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A more nuanced way of displaying player skill in LD.

38 replies [Last post]
Thu, 05/16/2013 - 12:50
Feyi-Feyi's picture
Feyi-Feyi

This thread started out as a proposal for a K/D ratio in Ld.
Now it has become a thread for suggesting ways to display player skill in LD;
as the current caps/defends aren't conclusive imo.

Make a usefull suggestion and I will list in in the top comment!

As a start: here is what makes a player valuable in LD.

-Caps: no points gained without control of points (pun intended.

-Defends: Holding your points is actually more important than simply capping. However, the current defend system is inconclusive.
I would propose every kill/assist made in the vicinity of a point to also count as defending.
Also: the longer a point is held, the more points it will give you.

-Teamplay: This one goes out to all the bombers/guards/supports. Currently they are not represented as valuable as they are.
I propose the following: Every action made (wether that be cap, defend, kill.) made from within your shield or haze-cloud,
gives you a point in a new category called assists.
Also in the assists category: Whittling people's health down (you don't get the kill, you do get a point) and those who perform
generally helpful actions such as removing shadowfire, opening gates etc. (credit:Draycos)

-Kills: Do not fool yourself, these are equally valuable. Resetting people's respawn timers is a penalty for the whole opposing team.
However, damage doesn't represent that well enough. Displaying it in kills also promotes equality between tiers.

-Timing: Time spent on a point (capping or defending) and time spent being alive give you a positive score.
Each time you leave a point before it is fully capped, and each time you die some points are extracted.
(Credit: Xxdragneel, and me)

All points will go towards a global number (scale 0-20?) that doesn't reset. This is your LD rank, equal to PvE ranks.
This way the random dividing of teams can be less random and more balanced

Individual suggestions by people in thread:

-Hexzyle adressed the issue of people working in pairs, or triplets etc. This could also be incorporated in my hypothetical assist category.
-Neodasus opted for displaying the average number of games won, and games played. When teams are no longer fully random this is viable.
-Canine-Vladimir called me Feyi-Fries.

Kind regards,

Feyi

Thu, 05/16/2013 - 13:29
#1
Klipik's picture
Klipik

Did you want anyone to focus on capturing and playing the objective ever? Maybe it would be good if they showed deaths, but not kills; that way you could strive to survive and help your team out as much as possible.

Thu, 05/16/2013 - 13:36
#2
Feyi-Feyi's picture
Feyi-Feyi
@Klipik

Well, I just went with a K/D ratio instead of having separate numbers for kills and deaths.
I don't want to take away from caps/defends, and this is not aimed towards the ZOMG haxxorz striker 30kdamage person.

A guard that caps a lot, doesn't die, will see this reflected in a k/d ratio too.
If anything I want to take away from the damage focus there is (there is, no denying, guilty myself sometimes).

Feyi

Thu, 05/16/2013 - 19:51
#3
Hexzyle's picture
Hexzyle
-1

Promotes kill stealing and dedicated kills and means that people who whittle down other's health for others to finish off, or for people who work in pairs don't get any recognition

Thu, 05/16/2013 - 20:33
#4
Arkate's picture
Arkate
-1

LD is not Super Brawl my friends. The game is not won by lag-causing hyper-clone-strykers. The game is won by skilled recons and guardians capping the points.

Thu, 05/16/2013 - 21:02
#5
Klipik-Forum's picture
Klipik-Forum
Well kind of.

Unless the clone strikers beat the recons and guardians so far into submission they can't tell the difference between a capture point and a wall. Which happens frequently, because skilled recons and guardians are few and far between.

~A clone guardian

Fri, 05/17/2013 - 03:58
#6
Rogue-Wolf's picture
Rogue-Wolf
-1

A guard that caps a lot, doesn't die, will see this reflected in a k/d ratio too.

Not really.. a Guardian's role is a support role. Realistically, they shouldn't be doing any killing; but they will be dying. Quite a lot if the opposing team has any sense of tactics.

Regardless, I'd be happy to say yes to see number of deaths, or even damage/death ratio (kill/death ratio suffers from kill stealing, as Hexzyle stated). Kill/death ratio, however, I say no to. Too long has the objective of LD been forgotten.

Fri, 05/17/2013 - 08:00
#7
Feyi-Feyi's picture
Feyi-Feyi
@all.

Some of you that responded are forum regular that I have an appreciation for. The rest is respect as wel but:
How involved are you in LD?

A kill should be valued more than someone that whittles down someone's health imo. Why? Dead people don't cap.
When you almost kill someone but ultimately die, they live, you die, they cap. This is reflected in a k/d ratio of just plain deaths/kills (as you like).

