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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.28 21:21:00 -
[1] - Quote
This thread is NOT a "kill-stealing" complaint thread, this is about fair rewards. Before you post how much you loathe this idea, and how it will ruin the game, read this entire post; it isn't long. It has been implemented before in games like BATTLEFIELD 3, and did not ruin that game.
[PROBLEM] Many times I get a kill from someone with only a tiny bit of health, I don't feel like I deserve a +50 war point, and I find the person who did most of the work only getting a +25 unfair. Other times me and other teammates are shooting and damaging an enemy together, and its purely by chance that I land the finishing blow, do I deserve a +50, while everyone else who was shooting just as skillfully only gets a +25? I think this is unfair.
[SOLUTION] War points awarded for kills and assists should be proportional to how much damage done to the killed enemy. That means if you deal most of the damage, you get most of the points, regardless if its just an assist. That also means if you did very little damage, and you got the kill (like just delivering the finishing blow), you should get very little WP, even if you do get the kill. I think that seems fair.
[SOLUTION VERSION 2] Some of you may think that a kill should always be awarded a set amount of points no matter how easy it is attained because its sending an enemy back to a spawn. How about +20 base points for all kills, but a bonus amount of points proportional to the the damage done to that enemy you killed. Assists however should be completely proportional to damage dealt.
[SOLUTION 3] All kills will still remain +50 war points NO MATTER WHAT, but assists will be +1-49 war points depending on how much damage is done. Based on Mavado V Noriega's suggestion. **Favorite solution**
[LIMITATIONS] Some of you may think that if you die in a battle after doing 90% of the damage to an enemy, you should not be rewarded 90% of the WP because you failed to get the killed... even though you helped greatly in bringing about the death of the player. Reducing WP for assists gained after death could be a limitation implemented.
Damage that has been undone by shield or armor regeneration should not be rewarded. This limit should obviously be there.
[TEAMWORK BONUS] Killing, or assisting a kill together with a squadmate should yield bonus point war points. This would reward squad teamwork, and incentivize squad cohesion.
EDIT: This needs to apply especially 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. If you only get an assist, then it needs to be proportional to the damage you did to the vehicle. |
HEAT SoulRipper
ZionTCD Legacy Rising
45
|
Posted - 2012.10.28 21:32:00 -
[2] - Quote
[PROBLEM] Many times I get a kill from someone with only a tiny bit of health, I don't feel like I deserve a +50 war point, and I find the person who did most of the work only getting a +25 unfair. Other times me and other teammates are shooting and damaging an enemy together, and its purely by chance that I land the finishing blow, do I deserve a +50, while everyone else who was shooting just as skillfully only gets a +25? I think this is unfair.
[SOLUTION] War points awarded for kills and assists should be proportional to how much damage done to the killed enemy. That means if you deal most of the damage, you get most of the points, regardless if its just an assist. That also means if you did very little damage, and you got the kill (like just delivering the finishing blow), you should get very little WP, even if you do get the kill. I think that seems fair.
[SOLUTION VERSION 2] Some of you may think that a kill should always be awarded a set amount of points no matter how easy it is attained because its sending an enemy back to a spawn. How about +20 base points for all kills, but a bonus amount of points proportional to the the damage done to that enemy you killed. Assists however should be completely proportional to damage dealt.
Ok...let me ask you this.......
(numbers are just guesstimates for this question)
Scout = 250 hp Logi 400 hp Heavy 650 hp
If you do 50% dmg to each person but do NOT land the killing shot....what do you get? Can the game keep up and holy crap that's a lot of pts compared to the guy who killed them!
Because if you put each at 100...and you do 70% dmg to the scout and 70% dmg to the heavy....for your efforts should you get rewarded the same?
I think the above devils advocate system is pretty tough to put in, hence we're seeing a flat rate of 50 and 25.
Do I agree with you? Yes sir...do I think there's an easy black/white fix? No sir.
I feel if we could hack nano's and other things we've yet to be told about, we'll see the points. Taking a step back, a smart man would say hurry up and wait and see how this all plays out.
But we're all excited about the potential of this game and have our own ideas for awesomeness which leads us to the forums to bounce ideas and try to have respectable conversations.
