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Blast network scoring balancing suggestion

6 replies [Last post]
Wed, 08/31/2011 - 12:59
Rage-Knight's picture
Rage-Knight

Currently:
1 kill - 1 score to my team
1 suicide or teamkill - 1 score to opposite team
They're equal (!).

I think its wrong. I think suicides and teamkills aren't equal to "full" kills. I suggest the following scoring strategy:
kill - 3 points to the team
teamkill - 1 point to opposite team
suicide - 2 point to opposite team (you can suicide together with an opponent to get more scores, this should help limit exploiting)

Few bright examples of unbalanced scoring:
http://img716.imageshack.us/img716/7752/spiralknightsblastnetwo.jpg
http://img849.imageshack.us/img849/7752/spiralknightsblastnetwo.jpg
http://img801.imageshack.us/img801/7752/spiralknightsblastnetwo.jpg
http://img84.imageshack.us/img84/7752/spiralknightsblastnetwo.jpg

This will fix issue when our team loses because one of teammates goes around and stands near our bombs, or teamkills constantly and on purpose (there are tons of people like that.

Thu, 09/01/2011 - 08:35
#1
Xainthejust's picture
Xainthejust
I like the idea. Gives kills

I like the idea. Gives kills more weight. Never really like the idea that i can work extra hard to get a kill to only get the score erased by getting teamkilled. (At least in my mind that works that way)

Now to if there is some way to get credit for trapping opponents behind their own bombs. Though the suicide score you suggest alleviates some of the sting of looking like i killed no one at the end of the game.

Thu, 09/01/2011 - 14:35
#2
Rage-Knight's picture
Rage-Knight
Trapped by your bomb is easy

Trapped by your bomb is easy to count: if killed player was standing next to two bombs, his own and someone else's, in this case his own bomb's death reason is ignored, other bomb is used as a killing device.
Or, if player is "killed" within 1 second by 2 bombs and one is his own, his own bomb is ignored and kill goes to the other bomb.
Or if player's body is burned within 1-2 seconds with his own bomb and somebody else's bomb and player suicided, that other bomb's owner gets a kill or teamkill. Should only work during suicides.

And I really think we need another score in the tablet: teamkills. Suicides counter would also be good (skull or skull + bones instead of word "suicides" would do the trick).

Fri, 09/02/2011 - 05:48
#3
Rage-Knight's picture
Rage-Knight
Just played a game where we

Just played a game where we lost with 4-7 score. We had 7...

Fri, 09/02/2011 - 07:22
#4
Rage-Knight's picture
Rage-Knight
@Trias In perfect world there

@Trias
In perfect world there are no lags, unskilled players and teams are balanced by skill.
In Spiral Knights game I almost always end up with a team where everyone else just kills themselves or walks into my bombs before they explode. Add lags on top of it and current scoring is not much more than random bomb spamming.

My suggestion already includes dealing with blocks using bombs. Yes, if you just made someone blow up at their own bomb, you fail at a kill. But you still get 1 score.

As for random bomb spamming - if you spam bombs and do a lot of both kills and TKs, there is a high chance your team will win, so no changes will occur.
Blocking someone with a bomb is not about skill, its about them being unable to run away before someone fast moves in and plants a bomb behind them. Its a lag issue. If they saw you coming, they'd just plant a bomb in your way and move on. And you'd get no kill. Currently if you see someone as close as 3-4 blocks away, you can be trapped by their bomb ALREADY. See my post about being blocked from the future.

As the game is now, my suggestion will do little to no harm to skilled players, but will minimize effect of unskilled players pulling their own team down.
I can win a 1 vs 3 game if the opposite team is unskilled, without planting a single bomb, too.

Fri, 09/02/2011 - 08:16
#5
Trias's picture
Trias
"In Spiral Knights game I

"In Spiral Knights game I almost always end up with a team where everyone else just kills themselves or walks into my bombs before they explode."

And your team rightly loses, because on average it has low skill. The primary skill in blast network is not dieing. Welcome to team sports, if your team sucks it does not matter how good you are. If you don't want to risk be teamed with noobs play guild teams.

"As for random bomb spamming - if you spam bombs and do a lot of both kills and TKs, there is a high chance your team will win, so no changes will occur."

That indeed is the current situation when only one player is spamming. If both teams are spamming, the team that most successfully avoids TK'ing wins. Your proposal basically removes all incentive to avoid TKs. The one point penalty vs 3 points for a kill is just negligible.

"Blocking someone with a bomb is not about skill, its about them being unable to run away before someone fast moves in and plants a bomb behind them. Its a lag issue. If they saw you coming, they'd just plant a bomb in your way and move on. And you'd get no kill. Currently if you see someone as close as 3-4 blocks away, you can be trapped by their bomb ALREADY. See my post about being blocked from the future.

You missed my point. I was talking about in general restricting the movement of the opponent by placing bombs to force him to stay in the kill zone he has just created. This has nothing to do with lag, and everything with skill and general oversight. There are plenty of games where I've made very few direct kills, but my team won because I herded the opponent back into their own kill zone.

"I can win a 1 vs 3 game if the opposite team is unskilled, without planting a single bomb, too."

And rightly so, I would say.

Fri, 09/02/2011 - 09:46
#6
NicoyaKitty
Legacy Username
MVP bonus instead?

Instead of overhauling the scoring, why not add an MVP bonus for the top player on each team? That way if you end up on a team full of bomb-huggers you don't go away empty handed.

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