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Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
91
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Posted - 2013.07.11 10:09:00 -
[1] - Quote
I can see reasoning behind this.
I think the main the problem getting so many assists is down to the TTK unless you are all headshots all the time then to put down some protos with shield tanking\regen it can take more bullets than you have in your main and sidearm to put somebody down particularly with the dodgy hit detection. This can lead to multiple reload engagements and after what can seem an eternity dancing around as bluedot can stroll over and get one lucky bullet and get the kill and the WP.
Some games I've gone 4 kills and 30+ assists because of this and I'm confident Ive done the most damage (90%+) in at least 20 of those assists. I'm not particularly worried and getting credit for the kill but what I would prefer is a better distribution of the points given, the person who dealt the most damage should be awarded the the most WP regardless of who put in the final bullet |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
91
|
Posted - 2013.07.11 10:45:00 -
[2] - Quote
Aizen Intiki wrote:All I see is *****, *****, moan, complain. Be quiet child. Peace, Aizen And you in your infinite wisdom are talking to? |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
91
|
Posted - 2013.07.11 10:50:00 -
[3] - Quote
@ Aizen OK thats cool |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
91
|
Posted - 2013.07.11 11:38:00 -
[4] - Quote
Spademan wrote:regarding point 1: Here's my proposal. The actual killing shot gets the "kill" but, have WP rewards scale depending on percent damage up to 50% For example, say Joe of here is shooting Jim, takes 50% of his health, but Jim sneaks away. He runs into John, Joe's teammate, and he takes a total of 40% of Jim's health, leaving him with 10% He gets away again but is sniped by Jack, also on the team on John and Joe. Joe, having done 50% damage, gets 50 points but is credited with an assist. John gets 40 points, also credited with an assist. But Jack is credited with a kill but only 10 points. Pretty much what i was saying |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
91
|
Posted - 2013.07.11 14:08:00 -
[5] - Quote
semperfi1999 wrote:Spademan wrote:regarding point 1: Here's my proposal. The actual killing shot gets the "kill" but, have WP rewards scale depending on percent damage up to 50% For example, say Joe of here is shooting Jim, takes 50% of his health, but Jim sneaks away. He runs into John, Joe's teammate, and he takes a total of 40% of Jim's health, leaving him with 10% He gets away again but is sniped by Jack, also on the team on John and Joe. Joe, having done 50% damage, gets 50 points but is credited with an assist. John gets 40 points, also credited with an assist. But Jack is credited with a kill but only 10 points. Thats way too complicated of a system. Why would any developer bother to write that complex of an algorithm in their programming when the current one works fine. The only thing I think should change is anyone who had dmged the other person in the last x amount of time should get assist kill WPs. BTW this is how almost every single FPS game works and the fact that you even have a problem with this shows that you dont play FPS games at all. BF3 is the only game I know of that gives you a percentage of points based on the mount of dmg done....but then everyone HP is the same. In this game you can have 200-1200 HP depending on your modules/suit. This would make calculating even something similar to what BF3 did extremely difficult. You do know percentages work the same no matter how big the numbers are I take it? The high HP in the game only compounds the problem that some people just take more bullets than you have to actually kill them... (cough Caldari Logi cough) But then you are IE so surely that must make you a headshot machine right????
Seeing as the focus of the game is supposed to be about WP accrual to help your squad\team then a fair distribution of said WP is key |
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