http://www.redbull.com/us/en/esports/stories/1331636572255/time-to-kill-...
Objective incentive, please.
http://www.redbull.com/us/en/esports/stories/1331636572255/time-to-kill-...
Objective incentive, please.
I think it would also help massively if there were some kind of reward for winning apart from a minimal amount of crowns. Either a reward for each game, or a leaderboard with a reset longer than a week that actually had penalties for losing and the top however many people got a prize.
Something like this.
If you do away with displaying how well someone did in a game (no, not DMGhurrhurr but caps/defs/dmg) there is an even great need for a ranking system.
People don't play LD for a reward, they play because it's competitive.
I can guarantee you that seeing how you did good is a greater reward than any amount of crowns.
What if you get a trophy? :o
For being like the top ranked of the month, and then you could have a trophy piece of furniture for GvG.
Either way, I wasn't suggesting to completely remove all stats, but rather to emphasize the ones that have more impact. Maybe add new stats, like time sitting on a point, or something else that would be a good representation of impact on the game. You could also hide the stats and use an algorithm or points system (Like in Titanfall attrition mode) to compute a score and display only that score instead of the separate stats.
For example: You get 2 points for a kill, 15 points for being on a point when it is captured, 1 point every second you stand on an enemy/contested point, 5 points for a kill on a point (any team), 1 point every 5 bars of damage healed (guardian), 1 point every time you inflict a Death Mark (recon), and 1 point if the person you death marked dies while marked.
Then it displays that number instead of caps+defends+dmg.
Oh, thanks for clarifying. Titanfall does display pilot/grunt/titanfall kills as well but I can see what you're getting at.
I wouldn't mind a general score, with addition of:
Caps: A full decap+cap rewarding the highest points, a decap second highest, a cap 3rd highest. This to avoid people farming points by just standing on a cap the last 1 second while your team decapped for you. Time spent on cap would be the better solution to make this a fair category, but I don't know if SK can handle that.
Defends: as they are atm AKA kill on cap. Maybe people will finally learn to fight on the cap then.
Teamplay: guardian shield, guardian heal, and recon death mark points.
Damage: damage dealt MINUS a set amount of points per death and/or revive. Rewards people who survive instead of yolo, and makes revives a way to turn the game around instead of a damageho thing.
The teamplay stat should be something that relates directly to the player shield. Damage blocked/healed would be good, either deathmarks inflicted or damage done to a deathmarked enemy (damage can be dealt by anyone while the mark is in effect). As for striker, I'm not sure what specialty they could have. Perhaps damage done to enemies standing on points? Maybe points stalled by jumping on them while the other team has been capturing it? Damage done coming directly out of boost?
Striker class is by its very nature better suited to cap, deal damage, and slightly overpowered.
This is why I didn't include a special stat for them.
No I do not hate striker, I mainly play as one.
Recons seem designed to decap points, guardians to cap them, and strikers to clear them. At least, that's how I view it.
And I wouldn't say striker as a class is overpowered honestly. Take off your damage and attack speed boosting gear and it falls in line with the other classes easily.
But if a teamplay statistic were to be added, I would find it better to have one thing per class so that it's not limited to certain classes. A striker is supposed to be on the battlefield front lines and get in, do massive damage, then get out. In order to promote team play, maybe it would count teammates defended? Like, kill a player within a second of them hitting a teammate?
haha. I was thinking about this the other day - like what if damage wasn't reported at the end of matches? Killing the enemy team wouldn't have any statistical feedback, and people going on about "best of ____" would be on even vaguer grounds than they already are.
You'd still have people who kill because this is as close as they'll ever get to a deathmatch, but you probably wouldn't have as many people berating teammates for being "useless" with 1k damage... because they won't be able to tell. But I wonder if you'd also run into more people who are goal-oriented?
It'd be an interesting experiment.