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Disgussion Regarding Fair Tournament Scoring Possibilities


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#1 Rushin Roulette

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Posted 02 February 2015 - 03:21 AM

Well, after various versions of testing which way to track player scores and loads of players complaining that this or that method of tracking is unfair to "X" type player it is time to get something constructive underway instead of only deconstructive.

Note; no type of scoring will be completely fair to everyone. A Tournament or competition is not a "who cares who wins, its the thought that counts" type of thing. There are no special medals for participating without at least trying your best to help your team win or play well.

Previous tournament/competition scoring methods;
1 kill, 1 Assist, Win the round, survive (Everyones favorite nightmare)
1 kill, 1 assist, Win the round
Match score
Kills 10 points + Assists 20 Points + (Damage dealt- teamdamage dealt)


For each scoring formula there were genuine complaints and varying levels of frustration.

Survive the round criteria:
The survive the round of the Victor weekend is hands down the most annoying factor. You could get a perfect round of loads of kills, loads of assists and a win, but still not get any points because of a lucky shot from the enemy. This led to players gettinga kill adn an assist and then just buggering off somewhere to sit still and hope the enemy does not see you... which is in no way any help to your own team or for teh win part of the point.
Verdict: Keep the survive criteria well away from any team orientated game.

1 kill, 1 assist, win the round
Without the added stress of the Survival part, this one was a lot easier on everyones nerves. However, it was still not perfect, as you still had to get a kill and would only work if everyone on the winning team got only 1 kill and no more. Scoring as a high damage dealer was easy, but a headache for anyone in a light, as everyoen and their brother seemd to have been playing heavies and assaults with long range weapons.
Verdict: Better through the ommission fo the survival part, but scoring for some players was artificially difficult

Match score:
Deffinitely a verys valid possibility. Play well and you get a higher score, getting assists, spotting for your team and generally playing team orientatedly gives you a better score. Depending on if you win or loose however can make it impossible to beat the bar fro the point
Verdict: Deffinitely a possibility, needs to be kept in a very tight line, so that bad players on the winning team dont get a point, but good players on the loosing team have a possibility of getting a point

Score formula:
Scoring assists higher than kills promotes bad teamplay as players are trying to get damage in, but not kill the opponent. Players who play exceptionally well are penalized (5 kills, 2 assists and 500 damage did not give a point for example) . Kills higher than assist means players will hold back until the last second to get a killsteal or lights will stop holding lock for long range players so taht they can deal the last bit of damage. Howerver, that being said, this is all only a matter of adjusting the calculation.
Verdict: After the Match score possibility, deffinitely viable witha little fine tuning.

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My suggestion for future scoring criteria:
As multiple types of actions are already tracked by the game client, use these possibilities and combine the types of scoring.

1 Point = Match score of 60 as well as a score formula
(Kills *10)+(Assist*10)+(Most damage dealt*5)+(Solo kill*5)+((Damage dealt-Team damage)/15)

This way, any match where you scored more than 60 match score qualifies, which is relatively easyish ot get even if your team looses the match, but oyu made an effort. Simple Kills and assist have exactly the same scoring weight. What counts more however is how well you helped with that kill, running into the enemy team and spraying everything with your MG will get oyu minimal points, but actually helping your team kill something gets you more points. A solo kill will net you 20 points (kill 10 points+most damage 5 points+ solo kill 5 points). Solo kills are not restricted to whoever deals more damage, as light pilots can get a solo kill by opening the rear of the enemy and killing them through well placed shots.

Any thoughts or any other realistic suggestions on how a tournament point should be awarded (i. E. not simple to get, but not frustrating or near impossible either)

Edited by Rushin Roulette, 02 February 2015 - 03:21 AM.


#2 kapusta11

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Posted 02 February 2015 - 03:40 AM

(most damage dealt x20) + (killing blow x10) + (second most damage dealt* x10) + (savior kill x10) + (UAV/NARC/TAG kill x10) + (Scouting x10) + (UAV detection** x5) + ((damage - team damage)/10)

* - requires new reward to be implemented
** - detection per target

100 points - minor reward
150 points - medium reward
200 points - high reward

Edited by kapusta11, 02 February 2015 - 03:49 AM.