As said: skilled guardians and reckons are few and far between.
However, a good guard/rec should kill more than they die as well. At worst they don't interfere and have a neutral K/D.
When you all complain about the objective of LD don't trick yourself into thinking anything else than this:
The objective of LD, as a team is winning. How you do that is up to you. Caps are great, defends are great.
A skilled player taking out the other team's members? Don't fool yourself: equally great.

Now, why do you start about the game's goal/balance/whatever when I propose something that gives us a direct view on how many situations you won?
It's not zomg striker damage hog. It is this: you win/lose a situation, be that 1on1, or 1vs6, you see it reflected in a ratio or plain kills/deaths.

It shows you how effective you were.

A grumpy Feyi

Fri, 05/17/2013 - 09:00
#8
Neodasus's picture
Neodasus
How about the average number

How about the average number of points your team will finish with each game + games played? Put that next to your k/d.

Fri, 05/17/2013 - 09:33
#9
Draycos's picture
Draycos

Combine damage/kills with caps/defenses, and make raw damage/kills invisible.

Flat caps and defenses might give 3 'points', kills would give single 'points' for caps/defense based on the status of the nearest control point, and damage would give a point at specific values depending on tier (IE: 1k damage in T3?).

It is now harder for people to act like pompous braggarts and it's easier to judge how useful you were as a whole to the team. Win win.

Fri, 05/17/2013 - 09:35
#10
Dragneel-Wiki's picture
Dragneel-Wiki
This freaking concept...

"Strikers just kill and want to showoff with their 30k damage, they are noobs. They should cap more because captures are more important than damage."

Say that one more again, and a rain of punches will come at you.
How the heck are caps more important than damage? Just how?! A lot of caps doesn't mean you were "Cool, Teamwork Player, Genius" LDer, it means that you, and your team, didn't defend these frickin points. What does that mean? It means you weren't doing good. A lot of damage doesn't mean you were that person who holds the whole enemy team, it means that you were a damage wannabe, hunted down everyone, and didn't defend your points.

Both Damage and Caps are important, but in addition to what I said to "What you are if you got a lot of damage", I'd like to say that having more damage and less caps is better than a lot of pointless many caps. Why? Ok, in LD, the main objective in LD is: Capture and Defend your points. If you only capped and didn't defend, you will probably lose, because that means your opponent is recapturing the points faster than you are getting them. But, in case you got a lot of damage, it May mean that you gave the capturing job to your team, and went defending the points and slaughtering the enemy.

Just stop saying that caps are more important.... Please.

Fri, 05/17/2013 - 09:38
#11
Hexzyle's picture
Hexzyle
@Feyi-Feyi

A kill should be valued more than someone that whittles down someone's health imo.

So when I play games where I Voltaic Tempest, Stagger Storm, and Venom Veil people into oblivion, I deserve to be discriminated against because my KDR is 0? How is a kill valued more when that kill was performed on a player who is shocked and stunlocked so they can't react? Yeah, I'm really seeing how that's worth big points. -.-

Fri, 05/17/2013 - 11:43
#12
Feyi-Feyi's picture
Feyi-Feyi
@Hexzyle

All I see is you being mad because it wouldn't be of service to your playing style.
You are not being discriminated against, there is no reward for it.
To others it might be a service, sadly they don't react.

All I am doing is suggesting, however you dislike it.
I'll just wait for some other people to react.

Fri, 05/17/2013 - 12:10
#13
Canine-Vladmir's picture
Canine-Vladmir
-_-

PTO
Play The Objective

@Dragneel-Wiki Do not start that now.

Fri, 05/17/2013 - 12:28
#14
Feyi-Feyi's picture
Feyi-Feyi
@Canine

Could you like.. explain that?
Not saying that much as is.

Fri, 05/17/2013 - 12:56
#15
Canine-Vladmir's picture
Canine-Vladmir
@Feyi-Fries

Adding KDR makes players forget the Objective.
In Video Games, KDR is better to show off so adding a KDR counter will stop players from Capture/Defend to just finding 4* Cobalt players to dice up.
And then theres the ego behind being the "best" player.
Heck, I might even turn to the Dark Side if KDR was introduced. I'll probably forget about being a teamplayer to just being an arsehole. (Its happened before :_)

KDR is too risky

Fri, 05/17/2013 - 13:08
#16
Blake-Sky-Blade's picture
Blake-Sky-Blade
Yes! Blake-Sky-Blade agrees with Canine-Vladmir!

