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Reworking LD scoring system

12 replies [Last post]
Fri, 07/03/2015 - 20:39
Holy-Nightmare's picture
Holy-Nightmare

As many of you know I really don't like the way LD handles score, or to be more specific the way the community handles the score.
Yes I am quite certain that most everyone who has a stake in the LD community and its various contests will dislike my suggestion, but as I have also proven..... I don't really care.

Rather than showing the exact numbers of damage or caps or defense I propose dropping the numbers all together and replacing them with what I would like to call "Effort meters".

These three meters come in three categories each the same as the current LD score areas:

Damage
Caps
Defends

Your team's total damage(/cap/defends) is 100%, you however get to see how much of a percent you actually do.

For example where you used to get a certain number you would be shown what percentage of damage you did in comparison to the team's total damage.

Those with the highest effort meters would have contributed the highest amount and while you can see what percentage you had no one can see the exact number of the team total score.

Example:

You did 27% of the team's total damage
But you don't get to see the team's damage or your damage. (that way you can't calculate your damage)

_______________________________________________________________________________________________

Why? Why would I think of this?

From what I have seen in LD in my years of playing has focused on one thing.... getting high damage numbers. As surprising as this may be to some people getting high damage doesn't win you the game. This change would allow teams to see how much work the Capping and Defending players do, no longer would those two scores be contained to just 2 digit numbers but would show up as a large percentage.

A recon with little offensive capability could still carry his team to victory by pulling off caps, Guardians would be able to see how much worth they have as point defenders, and strikers no longer can brag about their numbers.

Fri, 07/03/2015 - 21:33
#1
Blandaxt's picture
Blandaxt
Not bad

I like this idea holy. This is very similar to how the values are shown on our armor gears. I like the fact that they don;t show actual values because no we can only infer and guess what the best armor is for the challenge without actually looking at the numbers and not using any other existing armor.

Also, this system will get players to participate in other activities besides damaging and getting the highest damage score.

Fri, 07/03/2015 - 22:08
#2
Rhons's picture
Rhons
The Idea Looks Friendly with Teamwork to Win a Game

As a mediocre Lockdown player, I see how this could possibly change how most games are played, so I will support it. I myself would preferably change damage altogether to just "Deaths" to remove that impediment to the true and original goal of Lockdown.

Now I will receive hate from the Professional LD Community. Oh well, come at me.

Fri, 07/03/2015 - 22:29
#3
Holy-Nightmare's picture
Holy-Nightmare
@ Rhons

I don't think deaths by themselves would be good just as how damage by itself isn't that optimal.

Perhaps a sort of Kill counter weapon addition.... but that is for another thread.....

Fri, 07/03/2015 - 22:51
#4
Rhons's picture
Rhons
Kill Counter is an Impediment

What I see a kill counter is just a more strict Damage Count with a player having to fully commit in defeating a player rather than just "Slap-n'-Run-as-Fast-as-You-Can".

Another Thread? One of yours from the Coliseum Folder?

_____

Swift Response. <3

Fri, 07/03/2015 - 22:57
#5
Holy-Nightmare's picture
Holy-Nightmare
@ Rhons

Thread in the making

Sat, 07/04/2015 - 10:01
#6
Zincamania-Forum
Waterbeat

I suppose you opted for 3 meters because that way you don't have to convert damage to caps or caps to damage etc, so the 3 meters might be easier to implement. But I think with 3 meters, the new aim will be not to break 25k/30K/40K damage, instead, new records will be about getting 50% or 75% (or even more) of damage done in a game.

