Suggestion: Remove Personal Scores

Suggestion: Remove Personal Scores

in PvP

Posted by: velmeister.4187

velmeister.4187

Please remove personal scores from the scoreboard. Substitute w/ 0 or 1. Explained below.

Non-zero score is only what matters as it is tied to rank point distribution. Why not just have a score of 1 or 0 or scoreboard. Anyone with 1 will get rank points and moolah for win/loss and anyone with 0 will get nothing.

There are a LOT of people, even at Ruby division in season 2, play for personal scores. Somehow they believe top scorers are outplaying rest of the team and it’s a measure of success, skillfulness and entitlement. In reality, it is not.

This will probably help these players to understand how this game works.

“If there is anyone here whom I have not offended, I am sorry.”

Suggestion: Remove Personal Scores

in PvP

Posted by: Jourdelune.7456

Jourdelune.7456

I agree with you partly.

Personal score is not representative of real contribution to a match.

Removing options is always bad. (please stop asking them to DELETE, this is a LAZY solution)

They need to rework it, so the people KEEPING point UP make point for doing so.

IT would mean, each time you fight in range of a point of your color, you got 1 pt / tick.

So, if you 1v1 all game on home point, you will get much contribution than the roamer decap/capping OPEN points.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

Suggestion: Remove Personal Scores

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

https://wiki.guildwars2.com/wiki/Scoreboard

I would also like to see a few changes rather than removal.

At least these 3:

  • Revives give full score every time. Meaning a team that gets downed all the time will get more score than a team that never gets any downed teammates. Because of this, in a Deathmatch (Courtyard) arena, if no one gets defeated and the match ends 0-0, the team who got more of their players downed wins. Which is beyond absurd.
    • Revives should give less score, and scaled based on the downed penalty of the target:
      • 0 penalty : 3 points
      • 1 penalty: 2 points
      • 2 penalty : 1 point.
      • 3 penalty: ally will get defeated instantly so n/a.
    • Downing also should give points, less the more downed penalty the target has:
      • 0 penalty : 5 points
      • 1 penalty: 3 points
      • 2 penalty : 1 point.
      • 3 penalty: 0 points. Enemy will get defeated instantly so they’ll give at least 5 points anyways.

In an extreme case in which during an entire match all we see is just 1 guy downed, who gets quickly revived, the team who downed someone in the other team wins by 5 personal score vs 3 from the revive.


  • Kills give score to all players involved. Because of this, 4 players ganging up on 1 gives more score than 1 defeating another, even though winning 1vs1 usually has more merit than 4v1. That should not be.
    • Only one player should get score from a downing, the one who dealt the last hit.
    • Only one player should get score from kills, the one who dealt the last hit or use a finished.
      • The rest will get ‘assists’. 1 point from assists, rounded down, for ever 20% of health taken from the enemy before they were downed. So if you dealt 80% of their health of damage, someoneelse 20% and a third person finishes, the third gets 5 for kill, the second 1 for assist, and you 4 for assist.
      • This also applies to NPC kills. Personal score would be awarded based on % of damage dealt to the scoring NPC, instead being given equally to all participants.

        Ganging up to outnumber enemies should not be rewarded that much as it already gives a combat advantage by itself, and so it should not provide more score to a team. So 4 players on 1 should not give a team 4 times the score a single player earns defeating someone else alone.

  • There should be assist points from support:
    • Players gaining score under defensive boons and other lasting support effects, will give assists score to the score to the supporting players while they are under those effects, if the supporting character didn’t get any score themselves from the same source.
    • Instant support effects like party stun breakers or instant healings would work the same way, but over a short time after being delivered. 3-5s or so should do it.
    • As support effects are so easy to come by, it’ll be just 1 point, which is more than you’ll get anyways.

If a guy stays healthier thanks to you, and they get score for your team, if you didn’t get on that action you should still get sumthin’ sumthin’ from that even if you didn’t intervene directly on the it as you intervened indirectly through your effects on your ally. But if you were already there and already got your points from doing stuff, then you already got your reward.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)