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Diggles
November 22nd, 2007, 05:26 PM
Domination should be worth alot more than a revenge.

Revenge is just random killing of someone thats been owning you, not a big deal. Killing someone 5 times in a row without reprisal is worth alot more. At least double or triple the points for dominations and/or lower revenge points.

Currently they are both 5 pts each.

Worry
November 22nd, 2007, 06:47 PM
At first read I thought so too, then I started thinking about what might have been the reasoning behind it.

Possibly they figure most dominations are done by the heavy or the soldiers, over the weaker classes, while they are being supported by medics and the occassional uber. Or by a sg that is getting great team protection/support. Or maybe it's nothing to do with being a stronger class, or having a better computer, or connection, or team support than the one being dominated and the dominator is just so amazing and skilled. Under any of those situations, they figured that to overcome and kill the dominator takes tactics, motivation and adaptation and is worthy of equal reward.

Maybe. It's one possibility.

SATAn
November 22nd, 2007, 09:55 PM
make rocket kills worth 20

Longstream
November 22nd, 2007, 09:59 PM
I dominate Satan all the time so it actually is just luck... damn you Satan.

Mephisto
November 22nd, 2007, 10:30 PM
theres this awesome way to get points with little effort and you can do it with few people around:
< I DON'T ENDORSE THIS>
be engineer, keep building and destroying your stuff next to a supply closet.

Diggles
November 22nd, 2007, 10:45 PM
theres this awesome way to get points with little effort and you can do it with few people around:
< I DON'T ENDORSE THIS>
be engineer, keep building and destroying your stuff next to a supply closet.

U dont get points for self destructing your own equip

Longstream
November 23rd, 2007, 10:44 AM
U dont get points for self destructing your own equip

But you do for building it... They should change it so you only get points for the first build of the map, or the first build after an enemy destroys the object. Or do -5 pts for destroying your own object.

Should do the same thing for manual flag drops.

Zervun
November 24th, 2007, 07:41 AM
I have dropped all engineer build points to 1 except teleporter exit and entrance to 2

I have doubled flag capture and point capture to 10

I have doubled domination to 10

Increased medic assist from 4 to 5

Increased capture blocked

There is no way to deal with the engineer destroying and building unless I nix all points -

-------------------

I will continue to tweak to whatever feedback you guys give

SATAn
November 25th, 2007, 11:27 AM
make rocket kills worth 20.

TrashedDT
December 30th, 2007, 04:04 AM
I was thinking about Pyro stats the other day. A lot of pyro kills get turned into assists because their flame will bring a player near death and another player will finish them off getting the points even tho that player was going to burn to death anyway. So the only way for a pyro to get points is to stay close to his victims exposing himself to enemy fire. This defeats the purpose of the pyro's "to flame then hide" concept which guarantees longer survival. So I recommend like the medic the pyro should get a point boost on assists. Like 3 or maybe 4 points. What do you guys think? Currently it's no fun to play pyro if you're playing for points because he deaths will out weigh his assist points.

[BDB] Puppy Stomper
January 4th, 2008, 10:52 AM
I'd have to agree with that. I rarely play pyro anymore, unless the team is suffering due to lack of one. Once you're high enough in the rankings, especially, you can kill five people of a lower rank, gain around 10 points, and die once, which will wipe off that effort immediately.

Given that most people play for points (at least it takes precedent over winning a round), I'd say it would be a motivation to use the class more often.

rek
January 4th, 2008, 05:14 PM
I agree with the pyro idea if it's possible to easily implement, but real men play for the win not the points!

Honestly, I think it's almost too easy to get points now. It's just who plays the most not who does well while playing. Before I would get +2 for a knife kill with +2 bonus for being a backstab (so +4) and then when I died I'd get -15. That meant I had to be knifing 4+ people per death to not lose points. Now I get +3 +2 (for a total of +5) per kill and only -10 for a death; so going 2:1 breaks even.

That's almost twice as easy. Now when I play, even if I do [comparatively] bad, I still gain points! I'm like 1 kpd and look I'm up +100 for the session, why? Because it's too darn easy.

That being said I like all the points for actually trying to win the round (caps and defends): they encourage good play. I rush in and sacrifice myself for the team so that we can get a point (or keep one) sometimes repeatedly. But when I get +10 for the cap it makes some of those deaths more worth it.

Also, medic and sniper are way too easy to score whore with. It works well for the lower point people, but for me +5 for a medic assist? That's what I get for a backstab, and backstabs require putting yourself in a lot more danger. If I get annoyed with being pwned by points (ok, doesn't happen in the new system, but before when i got -15) I always switch to sniper or medic and just whore the points up like mad. You rarely die and you get great bonuses. +1 instead of +2 for headshots, and +3 or +4 instead of +5 for medic assists would be more in line with the other classes.

