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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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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.06.13 04:59:00 -
[2] - Quote
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?
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Arirana
Negative-Feedback.
998
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Posted - 2015.06.13 05:01:00 -
[3] - 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 -
[4] - 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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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.06.13 05:28:00 -
[5] - Quote
Arirana wrote: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. I love you and your idea..I hate it when I get someone to 20 armor and some loser shoot him once and gets the kill..it makes me want to team kill that player
Removed inappropriate content - CCP Logibro
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
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Posted - 2015.06.13 05:32:00 -
[6] - Quote
Heimdallr69 wrote:Arirana wrote: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. I love you and your idea..I hate it when I get someone to 20 armor and some loser shoot him once and gets the kill..it makes me want to team kill that player Nothings stopping ya unless you are in pubs :)
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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I-Shayz-I
I----------I
5
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Posted - 2015.06.13 06:14:00 -
[7] - Quote
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.
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.
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)
7162 wp with a Repair Tool!
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 08:28:00 -
[8] - 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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John ShepardIII
Second-Nature
1
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Posted - 2015.06.13 08:33:00 -
[9] - Quote
Make it like battlefield depending on how close you are to killing someone that's how many points you get or if you almost get a kill it also counts as a kill for you
Have No Fear. John Shepard Is Here!
CEO of Second-Nature
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deezy dabest
2
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Posted - 2015.06.13 09:23:00 -
[10] - Quote
Well it has been a while since this argument has come up.
Short answer: NO
The fact is blueberries are already terrible but at least they manage to achieve focused fire even if it is on accident while trying to steal kills. Lets also not forget how many kills people get that are thanks to this focused fire.
When was the last time a blueberry saved your ass while trying to steal your kill? I would bet it happened more than once in the last 10 matches.
In a game built around teamwork that has terrible teamwork, divides people up, makes it impossible for them to communicate, and now makes it difficult to hop in a squad randomly when starting a match why would you even think about removing one of the mechanics that does manage to encourage team work.
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jane stalin
free dropships for newbs
328
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Posted - 2015.06.13 09:23:00 -
[11] - Quote
I think most people don't like kill stealing
However wouldn't complex solutions cause lag?,
Maybe the following system is easy "highest damage dealt gets the kill" since the computer is keeping track of Total damage dealt anyway (because it comes up on the murder victims screen)
Getting the computer to keep track of the % each player damages to shields The each player %damages armor , the amount healed sounds like to much work for the poor overtaxed ps3
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Sequal's Back
Dead Man's Game
606
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Posted - 2015.06.13 09:32:00 -
[12] - Quote
As Bolt said, this is really close to what it is in BF4. I've been asking devs to do that for years (litteraly), but it looks like they don't give a sh!t ... Getting KS is so annoying, I don't get why they still haven't implement this. This and the death count that shouldn't increment as long as your clone isn't destroyed. But well, they need aurum.
WON'T YOU PLEASE TAKE ME HOME !
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VAHZZ
Corrosive Synergy No Context
2
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Posted - 2015.06.13 09:38:00 -
[13] - Quote
As much as i despise kill stealing, and as much as i like you Ari, i am going to have to say no.
Maybe when CCP has fixed all the problems and there is no more lag and bugs and glitches, then yes. But right now, i can see that idea going badly.
"The humanoid cyclone stampede" - Russel Mendoza
All scouts, join the Scouts United chat.
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Sequal's Back
Dead Man's Game
606
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Posted - 2015.06.13 09:42:00 -
[14] - Quote
jane stalin wrote:I think most people don't like kill stealing
However wouldn't complex solutions cause lag?,
Maybe the following system is easy "highest damage dealt gets the kill" since the computer is keeping track of Total damage dealt anyway (because it comes up on the murder victims screen)
Getting the computer to keep track of the % each player damages to shields The each player %damages armor , the amount healed sounds like to much work for the poor overtaxed ps3
If you do this, someone with a weapon with really high damage per shot will steal your kill without you having the points (even if you destroyed 90% of your enemy's health). Snipers, FG, SCR charged shot in HS if the target is weak, grenade, PLC,.. will finish your target dealing more damage than you did to it to reach 90% of their total health.
Don't know if you get what I'm trying to explain, but a % should be recorded when you shoot someone.
OR they can give the kill to both the finisher and the damage dealer. They'll have to record the % anyway^^.
WON'T YOU PLEASE TAKE ME HOME !
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Yokal Bob
Dead Man's Game
965
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Posted - 2015.06.13 10:00:00 -
[15] - Quote
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
Vote Dust for PS4
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Sequal's Back
Dead Man's Game
612
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Posted - 2015.06.13 10:04:00 -
[16] - 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 Because A did all the job and B only finished it. It's really rare that people save you, most of the time it's just KS.
WON'T YOU PLEASE TAKE ME HOME !