Exactly as Vladmir put it, adding a kill/death counter would turn Lockdown even farther from the capturing and closer to a bunch of Strikers going around killing people.
Not to mention that it'd be another stat to crow about/make fun of. :/

Fri, 05/17/2013 - 13:39
#17
Feyi-Feyi's picture
Feyi-Feyi
@All.

Well as it seems none of you agrees.
Fair enough, I'm old to enough to admit an idea doesn't have to catch one when time isn't right.

I do still think you view this in an other light as I do, and that Feyi-Fries was uncalled for.
As fanatic as players can be about damage, as equally fanatic you people are about captures.
To clarify, I am neither side, you both are wrong but fail to see.
Enjoy yourselves in this game.

Feyi

Fri, 05/17/2013 - 14:12
#18
Canine-Vladmir's picture
Canine-Vladmir
Type Feyi Fries into Google

This is what you get:
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQHr8UV5QpA2oz28uGO...
xD

Fri, 05/17/2013 - 14:20
#19
Draycos's picture
Draycos

Alright, my last post was kind of quick and boring because I was on my phone, and I'd like to flesh that idea out a little more.

Now that I have an actual keyboard...

Damage/Kills will be thrown into an ambiguous offense/defense/general system. Depending on where you are and when at the time of doing something productive, you get a higher offense/defense rating.

Caps would give the highest amount of points, and you'd get either O/D depending on where the point is relative to your base (mid-map points give half of each). Kills would give about a third of the capping reward, and assisting kills by damaging the target should give a little less than netting a kill yourself.

Speaking defensively.. well, these are a little lacking, but whatever. Blocking a point capture would incrementally award points as you protect/revert it. Eliminating opponents close to your control points/spawn doors will give a little too.

Now, those general points. These are the weird ones that aren't here nor there but still deserve recognition. Finding a stealthed Recon, eliminating shadowfire tiles, opening gates near your base, healing others as a Guardian, throwing snow onto the enemy team, et cetera. I don't know how much people would like this next one, though, but I think it'd help the LD community a bit: you get points just by staying near teammates. It'd offer incentive to help your team rather than be 'That Guy' who does nothing but aim for damage/caps by himself.

The goal of this new point system, if it wasn't clear, is to (hopefully) tone down the glory hog disposition so many players exhibit and to push people to play as a team. You can't track your damage, deaths, caps, point defenses, kills, or anything... you just get it all lumped together in categories.

Oh, who am I kidding, people will still fart around saying 'i'm the best look at my stats it's not like i'm lucky or anything'. But ranting about how luck-based high value stats are in Lockdown is for another time and thread.

Fri, 05/17/2013 - 17:25
#20
Dragonicblaze's picture
Dragonicblaze
-1

Lot of negatives and blanks if they have k/d to rely on rather than dmg to know the value of a person.. This k/d will promote "camping" and people rushing at a target and only using HEAVY dmg weapons to boost their score to show off to other people.. so definitely a no-no from me, sorry :)

Fri, 05/17/2013 - 20:26
#21
Klipik's picture
Klipik

I've already said my opinion on the topic, but about the importance of kills/deaths/dmg... the ideal score for a team is low caps, slightly higher defends, and high damage. Why? Because it means they took all the points and never really had much competition, and then pounded the enemy team for the rest of the game. But in random LD, when defense is almost never an option because of the teamwork and coordination is required (unless you're an amazing guardian bomber), caps are usually the most important because you are constantly taking the enemy points from them. What's the point of 10 defends, if all the other points were controlled by the other team the whole game? Yes, damage can make a difference too, but indirectly. Captures win games, damage gives teams the chance to capture, defends lower the importance of getting more caps. So Caps>dmg=defends, in RLD.

Fri, 05/17/2013 - 20:33
#22
Hexzyle's picture
Hexzyle
Think about it like this:

Team Fortress 2 is a team-based game. It doesn't have KDR.

Sat, 05/18/2013 - 00:33
#23
Mookie-Cookie's picture
Mookie-Cookie
...

A kill should be valued more than someone that whittles down someone's health imo. Why? Dead people don't cap.
You killed 10 people in LD. 9 of those had 1 pip left because the person that formerly tried to kill them took most of their health but died in the attempt. Who's more valuable? The guy who nearly killed them from full health; or you, who killed when they had almost no health?

Don't kid yourself.

The objective of LD, as a team is winning. How you do that is up to you. Caps are great, defends are great.
A skilled player taking out the other team's members? Don't fool yourself: equally great.

You're missing the point... the objective is to capture and hold points. If you impose a K/D Ratio, people will be more interested in killing, than in capturing. Resulting in people just not bothering to capture. This already happens.

Adding this could potentially make it even worse.