(p.s. skill point cap needs to be removed *cough*) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.28 21:46:00 -
[3] - Quote
HEAT SoulRipper wrote:
Because if you put each at 100...and you do 70% dmg to the scout and 70% dmg to the heavy....for your efforts should you get rewarded the same?
I say yes, because though there is HP disparity, the disparity is balanced by other features of that suit. For example, a scout has low HP, but it has fast shield regen, and speed which makes it very dangerous if left alive; a scout can use its speed to run behind enemy lines and plant drop uplinks, or remote explosives. A heavy may have high HP, but its slowness balances it out so it can make it easy to kill, and also the lack of equipment makes it a less tactically valuable than a suit that carries equipment like nanite injectors drop uplinks. If dropsuit types are balanced against each other, then each should be worth the same total points to kill. |
NeoprotoD
Zumari Force Projection Caldari State
28
|
Posted - 2012.10.29 04:08:00 -
[4] - Quote
I like the ideas Kage. There needs to be a fair system in place for War Points and it needs to be implemented before stats are wiped for the last time. Whether or not your solution is the perfect idea I don't know, maybe we could focus less on WP awarded based on kill and focus on WP awarded based on damage? I think that would help with the example HEAT gave because the server wouldn't have to track those 3 players until death. Either way I personally hope this one stays at the top of the forum until someone from CCP gives us their thoughts. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 04:12:00 -
[5] - Quote
Sorry but I don't think it works because of shield regen & armour reps. It would all become very complicated. |
Joe Darkwater
Royal Uhlans Amarr Empire
15
|
Posted - 2012.10.29 04:34:00 -
[6] - Quote
I rather agree with solution 2. I also think Dust can learn from point distribution in Battlefield 3 because if I recall correctly (haven't touched it for a couple of month, dont actually like it that much) you got points even by taking part on the fight when you miss the guy - resulting in points for supression fire, which is definitely useful but.... that would still need some kind of supression mechanic in dust after all.
But you can say what you want: The point distribution in that game is awesome. Doesn't matter what you do but as long as you help someone doing something you get a reward - even if you do it bad. In dust we dont need to get 25/50/100 points for everything. Simple (but still helpful actions) are fine with one or two or five points for example. Which brings me to the next point:
Why do you not recieve anything for counterhacking a mission objective??!? It takes a hell of a time, is incredibly helpful for the team and for winning the game and you just dont get no nothing! So everybody waits till the enemy takes the thing over to hack it then for the much faster hack and the shiny 100 points, but while you're hacking that gun shoots a couple of times at the MCC. Whoever got that Idea to make this hack that long but without any reward should be never allowed to touch a keyboard again. just plain stupid -.- |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.29 10:05:00 -
[7] - 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 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.29 21:58:00 -
[8] - Quote
Never considered how technically difficult this would be to implement. It does sound very hard to do now. |
exegr
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.10.30 14:09:00 -
[9] - Quote
Some sample code to do exactly what is being suggested:
http://pastebin.com/h8gPLtKE
The code basically tracks each attack with a timestamp and if you die within some time from this attack, you get normalized points depending on how much damage you dealt on the target in regard to every other player that has damaged the target within a certain time window. It would also work with the logi repairing scenario assuming some time (20 seconds) have passed. It also keeps track of the (unlikely) situation where you get repaired constantly from an uber logi. It is definitely doable :)
EDIT: Similar code should be implemented already seeing how if you damage an enemy you only get warpoints if he dies within 5-10 seconds of you damaging him. If this is indeed the case, the scaled WP to damage part would be trivial to add. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 14:59:00 -
[10] - Quote
exegr wrote:Some sample code to do exactly what is being suggested: http://pastebin.com/h8gPLtKEThe code basically tracks each attack with a timestamp and if you die within some time from this attack, you get normalized points depending on how much damage you dealt on the target in regard to every other player that has damaged the target within a certain time window. It would also work with the logi repairing scenario assuming some time (20 seconds) have passed. It also keeps track of the (unlikely) situation where you get repaired constantly from an uber logi. It is definitely doable :) EDIT: Similar code should be implemented already seeing how if you damage an enemy you only get warpoints if he dies within 5-10 seconds of you damaging him. If this is indeed the case, the scaled WP to damage part would be trivial to add.
