (3350 - 350)]25 +1 = (200 / 3000)25 + 1 = (0.066666666666667)25 +1 = 2.666666666666667
So x (rounded up) = 3wp + objective defense bonus if applicable, multiplied by squad order bonus if applicable .
Like it? No? Feel free to leave some tears about how long and hard to understand this post is :)
PS: Think of it this way, instead of no one QQing about their kill getting stolen, the guy that is trying to deal as much damage as possible to several targets instead of finishing them off gets killed and none of his targets go down, he cries buckets.
The Official Ari QQ Thread
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Arirana
Negative-Feedback.
998
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Posted - 2015.06.13 05:01:00 -
[2] - Quote
CommanderBolt wrote:You mean kinda like in BF4 where if I deal 80-85 % or more of the initial damage, should that enemy get killed the kill is awarded to the top damage dealer? Yes but an arguably improved version where 80-85% is not the minimum for the kill to be rewarded based on damage, rather there is no minimum, highest damage dealer is rewarded the kill every time.
The Official Ari QQ Thread
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Arirana
Negative-Feedback.
998
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Posted - 2015.06.13 05:03:00 -
[3] - Quote
Also this ties in with game immersion perfectly, because tacnet observes and shares how much damage each person deals, and would rather give credit to the person that did most of the work.
The Official Ari QQ Thread
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 08:28:00 -
[4] - Quote
I-Shayz-I wrote:This was discussed a LONG time ago
It seems like a wonderful solution, but HP is not one simple bar of health that is depleted in the blink of an eye like CoD or Battlefield.
Usually in these games, as soon as the enemy heals back up you no longer get awarded an assist. This makes it super simple to calculate how much damage each player has dealt to the enemy as the HP calculation resets back to 100% in half a second
But how is the game supposed to know when to reset that when shields can come back multiple times in a firefight, armor is slowly repping, and being at "100%" is very rare in a game like Dust.
That means you would have to constantly keep track of damage from all sources for long peroids of time...
It's just not as simple when players don't die before they have time to react (the main reason I hate those other shooters) Good point. I think it wouldn't be hard to reclassify damage that has been recovered from, or devalue it.
Armor damage and shield damage should be counted separately, any damage to armor that is done then fully recovered by any means should have 1/3 of the value, same for shields. So if a target is being repped, so long as they don't regain full armor again, all of the damage will count. If they do, all armor damage before that point is devalued but still counted at 1/3.
Also of course, all damage dealt within 15-20 seconds of the targets death should count, and anything beyond that is not, just like the current kill assist system.
Of course these are stats i pulled out of my ass and are not well thought out but I think the general idea has gotten across. Any concerns or suggestions?
The Official Ari QQ Thread
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 10:05:00 -
[5] - Quote
Yokal Bob wrote:Why? If A has a firefight a loses, B comes and finishes him. Why shouldn't B have the kill? The current mechanic is fine That would be the case if the first person dealt less than 51% damage. Btw if you are refering to the variables I used a = assistant's damage dealt, and b = total damage dealt, those aren't people.
The Official Ari QQ Thread
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 12:57:00 -
[6] - Quote
Michael-J-Fox Richards wrote:no way. thats a stupid COD kid idea. its anti teamwork, one of the few things dust does well. boo hoo you got a few less war points cause someone on your team was actually helping kill bad guys. terrible idea terrible thread. go ahead and have this thread deleted. you're welcome Uh-oh someone didn't read the thread and posted based on the title.
If you actually try to refute my points with facts an not senseless BS and COD analogies people might think more of you.
The Official Ari QQ Thread
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