Well, some similar "frag stealing" is already occurring with e.g. players spamming their M50 or XK2 on the victim you brought down to low health.iRobot wrote:It also has implications more widespread. Someone who is not being ranked shooting you to low HP, and then getting killed by someone with ranking enabled. Simply interfering in anyway.
Ballistic Bro Changelogs Discussion
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Re: Ballistic Bro Changelogs Discussion
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Re: Ballistic Bro Changelogs Discussion
There is no difference with the "frag stealing" for ranked / unranked players. It's rather that players could willingly left themselves killed by an unranked player when they are on low HP or likely to die soon. But that's theorycrafting - I'm not really expecting abuses there and if there will be abuses, players won't be able to openly see who is deranked and who isn't.
Score is based on damage done (100 dmg ~ 1 pt; 1 thawn player ~ 1 pt). As long as players can heal themselves with fair ease, it's not telling much about your skill (think Calypso).Azarael wrote:The easiest fix for that is to move Skill onto Damage Done / Damage Received. Also benefits healers. However, please note that I do not expect that to happen - I am merely pointing it out.
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Re: Ballistic Bro Changelogs Discussion
The new skill system is abuse
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Re: Ballistic Bro Changelogs Discussion
Tears have arrived with speed of light.Izumo_CZ wrote:Score is based on damage done (100 dmg ~ 1 pt; 1 thawn player ~ 1 pt). As long as players can heal themselves with fair ease, it's not telling much about your skill (think Calypso).
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Re: Ballistic Bro Changelogs Discussion
Exclude heals from skill, then. Damage tracking instead of kill tracking is perfectly valid because even if a player heals, the "damage received" component of Skill is not mitigated - contrast G28 users suffering fewer deaths.
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Re: Ballistic Bro Changelogs Discussion
When do we get item rewards for skill
I want trailers like on elite trials server
I want trailers like on elite trials server
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Re: Ballistic Bro Changelogs Discussion
The only way I could imagine a damage based skill system is to tracking the damage that was done to you and erasing the portions as you've been healed and exclude anything that goes to superheal / shields (i.e if you fully heal -> damage received = 0 and anybody who shot you so far will get no damage points from you; the points would be awarded when a player dies). That way you could fairly divide the points from the fallen one and exclude the "useless damage", yes.Azarael wrote:Exclude heals from skill, then. Damage tracking instead of kill tracking is perfectly valid because even if a player heals, the "damage received" component of Skill is not mitigated - contrast G28 users suffering fewer deaths.
Database is recalcuable for that and it isn't difficult to implement. I'm doubful about how much the result would differ and whether it's worhty to implement, however. I would expect that in a bigger sample, everyone would have the fields "kills I stole" and "kills sbdy stole from me" comparable.
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Re: Ballistic Bro Changelogs Discussion
You don't need to exclude anything when using a wholly damage based system. If people have pocket HMCers or other strong healing support under a kill/death system, they benefit strongly because if they don't die, their enemies don't get shit in terms of Skill reward. In a damage based system, if you deal or receive damage, you get the appropriate credit irrespective of other circumstances and I think that's always fair - indeed, it's one of the strong points of 3SPN's scoring system. You can heal all the HP you want in a round and live for as long as you like, but unless your skill magically increased you'll still be doing x damage per unit of damage received, thus pushing skill onto your OWN ability to mitigate incoming damage.
The only caveat here is that I believe overkill damage is currently tracked as the damage the killing hit did, and not as the remaining HP of the player.
The only caveat here is that I believe overkill damage is currently tracked as the damage the killing hit did, and not as the remaining HP of the player.
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Re: Ballistic Bro Changelogs Discussion
Implying you earned anything more than the silver skiniRobot wrote:I want trailers like on elite trials server
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Re: Ballistic Bro Changelogs Discussion
If you shoot someone and he fully recovers then your shot was entirely useless and you don't deserve to get any credit in terms of skill as the enemy team was not weakened at any rate. 3SPN scoring has been designed for TAM as its main gametype with standard weapons, where there is no healing (unless there are random pickups) and no thawing - I can agree that it works there as in these circumstances it is also pretty much the same as my viewpoint on the matter.
Thawing and healing is a significant part of Freon and BW as there are G28 and Defibs (HMC not as much) and when you are thawing someone you count with the risk of receiving some damage as you expose yourself and are stationary. Under your terms healing is exluded from skill, so you gain literally nothing from thawing and only risk of receiving damage because someone else have failed - and from the point of ranking system, have no motivation to heal / thaw at all. Prove me wrong, not only you have suggested that a significant part of the goal of the gametype is not within the ranking system but it actually collides with it - and that is a killer argument.
Overkilling in 3SPN isn't handled, though it's not difficult to handle this properly inside pawn class.
Thawing and healing is a significant part of Freon and BW as there are G28 and Defibs (HMC not as much) and when you are thawing someone you count with the risk of receiving some damage as you expose yourself and are stationary. Under your terms healing is exluded from skill, so you gain literally nothing from thawing and only risk of receiving damage because someone else have failed - and from the point of ranking system, have no motivation to heal / thaw at all. Prove me wrong, not only you have suggested that a significant part of the goal of the gametype is not within the ranking system but it actually collides with it - and that is a killer argument.
Overkilling in 3SPN isn't handled, though it's not difficult to handle this properly inside pawn class.
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