Ice.Vu
January 4th, 2008, 06:13 PM
Yea, if you want easy points. Just follow Satan around healing. Cha-Ching.
But don't, or else.

Zervun
January 4th, 2008, 07:54 PM
Well I'm perfectly happy to adjust the amount of points - the only reason I increased medic points to 5 was because we had a lack of people playing medic

Now that numbers on the server is up and we have more regs perhaps a round of tweaking is in order, I agree that points for teambased things should be increased

[BDB] Puppy Stomper
January 4th, 2008, 11:41 PM
That being said I like all the points for actually trying to win the round (caps and defends): they encourage good play. I rush in and sacrifice myself for the team so that we can get a point (or keep one) sometimes repeatedly. But when I get +10 for the cap it makes some of those deaths more worth it.


I'll admit Rek makes a good point here. Not that points are all that motivate players, but I'd have to say the the manner in which the point bonuses and deficits are allocated probably have a large impact on the way the game is played.

In a server where group bonuses are nil as compared to individual kill stats, my wager is that most players will keep to themselves, relying on wiping out the whole opposing team as the means of capturing a point. While it works, it seems like this would discourage collaboration. If you want people to be team oriented, then allocate the points in a team-based system. If you want people to play as individuals, or scab off other players for points, then set it up as an individual-based system.

One more point, however, if you make the point system all based on teams (captures, defenses, ect), you make the point margins much more narrow. Instead of having a point spread from first place to tenth of nearly twelve thousand points, I'd guess it will be more like five-thousand. Essentially, no matter how you allocate the points, it really comes down to who plays the most... gets the most points.

[BDB] Monster Rain
January 6th, 2008, 09:11 AM
That is how it should be: the more you play, the more points you accrue. I have a fairly hard time earning points anymore as a heavy (which is pretty much the only class I play), due to the influx of NoObs on the server. Nothing is more frustrating then going on a killing rampage, and then getting poned by a Noob and ending up even for the round. Thank God for Rek backstabs accounting for 80% of my deaths, as I lose fewer points that way (sometimes I wish you had a new favorite fatty though rek).

Anyways, more points for the objectives would be great. Is there anyway to give points for capture to a player who sat on the cap point from the start and then gets killed before the cap happens? Probably not, but that would be sweet.

Mephisto
January 6th, 2008, 10:51 AM
but if you but it that way, then points are less of a measure of skill and more of how much time you have on your hands.. i've not been playing as much recently because of events and a recent 2 day blackout (stupid california weather).. i've dropped 5 places in the past week.

i'd like to see the point system be more on skill or teamwork (with the -15 penalties again but have larger bonuses for objectives). medic assists really got me into playing medic but its so easy to get points now, i think medic assist bonus could be 3 pts.. though medic assist points do encourage teamwork..

right now it seems like the sky's the limit on scores so basically to keep my position i'd have to play 2-3 hours a day.. and theres basically no way for people to lose points. its all about how much you play now, not how good you are.

changes id like to see:

cap (intel or points) - 15 or 20 pts (teamwork.. usually)
round win - 5-10 pts
death cap (most you can lose to a noob) - 15 pts
pyro assist - 3 or 4 pts
headshot - 1 pt (way too many people playing sniper and just shooting other snipers in 2fort)
medic assist - 4 pts

perhaps if theres a way, add bonus points for killing a medic? like +2?

CiaB·nvsbleman
January 17th, 2008, 08:45 AM
make killing SATAn with rockets worth 20

fixed.

Zervun
February 14th, 2008, 03:18 PM
I'm tweaking the stats a bit to fix/even some things

1. Max player days being afk to be stored 24 -> 21 (default)
2. Min players on server before stats are counted 2 -> 4 (default is 6)
3. Max points taken 10 -> 15 (points are getting too spread out) (default is 25)
4. Min kills before stats are recorded 20 -> 30 (default 50)

Tomorrow night will do

5. Max stored stat days 28 -> 21 (default)

Basically I'm trying to make it more attractive for newer players - nothing is really changing to anyone's current stats - tommorow's change might reduce your stats, but everyone will be reduced by the same percentage as the furthest away 7 days (1 week) will be dropping off the stored amount. It will store for 2 weeks, instead of 3 on it's same rotating basis.

In current state the points are flying up a bit to fast just mainly due to my previous tweaks.

