Suggestion for new WvW scoring system

Suggestion for new WvW scoring system

in WvW

Posted by: iHungeri.4096

iHungeri.4096

search not working, sorry if suggested before. instead of the current points-per-tick, i suggest that the score be determined by:

1) the amount of supply that successfully reaches held towers and keeps – encourages holding onto and upgrading objectives, defending dollies, might encourage many small groups instead of one big blob

2) player kills NOT dependent on borderlands bloodlust – like, come on, the bloodlust gives you buffs to your stats AND points for killing others without those buffs? why not just award points for any player kill, but leave the buffs as a bonus for holding ruins?

might be controversial, but i feel it might be worth thinking about, and that’s what the forums are for, right?

edit: just thought about blobs camping supply camps, forget i said anything :p but point 2 is perhaps valid

will pay for a dolly rocket booster

(edited by iHungeri.4096)

Suggestion for new WvW scoring system

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

I’m not sure that that’s really the best way to go about it. It seems counter-intuitive to make supplies the scoring mechanism when they’re supposed to be a means to an end.

It would also emphasize farming/babysitting Dolyaks, which isn’t exactly the most fun aspect of WvW. Ideally the scoring system rewards what players like doing in WvW anyway. And that’s killing each other and fighting for objectives.

There are two crucial changes required to make WvW scoring more competitive and reflective of actual effort, rather than coverage.

1. Kills should award a point, all the time, anywhere, regardless of Bloodlust. Killing players is a core part of the WvW experience and it should be awarded as such.

Bloodlust can still provide a stat-bonus for roamers to fight around but it shouldn’t be as important as it currently is, considering how easy it is to take.

2. Scaling the score with current player participation. What 1500 people fight for during prime-time has to matter more than what 40 people fight over at 5 AM. Currently it does not, and that’s not cool.

My suggestions was to scale the speed of the ticks with currently player activity, ranging for ticking every 5 minutes (all maps full to the brim) to every 60 minutes (all maps completely empty). But there are other ways to scale the score too.

(edited by Dee Jay.2460)

Suggestion for new WvW scoring system

in WvW

Posted by: iHungeri.4096

iHungeri.4096

yeah, i realised after i posted the topic; people would just start _camp_ing. it would be interesting to be able score off “supplies gathered” as well as kills without encouraging zergs and karma trains, but i don’t have an elegant solution to the current system otherwise.

scaling is gonna be hard to implement also. servers with vastly differing coverage will mess the scaling up. do you scale for the 100 players from server X, or the 5 from server Y? or do you average the two and say there are 52.5 players? why should server A, which might have players from asia, oceania, europe and the americas, score less when, for example, french server B is underpopulated at night in europe?

will pay for a dolly rocket booster