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 10:05:00 -
[17] - 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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jane stalin
free dropships for newbs
331
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Posted - 2015.06.13 10:42:00 -
[18] - Quote
Sequal's Back wrote:jane stalin wrote: Maybe the following system is easy "highest damage dealt gets the kill" since the computer is keeping track of Total damage dealt anyway (because it comes up on the murder victims screen)
If you do this, someone with a weapon with really high damage per shot will steal your kill without you having the points (even if you destroyed 90% of your enemy's health). Snipers, FG, SCR charged shot in HS if the target is weak, grenade, PLC,.. will finish your target dealing more damage than you did to it to reach 90% of their total health. Don't know if you get what I'm trying to explain, but a % should be recorded when you shoot someone. OR they can give the kill to both the finisher and the damage dealer. They'll have to record the % anyway^^.
easily resolved "Highest damage -amount of overkill if you are the finishing shot" gets the kill
So if a 400 Hp scout gets shot by a scrambler for 380 Hp and a forge gun for 1400 then
Scramber get 380-0= 380 ( -0 because scrambler did not cause overkill) Forge gets 1400-1380=20 (-1380 because the forge killed the scout with 1380 extra damage)
as I understand it the -1380 would already be stored as the variable representing the scouts health anyway |
Michael-J-Fox Richards
Ostrakon Agency Gallente Federation
391
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Posted - 2015.06.13 12:47:00 -
[19] - Quote
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
alts are for sissies. too legit, too legit to quit.
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 12:57:00 -
[20] - 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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sir RAVEN WING
3
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Posted - 2015.06.13 13:03:00 -
[21] - Quote
Why should we reward someone a kill if they did not kill the target.
It is a kill after all, not a wound or damage dealt.
I don't even understand why they get angered, someone else was firing at the same guy and he got that extra 25WP, okay, just go find another guy to kill.
Raven for CPM2
Shield buff, focus on balancing of weapons, and vehicles.
New Content if possible + PS4 port.
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Yokal Bob
Dead Man's Game
965
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Posted - 2015.06.13 13:08:00 -
[22] - Quote
A kill is a kill, no matter how you look at it. So even if one did most of the damage, if it doesn't kill, it doesn't kill
Vote Dust for PS4
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Michael-J-Fox Richards
Ostrakon Agency Gallente Federation
391
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Posted - 2015.06.13 14:36:00 -
[23] - Quote
Arirana wrote: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.
i totally didnt read your thread. i did only answer to the title alone. and being as self important as i am i felt it necessay to chime in
after i read your comment i decided to read it.
its stupid, its some straight buffoon ****. why you wanna be squirtin war points all over. you ARE on some COD bullshit. next you gonna propose gettin 50 wp for being the first person to die from an enemy player.
you just want all sorts of numbers flying at the screen. its horrible
alts are for sissies. too legit, too legit to quit.
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qwertix qwertix
Eliters Brotherhood RUST415
24
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Posted - 2015.06.13 14:42:00 -
[24] - Quote
I can only imagine the amount of lag related to all of these calculations . So ... will not die any more!
Once you know what it is you want to be true, instinct is a very useful device for enabling you to know that it is
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Mejt0
Dead Man's Game
1
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Posted - 2015.06.13 14:53:00 -
[25] - Quote
Well.. stealing kills is something normal. CCP could give more points for assists if you had the most damage dealt.
Loyal to The State
Member of : State Protectorate
Belongs to : Patriots power bloc
Civire Bloodline
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Francois Sanchez
Prima Gallicus
492
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Posted - 2015.06.13 14:57:00 -
[26] - Quote
Or they could implement a system like the one in Resistance 2. You get WP for dealing damage to an enemy + a bounty for the kill. In Resistance 2 it was 1xp per % of life taken out +100xp for the kill. |
E-Rock
Fatal Absolution Negative-Feedback
99
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Posted - 2015.06.13 15:13:00 -
[27] - Quote
you don't need any more kills, buddy. o7
Arirana wrote: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 75-90 war points. 50wp for the kill, 25-45wp (depending on how many people help, more people the more wp) for the kill assist.
Damage dealt will be counted as follows: All damage dealt beyond 15 seconds of the targets death does not count (like the current kill assist system). Shield damage and armor damage will be considered separate but counted together. Any shield damage or armor damage that is dealt then subsequently fully recovered from will have only 1/3 value, to encourage players to finish off their targets rather than let a blueberry do it and run the risk of them running off and healing up. This means that if someone reaches full armor, all armor damage before that point is devalued to 1/3, but not shield damage until the target's shields fully recover, and vice versa.
Kills are awarded to the highest damage dealer only if the highest damage dealer achieves at least 51% of dealt damage or greater, encouraging players to 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 for dealing the killing blow. 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.
Think I should run for CPM? Messege me.pÇǵùѵ£¼F¬PsñºS+êsñ½
-Founder of the CKC
-Fatal Absolution #bringbackthewarbarg
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VikingKong iBUN
0uter.Heaven
413
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Posted - 2015.06.13 15:18:00 -
[28] - Quote
It's a wonderful idea, but it requires some coding. If they tried to implement this, they would break the game in 10 other places.
I would like a Gallente SMG.
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.06.13 15:51:00 -
[29] - Quote
COD does not do this..BF does but it's like 80% of the health or something and I don't remember correctly but I thought in the new BF both people got the kill? Kills may not matter to some but what if you get a 200k ISK suit to 5 armor and someone shoots him once and gets that kill? Oh that's right all you get is the assist none of that ISK goes into your pool even though you did all the work
Removed inappropriate content - CCP Logibro
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I-Shayz-I
I----------I
5
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Posted - 2015.06.13 16:46:00 -
[30] - Quote
A much simpler solution would be to award points based on damage dealt, just as you do with vehicles...so the tankier the suit, the more points earned (say every 50 damage or so)
The biggest issue with that other than the obvious exploits and problems with suit values would be that you would constantly be getting popup notifications on-screen. Maybe they could be reworked but I would find that annoying.
It WOULD make for some interesting changes to prioritizing targets. Instead of killing off the logi, you would try to go for the bullet sponge for the extra points lol
7162 wp with a Repair Tool!
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