A New PvP Score System

A New PvP Score System

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Posted by: Gav.1425

Gav.1425

Can we change the score system from the current score-per-action to a team-point-yielded score sheet?

The change would be pretty straight forward. The new score would calculate how many points you’ve earned your team. This is not about who gets the biggest score, and more about giving players more accurate information that reflects their contribution for the team so they can make better decisions due to accurate knowledge of results.

Could people farm score? Sure, but they already do, and that type of behavior is fairly rare in unranked and ranked games. Players may even do so unaware that it’s negative for their team due to the lack of this kind of information (ie. 2 players capping a free node).

Conquest Example
– Player kill: 5
– Chief/Svanir kill: 25
– Lord Kill: 150
– *Temple buffs: all additional points awarded due to buff(s); kills and ticks
– *Node tick: per tick

*Nodes would be a bit more tricky. You could have all the points ticked on a node go to the player(s) that capped it (IMO, best choice), or you could award points to players on the node when in combat (ie. bunking).

You can’t get good at archery by shooting shots in the dark with your Wintersday earmuffs on.

We all know the score sheet in its current form never really tells the full story. You can farm a large amount of points without actually being very helpful at all and vise versa. The actual problem with the current system is that it provides the PvP community with poor information, reinforcing poor PvP habits.

Is that thief that keeps going far really a noob? How do we know if his feeding is worse than his yield over time? Is it worth fighting for that node? How many points did those buffs actually yield over time? We’re all making assumptions that we’re not mathematically sure about, and this information would absolutely change player behavior.

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Posted by: Exedore.6320

Exedore.6320

This would reinforce bad habits just as much. Everyone would zerg bosses in forest. It would teach DPS to stand on point, which is not where they want to be. If it was based on who capped the node, everyone stands on point until it caps for credit and then runs to the next point.

Fixing the scoreboard would be nice, but there are so many other areas on which it’s better to spend limited developer time.

Kirrena Rosenkreutz

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Posted by: TheGuy.3568

TheGuy.3568

This would reinforce bad habits just as much. Everyone would zerg bosses in forest. It would teach DPS to stand on point, which is not where they want to be. If it was based on who capped the node, everyone stands on point until it caps for credit and then runs to the next point.

Fixing the scoreboard would be nice, but there are so many other areas on which it’s better to spend limited developer time.

Honestly that would be better than the current bad habit of skirmishing far off point, capping nodes is something you should do vs consistently just chasing. The bad habits a system like this would create would still lead to players doing things that assist the team in winning. Too many players duel off point as it is.

Lets be real here how many pugs have you seen zerg for kills with more individual points than the other team but they got out rotated? The positives would far outweigh the negatives.

Kor The Cold Heart War
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele

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Posted by: Gav.1425

Gav.1425

This would reinforce bad habits just as much. Everyone would zerg bosses in forest. It would teach DPS to stand on point, which is not where they want to be. If it was based on who capped the node, everyone stands on point until it caps for credit and then runs to the next point.

Fixing the scoreboard would be nice, but there are so many other areas on which it’s better to spend limited developer time.

Go re-read the post.

Double capping is already rare in tournaments and NPC kills would give the same amount of personal points as they already do.

As for better development areas, this is the one area that effects all PvP players regardless of character type and all PvP maps.

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Posted by: Sunshine.5014

Sunshine.5014

I rather have personal score like this:

  1. Assist a kill: 3 points
  2. Stomp or last hit downed enemies: 10 points
  3. Rez a teammate (everyone who contributed to the rez): 5 points
  4. Every 1000 damage dealt to enemies: 1 point
  5. Every 1000 damage taken: 1 point

This is PvP. We should score according to PvP.

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.

(edited by Sunshine.5014)

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Posted by: Gav.1425

Gav.1425

In it’s current state, conquest is won by score, not necessarily PvP.

We’re not talking about changing the mechanic of PvP. I’m not against that, but that’s an entirely different topic.

We’re talking about accuracy of the score board of our current game types..

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Posted by: Atharian.7092

Atharian.7092

My only issue with the current system is that it does not reward points to bunkers. I provide one of the most important roles in the game, by holding a point in 1 v 1s and 2 v 1s. Doing this, however, almost always means I’ll have the least points contribution. Most of the time thats fine, but sometimes people will try and blame you for a loss.

(edited by Atharian.7092)

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Posted by: LunacyPolish.4602

LunacyPolish.4602

In it’s current state, conquest is won by score, not necessarily PvP.

Outwitting the other players is still a form of PvP.

There’s two layers going on in SPVP, there’s the “twitch skill” aspect of physically killing each other, and there’s the “strategic” aspect of map awareness, knowing where to rotate, being in position to content with map mechanics, etc.

Being well past my prime in terms of “twitch skill”, the latter aspect of the game counting for so much helps me a great deal personally so I’m biased XD

I actually don’t disagree we could use a better, more holistic system that rewards certain behaviors better, but the problem of perverse incentives is a tricky one to manage.

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Posted by: Gav.1425

Gav.1425

Outwitting the other players is still a form of PvP.

I don’t disagree at all and I think my new system would statistically express the value of this better than our current implementation.

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Posted by: SweetPotato.7456

SweetPotato.7456

I rather have personal score like this:

  1. Assist a kill: 3 points
  2. Stomp or last hit downed enemies: 10 points
  3. Rez a teammate (everyone who contributed to the rez): 5 points
  4. Every 1000 damage dealt to enemies: 1 point
  5. Every 1000 damage taken: 1 point

This is PvP. We should score according to PvP.

Last hit 10 points is not good at all. There are players who steal other players “kill point” like thiefs ahem.

More points should be awarded to the players with the most hit contributing towards the kill not someone who hides and then jumps in to take the last hit

Guild Wars 2 Forever

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Posted by: LunacyPolish.4602

LunacyPolish.4602

Outwitting the other players is still a form of PvP.

I don’t disagree at all and I think my new system would statistically express the value of this better than our current implementation.

And for what it’s worth I do like your idea of damage taken = points. Gives incentive to hold the objectives.