the1andonlyskwex wrote: »How many threads do you need about how much you dislike medal scores? You have this one, you have at least two about medal scores and leaderboards, there are probably others I haven't noticed. We get it already.
Thumbless_Bot wrote: »What's the recommended alternative scoring algorithm?
chessalavakia_ESO wrote: »Thumbless_Bot wrote: »What's the recommended alternative scoring algorithm?
Currently, interrupting the person attempting to pick up the relic doesn't provide points. It probably should with a bit of a cool down.
You would also likely want to provide a low amount of points for dealing damage near a relic, killing players near a relic, taking damage near a relic, and healing near a relic.
I'd suggest also rewarding some points for successfully picking up a relic.
You want players that are on the defensive to get points even if the other team never actually manages to grab the relic.
If the engine can handle it, you might also want to give credit for CCing players near a relic if your team picks it up within a few seconds of your CC.
With that said, it might be worth considering if the current relic play style is ideal.
In many of my matches the relic is getting picked up primarily either by stomping the one team so badly that nobody is around to interrupt or by distracting the enemy team. The carrier is frequently either so tanky that you can't actually kill them before they turn it in or so fast you aren't actually going to be able to catch them.
The 0 score results on the losing team are frequently the results of the latter. You get 50 points for doing 5k in damage to carrier. All those 0's on the losing team are people that didn't even get to tag the carrier. As you get 150 points for doing 25k damage to the carrier you can see that many of those that hit the carrier didn't get much of a window at all to hurt them.
If the other team isn't hurting the carrier their own team can't get points for healing the carrier.
It might be worth testing at some point if having the relic be easier to grab but, also having it potentially cap the carrier's speed and defenses might lead to better gameplay as you'd have more of a fight while the person is transporting the relic.
I also generally find that it is more effective to leave the relic on the ground when the enemy team drops it rather than to try to pick it up because it will teleport back to their spawn in a few seconds anyways so all I need to do is keep the enemy team interrupted. It might be better to have the relic not teleport back for a significantly longer period of time to make me have to actually want to grab it and thus leave myself a bit more vulnerable.
You might also want the area right next to the relic to impact player's stats so that you can't just stop someone from grabbing the relic by sitting on a tanky build on top of the relic spamming bas.
chessalavakia_ESO wrote: »Thumbless_Bot wrote: »What's the recommended alternative scoring algorithm?
Currently, interrupting the person attempting to pick up the relic doesn't provide points. It probably should with a bit of a cool down.
You would also likely want to provide a low amount of points for dealing damage near a relic, killing players near a relic, taking damage near a relic, and healing near a relic.
I'd suggest also rewarding some points for successfully picking up a relic.
You want players that are on the defensive to get points even if the other team never actually manages to grab the relic.
If the engine can handle it, you might also want to give credit for CCing players near a relic if your team picks it up within a few seconds of your CC.
With that said, it might be worth considering if the current relic play style is ideal.
In many of my matches the relic is getting picked up primarily either by stomping the one team so badly that nobody is around to interrupt or by distracting the enemy team. The carrier is frequently either so tanky that you can't actually kill them before they turn it in or so fast you aren't actually going to be able to catch them.
The 0 score results on the losing team are frequently the results of the latter. You get 50 points for doing 5k in damage to carrier. All those 0's on the losing team are people that didn't even get to tag the carrier. As you get 150 points for doing 25k damage to the carrier you can see that many of those that hit the carrier didn't get much of a window at all to hurt them.
If the other team isn't hurting the carrier their own team can't get points for healing the carrier.
It might be worth testing at some point if having the relic be easier to grab but, also having it potentially cap the carrier's speed and defenses might lead to better gameplay as you'd have more of a fight while the person is transporting the relic.
I also generally find that it is more effective to leave the relic on the ground when the enemy team drops it rather than to try to pick it up because it will teleport back to their spawn in a few seconds anyways so all I need to do is keep the enemy team interrupted. It might be better to have the relic not teleport back for a significantly longer period of time to make me have to actually want to grab it and thus leave myself a bit more vulnerable.
You might also want the area right next to the relic to impact player's stats so that you can't just stop someone from grabbing the relic by sitting on a tanky build on top of the relic spamming bas.
the1andonlyskwex wrote: »How many threads do you need about how much you dislike medal scores?
the1andonlyskwex wrote: »You have this one, you have at least two about medal scores and leaderboards, there are probably others I haven't noticed.
Thumbless_Bot wrote: »What's the recommended alternative scoring algorithm?