Sat, 05/18/2013 - 05:19
#24
Feyi-Feyi's picture
Feyi-Feyi
@Draycos: Thanks,

@Draycos:

Thanks, constructive criticism: I like.

I'm definitely a supporter of your idea about rewarding those little things like putting out fire, opening gates,
finding that one pesky recon on your side of the map etc. Would you like me to edit it into the original topic/post?

@Klipik: As a whole I agree with your latest post. If you do see things as I do: would you aid me in coming up with a more nuanced system to determine a players value in LD? If we as a community can work that out, we might also find a way to organize RLD teams according to player value so they are equal.

@Hexzyle: And even more online PvP games do have one? Logical fallacy there.. However I would like to ask from you the same thing as I asked klipik:
Aid me in finding a more nuanced system to determine player value.

@masterofkings: Don't kid yourself: Ever fought someone, barely survived, but managed to cap a point afterwards? If so, you prove my point that a kill is more valuable than dying in an attempt to kill someone.
And the object of the game is NOT capping. As with most games, the objective is to win. How you do that (caps, defends, murdering) are MEANS.
Don't confuse them.

Sat, 05/18/2013 - 05:25
#25
Dragneel-Wiki's picture
Dragneel-Wiki

Maybe if you add the "Time you stood on Points, trying to capture them" would be good along side with K/D?

Sat, 05/18/2013 - 07:22
#26
Klipik's picture
Klipik

I would suggest having some combination of caps, defends, damage, kills, deaths, time capturing, etc as an overall score... but the algorithm for something like that would be complicated and most likely exploitable.

Sat, 05/18/2013 - 18:23
#27
Hexzyle's picture
Hexzyle
@Feyi-Feyi

@Hexzyle: And even more online PvP games do have one?

Other online PvP games are more heavily based around kills than actual objectives. Even the seemingly objective based game modes like the ones on Call of Duty are heavily influenced by kill streaks, and MOBA games require you to kill people to gain XP to win.

Name another Team-Based game where you can contribute to the win without actually killing anyone.

Sat, 05/18/2013 - 19:01
#28
Klipik's picture
Klipik

found a system.

http://en.wikipedia.org/wiki/Elo_rating_system

Sat, 05/18/2013 - 19:35
#29
Feyi-Feyi's picture
Feyi-Feyi
Hullo.

@Klipik:

Still leaves some things unanswered:
What are the variables that determine a win or loss? It's not as transparent as with chess..
I think we need to determine them first before any system can work.
It's too late to think for me now, but i'll try to come up with something.

OOO does use it in their puzzle pirates game so it might be implemented more easily.

@Hex.

You can go and be a dreamer with John Lennon.
LD also is about kills. If it wasn't, the feature simply wouldn't have been implemented.
Maybe you don't make the kills as a bomber/guard/whatevs, but your teammates will.

So now: either help me come up with a way to incorporate those none killing ways of aiding in a system, or keep giving non constructive criticism.
Dragneel seems to think highly of you, I'd like to to that too :)

Just call me Feyi btw, Feyi-feyi is a forum alt.

@everyone: i'll modify the top comment to incorporate your suggestions tommorow.

Sun, 05/19/2013 - 05:32
#30
Mookie-Cookie's picture
Mookie-Cookie
...

@masterofkings: Don't kid yourself: Ever fought someone, barely survived, but managed to cap a point afterwards? If so, you prove my point that a kill is more valuable than dying in an attempt to kill someone.
And the object of the game is NOT capping. As with most games, the objective is to win. How you do that (caps, defends, murdering) are MEANS.
Don't confuse them.

You're missing my point. Killing someone when they had 1 pip of health is not skill; it's luck. Capturing a point because the one standing at it had 1 pip is not skill; it's, again, luck (or rather, stupidity of the defender). The enemy with limited health needs to do 2-3+ hits on you, while you only need 1 on them. If THEY survive, that shows they have skill. The fact you killed them shows you were lucky enough to get that killing blow; not to reduce their health from full to nothing.

The objective is of Lockdown is to capture and defend control points. The game even tells you that.. the fact you have to kill the enemy to do so, is because you're FIGHTING over the same points. The damage you inflict does not necessarily reflect your usefulness within the game. I mean, do you think support bombers are going to benefit? No. They'll do next to no damage, but are one of the reasons the rest of the team did so well.

Does the K/D Ratio represent that? No.

The skilled people of LD are not the ones that kill the most. They are the ones that capture and defend the points, to the death.

Maybe you don't make the kills as a bomber/guard/whatevs, but your teammates will.
That was pretty much the point of negativity. K/D ratio showcases strikers; but throws the support roles into the shadows, and tells them to shut up.

