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Kill/Assist Experience, player behavior shaping.


17 replies to this topic

#1 ManDaisy

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Posted 09 January 2012 - 04:40 PM

Kill stealing = Mad.

Solution:

(Solaris) Deathmatch Mode:

Assist && Killing Shot Exp = Same amount.

If C,D,E,F Mechs shoot L mech, exp gain = base /4 to C, D, E, F * (%dmg inflicted)

So if base exp per kill was 100
C who did 33% of total damage to L, would receive 33% of 100.
while F who killed L but only did 10% of total damage, only recieves 10% of 100.

Or:

Mission mode:

exp/reward focused from completing objective:


Kill = Only statistic
Assist = Only statistic

kill stats~ worthless.
This is to promote team building,
None kill stealing,
Balance of roles of weight classes,
prevent race to biggest damage dealer. (race to assault)

Edited by ManDaisy, 09 January 2012 - 04:44 PM.


#2 Vulpesveritas

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Posted 09 January 2012 - 04:43 PM

Option B gets a +1.

Definitely enhances the teamwork aspect that is lacking in so many videogames anymore where everyone cries when they aren't #1 and go killstealer noob and the like.

#3 ShoveI

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Posted 09 January 2012 - 05:06 PM

Not sure if option 1 is something totally doable considering the different trees that will be available. For instance, recon/scout and command pilots will not always be hip deep in the actual destruction of the enemy. I think the second option is more probable. Have certain things each member can do add to an experience pool for the entire drop team which will be divvied up evenly after the mission ends. This might promote xp leaches though that drop and do nothing but still get xp from their teammates accomplishing xp events. So, there may have to be bonus xp for certain accomplishments. I think a combination of maybe 25% of option 1 and 75% of option 2 would be a good balance, promoting mostly team play but still giving a small bonus to those doing exceptional work in their roles.

#4 Gorith

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Posted 09 January 2012 - 05:41 PM

Honestly I am imagining solaris to be 1v1 matches most likely.

as for gaining exp simply winning should give everyone on your team the same amount of exp and losing should give you nothing or a much lower ammount (nothing would be better imho). No variable XP either you win and get good xp or lose and get nothing. Easy and simple

#5 Vulpesveritas

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Posted 09 January 2012 - 05:43 PM

So if you have bad luck you shouldn't get anything at all? harsh.
I'd say give the losing team like 30% exp or something compared to winning.
And... where did solaris pop up from?

Edited by Vulpesveritas, 09 January 2012 - 05:43 PM.


#6 VYCanis

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Posted 09 January 2012 - 05:44 PM

hate to keep bringing MWLL up. But there nobody really cares about "kill stealing." Sure people who have lots of kills are usually at the top of the score list. But just as often you can find someone that has gotten only 1 or even 0 official kills in the entire match, in first place. Because on death, everyone who was involved in doing damage to that target gets a share of the points relative to how much damage you put into them, in addition to the points you immediately get from actually damaging opponents. you also get points for damage inflicted to a target after you have narc'd them.

point is anything that is contributing to the overall cause of victory, you are getting points for it, even if its just driving around in a c3 equipped unit so that your team mates can more easily find the enemy and long tom users can rain down death properly.

Edited by VYCanis, 09 January 2012 - 05:47 PM.


#7 Dlardrageth

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Posted 09 January 2012 - 06:47 PM

Brilliant idea to tie XP/credit payout to total amount of damage inflicted... not!

That would be the fast road to turn MWO into "World of Assault Mechs". :o Why bother with a light Mech, if no matter what you do, you never get close to what an assault can make per battle. And why? Solely because he has way more weaponry and thus damage potential. Doesn't matter any more if the light's pilot is very good and the assault pilot subpar, right? Terrible idea IMNSHO, just leads to negating skill and variety from the game.

There has to remain both some initiative to do well on an individual and also on a team level. Without the latter, everybody will just go for the heaviest chassis and most weapons around. Without the former, you'll get AfKers and "leechers" who will just sit doing nothing and counting on their team getting them their equal share of XP/credits... for being useless. ^_^

#8 Vulpesveritas

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Posted 09 January 2012 - 06:55 PM

so 25/75 sounds about right. 25% personal achievement, 75% team win,

#9 Rhinehart

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Posted 09 January 2012 - 06:59 PM

I say let the devs sort this one out...

#10 Dlardrageth

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Posted 09 January 2012 - 07:02 PM

View PostVulpesveritas, on 09 January 2012 - 06:55 PM, said:

so 25/75 sounds about right. 25% personal achievement, 75% team win,


Could work if you combine it with an effective AfK detection/reporting system. Even 75% would be compelling enough for some "people" to just jump into a match and then go for a snack AfK and thus be nothing but a burden, aka useless stationary Mech, for their team.

