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Old 2012-08-03, 03:00 PM   [Ignore Me] #136
LordSlack
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Re: Malorn's Stats Thread Reborn


In an FPS, people always naturally want to kill more than they die. It is the most primal and basic instinct when shooting eachother. The way to balance it is not to hide or remove K/D, but as others have mentioned, incentivise actual helpful gameplay to make that worth more of your time. Earning more resources to spend by taking bases lets you upgrade faster than "death matching" or farming kills. Still, even if this is implemented perfectly, snipers gon' snipe! It's human nature.
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Old 2012-08-03, 03:49 PM   [Ignore Me] #137
Revanmug
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Re: Malorn's Stats Thread Reborn


Originally Posted by Kipper View Post
If score is calculated correctly then it should be the only thing you can use to say "player X is better at Planetside 2 than player Y"

Score should be given for being in an area with enemies, killing enemies, resupplying/healing friendlies, transporting troops into contested areas, taking objectives, defending objectives, shooting accuracy and not dying....

It should be weighted so that assault types generate more score for assault actions, support types generate more score for support actions, and specialists are rewarded for specialist related skills (ie sniper = accuracy bonus).

Somehow (not sure how) a player who plays well with all classes should come out better than a player who is great at one and doesn't play the others at all.

...And of course, all-time score is unimportant as that punishes those with less free time, it should be all about average score per hour (or day/week/month).
Score per min or whatever ain't better. Like any stats, it can be farm or certain job will always reward less score than another. Since certain job give more reward, people will focus on these even though you might need people elsewhere.


And sometimes, some action should not be done even though it reward score.

-Just before an assault, are you really going to love that lonely guy that start hacking? He is helping! But he also made sure that once you are there, you control bar is down to nothing and the enemy's bar is maybe close to half. Have fun waiting until the next capture since everybody is alert of your presence at that point.
-The same could be said of generator (suppose to be there later). You pretty much capture the base intact but before the switch, someone destroy the generator for points. He got reward so it must be good. He is also going to repair it after. More points!
-What about the sniper? getting good score by being precise doesn't mean you are helping at all since he could be farming inbetween bases far from the real fight. Then again, you can't simply ask him to go capture point with quick scope and a pistol if he want a good score.
-Transporting troop in the contest area? But what if it's better just before the constested area where you might not get shoot down? no points. But someone might simply fly directly in the middle of an enemy army making you die horribly. But the pilote got points so it is all good.


Can you see how "score/min" ain't helping? You are not removing the problem but simply changing the problem of place. You can also be sure it will soon be ridicule because some people are farming these points while others do it the "good" way but there no way to know it.

All time score punish people? Well, I suppose so because that's what will drive the number of cert you have right? But that's how the game's leveling is base on so you can't just decide it is unimportant and remove it.

EDIT:
Originally Posted by Gugabalog View Post
And if it is, it should be far from emphasized. Maybe de-emphasize it by adding a more prominent "Damage Dealt" stat for combat classes.
Damage ain't useful. You might have damage someone or something but it might have survive after killing you (or not). Damaging someone that got a health/repair bitch behind doesn't help at all. He is still there holding the line or moving forward. And if you damage him and someone else kill him, there are assist for that. Assist stats are way more useful in telling what you are doing than plain damage.

Last edited by Revanmug; 2012-08-03 at 03:55 PM.
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Old 2012-08-03, 06:24 PM   [Ignore Me] #138
Flaropri
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Re: Malorn's Stats Thread Reborn


Damage dealt is only useful if it shows it with weapons and against target types. For example, Damage Dealt With AR vs. Tanks, Flash, HA, MAX, etc.

Even then it's mostly only useful for the sake of figuring out what types of mods you want on your weapon, how effective AP rounds vs. "standard" rounds are and against which targets, etc. In which case you're better off just having the raw data available from the mods/weapon/target and calculating it yourself.
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