Sandpit, on 02 March 2016 - 10:12 AM, said:
I don't get things like this. Russ specifically stated they're looking at making a minor adjustment to give a little less weight to W/L and a little more to personal match score.
It's not like they said they're tossing out the formula in favor of individual match scores. It's not going to increase "selfish" behavior, it's going to reward the players who get stuck on team derp, do really well individually, but have zero chance to win the match because 3 guys on their team decided to rambo off and die 30 seconds into the match.
THAT'S selfish behavior.
yeha this, and funfact is the stupid rambos on the winning team becaue they had 4 skilled guys carrying them will still get an up. But this is the issue this is 6 derps in a game and all 6 should by PSR be downvoted, while the current system just upvotes 3 of them and downvotes the other 3 of them.
yet a good system would up all 4 good carriers.
But scoring has it's part in this bad judgement, because actualyl the game is not able to identify how much of an individual players performance added to a win. Make a capture win and you have a lousy score. While in fact those people capturing were the ones repsosible for the win.
One of the first things is to give every gammode an OWN score system so that skirmish rates damage and kills normal, while in assault and conquest damage and kills gte rated a LOT lower in score.
Mister Blastman, on 03 March 2016 - 09:27 AM, said:
But that's too hard a system to implement--one that measures damage output plus damage taken. An ideal one would penalize players who do low damage but die fast while giving huge rewards to players who do big damage but also soak big damage--much bigger than players who do big damage but take little damage.
The danger here is that people in the end go and let themself get damage just to game the system. But I guess there won't ever be a perfect system. Yet we should surely find a better one than the current.
Edited by Lily from animove, 03 March 2016 - 09:35 AM.