Multiply that server load by 1M players (can't be done client side). Is the difference really worth it? I get mostly assists with the group I run with and no one really cares. |
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exegr
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.10.30 15:06:00 -
[11] - Quote
Noc Tempre wrote:exegr wrote:Some sample code to do exactly what is being suggested: http://pastebin.com/h8gPLtKEThe code basically tracks each attack with a timestamp and if you die within some time from this attack, you get normalized points depending on how much damage you dealt on the target in regard to every other player that has damaged the target within a certain time window. It would also work with the logi repairing scenario assuming some time (20 seconds) have passed. It also keeps track of the (unlikely) situation where you get repaired constantly from an uber logi. It is definitely doable :) EDIT: Similar code should be implemented already seeing how if you damage an enemy you only get warpoints if he dies within 5-10 seconds of you damaging him. If this is indeed the case, the scaled WP to damage part would be trivial to add. Multiply that server load by 1M players (can't be done client side). Is the difference really worth it? I get mostly assists with the group I run with and no one really cares.
Why 1M players? This would be per-battle (max players in battle). The above sample code assumes a client side implementation. Apart from hacking concerns I dont see why it cant be done (ofc instead of passing player objects you would pass some per-battle id, damage and timestamp, communication overhead would be a few bytes). Server side i would expect a single list of players per battle with index references to each other and two numbers (damage, timestamp). Overhead is minimal. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.04 01:50:00 -
[12] - Quote
If this is not beyond the technical limits, I urge CCP to attempt this. Considering how it might not be possible, its understandable if it isn't done. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.23 01:35:00 -
[13] - Quote
Anyone know if this is technically feasible? |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.23 03:51:00 -
[14] - Quote
simple solution: do it like BF3 assist points can range from 1-99 in BF3 and a kill is still 100 pts that way the person doin most of the work still gets points proportional to the dmg done and the person who got the kill still gets full kill credit
making the person who got the kill get less WPs will actually decrease teamwork and increase solo play as ppl wont feel the need to help out and will instead go chase a "fresh" kill for maximum points |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.23 04:19:00 -
[15] - Quote
Mavado V Noriega wrote:simple solution: do it like BF3 assist points can range from 1-99 in BF3 and a kill is still 100 pts that way the person doin most of the work still gets points proportional to the dmg done and the person who got the kill still gets full kill credit
making the person who got the kill get less WPs will actually decrease teamwork and increase solo play as ppl wont feel the need to help out and will instead go chase a "fresh" kill for maximum points
+1 |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.23 14:15:00 -
[16] - Quote
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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.26 00:46:00 -
[17] - Quote
Solution 3 added to the OP. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.26 06:26:00 -
[18] - 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
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.26 09:01:00 -
[19] - Quote
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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.28 22:34:00 -
[20] - Quote
More input on the subject is welcomed. |
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.29 02:22:00 -
[21] - Quote
This is your friendly neighbourhood bumper saying "bump" because this thread should stay visible. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 02:32:00 -
[22] - 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 |
HECATONCHIRES GYGES
Villore Sec Ops Gallente Federation
151
|
Posted - 2012.11.29 03:06:00 -
[23] - Quote
Mavado V Noriega wrote:simple solution: do it like BF3 assist points can range from 1-99 in BF3 and a kill is still 100 pts that way the person doin most of the work still gets points proportional to the dmg done and the person who got the kill still gets full kill credit
making the person who got the kill get less WPs will actually decrease teamwork and increase solo play as ppl wont feel the need to help out and will instead go chase a "fresh" kill for maximum points we are tanlking about different HP values though.Heavies for example.
|
HECATONCHIRES GYGES
Villore Sec Ops Gallente Federation
151
|
Posted - 2012.11.29 03:10:00 -
[24] - Quote
Look while all this is great and all there are various pieces of gear in the game that are not giving out WP as they should any ways. Example I run to an objective with 3 other guys and throw down a armor repping Nano hive it is repping them but giving me no Team Heal WP's.That equipments cost comes out of MY pocket .I get any WP's?They cant even fix that.How about getting WP when you equip a Spawn uplink in your Drop ship and team mates spawn in it....nope no warpoints for that.Lets not for get that rep guns are currently not giving out WP because of the farming...and on and on and on. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.29 03:51:00 -
[25] - Quote
HECATONCHIRES GYGES wrote:Look while all this is great and all there are various pieces of gear in the game that are not giving out WP as they should any ways. Example I run to an objective with 3 other guys and throw down a armor repping Nano hive it is repping them but giving me no Team Heal WP's.That equipments cost comes out of MY pocket .I get any WP's?They cant even fix that.How about getting WP when you equip a Spawn uplink in your Drop ship and team mates spawn in it....nope no warpoints for that.Lets not for get that rep guns are currently not giving out WP because of the farming...and on and on and on.
