We’ve been talking about personal score a bit. I’m personally of the opinion that it isn’t representative of a player’s effort in a given match, and it also can be incredibly misleading and potentially lead to bad gameplay habits (5-capping home).
If you were to redesign personal score, what would you do? Does it track different types of stats? Would you want your personal stats displayed to other players?
A lot of personal scoring that is tracked has value, it just doesn’t account for the numbers of people involved. If it did it might more closely match participation value. If you consider the number of people involved and then divided the points by those players it might better reflect what happened. Another way to translate this would be the target of the action would define the total point pool divided by the number of people participating. In the end what is more valuable, 3 people killing 1 or 1 person killing 1, 2 people capping or 1?
So example changes:
- Today 3 people cap home, each player earns 10. Instead should it be 10/3 (rounding down in all cases) so each earn 3. There was no advantage for 3 standing there so why not move along. Point itself was worth 10, the more people involved in the capture should degrade its value for each individual but should never be worth more than its total value.
- Today 2 versus 1 on a kill would be 5 each. Instead award 2 each.
- Today 3 Rez one person would be 10 each, instead award 3 to each one.
- 3 vs 2 and the 3 win, each player would get 3 * 2, 6 each total for the win
- 3 vs 2 and 2 win, each would get 5 per kill which would mean 15 each total
- Off point fighting, stays the same but increase points for on point kills by 5.
There are times when fighting off point has value, and therefore I wouldn’t penalize people for fighting off point but I would increase the points for kills on points more to offset the differences. I understand that there is the defender and assaulter points but a 5 point increase would help define the value in fighting off versus on. This would still be subject to the total value rewards above. An example of when fighting off point might have value is when a person can distract and hold off larger numbers from reaching the objectives and or blocking them from reaching a taken one. Though they are off point they allowed their other members to take other objectives uncontested or prevented back capping without having to fall back to do so. There is no good way to award them for this which is why I wouldn’t penalize them for doing so. If the player is killed before healing up they should be included in the kill bonus though since they were included in the take down of the player. - Bunkering, stays the same, paying people to stand on a uncontested point makes no sense if it causes their team to fight outnumbered elsewhere. To offset I would further increase the objective defender bonus by 5 though since holding a point while its under assault does have value.
- I was going to add an additional point for a spike over a cleave but that might encourage bad habits as multiple people go for a spike when they should be moving on or cleaving.
- Bonus points for spiking while enemy is being revived. This I would grant an additional 2 personal points to though if it blocks the revive.
Just the change to the points by dividing the number of players I think would change up the numbers we see at times and may better define personal play which might open up more options.
As far as displaying personal stats to other players, not sure there. Opens up a lot of for interpretation. High damage may look good, but it if also means you died 5 times and awarded the other team 25 team points does it tell a different story. If you got a lot of kills but didn’t flip an objective did that have value. How can you tell your point value of your caps and control over time versus your kills to deaths. Still a lot to store and see before just the base stats fill in the picture.
Just some quick thoughts, will ponder this one more.
Edits below: Re-reading this I don’t want to imply +1ing doesn’t have value, it does, but if a team mate required aid it still doesn’t increase the value of the objective or action that occurred, more that value should be shared. Now the counter argument to this might be does this cause ill-will, why did you bud in and take my points. Still think that’s better than awarding people for being on one point when they could be better served elsewhere.
In order to define when that makes sense you would maybe need to add a savior qualifier, a player coming in after a team player is down and prevents them from dying. Or a negative qualifier for dying. Personal score in the latter example should never go below 0.
In a more complicated system rewards the points for a kill could be a measure of the total damage received from each enemy before being downed and divided up that way. So if 90% is done by 1 player they receive 4 and the person that came in an did a couple of shots that was 10% of the down player would get 1. Same could be applied for capturing a point or other objectives.
Some of the ideas might depend on understanding what data can/is captured while in combat today and understanding that.
De Mortuis Nil Nisi Bonum.
(edited by TheGrimm.5624)