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Post by Shahmatt on Mar 16, 2017 12:06:23 GMT -5
I suggest,
For every kill = 1 point For every 50k damage = 0.5 points For every beacon secured = 0.5 points For every beacon liberated = 1 point
Rank players by points at game end.
Maybe doing it this way will give players incentive to participate in all aspects of the game.
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Post by SATmaster728 on Mar 16, 2017 12:45:57 GMT -5
I suggest, For every kill = 1 point For every 50k damage = 0.5 points For every beacon secured = 0.5 points For every beacon liberated = 1 point Rank players by points at game end. Maybe doing it this way will give players incentive to participate in all aspects of the game. not a bad idea, much like daily tasks.
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Deleted
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Post by Deleted on Mar 16, 2017 13:05:49 GMT -5
I suggest, For every kill = 1 point For every 50k damage = 0.5 points For every beacon secured = 0.5 points For every beacon liberated = 1 point Rank players by points at game end. Maybe doing it this way will give players incentive to participate in all aspects of the game. This could be the solution Pixonic was looking for for "rewarding" players to "actually play" their game. Really the reward for this game should be "YOU'RE FINALLY A MECH PILOT, NOW GO SHOOT STUFF!" If you wanna meta so hard and hack the game, there's a MechWarrior Online for that. BUT, serious comment now, I really like this solution, and the numbers given were really well thought out.
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Post by SGT D00M! on Mar 16, 2017 13:55:53 GMT -5
I have a thread with a similar concept. When I got a response at the Reddit developer Q&A, they made it clear they did not feel that kills were a good "skill" matrix. I still disagree since it shows effective damage and is half of the how to win notification. I will say that afyer tracking the difference between my actual cups score and my "points based" cups score, they really are not that far apart. The current system could be better, but it's actually not that bad.
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Post by SGT D00M! on Mar 16, 2017 13:58:23 GMT -5
The other change I recommended was changing the Au payout to 6 for first, 4 for 2nd, 3 for third and 1 for fourth. Less reward for clubbing and more incentive for even under-leveled players to try and push for the win.
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Post by Shahmatt on Mar 16, 2017 19:18:21 GMT -5
I have a thread with a similar concept. When I got a response at the Reddit developer Q&A, they made it clear they did not feel that kills were a good "skill" matrix. I still disagree since it shows effective damage and is half of the how to win notification. I will say that afyer tracking the difference between my actual cups score and my "points based" cups score, they really are not that far apart. The current system could be better, but it's actually not that bad. It's unfortunate that they felt that way. If kills were less of a skill indicator then the points allocated could be reduced to 0.5 I guess. The actual points awarded could be adjusted after some testing is done. I think however that not seeing much difference when compared to actual game play would be normal. Current players focus on damage and not on other items yet. Since kills, if they were equal to 1 point each as in mine, would correspond with damage then a similar ranking should naturally materialize. The purpose of the points system is to recognize that damage is not the only skill and beacon liberation and capture should also contribute.
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Post by ChillyTempurrrrr on Mar 16, 2017 19:20:41 GMT -5
i think this would work well for league especially because players would want to get lots of points from beacons and not just damage
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Post by SGT D00M! on Mar 16, 2017 19:23:14 GMT -5
I still play to win and often get 5Au for beacons. There is a difference in cup score when counting beacons and kills, but not as large as you might expect. There is no reliable way to count beacon liberations at this time.
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Post by Shahmatt on Mar 16, 2017 22:56:41 GMT -5
I still play to win and often get 5Au for beacons. There is a difference in cup score when counting beacons and kills, but not as large as you might expect. There is no reliable way to count beacon liberations at this time. I believe beacon liberation is counted in the game but not displayed in the end game screen. This is because I see players with sometimes lower beacon caps getting the 5Au beacon prize. But I'm not talking about Au rewards really. That is a related topic but maybe is best addressed separately. I only want to address player ranking in the final splash screen. Even if it has no real meaning and Aus are all that matter then I think that, even after winning the beacon prize, it is still quite demoralizing to be placed last. But it does have meaning in terms of league points. Ranking players according to damage is far too simplistic because damage: a. Has little importance in a game of fast beacon capture where total damage delivered by all players can be quite low but maybe even more importantly b. Causing light and medium bots to (1) spend greater time delivering damage (due to lower firepower) and (2) spend less time running beacons (which would be their strength) Coming to your own experience. I am not sure if you can apply the cups system and compare scores in games where player motivations have not changed. It may be a meaningless exercise. The purpose of the points/cups system is to change player motivations, and from that the points/cup system may become more meaningful.
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cyndr
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Post by cyndr on Mar 16, 2017 23:47:54 GMT -5
anything has gotta be better than knowing U had more kills & beakons and scored lower than a pilot w/ no kills or beakons !!
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