#11 Vulpesveritas

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Posted 09 January 2012 - 07:09 PM

yes but if your team doesn't win then you wouldn't get any points whatsoever. Hence the idea for 25% personal achievement so that a quarter of all possible points won in game could be had if you were good even though you lost.

#12 VYCanis

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Posted 09 January 2012 - 07:20 PM

View PostDlardrageth, on 09 January 2012 - 06:47 PM, said:

Brilliant idea to tie XP/credit payout to total amount of damage inflicted... not!

That would be the fast road to turn MWO into "World of Assault Mechs". :o Why bother with a light Mech, if no matter what you do, you never get close to what an assault can make per battle. And why? Solely because he has way more weaponry and thus damage potential. Doesn't matter any more if the light's pilot is very good and the assault pilot subpar, right? Terrible idea IMNSHO, just leads to negating skill and variety from the game.

There has to remain both some initiative to do well on an individual and also on a team level. Without the latter, everybody will just go for the heaviest chassis and most weapons around. Without the former, you'll get AfKers and "leechers" who will just sit doing nothing and counting on their team getting them their equal share of XP/credits... for being useless. ^_^


i think you missed the part where i said anything contributing to victory. That light mech might not be getting crazy points from inflicting damage directly like the heavies and assaults might, but they would likely be getting crazy points for effectively scouting and spotting and capturing objectives and all sorts of stuff. And if desired you could always have some sort of weight modifier where lighter mechs get more points for shooting heavier opponents.

the point isn't to specifically reward people who simply get the killing blow. but to reward for actions that contribute to victory and good gameplay, dealing damage included.

#13 MaddMaxx

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Posted 10 January 2012 - 12:16 PM

In a true Team environment it matters not who does what. The Team Succeeds or the Team Fails.

XP or C-Bills earned are Team based and can be defined as 25% (divided by participants) for a Defense Loss, 100% Attack Win, (divided by participants) 25% Attack Loss (divided by participants) 100% Defense Win. (divided by participants) (with variable win loss values dependant on actual drop #'s and any preset conditions in any given Contract)

There is no "I" in "Team"

Edited by MaddMaxx, 10 January 2012 - 12:18 PM.


#14 Demi-Precentor Konev

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Posted 10 January 2012 - 12:24 PM

Considering the ultimate goal of the game is planetary control and taking ground, I wouldn't mind if they didn't keep track of kills at all.

I'd prefer something that tracked mission successes and how cost-effective the successes were.

#15 Adridos

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Posted 10 January 2012 - 12:27 PM

I would say that only thing you should get from a kill in this game is a mark on the mech after battle. These marks should be awarded just when you inflict the most damage and they should be stripped from the mech when you die. Only things you should get rewarded with exp and like are wins and helping the team out. :lol:

#16 Nik Van Rhijn

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Posted 10 January 2012 - 03:04 PM

I think Lahyenne's idea is excellent for Merc Corps - we need to know the bottom line.

#17 Dlardrageth

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Posted 10 January 2012 - 06:34 PM

View PostVYCanis, on 09 January 2012 - 07:20 PM, said:


i think you missed the part where i said anything contributing to victory. That light mech might not be getting crazy points from inflicting damage directly like the heavies and assaults might, but they would likely be getting crazy points for effectively scouting and spotting and capturing objectives and all sorts of stuff. And if desired you could always have some sort of weight modifier where lighter mechs get more points for shooting heavier opponents.

the point isn't to specifically reward people who simply get the killing blow. but to reward for actions that contribute to victory and good gameplay, dealing damage included.


Um, to be honest, not sure any more who of the two of us missed which point here now. :lol:

The core of my post was to argue that rewarding for kills/damage done as main factor isn't going to work well for a team-based setting. As rewarding either top number of kills or top damage ultimately fosters an anti-social playstyle. Which is pretty much the opposite of what you'd want for good teamwork.

There needs to remain some incentive for individual effort, I stated one reason why, but all-in-all, the team-based play is better off if things like kills or damage done remain a rather minor factor in what you get in terms of rewards at the end of a match.

Same I would, BTW, apply to "scouting" mechanics. Handing out major rewards for the initial detect of an enemy will only encourage suicide-scouting, where a light Mech rushes head-on into the enemy, in the hope to spot as many as possible and thus have a nice payday. No matter that his usefulness is gone for the team, once he got blown up after lighting up the enemy team for a second or two.

#18 UncleKulikov

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Posted 10 January 2012 - 08:31 PM

Option B would be great for objective matches.

Option A is good, but there should be a fixed bonus for scoring the killing shot. Assists are nice, but if the mech isn't downed, it can still fight back. Give a kill shot a 10% bonus. So from the OP example, the guy who landed the killing shot with 10% total damage would receive 20% value of the mech.





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