#3 Alistair Winter

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Posted 02 February 2015 - 03:52 AM

My suggestion is to reward people with x amount of points for survival, instead of making it an absolute criterion.

I personaly like that players have to survive the match to qualify, but I feel that giving the player something like 20 points for survival is a good compromise between the two camps.

You may find it annoying when people hide for the last 5 minutes of the match. I personally find it annoying when people just form deathballs and smash into each other like a sea of zombies, with nothing that resembles tactics or strategy. Rewarding people for survival changes this dynamic.

TL;DR- Give people 10-30 points for surviving the match.

#4 Rushin Roulette

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Posted 02 February 2015 - 05:54 AM

Good Idea, the points should however not be so high, that they will make playing hide and seek just to get those points to make it an easy win.

15 or 20 points should be enough (Same as a regular kill, but not so good that someone who dealt a lot of damage will get less points).

@kapusta. Im not too sure about the second most damage dealt thing. Why would a new category be needed? It would have to be something which can be seen in the end of screen summary so that players can calculate for themselves how many points they made. And to keep things simple, lets just focus on one tier of points like they have been in the past (either point or no point).

One way I can also see this to be frustrating and resulting in a loss of points. For example someone deals 20 damage to a mech cockpit but does not manage to get the final few points of damage in. The rest of your team deal massive amounts of damage to the rest of the mech, but someone finally gets that small laser to hit the cockpit for the kill. The player who got the kill gets 10 points for the killing blow. A Further 2 players get 20 and 10 points for most damage dealt and second most damage dealt for randomly dealing damage without actually doing anything to actually kill that mech. but that player who nearly destroyed the cockpit with 20 damage gets no reward, although he dealt 99% of the damage which actually caused the kill.

#5 Lily from animove

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Posted 02 February 2015 - 06:22 AM

View Postkapusta11, on 02 February 2015 - 03:40 AM, said:

(most damage dealt x20) + (killing blow x10) + (second most damage dealt* x10) + (savior kill x10) + (UAV/NARC/TAG kill x10) + (Scouting x10) + (UAV detection** x5) + ((damage - team damage)/10)

* - requires new reward to be implemented
** - detection per target

100 points - minor reward
150 points - medium reward
200 points - high reward



rewards make no sense, one shot snipe light starst a matchs, scouts everyone (spam R) swhile sweeping over them with a laser, and easily gathered 12 points then you just tag and narc like a bosss and let the others do the work. narcs and scouts should be only be worth 5.

#6 AntiCitizenJuan

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Posted 02 February 2015 - 06:30 AM

I like PGI's Idea of placing value on the Assist, but if effects team gameplay in a negative fashion.
Kills and Assists have to be worth the same amount of points to keep people shooting mechs to kill them, not to farm assists.

Emphasis also can not be placed on doing damage because some mechs do more damage than others, and not even in terms of the mechs class. Some mechs do more precise damage and cause less damage done in the process of getting the kill.

I think something along the lines of having the qualifying score is good but it needs to be done a certain way.

Kills and Assists are worth the same,
Surviving the round nets you the same amount of points as a Kill or Assist
Winning the round nets you the same amount of points as a Kill or Assist

#7 DragonLady

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Posted 02 February 2015 - 08:19 AM

My 2 cents, a single reward system doesn't cover each class efficiently. Perhaps a reward system tailored for each class of battlemech, and/or role, (But I use "role" loosely í ½í¸)
So as an example;
Lights formula (K=10 + A=20) "fill in rest of formula"
Because a light pilot has to work hard for a kill
Medium formula (K=15 + A=15) "but K=20 for a light mech kill" "then rest of formula"
Because Mediums CAN be light hunters. And maybe throw in some other bonus for first hits, due to Mediums as workhorse, pickett lines, first contact"
Heavy formula (K=15 + A=15) but must stay alive at end of Match
Because heavys are expensive to replace.
Assault formula (K=20 + A=10) and stay alive and win the match
Because, well they are assault mechs.
Again just general examples, but you readers get the meaning.





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