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Snorbot

On kills, assists, and deaths as scoring mechanics

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Since this topic is hot right now, let's talk about how the current implementation of "kills" and "assists" are bad metrics to use for scoring and some ideas to make it better.

First, for those new to the topic, "kills" on the scoreboard are granted for doing the last bit of damage to an opponent. That could be 1 damage or 1000, as long as it brings their health to 0. That encourages sniping the last hit on an already-low target. Assists are granted for doing any damage to a target.

A lot of proposals suggest weighting those values so kills are worth more than assists. I would argue that kills, as implemented, shouldn't weigh more than assists.

A more appropriate metric for tracking a player's contribution in a fight would be the portion of damage done to a target, either within a fairly short time before death, or since the last time that target was at full health, or some combination of those, such as resetting the scores after a target is at full health for a minute or so.

A system like that could continue to include deaths as subtracting from the score (as opposed to K/D). That might even count deaths in a similar manner - the value is the proportion of damage that came from players, since PvE damage also wouldn't be counted in the positive score, unless "R10 Guard" gets an entry on the scoreboard.

 

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Remove PvE deaths from a players death count. Seriously irksome. Only PvP deaths should count.

Track heals. Be a game that shows healers some love, so few exist. 

On that note you could track damage to players as well. 

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Stop scoring individual player metrics and move everything to team metrics.

Individuals already have two scoring metrics. They're called loot and durability.


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Rub rock on face and say "Yes food is eaten now time for fight"

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