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Pointing out a major flaw in PVP in areas like B.A.S.H where players basicly do not fight at all but end up at the top of the score board by doing these steps:
1. Tiny amount of damage via single target hit, or an AoE (commiting less than 3% to all damage vs the players)
2. Running away the whole time until any players die in fights.
3. Claiming full kill points without fighting at all for them because they hit the target that died later on.
Thus creating corrupt, undeserving scoreboards rewarding players who have been tagging, but not fighting.
Solution: Introduce a invisible damage count and the according mathematics so that:
Players: 2-vs-1> A player must have committed to doing 51% damage or more to claim the point.
Players: 3-vs-1> A player must have committed to doing 34% damage or more to claim the point.
Players: 4-vs-1> A player must have committed to doing 26% damage or more to claim the point.
And so on and so forth, preventing false scoreboards and rewarding the best performed players.
1. Tiny amount of damage via single target hit, or an AoE (commiting less than 3% to all damage vs the players)
2. Running away the whole time until any players die in fights.
3. Claiming full kill points without fighting at all for them because they hit the target that died later on.
Thus creating corrupt, undeserving scoreboards rewarding players who have been tagging, but not fighting.
Solution: Introduce a invisible damage count and the according mathematics so that:
Players: 2-vs-1> A player must have committed to doing 51% damage or more to claim the point.
Players: 3-vs-1> A player must have committed to doing 34% damage or more to claim the point.
Players: 4-vs-1> A player must have committed to doing 26% damage or more to claim the point.
And so on and so forth, preventing false scoreboards and rewarding the best performed players.
# 2
05-07-2010, 09:29 AM
Quote:
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Originally Posted by SnakeWildlife
Pointing out a major flaw in PVP in areas like B.A.S.H where players basicly do not fight at all but end up at the top of the score board by doing these steps:
1. Tiny amount of damage via single target hit, or an AoE (commiting less than 3% to all damage vs the players) 2. Running away the whole time until any players die in fights. 3. Claiming full kill points without fighting at all for them because they hit the target that died later on. Thus creating corrupt, undeserving scoreboards rewarding players who have been tagging, but not fighting. Solution: Players: 2-vs-1> A player must have committed to doing 51% damage or more to claim the point. Players: 3-vs-1> A player must have committed to doing 34% damage or more to claim the point. Players: 4-vs-1> A player must have committed to doing 26% damage or more to claim the point. And so on and so forth, preventing false scoreboards and rewarding the best performed players. |
# 3
05-07-2010, 09:39 AM
It's a problem in all match types, though less relevant in other types because your personal kill count matters less. The problem isn't the minimum threshold for doing damage, the problem is the lack of immediacy -- if I do 50% damage to someone in the ten seconds before they died, I probably deserve credit. If I do 50% damage to someone and they promptly run away and heal to full, I probably don't deserve credit when they actually die 2 minutes later. Those people who are leeching kills are likely doing quite a bit of total damage, it's just that the damage is delivered so slowly that it's irrelevant (DoTs are very good at this. Ego sprites will never ever defeat a player because they cause damage so slowly, but they actually do quite a lot of damage over the course of the power, to five targets in a 25' radius).
I'd probably either introduce a decaying credit mechanism (damage loses value with time) or have healing erase damage credit (so if someone heals up to full, any damage you've done to that target no longer counts).
I'd probably either introduce a decaying credit mechanism (damage loses value with time) or have healing erase damage credit (so if someone heals up to full, any damage you've done to that target no longer counts).
# 4
05-07-2010, 01:53 PM
bump. This needs to be taken care of...
# 5
05-07-2010, 02:12 PM
Quote:
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Originally Posted by Pantagruel
I'd probably either introduce a decaying credit mechanism (damage loses value with time) or have healing erase damage credit (so if someone heals up to full, any damage you've done to that target no longer counts).
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Something akin to your damage credit goes to zero when your opponents' health goes to full *and* either your or your opponents' out-of-combat regen kicks in.
# 6
05-07-2010, 03:22 PM
Hey, and perhaps while they're at it, they can fix the fact you can just /logout in BASH and appear somewhere else when you log back in with no loss in points.
This has been a widely reported issue too, not some big secret. Fix it already.
This has been a widely reported issue too, not some big secret. Fix it already.
# 7
05-07-2010, 04:49 PM
Yeah anyone who leaves the field by disconnection should recieve a full score WIPE, i know people have bad connections and may disconnect by accident, but its tough, a PVP session does not take long, and your hardware is the problem not the game.
# 8
05-07-2010, 09:45 PM
damage markers should reset if an opponent can out-of-combat heal to full
gettin 8 kills in a row and loosing because someone can fire off conflag or sigils is annoying
gettin 8 kills in a row and loosing because someone can fire off conflag or sigils is annoying
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