Player score determination

While the tie-break function of it is important it’s not like those other stats aren’t shown. From a team building side of things you can just read those stats if you feel they are important to finding good players. As far as the score goes it doesn’t seem so bad that its kill based. You do get assists just for healing the killer so those points add up. Also if the support is keeping you from dying then the other team isn’t getting points. It could be more complex but I don’t see why it doesn’t work.

You know, I didn’t even think of that. Yes I do believe that score should be determined by more than just battlefield engagements and have discussed it before, but now that you bring this up it’s a change that should happen immediately upon release. Nobody wants to lose an Incursion tie because their team had less kills yet they built more and killed more minions, or lose a Meltdown based on kills despite escorting more minions through. Something must be done before this game turns into a deathmatch, Meltdown already suffered that fate midway through the beta on PS4.

I honestly feel like score is inconsequential most of the time. Yes, being good at killing can help, but not playing the objective makes you lose regardless. (I’ve seen plenty of negative K/D teams winning/win).

This is a bit of sour grapes since I typically like to demolish minions/buildables, farm shards and build as much as possible. I recall one match Incursion (As ISIC) where I had 12k shards collected and 100 minions killed (I built as much as a could in and between wave clears) but was amongst the lowest scoring since I only managed a few kills (In Ult). It just seems really negligible to me.

It’d be great if everything contributed to score, and an actual overall grade was given, but as of right now, the biggest factor is killing and assists, which already have dedicated slots on the first page post game, so it feels like it only serves to service a TDM mentality.

Just my thoughts.

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Score in PvP right now is the simple equation you mention. (kills x 2)+ Assists

We tried several things and came back to this for simplicity at release. I’m still not fond of it. I want to come back to this at some point and factor in more role and mode scoring recognition. Don’t know when this will happen, but I really want it to happen.

Until then - someone mentioned this, but there ARE a lot of stats you can use to find out how well you did comparatively. Building, Healing, shards, minions, etc…

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Could you answer a question if possible? How does your score affect XP yield over the other stats, are all stats implemented into XP yield or just score?

Considering this topic is a recurrent issue being brought up around these forums - see Is K:D even relevant? - i believe it should really be addressed by GBX in the near future, it will give a bad idea of what BB is to new players and i think it will definitely be an issue on public games sooner or later.

Thanks for the reply. I’m happy to see the issue is being looked at. I understand there are probably a lot of things that take priority over this so close to launch and probably many weeks after. In the end it’s just a detail. I just want to stress (even though I’m probably preaching to the choir) that I do think it is a relatively important detail. If gamers like one thing more than winning a round, it is having the highest score (overall or just in the team). I think most players will instinctively edge toward the hero that makes them feel succesful. K/D will for many players determine their hero choice. The player score stat is an oppertunity to counter the K/D stat by giving support players a chance to score just as high as the DPS/Assassin type characters by playing their role well. Sadly, right now, the player score stat only bolsters the K/D hunger.

Having said all that, I think congratulations are in order on what promises to be a great game (even with playerscore as is ; ) and good luck with the launch!

I agree with everything you said up untill this point:

Simply because getting score through healing/support assists is unreliable. Your support target has to be in the midst of battle to become relevant to score while I think low health characters fleeing the battlezone should get at least as much support… I’d say every type of support, whether during combat, saving a dying teammate or just topping off a player farming a shard should be rewarded.

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I tend to when looking at the stats go strait across to total damage, healing etc. Score doesnt mean much, most of the other things provide a good indication of performance.

As Montana, I tab straight over to Damage Taken to see if I’ve won the high score, despite the game insisting that someone who took the least damage is the green-highlight “winner” of that category. Chumps.

That statistic is also conveniently located next to the Healing Given and Healing Received columns, so I can see who my bestest friends were and exactly how bestest they’d actually been. :heart:

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Not that you can always help it but maybe if you focus on keeping people from running from the battlezone it would be best for all. Besides I think what Randy said basically means he agrees they just don’t have the resources to deal with it right now. I for one don’t see this being more important than adding characters, maps, and balancing.

I understand using K/A as the mechanism to determine score because it’s a simple formula…but it’s just entirely too counter-intuitive for this game.
This game is all about working as a team, team objectives, minion clears, shard collection, buildables, healing/shield support, ect.
This is not a traditional FPS PVP game where the objective is to seek out the enemy and kill them.

And the problem is that a lot of players are going to come to this game with the traditional FPS PVP gaming mentality…and a score that is solely based on that mentality is only going to encourage that mentality.