Zervun
March 8th, 2008, 08:17 AM
Engineer built objects changed to 3 across the board, as well as delete/killing them (it was off before)

Levi
March 13th, 2008, 03:15 PM
I've noticed that if there are a lot of people far under my hlxstats score playing on the server, it seems really hard to get my points to increase. A few times I've been on the top of in-game scoreboard, but my hlxstats points go down since I'm losing around 15 points everytime I'm killed, but only gaining 3 - 5 when I kill someone. Othertimes(usually when the regulars are on) I can gain a lot of points simply because I'm killing people with much greater scores and losing less points when I die. It doesn't really bother me, but it would be nice if it felt like my points were more based on how well I'm playing, rather than it being dependant on playing with people with high or low scores.

Of course, maybe I should try for more 4:1 kill/death ratios in my games, but I'm not that great ;)

Worry
March 13th, 2008, 06:27 PM
Are you saying engineers are punished for destroying their buildings? If so, that's to stop people from building up points by repeatedly rebuilding, yes?

I was just thinking about the other night when I and other engineers were playing on dustbowl. On offense, as our team gains ground, I would move my portal/disp/sg up in support of the team.
In cases like that, it's punishing the engineer for doing a good job.

I guess there is no other way to combat stat whores, but I would say it's better to not punish good game play just because of a few knobs.
Eventually someone would notice and report someone building and destroying repeatedly and we could just kick them.

Zervun
March 13th, 2008, 10:16 PM
Well it's set now that every one you build, when destroyed or removed you lose the same points, so it's negated.

I would prefer it to be a point or so in benefit of the build than a destroy, but people will sploit it.

TrashedDT
March 14th, 2008, 02:57 PM
Well it's set now that every one you build, when destroyed or removed you lose the same points, so it's negated.

I would prefer it to be a point or so in benefit of the build than a destroy, but people will sploit it.

People have to be pretty desperate/bored to try and gain points by building/destroying their stuff with 4+ players on the server. BTW if you want to eliminating stats exploiters increase the minimum number of players from 4 to 6 or 8. In all honest I think people enjoy getting positive points more then they do actually going up rank. Please correct me if I'm wrong, most people just see the stats as an indicator of whose played on the server the most. <raises hand>. People I talk to are always bragging about how many points they got that session then they are how many ranks they went up. But then again I could be completely wrong.

Salt Lick
March 14th, 2008, 04:07 PM
I second.
2v2 games are not serious. They don't need to be recorded.
I don't even know what rank I am, but I'll usually type rank in-game just to see how I'm doing that round.

Also, anyone spawning as scout should receive negative points.

TrashedDT
March 14th, 2008, 05:43 PM
Another thing to think about is that late at night at the server is dying down we can load of "duel/melee" maps without worrying about points.

Zervun
March 14th, 2008, 08:12 PM
I should have the new duel map on tonight -

I actually upped it from 2 to 4 players, for minimum that stats count - perhaps I will do it more.

We are still having an issue with people just coming on, getting a few on then someone leaving and clearing the server so I don't know what to do with stats that way.

It's so unbelievable too, I record during the times from about 3pm PST to 7pm PST, no less than about 30 - 50 joins, with each person leaving a minute or so later (probably because only a few on)

The ironic fact being if they would have stayed a few more minutes the server would have filled up.

I am thinking about rewarding some reserved slots based on people that "start" up the server.

Worry
March 14th, 2008, 08:26 PM
I second.
2v2 games are not serious. They don't need to be recorded.
I don't even know what rank I am, but I'll usually type rank in-game just to see how I'm doing that round.

Also, anyone spawning as scout should receive negative points.

second.

people going scout with less then 6 a side is silly. but then, i think the scout is over powered class and wish it didn't exist at all so...i'm biased.

Zervun
March 14th, 2008, 09:06 PM
I might have a plugin coming up that restrics classes at certain times, I'm thinking scout restriction until 4+ are on the server

TrashedDT
March 15th, 2008, 12:09 AM
I like the idea of a class restriction as well dependant on the number of players.

Worry
March 15th, 2008, 03:57 PM
I was goofing around a lot last night and it seemed like I wrenched a lot of people into the afterlife. so, i hit the stats page to see if I actually qualified for an award but.... noticed there is no award for the wrench. what's up with that?

or did I miss it or is it lumped in with one of the others?

TrashedDT
March 16th, 2008, 12:32 AM
You're right Worry, it's not. It's not even in the weapon usage stats!

Salt Lick
March 16th, 2008, 03:36 AM
It makes sense the wrench isn't in the weapons stats. The wrench is not a weapon. It's a tool for fixing things, like skulls that aren't dented enough or spies that are too lively.

Zervun
March 16th, 2008, 08:32 AM
It's in now should work tonight

Salt Lick
March 30th, 2008, 03:32 AM
There appears to be redundant "Best Latency" awards.