1 meter that measures your contribution to the team (relative) or simply a number that says how much you contributed (absolute) would be ideal, but it would require the developers to figure out a ratio that seems acceptable. I would propose the following parameters for such a score or meter:
"Damage"
"Time spent decapping or capping capture points" (caps)
"Damage dealt on a capture point that your team controls" (defends)

Those are essentially the same as damage, caps and defends. Except they also factor in when someone neutralizes points, instead of favoring people who will snatch the cap at 90% capped. As for defends, it's pretty much the same, except now it's not just the person who gets the kill that gets a better score. This will require conversion of the individual parameters into 1 global score though, so the developers would have to make a formula for that. An example of this formula could be:
("Damage")+("Time in milliseconds")/20+("damage from defending")*0.5 = Score

-> neutralizing a point takes about 10 seconds solo I estimate, so neutralizing and then capping 1 point on your own would take 20 seconds and reward you with 1000 points. Damage dealt on a capture point would basically be worth 50% more than regular damage (it gets added to regular damage and 50% gets added to your defends score).

So in short: I like your meters idea, but I think what you really want is a way to get caps to be valued more. 3 meters will still have the damage farmers looking only at the damage meter. So I think we need a global score (but that requires conversion of the separate values) which can be either a number or a meter (I love the meters, but a number would work just fine since the damage/caps/defends/etc would be encrypted anyway)

EDIT: on second thought, even with the global score thing, a meter might be better because it takes away the difference between games. You might get 31500 global score in one game (calculated with the formula of the developers choice) but contribute more to your team in another game where you only get 24170. A meter bypasses that

Sat, 07/04/2015 - 10:08
#7
Zincamania-Forum
Waterbeat

Also, I want to clarify I am not completely against the current system. As long as you know how to interpret the values there isnt really a problem with it. but I do like this idea (made a 2nd post because my post was becoming too long and messy after several edits)

edit number 8: @Rhons, I dont think a death counter is a good idea, because sometimes sacrifices are exactly what you need. The goal is not to stay alive, it is to win through caps. Going kamikaze on a point, hitting 4 people with your Gran Faust is a good move, even if you die right after.

Sat, 07/04/2015 - 10:22
#8
Holy-Nightmare's picture
Holy-Nightmare
@ Waterbeat

I like your tweaks to the idea, as you point out not all defends or caps are the effort of one player. A person could singlehandedly cap 99% of a point but if a teammate steps in at the last second both get just one cap point. Same with defends.

Tweaking these meters to show time capping and damage dealt while defending should provide more accurate scales.

Sat, 07/04/2015 - 23:51
#9
Blandaxt's picture
Blandaxt
I likE!

I like the idea that everyone who contributed no matter how much will get counted. I hate the fact that some players do not get a kill/cap just cause they did not do enough damage or stay there long enough. With this new system, everyone who contributed gets counted and added to the contribution meter. This way the meter is accurate ambiguously and tells everyone to do whatever you can to beat the other team. Not only do damage, but cap or whatever else the game allows.

Sun, 07/05/2015 - 19:10
#10
Rhons's picture
Rhons
@Waterbeat

Your proposed altercations... I as well agree with your meter system (although I wonder how the developers could differentiate capping if there is a hostile player denying capturing by intruding). I still have not seen real redressing on the issue of damage, as people would still go for the highest damage percentage on their team (or perhaps I have overlooked a mentioned solution).

Your response to my idea of deaths make good sense and now I retract that idea - Perhaps I have been playing Recon for far too long.

Mon, 07/06/2015 - 06:33
#11
Holy-Nightmare's picture
Holy-Nightmare
@ Rhons

High damage would always be something to aim for unless that score was removed entirely. This proposed change would show just how much these damage oriented players are helping or hurting their teams.

Example:

Your damage percent is highest on your team but since you didn't cap, or defend someone else got the highest "effort" score while you actually got the lowest. This actually points to you NOT pulling your weight on the team.

A simple change like this would make it so it is more obvious how much you really are doing.

Mon, 07/06/2015 - 09:40
#12
Rhons's picture
Rhons
Understood

Thank you for spelling it out for me (no sarcasm intended); I do not think this will encourage those players inebriated with testosterone from actually giving a darn for their team.

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