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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.29 10:05:00 -
[1] - Quote
I agree with the general intent of this thread, I do wonder about the server side load of tracking these things to the degree required however.
For example (made up numbers follow) 3 guys do 100 dmg to an enemy who then escapes. 2 of those guys are in a squad and one is just on their team.
The wounded Merc regens his shields and finds a friendly Logi who reps him up under fire before getting shot in the face (story of my life this build :P ). Now the Merc is down only 12 hp Armor with full shields, but the Logi repped him for 134% of his total Armor hp during that firefight.
Our Merc (who has no nano injector to help up his friendly LogiBro) sprints off into the fray, only to be crushed by a LAV containing 3 mercs, again 2 in a squad and one on their team. All 3 from different squads than the first 3 who damaged our Merc.
So.... when that Merc is crushed who gets what? Is damage done by each foe recorded as whole numbers and removed as such? What about damage done at the same time, which damage is negated first? What about damage in excess of total current hp how is that recorded? Would taking fall damage to shields and letting them regen clear the damage linked to a Merc... could a Merc then use that to award fewer WP to an opposing squad by stripping his own shields repeatedly?
etc.
The point being this would create a lot for the game client to track and I think that might become problematic from a mechanical standpoint.
There is one thing I think would be an easy fix and address the Teamwork portion of your post. Expand the current radius of the Attack squad order. This at least would increase the rewards being given to all squad members involved in a kill. It doesn't address the whole issue raised in your OP, but it's a start at least.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.26 06:26:00 -
[2] - Quote
Garrett Blacknova wrote:I like a solution somewhere between Syndicate and BF3.
Also, kind of like OP's solution 2.
Current situation:
Kill = 50WP Assist = 25WP
Suggestion:
When someone is killed, 50WP are divided up between everyone who dealt damage to the target over the preceding 20 seconds, based on the total damage the target sustained during that period and the percentage of damage each attacker dealt from that total. An additional 30WP is awarded to the killer.
This way, getting a kill "solo" will award 80WP. Barely scratching a near-death enemy will probably only give you about 30WP, and if someone else did the "real" work, they get up to 50WP. But if you nearly get a kill, then die, and the still-weakened enemy gets caught half a minute later, you missed your chance.
Interesting, I like this solution in principle. The specific values may need tweaking to maintain a proper normalization with the other awards present in game (and things like rate of PS gain) but that could be addressed in process (what is a beta for after all?).
Currently you gain the 25 WP for an assist if you die and the enemy is killed, perhaps the assist aspect should be maintained so as not to alter the value of certain weapons over others (mass driver for example is more likely to gain assist points).
Also a question, with this system if an enemy is reduced to 10% life, the 20 seconds (or whatever) span expires for whoever did that damage and two other Mercs finish him off how do the WPs get awarded? Assuming an even split of that remaining damage would one Merc get 25WP and the other 55WP or would the 90% done by the first team member be "gone" (with no one getting the points for that damage) once his window expires?
Cheers, Cross
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.29 02:32:00 -
[3] - Quote
Garrett Blacknova wrote:Cross Atu wrote:Also a question, with this system if an enemy is reduced to 10% life, the 20 seconds (or whatever) span expires for whoever did that damage and two other Mercs finish him off how do the WPs get awarded? Assuming an even split of that remaining damage would one Merc get 25WP and the other 55WP or would the 90% done by the first team member be "gone" (with no one getting the points for that damage) once his window expires? The count would, assuming my suggestion is taken, work from the total damage dealt in those 20 seconds, NOT the total damage the unhurt target could survive. If someone has 100 armour HP, and 100 shield HP (obviously made up numbers are made up), gets worn down to 10 armour, then somehow manages to run around for 30 seconds without any shield regen kicking in, and somehow manages to only take 5 damage each from 2 other players, they would get a 50% share each in the damage WP awarded (25 each), and the one who actually gets the kill would be awarded the kill bonus on top of that (30 in my example). The numbers, in terms of time and WP amounts, almost certainly need tweaking.
That makes sense and thank you for further expounding upon the idea.
I give this concept a +1
Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 07:40:00 -
[4] - Quote
SILENTSAM 69 wrote:Some of these suggestions look like too much server effort for not enough pay off.
If they just tracked how many assists a player got I would be fine. All I want at the end of a match where I felt many of my kills were stolen is an assists collumn that shows who was helping put people down.
Assists are valuable. If you kill a guy by yourself that is only 50 points for your squad. If you get one or two people in on the kill it becomes 75-100 points for the same death. That kind of team work gets you a second orbital strike.
I believe good sir that you wish is in the process of being granted
CCP Cmdr Wang wrote:[REQUEST] More Detailed Statistics (end of match / character sheet) Update: We plan to include more stats in the leaderboards later on. Expect a plethora of stats in future updates. https://forums.dust514.com/default.aspx?g=posts&t=34744&find=unread
I agree with you by the way, assists are valuable the contribute to the squad earning PS and they demonstrate team play which is a key factor in winning a match (and not losing tons of gear/ISK while doing so).
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.16 18:54:00 -
[5] - Quote
Scheneighnay McBob wrote:Total WP for a kill (WP everyone gets) should depend on the total health of who you happen to kill.
This way, finally stopping a prototype heavy's rampage would be rewarded more than taking down someone's starter fit; as it should.
I think I see where you're going with this, and I like the general idea, however it makes the flawed assumption that someone with more total health is always a greater threat than someone with less. Taking out a Proto Assault who's running Officer Weapons, or a proto type Sniper covering two objectives, will be more vital than taking out a Heavy who happens to have more HP but less dps or range of engagement.
If we were to follow the idea you propose perhaps attach the value to the average Meta Level of the fitting being run, that way it's a game wide metric rather than something which fluctuates up/down as an inverse to other useful combat traits.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.06 00:32:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:This is especially important for vehicle destructions. If you do 99% of the damage to the vehicle, and it gets destroyed by someone shooting with an AR, or by burning armor, you're basically screwed over. ^True.
Dropships are very problematic in this way as they frequently crash and/or burn rather than having a player land the final blow. |
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