You would figure that right out of the gate Gearbox would be trying to squash the ‘Kill the enemy is all’ mentality to help foster what makes this game so great…which is the team oriented approach. But instead of trying to squash it…they are encouraging it.

Also, I am almost positive that your score impacts your XP gain after the match. So not only is the K:A the shiny thing to point to for bragging rights…it also impacts how quickly you can advance your character and profile. (Not that it really matters too much…as everyone who is going to be playing this a ton will max out sooner or later…but still…gives the wrong impression)

As I mentioned in another thread K:D:A should account for probably no more than 20% of your score. Minions cleared , shards collected, buildables built, healing/shielding provided should all be major factors of a score.

In a game like this K:D should be minimized not highlighted.

Here is how I would actually score these matches. (Roughly off the top of my head)

First I would identify the items which will provide a score. Each of these items would be ranked and each rank would provide certain amount of points.
Let’s say for simplicity sake you have five tiers of ranking (one for each player) for each metric.
Tier 1 = 4 points
Tier 2 = 3 points
Tier 3 = 2 points
Tier 4 = 1 points
Tier 5 = 0 points

Then for each metric you take how each character did on each of these metrics and depending on their ranking they get the points assigned.
So if as a team you collected 15,000 shards, the player with the most shards would get 4 points, 2nd would get 3 points, ect.

Then as the winning team maybe get some bonus points…for winning.
Then perhaps as the best scoring player on the losing team you get some bonus points…to help keep the losing team being competitive till the end.

The various items that you could include might be:
Kills (Mostly for Assassins)
Deaths
Assists (To Help Support and reduce ‘They took my kill’ Rage’)
Minions Killed
Shards Collected
Buildables Built
Damage Dealt
Healing/Overshielding Provided (To Help Support: Tricky because I would not include self-heals)
Healing Received (To Help Tanks: Also tricky because I would not include self-heals)
Damage Taken (More is better…to also help tanks…especially if there isn’t a healer in the party)
Thrall Camps Captured (Incursion Only)
Minions Escorted (Meltdown Only)
Points Captured (Capture Only)

Anyway, you would obviously need to tweak the XP gained from the total point score…but something like the above would be infinitely better than the K:A score being used now…and would definitely support the team concept better than what we have now.

This is just a rough list I just tossed together…I’m sure that someone could spend a day looking at all of the various metrics and come up with a better comprehensive plan…but something like this is what I’d prefer to see.

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I don’t know how you would do that, but if they can find a way, then sure. But I don’t think there needs to be a “1 point per x healing” sort of thing.

[quote=“logie108, post:23, topic:1381548, full:true”]
Not that you can always help it but maybe if you focus on keeping people from running from the battlezone it would be best for all.[/quote] Fair enough, but the assists through healing are still unreliable and depend on the skill of your teammate, not on your own skill.

[quote=“logie108, post:23, topic:1381548, full:true”]
Besides I think what Randy said basically means he agrees they just don’t have the resources to deal with it right now. [/quote] I acknowledge this multiple times (preaching to the choir and all). Still wanted to make my point. If that makes me pushy then I’m sorry. I just don’t want the point forgotten.

[quote=“logie108, post:23, topic:1381548, full:true”]I for one don’t see this being more important than adding characters, maps, and balancing.
[/quote] Well, having all characters have close to the same chance to reach a high score seems like balancing to me. As for the (free) DLC: first the details in order, then the extra stuff.

I up then you would miss the healer who kept your team at very as that isn’t represented in the score well enough.

Guess I don’t understand this question. Score doesn’t affect any stats. Score is a stat tabulated from your kills and assists.

I think you just answered it well enough. It seems some were under the impression that score offered a bonus to XP gained at the end of a match, which is not the case.

Ah, gotcha! Nope. No bonus based on score. Other than giving you an idea of who did the best on kills and assists, score is used as a tie breaker on Incursion and Meltdown.

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Awesome, that’s what I wanted to know, cheers.

I was just playing a few games of incursion last night with a few of my friends that just got the game. We lost repeatedly because they were feeding the enemy xp by continuously running out and dying. When I tried to explain this to them they said they had higher scores than me so obviously I was the problem (I had a low score due to spending most of my time collecting shards and building things). It would be nice if score was removed for the time being so people won’t think they’re actually doing good by going 7 and 13 while building nothing. I guess I could also get smarter friends, but I’d rather not.

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