So now: either help me come up with a way to incorporate those none killing ways of aiding in a system, or keep giving non constructive criticism.
Add kills, assists, suicides (traps + damage inflicting statuses [which may cause problems, as statuses inflicted by enemies would count towards your suicides, and not their kills]), and deaths. Don't bother with ratios.

You might wreck enemies; but if you keep walking into a spike trap, you're not very bright.

Sun, 05/19/2013 - 05:58
#31
Dragneel-Wiki's picture
Dragneel-Wiki

After reading Masterofkings' post, I suggest the following in addition to what I said before:

1. Assists: When you reduce the health of an enemy with (Let's say 5% of his health), and someone else kills him, you get an assist.
2. Time Spent on Points (Already said that): The time you wasted capturing points or retaking them from the enemy.
3. Time Stayed Alive: Shows if you were a good guardian/bomber or even a good supporter.
4. Kills
5. Deaths

I guess with these 5 together, no one will lose credit for doing a specific job and winning, right?

Sun, 05/19/2013 - 06:00
#32
Gwenyvier's picture
Gwenyvier
As a lot of people in this

As a lot of people in this thread are voicing a K/D ratio would move LD even further away from the main objective of LD... which is capping and securing points.

Me, personally, I would be quite happy if they removed the damage you dealt from the stats they show at the end of the match entirely. It would encourage more team play if people weren't worried so much about that damage number. You will know somebody is good anyways by their caps/defends and how badly they keep stomping you into the ground.

Personally, the ranking could be done away with also. Until you can lose points from your current "rank", and I do not mean the weekly reset, the ranking system for LD is inherently flawed. If you play enough you could actually lose every match you play and still have a high LD "rank" just from sheer number of games played.

~Gwen

Sun, 05/19/2013 - 07:08
#33
Feyi-Feyi's picture
Feyi-Feyi
@all.

I turned the top comment into a wall of text for you to read, and react towards.

I did my best merging your suggestions together with mine into a comprehendible whole.
I tried giving credit where credit is due, and know that all posts are read and held into account.
I remember from English class not every sentence should start with "I", but I'm a narcissist.
Also: try to eat less Ihatestrikers cereals each morning, It's getting about as cliche as mocking the jemps and spamolarises.

Thank you all for keeping this thread alive and responsive.

Mon, 05/20/2013 - 07:37
#34
Feyi-Feyi's picture
Feyi-Feyi
edit.

edited to give credit to Dragneel.

Mon, 05/20/2013 - 12:48
#35
Doctorspacebar's picture
Doctorspacebar
Node 53120 is credit to team

You could separate Assists into Assists with Status Effect, Assists with Damage, and Assists with Guardian Shield. Status Effects would include the Recon Death-Mark.

Also, any instance where someone runs back to base (from at least X distance, don't want to get credit for poking a guy outside spawn that is delayed all of one second) after fighting you, without capping or fighting other players, could be counted as a "Block".

A "Backcap" could be gained from taking a point when players are fighting on another point closer to your own base. Whether this is supposedly good (distracts enemies by causing them to leave the main front) or bad (makes it easier for enemies on the main front), it would help to be measured. "Damage Healed" and "Damage Blocked" could, of course, measure the amount of damage healed/blocked by a Guardian Shield. (It's nice to have a Guardian around to keep the Strikers and Recons going strong and to block Polaris shots.

It's hard to measure things like a Recon doing some kind of wicked awesome misdirection or distractination (leading an enemy push to 1 while his team caps everything else, anyone?), Freeze-Locking two enemies in a corner, holding a chokepoint to keep enemies off your CP, or using chat macros or epic typing skeelz to communicate with your team. Still, the stats could always use some updating.

Mon, 05/20/2013 - 14:45
#36
Klipik's picture
Klipik

They should expand the endgame score screen to see more specific stats (like death marks applied, damage blocked, amount healed, boost used, etc). And to give us enough time to read all of it, we should be able to see our match history.

Mon, 05/20/2013 - 15:06
#37
Feyi-Feyi's picture
Feyi-Feyi
Hullo.

Doctor, that is indeed the mother of all threads but I'm restricting myself to the displaying at the end of a game.

Could you explain me your first point about block? not getting it.
I'll edit in your Damage healed and blocked at the top, but I need to think of a way to use it.
Would you be okay if I only count damage blocked when there is someone under the cloak?
Otherwise it's just defending yourself and that can't be in the Assist category I have.

@klipik: since you gave me a lot of feedback: How do you feel about what I have came up with?

Thu, 08/22/2013 - 21:42
#38
Feyi-Feyi's picture
Feyi-Feyi

This should soooooo be on the frontpage.

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