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Don't discourage team play through kill/damage rewards


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#1 Raven Star

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Posted 21 October 2012 - 10:18 AM

Quote:
"The reward system has a component coming called Combat Score. Combat Score is an aggregate system that rewards player performance. The current CB values awarded reflect the AVERAGE Combat Score rewards once it goes into play. So good players will earn above par and vice versa for average players."

This sounds like a great way to ruin team play and mercenary unit tactics. Nobody will be willing to play sqad positions if they are not going to get good rewards because their damage or kill ratios are low. You can't really measure "good" and "bad" play so PLEASE STOP TRYING. You can't even get the mech bay to work correctly how can you think to judge player performance?

Better players already do more damage and get more kills and die less, therefore they already get more rewards. To warp this further I fear will cause everyone to run ammok with no regard to team play. I saw it in Battlefield 1942 where nobody cared if they won or lost as long as they topped the kill charts.

Edited by Raven Star, 21 October 2012 - 10:48 AM.


#2 Guardian of the Sphere

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Posted 21 October 2012 - 10:39 AM

Raven has a good point guys.. i hope you listen. However i think combat scores can still be givin without without ruining team play.. just be VERRY liberal with the rewards towards team support like "mech spotting".

#3 TheCerberus

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Posted 23 October 2012 - 05:07 PM

Totally in agreement here. More emphasis should be placed on rewarding teamplay. (so sayeth the guy with the lone wolf icon :D)

#4 Paul Inouye

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Posted 23 October 2012 - 05:32 PM

Considering we haven't told anyone what makes up the aggregate combat score, you're kinda assuming we're heading in the wrong direction. Our game, as it currently sits, HIGHLY rewards team play. Have you seen some of the threads about PUGs vs Premades and how tactically organized groups are stomping all over unorganized groups? Team play is one of the key principles we've been using when planning the various aspects of MWO. I even mentioned in another post that yes, kill/death will play a role in calculating a combat score but it will be weighted in terms of how much influence it has on the final output of combat score calculations.

That being said, we are phasing in match making which will help address the team stomp and eventually in the long run make sure that everyone is playing on a level playing field. Players who like to play in teams have a HUGE component of MWO coming in the future called Community Warfare which DIRECTLY benefits those who play in teams and more importantly, play well as a team.

#5 Delta47

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Posted 28 October 2012 - 10:49 AM

Yes, I have seen the threads about PUG stomping but your analysis is poor. The primary reason for the success of "tactically organized" groups is the use of teamspeak. Not really tactics at all, just a real life example of how important being able to communicate is. I agree with the person who started the thread, you reward individual performance over team performance. This undercuts teamwork. Statistics should reflect the effectiveness of a team not individuals. Additionally if leaders were truly leaders they would have methods to reward and/or punish players who are not working with the team other wise your just a player making suggestions.





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