I posted this in another thread where you brought up the vehicle CRU. https://forums.dust514.com/default.aspx?g=posts&t=34744&find=unread "[SUGGESTION] Award WP for Mobile CRU use in Vehicles - This feature is being planned" |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.11.29 07:18:00 -
[26] - Quote
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. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 07:40:00 -
[27] - 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 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.02 05:39:00 -
[28] - Quote
Still wants solution 3. |
Azrael Arcturus
Doomheim
16
|
Posted - 2012.12.02 05:57:00 -
[29] - Quote
Not related to kill assists, but support people need to get more points IMHO.
If I drop an uplink or repair a vehicle or replenish someone's ammo, i should get points.
And anyone who stays with an objective to keep it from being hacked should get a defender bonus on kills and assists. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 06:02:00 -
[30] - Quote
I'm actually leaning towards option 3 more now than I was. It seems like a good idea. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.03 21:03:00 -
[31] - Quote
Any other solutions proposed? |
S Park Finner
BetaMax.
89
|
Posted - 2012.12.03 21:50:00 -
[32] - Quote
This may be too much but what the heck :)
A mechanism I implemented in another system....
- Each damage event added an two element entry to the top of a list attached to the thing damaged -- one element the amount of damage, one element the thing (player) that did the damage.
- Each regeneration event -- a shield, repair, whatever -- subtracted the amount repaired from the entry at the bottom of the list.
- When an entry on the bottom of the list went to zero the entry was removed from the list.
- If the thing damaged was destroyed the pay-out was distributed proportionately to the things that did the damage.
So it can be done and it wasn't too expensive to implement in 1985 but the environment was a lot simpler then.
If you wanted to give a bonus to the player that landed the final blow they are the one at the top of the list at the time the thing is destroyed. All the things needed to do the math are available at the time the damage is registered -- meaning the data structures necessary to do the data recording. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.12.03 22:07:00 -
[33] - Quote
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. |
S Park Finner
BetaMax.
89
|
Posted - 2012.12.03 22:14:00 -
[34] - 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 agree with the principle. I'd suggest that allocating WP rewarded on the basis of the damage the player killed did since their last spawn would build in a "end the kill streak" bonus. Also, killing a player in a lightly armoured suit but who had racked up hundreds of war points would give you a bigger bonus.
|
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.16 18:54:00 -
[35] - 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 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.05 23:01:00 -
[36] - Quote
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. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.06 00:32:00 -
[37] - 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. |
Coleman Gray
Coalition Of Goverments
47
|
Posted - 2013.02.06 01:00:00 -
[38] - Quote
I agree, I feel I rob people of points and vice versa at times, and we've all hammered vehicles to near death on our own only to get an assist because someone ran along and shot it once, Just because you breathed on a tank I've crippled doesn''t mean you killed it >:C |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3106
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Posted - 2013.03.05 22:45:00 -
[39] - Quote
Thread updated with critical assist idea. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3111
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Posted - 2013.03.06 16:29:00 -
[40] - Quote
Updated OP again, and renamed thread |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3419
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Posted - 2013.04.15 03:32:00 -
[41] - Quote
Any more thoughts? |
2-Ton Twenty-One
Imperfects Negative-Feedback
485
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Posted - 2013.04.15 03:39:00 -
[42] - Quote
I support a change |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4718
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Posted - 2013.07.07 11:31:00 -
[43] - Quote
I hope when they say they will have more granular assist WP that this is what they mean |
Draxus Prime
BurgezzE.T.F
852
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Posted - 2013.07.07 13:17:00 -
[44] - Quote
KAGEHOSHI Horned Wolf wrote:Anyone know if this is technically feasible? yes but difficult |
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